Lostmypasswordagainjesusfu Posted June 25, 2023 Posted June 25, 2023 Let me preface this with saying I'm not sure any of the below is even possible. Leash mod: Contemplated something earlier today for whatever reason. Thanks in advance. You have target A & target B. Target A is static. Target B is persistent but not static. A item with a magic effect(or simply a magic effect) is used to create a link between A & B. If the item or magic effect changes from target B to another target, even target A they are now the leash holder. In theory the leash should simply be a line between A & B with the baseline/maximum length being the chain pulled/rope pulled to the fullest existent, completely taut; this would be the maximum length of the chain/the total allowed circumference. Here's where I think things get complicated, the leash has semi-full physics and adjusts using the maximum circumference as a baseline. Animation aside lets say this was simply a black unanimated line that simply went up, down, left, and right. If A is next to B then the leash folds kind of physics I'm thinking about. The leash has collision with everything if that's possible because once again I'm not a modder and I'm not sure if it would be easier to make it have collision with everything with a self regulating script or do you need to make specials points on everything for it to have any collision at all? Lets say it is possible to make the leash have collision with everything, making it get caught on literally everything would be the fastest way/easiest way(I'm not sure) to implement this. And to prevent it from going completely haywire you simply(?) have a script that checks to make sure the leash is within the maximum allowed circumference. If it's not then it checks two things, is A & B within the maximum allowed circumference? Yes. External variant, leash phases through objects for however many seconds until it returns to the maximum allowed circumference. No. Internal variant, A or B need to become closer somehow, how is up to the discretion of the modder. This way it doesn't matter that it catches on everything and even if it keeps getting caught on something it will just keep fixing itself. Once again thank you for reading, I was just thinking about this on one of my daily walks and want my curiosity satisfied.
t.ara Posted June 25, 2023 Posted June 25, 2023 (edited) 44 minutes ago, Lostmypasswordagainjesusfu said: Let me preface this with saying I'm not sure any of the below is even possible. Leash mod: Contemplated something earlier today for whatever reason. Thanks in advance. You have target A & target B. Target A is static. Target B is persistent but not static. A item with a magic effect(or simply a magic effect) is used to create a link between A & B. If the item or magic effect changes from target B to another target, even target A they are now the leash holder. In theory the leash should simply be a line between A & B with the baseline/maximum length being the chain pulled/rope pulled to the fullest existent, completely taut; this would be the maximum length of the chain/the total allowed circumference. Here's where I think things get complicated, the leash has semi-full physics and adjusts using the maximum circumference as a baseline. Animation aside lets say this was simply a black unanimated line that simply went up, down, left, and right. If A is next to B then the leash folds kind of physics I'm thinking about. The leash has collision with everything if that's possible because once again I'm not a modder and I'm not sure if it would be easier to make it have collision with everything with a self regulating script or do you need to make specials points on everything for it to have any collision at all? Lets say it is possible to make the leash have collision with everything, making it get caught on literally everything would be the fastest way/easiest way(I'm not sure) to implement this. And to prevent it from going completely haywire you simply(?) have a script that checks to make sure the leash is within the maximum allowed circumference. If it's not then it checks two things, is A & B within the maximum allowed circumference? Yes. External variant, leash phases through objects for however many seconds until it returns to the maximum allowed circumference. No. Internal variant, A or B need to become closer somehow, how is up to the discretion of the modder. This way it doesn't matter that it catches on everything and even if it keeps getting caught on something it will just keep fixing itself. Once again thank you for reading, I was just thinking about this on one of my daily walks and want my curiosity satisfied. Only possible by using the HAVOK official engine at the end of physics (for creating a working chain for example and for two skeletons, which are seriously working as an animation-behavior together)(which simply is not available inside of the existing skyrim), so this is not accessible for modding in such a depth. And all the rest is script-and-skeleton-improvisation which is known since lot of years. Collision of the skyrim-havok is not serious enough trim-able, which is underlined by some assets, which are making us laugh while playing this game. Bethesda themselves got massive troubles by trimming several objects to become seriously working for the game, but mostly the results are FUNNY and far away from a realistic behavior. Leash-functions in skyrim often are discussed and on a wish-list. You can get some results but not in a serious and simple working way. Edited June 25, 2023 by t.ara 2
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