Tyrant99 Posted December 7, 2020 Author Posted December 7, 2020 5 hours ago, Selena Glazer said: Amazing!!!, i will try to work on it. if you got a spare time to do it and upload it. That would be Great as well ? Thanks for your Support Anyways ❤️ No problem. Truth is, I don't have Skyrim or CK or any of that installed atm, so I can give advice, but will have to leave the modding up to you. ? 1
Aznon Posted February 6, 2021 Posted February 6, 2021 how does one place furniture? what is this 'button' i have to press? i use the spell, choose the choices and... then what? nothing spawns and then the spell times out. Also, the ZAPFurniturePlacer.esp says it is 'designed for a different game'. is that correct?
help34 Posted February 23, 2021 Posted February 23, 2021 Hello, I've decided to try and work on this, as I think this mod is excellent. Great NPC support would make an excellent addition. However, I've limited Creation Kit knowledge, so any help would be very greatly appreciated! Quote So there you have it: Add a faction with AI to sit in furniture with ZaZ keyword with closest distance to actor. Have the faction added using an OnSit Event (triggered if the onSit target has the ZaZ keyword and if the actor has the SitTarget alias) - because the closest furniture will be the one that they are currently sitting in. Have a way to remove the faction (could add to the function that already removes the initial alias) With regards to this, I'm unsure as to how to add AI to a faction, or to get it to use an event. As far as i can tell there are just the tabs General, Ranks, Crime and Vendor in the Faction form. Clearly I'm not looking in the right place, could someone please point me in the right direction? Thank you in advance, for/if any help is available! Cheers!
MaskeDemon Posted February 26, 2021 Posted February 26, 2021 Help me please. There is no spell avail El for me. I've read a SEQ file needs to be generated. Would some kind folks tell me how that is done?
Selena Glazer Posted March 7, 2021 Posted March 7, 2021 13 hours ago, muhavaux33 said: is this special edition compatible? yes i tried it, it is working fine. 1
BabtMgeezax Posted March 28, 2021 Posted March 28, 2021 Man cant believe after all this time there is still no multiple NPC support anyone find a fix yet or a mod similar to this one that works on SE? wish I knew how to make mods so I could just do it myself but I haven't a clue. 2
Selena Glazer Posted March 28, 2021 Posted March 28, 2021 1 hour ago, BabtMgeezax said: Man cant believe after all this time there is still no multiple NPC support anyone find a fix yet or a mod similar to this one that works on SE? wish I knew how to make mods so I could just do it myself but I haven't a clue. lol same here XD, to be honest with you. i am welling to pay for it !!! for real! 1
Nymra Posted March 29, 2021 Posted March 29, 2021 sorry for the stupid question, it might already have been answered: Can I somehow save all the furnitures I placed and use them on a new game? Or share with other players?
Tyrant99 Posted March 29, 2021 Author Posted March 29, 2021 21 minutes ago, Nymra said: sorry for the stupid question, it might already have been answered: Can I somehow save all the furnitures I placed and use them on a new game? Or share with other players? You could create a simple ESP with all the furnitures placed in CK (Like in bondage furniture world). The other option would be to x-fer your save files (but that would transfer everything in your game save files, not just furniture).
Nymra Posted March 29, 2021 Posted March 29, 2021 4 minutes ago, Tyrant99 said: You could create a simple ESP with all the furnitures placed in CK (Like in bondage furniture world). The other option would be to x-fer your save files (but that would transfer everything in your game save files, not just furniture). k, then I have to learn the CK finally I just read that some mod placed stuff and that could be exported. Btw: would it be possible to use your bondage furniture world and expand/modify it? basically I only want to create a mod that places furnitures and has no other functionality
Tyrant99 Posted March 29, 2021 Author Posted March 29, 2021 11 minutes ago, Nymra said: k, then I have to learn the CK finally I just read that some mod placed stuff and that could be exported. Btw: would it be possible to use your bondage furniture world and expand/modify it? basically I only want to create a mod that places furnitures and has no other functionality I don't mind, you'll probably want to remove the scripts then. I'm not sure how many furnitures I placed in that mod, probably several hundred. For placing furniture, there's not much to it, just drop them down in the CK viewport window and they'll show up in game. A few things to keep in mind as you're doing it are NPC pathing, other mods object placement, and object clippings (I.E. wall shackles need to be placed so they're not too deep into a wall where users would get stuck). Also placed furniture should only be rotated on 1 axis (should be no tilt or yaw for animations). If the ground isn't flat, you wouldn't put the furniture down at a matching angle because animation won't play right at weird angles. (Stick to flat ground or keep flat angle and should be fine) 1
Nymra Posted March 29, 2021 Posted March 29, 2021 32 minutes ago, Tyrant99 said: I don't mind, you'll probably want to remove the scripts then. I'm not sure how many furnitures I placed in that mod, probably several hundred. For placing furniture, there's not much to it, just drop them down in the CK viewport window and they'll show up in game. A few things to keep in mind as you're doing it are NPC pathing, other mods object placement, and object clippings (I.E. wall shackles need to be placed so they're not too deep into a wall where users would get stuck). Also placed furniture should only be rotated on 1 axis (should be no tilt or yaw for animations). If the ground isn't flat, you wouldn't put the furniture down at a matching angle because animation won't play right at weird angles. (Stick to flat ground or keep flat angle and should be fine) cool! thx alot! my Naked Defeat mod uses preexisting furnitures for Combat Defeat and for Public Whipping. This will be a fest 1
DonQuiWho Posted March 30, 2021 Posted March 30, 2021 3 hours ago, Nymra said: sorry for the stupid question, it might already have been answered: Can I somehow save all the furnitures I placed and use them on a new game? Or share with other players? Hope this is of some help It might not do exactly what you want insofar as sharing goes, but it might suit your own use https://www.nexusmods.com/skyrim/mods/82833 1
Tyrant99 Posted March 30, 2021 Author Posted March 30, 2021 7 minutes ago, donkeywho said: Hope this is of some help It might not do exactly what you want insofar as sharing goes, but it might suit your own use https://www.nexusmods.com/skyrim/mods/82833 Ahhhh yeah, SKSE + JSON files, clever trick.
Nymra Posted March 30, 2021 Posted March 30, 2021 10 minutes ago, donkeywho said: Hope this is of some help It might not do exactly what you want insofar as sharing goes, but it might suit your own use https://www.nexusmods.com/skyrim/mods/82833 +ah yes, cellbuilder! so nice thx
Tyrant99 Posted March 30, 2021 Author Posted March 30, 2021 Perhaps not as useful if you want to share with other people, but for your own game it would work. 1
michaelanglol Posted April 9, 2021 Posted April 9, 2021 I tested it in SSE,and it's strange that the place and delete is working, but the select doesn't work. And another question, how can i let other NPC use the player?
Jasmine91 Posted May 27, 2021 Posted May 27, 2021 On 4/9/2021 at 8:39 AM, michaelanglol said: I tested it in SSE,and it's strange that the place and delete is working, but the select doesn't work. And another question, how can i let other NPC use the player? Also tried it in SSE an the place and delete works fine, rest seems to do nothing. You can use the console to get the NPCs into the "do something for me" mode. (Like you can with followers in the dialog menu): - open console - select the NPC via mouse click (or use prid <REFID>) - enter "setfavorstate 1" - close console And then you should be able to command the NPC
Selena Glazer Posted July 15, 2021 Posted July 15, 2021 6 hours ago, kk6603ta said: HHHHHHHHHHHHHH waiting for multiple NPCs support or what? ?
Cycorix Posted August 11, 2021 Posted August 11, 2021 (edited) Spoiler I'm trying to get this working as per the new script Tyler gave... No luck so far ? There's loads of small bits I just can't get to work together... -I'm having trouble verifying that the full script is even running properly (I added extra debug messages in the Alias1Sit Function and don't get them) -Having trouble setting up the faction to actually use an AI package with proximity check to find Zaz furniture even using the keyword zbffurniture.. -Not sure if the script is actually recruiting actors for the faction properly... (Edit: pretty sure the faction is fine, the package isn't working) But yeah I can have a go at this but some more specific help would be really nice please Tyler (or anyone)? EDIT: Spoiler Okay I am actually SO CLOSE to getting multi npc support working for this, by a different route. I have a script set up that should allow you to use the spell to select multiple items of furniture. As you then fill each one you get new dialogue options with subsequent NPCs to add them as well. However just ONE problem, seemingly. The reference alias for furniture 2 does not fill! as far as I can tell it's using the same code and everything to fill furniture 1.... The 2 actors both fill NPCRefAlias. That's fine. But sqv and debug messages show that BDSMFurnitureAlias2 always stays at none.... can anyone please help this basic scripting issue? Then I can finally have this solved for everybody ? I used to write in Luascript for Battlestations and Total War games, never tried modding Skyrim before lol EDIT EDIT: Spoiler MULTI NPC SUPPORT CONFIRMED!!! I'm working on it. I have definitely got it working on a slot based system (not endless, sorry. It will have limits). Currently working on 2 actors. Just working on how exactly the spell system will work, I suddenly realised a possible error I made in a previous attempt that might streamline things if I get it working Will post again later when I have a more useful update on the system.. But folks, this shiz is gon' happen! EDIT EDIT EDIT: (Lol this is getting messier than my folder of backup scripts... I even have like 5 different skyrim builds installed ?) Spoiler Currently running with 4 actors. Yeah I made a silly omission earlier which broke the 2nd FurnitureAlias. It's fixed now. 1 Spell now selects all furniture, in order. (You look at zaz furniture, cast it, "furniture 1 selected". Look at another zaz furniture and cast again, "furniture 2 selected" and so on...) Right now it works that you get 1 set of dialogue at a time and they go to the first available selected furniture, in order. I'm working on a way to make it cross-selectable (i.e. you select 2 pieces of furniture, talk to actor1 and send them to furniture 2, actor 2 to furniture 1, etc). There is a single spell that aligns all currently active npcs with their furniture targets. There will be a single spell to clear all currently active npcs from their furniture. (You will still be able to clear individual npcs through dialogue to free up their Alias) I'm thinking possibly having alias function for 10 NPCs, and then maybe rather than have the faction added automatically OnSit (Just got that working too though need to make sure it's persistent) , I might have Faction added either by dialogue or manually by a spell to lock all currently active NPC targets. Then I would just need to work on the script/packages that make the NPC stay sitting there by Faction. That would give it both multi npc support, and endless support, and you could lock npcs several at a time... That's my hope anyway. Some of this will happen, some might not. Obsolete; see post further down for current status update Spoiler CURRENT PLAN: (to avoid getting too bogged down by experiments, gonna try and follow this schedule:) (DONE* )1. Add working multi-NPC support based on existing system of alias/dialogue for up to (10?) NPCS. (*Done - 6 so far but adding more) (DONE)2. Add cross-selection support so you can pick lots of furniture and then choose where to send the NPC (DONE) 3. change NPC align spell to re-align ALL currently bound NPCs (DONE)3. change NPC reset spell to reset ALL npcs currently bound. (can be released individually through dialogue) (DONE)4. Add a spell to clear unused furniture selections without resetting bound npcs (in case you make a mistake while selecting) (testing to check functionality, then expanding number of NPCs usable. Looking good so far! ) -------RELEASE 1 when above complete----- 5. add a spell that adds all currently bound npcs to ZaZSitFaction and clears the ZPF selection aliases 6. somehow link an AI package to ZaZSitFaction that makes the NPC stay in the nearest furniture (which they are currently using anyway) 7. add a spell to align all ZaZSitFaction npcs? (since ZPF Align won't work anymore). Honestly for individual npcs I use JaxonzPositioner... 8. add a dialogue option to free a single bound npc 9 add a spell to free ALL bound npcs (Clear ZaZSitFaction). ------RELEASE 2 when/if above complete--------- Phase 1 will be done within about a week. I need to learn a little more about Papyrus to be able to complete phase 2. I'm sure the commands I need exist I just don't know how to use them yet. (need to know how to link package to faction, and how to find nearest furniture to actor?) STATUS UPDATE: -Phase 1 seems to pretty much work just need to finish the dialogue trees, and extend it for more NPCS. Relatively simple just takes a bit of time. -I FINALLY figured out how to add papyrus fragments to package scripts... so hopefully I can get the sit package working at some point and look at phase 2. UPDATE2: -Well, so anything phase 2 related still isn't working although it has been suggested that rather than keyword, the function should use FormList: Game.FindClosestReferenceOfAnyTypeInListFromRef(zbfListFurnitures, akActor, 500.0) Now, a script with that function does seem to compile successfully, but it doesn't seem to actually do anything... I need a way to actually make a result from that list be the target of the SitTarget? Honestly I have no idea how. Most of the phase 2 stuff is relatively easy. I have ideas/workarounds to get most of it working. Pretty much the ONLY thing standing in the way is a package that makes the NPC sit in the nearest zaz furniture. If I have that, I can probably make everything else work.... Edited August 15, 2021 by Cycorix 2
NobodyImportant33333 Posted August 13, 2021 Posted August 13, 2021 Spoiler On 8/10/2021 at 8:27 PM, Cycorix said: Reveal hidden contents I'm trying to get this working as per the new script Tyler gave... No luck so far ? There's loads of small bits I just can't get to work together... -I'm having trouble verifying that the full script is even running properly (I added extra debug messages in the Alias1Sit Function and don't get them) -Having trouble setting up the faction to actually use an AI package with proximity check to find Zaz furniture even using the keyword zbffurniture.. -Not sure if the script is actually recruiting actors for the faction properly... (Edit: pretty sure the faction is fine, the package isn't working) But yeah I can have a go at this but some more specific help would be really nice please Tyler (or anyone)? EDIT: Reveal hidden contents Okay I am actually SO CLOSE to getting multi npc support working for this, by a different route. I have a script set up that should allow you to use the spell to select multiple items of furniture. As you then fill each one you get new dialogue options with subsequent NPCs to add them as well. However just ONE problem, seemingly. The reference alias for furniture 2 does not fill! as far as I can tell it's using the same code and everything to fill furniture 1.... The 2 actors both fill NPCRefAlias. That's fine. But sqv and debug messages show that BDSMFurnitureAlias2 always stays at none.... can anyone please help this basic scripting issue? Then I can finally have this solved for everybody ? I used to write in Luascript for Battlestations and Total War games, never tried modding Skyrim before lol EDIT EDIT: MULTI NPC SUPPORT CONFIRMED!!! I'm working on it. I have definitely got it working on a slot based system (not endless, sorry. It will have limits). Currently working on 2 actors. Just working on how exactly the spell system will work, I suddenly realised a possible error I made in a previous attempt that might streamline things if I get it working Will post again later when I have a more useful update on the system.. But folks, this shiz is gon' happen! EDIT EDIT EDIT: Reveal hidden contents Currently running with 4 actors. Yeah I made a silly omission earlier which broke the 2nd FurnitureAlias. It's fixed now. 1 Spell now selects all furniture, in order. (You look at zaz furniture, cast it, "furniture 1 selected". Look at another zaz furniture and cast again, "furniture 2 selected" and so on...) Right now it works that you get 1 set of dialogue at a time and they go to the first available selected furniture, in order. I'm working on a way to make it cross-selectable (i.e. you select 2 pieces of furniture, talk to actor1 and send them to furniture 2, actor 2 to furniture 1, etc). There is a single spell that aligns all currently active npcs with their furniture targets. There will be a single spell to clear all currently active npcs from their furniture. (You will still be able to clear individual npcs through dialogue to free up their Alias) I'm thinking possibly having alias function for 10 NPCs, and then maybe rather than have the faction added automatically OnSit (Just got that working too though need to make sure it's persistent) , I might have Faction added either by dialogue or manually by a spell to lock all currently active NPC targets. Then I would just need to work on the script/packages that make the NPC stay sitting there by Faction. That would give it both multi npc support, and endless support, and you could lock npcs several at a time... That's my hope anyway. Some of this will happen, some might not. CURRENT PLAN: (to avoid getting too bogged down by experiments, gonna try and follow this schedule:) (DONE* )1. Add working multi-NPC support based on existing system of alias/dialogue for up to (10?) NPCS. (*Done - 4 so far but adding more) (Currently Testing)2. Add cross-selection support so you can pick lots of furniture and then choose where to send the NPC (DONE) 3. change NPC align spell to re-align ALL currently bound NPCs (DONE)3. change NPC reset spell to reset ALL npcs currently bound. (can be released individually through dialogue) (DONE)4. Add a spell to clear unused furniture selections without resetting bound npcs (in case you make a mistake while selecting) (testing to check functionality, then expanding number of NPCs usable. Looking good so far! ) -------RELEASE 1 when above complete----- 5. add a spell that adds all currently bound npcs to ZaZSitFaction and clears the ZPF selection aliases 6. somehow link an AI package to ZaZSitFaction that makes the NPC stay in the nearest furniture (which they are currently using anyway) 7. add a spell to align all ZaZSitFaction npcs? (since ZPF Align won't work anymore). Honestly for individual npcs I use JaxonzPositioner... 8. add a dialogue option to free a single bound npc 9 add a spell to free ALL bound npcs (Clear ZaZSitFaction). ------RELEASE 2 when/if above complete--------- Phase 1 will be done within about a week. I need to learn a little more about Papyrus to be able to complete phase 2. I'm sure the commands I need exist I just don't know how to use them yet. (need to know how to link package to faction, and how to find nearest furniture to actor?) Excellent progress so far. On behalf of the many people asking for multiple NPC support, I thank you for the effort you put in thus far. 1
Selena Glazer Posted August 14, 2021 Posted August 14, 2021 On 8/11/2021 at 4:27 AM, Cycorix said: Reveal hidden contents I'm trying to get this working as per the new script Tyler gave... No luck so far ? There's loads of small bits I just can't get to work together... -I'm having trouble verifying that the full script is even running properly (I added extra debug messages in the Alias1Sit Function and don't get them) -Having trouble setting up the faction to actually use an AI package with proximity check to find Zaz furniture even using the keyword zbffurniture.. -Not sure if the script is actually recruiting actors for the faction properly... (Edit: pretty sure the faction is fine, the package isn't working) But yeah I can have a go at this but some more specific help would be really nice please Tyler (or anyone)? EDIT: Reveal hidden contents Okay I am actually SO CLOSE to getting multi npc support working for this, by a different route. I have a script set up that should allow you to use the spell to select multiple items of furniture. As you then fill each one you get new dialogue options with subsequent NPCs to add them as well. However just ONE problem, seemingly. The reference alias for furniture 2 does not fill! as far as I can tell it's using the same code and everything to fill furniture 1.... The 2 actors both fill NPCRefAlias. That's fine. But sqv and debug messages show that BDSMFurnitureAlias2 always stays at none.... can anyone please help this basic scripting issue? Then I can finally have this solved for everybody ? I used to write in Luascript for Battlestations and Total War games, never tried modding Skyrim before lol EDIT EDIT: Reveal hidden contents MULTI NPC SUPPORT CONFIRMED!!! I'm working on it. I have definitely got it working on a slot based system (not endless, sorry. It will have limits). Currently working on 2 actors. Just working on how exactly the spell system will work, I suddenly realised a possible error I made in a previous attempt that might streamline things if I get it working Will post again later when I have a more useful update on the system.. But folks, this shiz is gon' happen! EDIT EDIT EDIT: (Lol this is getting messier than my folder of backup scripts... I even have like 5 different skyrim builds installed ?) Reveal hidden contents Currently running with 4 actors. Yeah I made a silly omission earlier which broke the 2nd FurnitureAlias. It's fixed now. 1 Spell now selects all furniture, in order. (You look at zaz furniture, cast it, "furniture 1 selected". Look at another zaz furniture and cast again, "furniture 2 selected" and so on...) Right now it works that you get 1 set of dialogue at a time and they go to the first available selected furniture, in order. I'm working on a way to make it cross-selectable (i.e. you select 2 pieces of furniture, talk to actor1 and send them to furniture 2, actor 2 to furniture 1, etc). There is a single spell that aligns all currently active npcs with their furniture targets. There will be a single spell to clear all currently active npcs from their furniture. (You will still be able to clear individual npcs through dialogue to free up their Alias) I'm thinking possibly having alias function for 10 NPCs, and then maybe rather than have the faction added automatically OnSit (Just got that working too though need to make sure it's persistent) , I might have Faction added either by dialogue or manually by a spell to lock all currently active NPC targets. Then I would just need to work on the script/packages that make the NPC stay sitting there by Faction. That would give it both multi npc support, and endless support, and you could lock npcs several at a time... That's my hope anyway. Some of this will happen, some might not. CURRENT PLAN: (to avoid getting too bogged down by experiments, gonna try and follow this schedule:) (DONE* )1. Add working multi-NPC support based on existing system of alias/dialogue for up to (10?) NPCS. (*Done - 4 so far but adding more) (Currently Testing)2. Add cross-selection support so you can pick lots of furniture and then choose where to send the NPC (DONE) 3. change NPC align spell to re-align ALL currently bound NPCs (DONE)3. change NPC reset spell to reset ALL npcs currently bound. (can be released individually through dialogue) (DONE)4. Add a spell to clear unused furniture selections without resetting bound npcs (in case you make a mistake while selecting) (testing to check functionality, then expanding number of NPCs usable. Looking good so far! ) -------RELEASE 1 when above complete----- 5. add a spell that adds all currently bound npcs to ZaZSitFaction and clears the ZPF selection aliases 6. somehow link an AI package to ZaZSitFaction that makes the NPC stay in the nearest furniture (which they are currently using anyway) 7. add a spell to align all ZaZSitFaction npcs? (since ZPF Align won't work anymore). Honestly for individual npcs I use JaxonzPositioner... 8. add a dialogue option to free a single bound npc 9 add a spell to free ALL bound npcs (Clear ZaZSitFaction). ------RELEASE 2 when/if above complete--------- Phase 1 will be done within about a week. I need to learn a little more about Papyrus to be able to complete phase 2. I'm sure the commands I need exist I just don't know how to use them yet. (need to know how to link package to faction, and how to find nearest furniture to actor?) STATUS UPDATE: -Phase 1 seems to pretty much work just need to finish the dialogue trees, and extend it for more NPCS. Relatively simple just takes a bit of time. -I FINALLY figured out how to add papyrus fragments to package scripts... so hopefully I can get the sit package working at some point and look at phase 2. A hero arises at the time of Darkness, Dovakinnnnn! Thank you :)))))))))) 1
Cycorix Posted August 15, 2021 Posted August 15, 2021 (edited) EDIT EDIT: Post Outdated, Continues on next page EDIT: GOOD NEWS AND BAD NEWS Spoiler Bad news: there may not be a separate phase 1 release. Good news: phase 2 is now progressing fast enough that it's worth waiting for both parts to be complete, first release will be a full version. Thanks for the support everyone! ❤️ Edit: Outdated part of post Spoiler Phase 1 seems to work just fine. currently running with 6 actors. (plan is maybe 10 I guess?) Then just a certain amount of testing, cleaning up and compiling a build for release. Phase 2 update: Spoiler Still having no real luck figuring out how to get a working SitTarget package that sits in anything, let alone zbfFurniture. As I said, I have a few ideas of how to actually implement once it gets to that stage, but until the AI package works phase 2 is going nowhere. In theory it reeeally should be possible. I'm thinking of applying the alias system again but with a spell instead of dialogue to "lock" targeted npc. It would then just switch them to the next free alias in a new list (of which all the aliases have the package 'sit in closest furniture' - and the actor is already using the furniture when triggered). That should work and would require far less scripting to increase the NPC limit to something like 50 or 100. There may be other ways to achieve this but I have to balance my time between experimenting with what might work, and expanding on stuff that definitely does work. Remember that I only have the vaguest idea what I'm doing and the answer is probably really obvious to anyone who actually knows Papyrus/Skyrim CK well ? Perfectly normal day in Whiterun: ? (useful test actually, made me realize they need Interrupt Override packages otherwise they jump to their feet briefly every time the bard starts singing ?) Spoiler CURRENT STATUS: Spoiler (DONE )1. Add working multi-NPC support based on existing system of alias/dialogue (DONE)2. Add cross-selection support so you can pick lots of furniture and then choose where to send the NPC (DONE) 3. change NPC align spell to re-align ALL currently bound NPCs (DONE)3. change NPC reset spell to reset ALL npcs currently bound. (can be released individually through dialogue) (DONE)4. Add a spell to clear unused furniture selections without resetting bound npcs (in case you make a mistake while selecting) (DONE)5. Expand existing dialogue-based system up to 10 NPCs -------^^^PHASE 1 COMPLETE^^^----- 5. add a spell that adds all currently bound npcs to ZaZSitFaction and clears the ZPF selection aliases (DONE)6. add a spell that locks the currently targeted NPC (must be one of the 10 npcs already bound by the phase 1 system) (DONE)6.5 add a dialogue to lock the currently targeted NPC (must be one of the 10 npcs already bound by the phase 1 system) 6. somehow link an AI package to ZaZSitFaction that makes the NPC stay in the nearest furniture (which they are currently using anyway) (DONE)7. Create Papyrus based target finding system to assign the NPC an Alias, Target and Package (Much quicker to replicate than the Dialogue system) (DONE)8. add a spell to align all ZaZSitFaction npcs? (since ZPF Align won't work anymore). Honestly for individual npcs I use JaxonzPositioner... (DONE)9. add a dialogue option to free a single locked npc (DONE)10. add a spell to free ALL locked npcs (Clear ZaZSitFaction). (DONE)11. Add a spell to instantly 'Lock' an NPC, bypassing the 'Dynamic' system. (This gives a backup system if all your 'Dynamic' slots are full.) (DONE)12. Add a spell to clear the Instant Lock target and debug orphaned Lock referenceAliases (y'know, just in case ?) (DONE)13. Add a short UpdateInit-type script that automatically runs player.addspell() if they are installing this as an update to existing ZAP Helper install. ^^^ If you already have ZAP Helper installed, the first time you cast the Furniture Placement spell it will update and give you the new spells. 14. Expand the Locked NPC system on a large scale (50+ actors?) (10 + 10 so far) ------^^^PHASE 2^^^--------- Spoiler Information below is outdated: Phase 1 will be done within a few days. Phase 2 will take slightly longer, however I have finally proved a working system. It is not limitless, but is much faster to scale it up for more actors. Unless a better way is found, I'll probably end up making it this way. Depending on how things go I may try and release phase 1 on its own soon after it's done, or I might wait until phase 2 is ready as well (since I am finally making progress on phase 2 and fairly quickly at that.) Phase 1 is pretty much complete! Also, the framework for phase 2 has been established and is working! It should now be simple to expand it for large numbers of actors. Today's Max NPC count: 10 Dynamic (Cross-Selectable (Choose where to send NPC if more than 1 furniture selected), Full Dialogue, Easy to select and change around. Use these for NPCs you want to move between furniture a lot. Keep a slot or two free for locking npcs! Don't need to keep slots free, can lock npcs separately if all slots are full) + 10 Locked (Assigned from one of the Dynamic selections or using a spell. Minimal dialogue, stays in the current furniture until released. Use this for NPCs you want to use for, ahem, "decoration" ) <== Plan to increase the 'locked' actor limit significantly. 20 total! Edited August 17, 2021 by Cycorix 3
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