Silt Strider disappear/appear

Post » Tue May 17, 2011 2:55 pm

I saw the animated silt strider being worked on in the 'in progress' thread and can't wait to see it when it's finished.

I was wondering if there is a (simpler) mod that from time to time removes the silt strider plus caravaneer from a silt strider port and then returns them later, to simulate that the silt strider is away travelling to another city? (No animation.) For example, if I am at Balmora and take the silt strider to Vivec, it would be a big coincidence for a replacement to turn up immediately, travelling from some other city to Balmora. And it might not be me that takes the waiting silt strider but some other traveller getting there just an hour before me!

This could be fun (or irritating!) if you decide to take the silt strider and then find you have to cool your heels for a day or so until another one turns up because someone else has taken it. If the haunting sound they make only happens when one is in port, you could wander about the town until you hear one calling, and then you know it's back.

Possibly, from time to time, there could be a silt strider at the pick up point and another one waiting alongside, ready for the next passenger. Perhaps the waiting caravaneer could change also?

Does anyone know of a mod like this? I did some searches but couldn't find anything.
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A Lo RIkIton'ton
 
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Post » Tue May 17, 2011 3:01 pm

I was wondering if there is a (simpler) mod that from time to time removes the silt strider plus caravaneer from a silt strider port and then returns them later, to simulate that the silt strider is away travelling to another city? (No animation.)
I think there is none. Maybe not many people would want to wait for a strider, or maybe nobody had the idea so far. It would probably be feasible, but with great attention to avoid possible permanent disabling of silt striders if/when uninstalling the mod.

Before you ask, I thought about something similar with animated silt striders/caravaners, but to work well you would need 9 different strider animations with a caravaner on top of the strider with the same face as each of the original caravaner on the ground... think about how many head replacers exist, and how many different faces a single caravaner could have,...
My compromise is that the caravaner on top of the animated strider must be different from the original caravaner on the ground, you can imagine him working for the caravaner at the strider port, or being a free-lance travelling caravaner...
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Rachel Eloise Getoutofmyface
 
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Post » Tue May 17, 2011 8:50 am

My compromise is that the caravaner on top of the animated strider must be different from the original caravaner on the ground, you can imagine him working for the caravaner at the strider port, or being a free-lance travelling caravaner...


I liked that concept - it filled a gap in my mind where you get off a silt strider and a different person greets you - I always thought that the person who took you somewhere should be the person who thanks you for your patronage at the end of the voyage.

I thought your caravaner could use a shirt though or a hat like the gondoliers to protect them from the elements. Also to see some other's on the voyage would have been good to - sometimes I think they should provide an hourly shuttle service for many rather than just transport 1 person for 10 gold?
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Rachie Stout
 
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Post » Tue May 17, 2011 4:11 am

I thought your caravaner could use a shirt though or a hat like the gondoliers to protect them from the elements.
Yes, I though about it, a hat maybe but adapting a shirt to the "plastic" pose I took from Phaedrus' gondola fishermen is something I don't know how to do in NIFskope... maybe I could ask Arcimaestro Antares to add the shirt using Blender...
Also to see some other's on the voyage would have been good to - sometimes I think they should provide an hourly shuttle service for many rather than just transport 1 person for 10 gold?

[EDIT]But, they make some money carrying goods also (crates,sacks, jars...)[/EDIT].
Yes, that would be good, I tried with companions and the strider is so big and fast that moving in sync other NPCs other than the player (which is moving fluid enough because he is floating at the exact center-axis of the strider) does not work well, scripting is not fast enough to move them in sync with terrain changes. Maybe removing completely collisions, but this would make climbing slopes/obstacles too difficult, I would need to consider also vertical position of waypoints :ahhh:
Hmmm.... maybe some different "scenic only" (dressed :D ) passengers, no animation but a plastic pose... another work for Arcimaestro I presume!
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laila hassan
 
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Post » Tue May 17, 2011 12:32 am

Before you ask, I thought about something similar with animated silt striders/caravaners, but to work well you would need 9 different strider animations with a caravaner on top of the strider with the same face as each of the original caravaner on the ground... think about how many head replacers exist, and how many different faces a single caravaner could have,...

Just use a closed helmet. There are plenty of those in the game already.

This is a really interesting idea.
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Alexx Peace
 
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Post » Tue May 17, 2011 5:42 am

It could be irritating to have to wait for a silt strider but I like to make things difficult sometimes! It would be very annoying if you were first to a waiting silt strider and then some noble strolls up, pulls rank and makes you wait for the next one because they want to go in the opposite direction! :mad:

Ah well, if there isn't anything along these lines, I'll be patient and wait for the animated mod.

I like how in the video showing the animation you can see some cargo at the back of the passenger compartment. Do you think that packs or netting slung over the sides could also be used for cargo? There are crates in some ports, such as Gnsis, so there must be reasonable capacity for carrying it.
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Ladymorphine
 
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