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Posted (edited)

There are two challenges were I am unsure that they can be solved outside the Framework:

  1. If an actor is being led by a chain and falls down, the escort continues walking without hesitation, dragging the actor endlessly behind them. It would be better if the escort stops, for example, to instruct the actor to get back up. A possible solution would be to put the leashed actor into a "stumbling" faction until he is back on his feet:
    The Mod author could model this in a simultaneous package - stay and instruction to standup while leashed actor is "stumbling" - continue travel while leashed actor is walking.
    The mod event cannot be used in packages - but factions and keyword can.
  2. If the player is involved and the leash is short, a collide dialog trigger is fired almost permanently - it is almost impossible to suppress the collide dialogs because they are spread over many quests - even vanilla quests.
Edited by zaira
Posted
14 hours ago, cecige5941 said:

This would be awesome to get working in VR. Since I've heard it crashes the game on launch when installed on VR, I'm guessing a possible fix would be to ensure it is built using alandtse's updated version of CommonLibSSE-NG, which supports all game versions including VR: https://github.com/alandtse/CommonLibSSE-NG

VR people just need to give the crashlogs/errors.. I don't have VR

 

Just for future reference, for anyone reading this: If a mod crashes for you, present the mod author with a crashlog from https://www.nexusmods.com/skyrimspecialedition/mods/59818

Posted
14 hours ago, zaira said:

There are two challenges were I am unsure that they can be solved outside the Framework:

  1. If an actor is being led by a chain and falls down, the escort continues walking without hesitation, dragging the actor endlessly behind them. It would be better if the escort stops, for example, to instruct the actor to get back up. A possible solution would be to put the leashed actor into a "stumbling" faction until he is back on his feet:
    The Mod author could model this in a simultaneous package - stay and instruction to standup while leashed actor is "stumbling" - continue travel while leashed actor is walking.
    The mod event cannot be used in packages - but factions and keyword can.
  2. If the player is involved and the leash is short, a collide dialog trigger is fired almost permanently - it is almost impossible to suppress the collide dialogs because they are spread over many quests - even vanilla quests.

1. There might be a papyrus extender mod that adds a function for checking if an actor is in ragdoll https://github.com/powerof3/PapyrusExtenderSSE/wiki/Actor. You can also listen for animation events. Not sure if I'd like to do it since Skyrim's save baking system is a mess and the faction might get permanently set for an actor

 

2. Prob an easy fix, will have to look int oit

Posted (edited)
6 hours ago, asdt123123 said:

listen for animation events

Then the modder needs a complex scripting because events cannot be handled in packages - it must be something that can be used in conditions. ActorValues are an alternative (https://en.uesp.net/wiki/Skyrim_Mod:Actor_Value_Indices aka. https://ck.uesp.net/wiki/Condition_Functions . More lightweight but it still can happen that you miss resetting the value. Or I am wondering If I can can query one the AnimationGraph Variables (https://ck.uesp.net/wiki/GetGraphVariableInt)


There is an animation triggered to fall down and standup - it might be possible to add variables to this animation

Edited by zaira

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