On OpenMW mod work fairly well... until they actually engage in combat. At least one of (attack?) animations makes whole model to flip upside down for a second.
Traveling Guar Riders implements some new riders as merchants it looks like, whereas in this mod I don't think most had merchant mechanics, and some of the riders are hostiles. You can probably use both mods together with no ill effects
Would it be possible for you to add small speed modifiers to them or possibly explain to me how to? Tried adding a speed modifier to the clothing that the script looks for and now all the guars are invisible. Not sure what to do to keep the speed bonuses but also be able to see the guars.
The readme should mention what has to be avoided for editing, the mod might have bytecode edits that pop if edited with the construction set. For you it might be easier to just put lines modifying all the actor speeds in a global script that stops itself at the end and save that in a new plugin that contains only the script.
Great mod! But, it appears that "rot_rider_ashlander1" does not have his guar. He is just floating in the air and does not have a "rot_...(guar)" item in his inventory. Thanks for putting this together. Pretty cool.
Thanks that was fixed, no appearing seems normal as this hostile is only enabled on roaming back in the exteriors after the original ashlander NPCs are dead probably so it wouldn't increase original difficulty of the encounter
I wish I could use this mod. Sadly it's quite broken in OpenMW 0.46. When the Guar takes a step forward, its body rotates nearly 45 degrees each time it takes a step and the animation looks crazy. Also the Guar frequently "vibrates" quickly, it looks too jittery to be usable. Please test this with OpenMW Nightly builds and "use additional anim sources = true"
I sadly have to confirm that the same issues exist with my OpenMW 0.46 setup. I suspect that the vibration and possibly the twitchiness (left & right, and nose down & up) may be a OpenMW collision detection issue.
The swaying steps did happen in nightly versions when released but couldn't pin down what caused it at the time. edit: tracked here The rest seems new though. I'll note issues are expected now v0.61 fixes a few
Directional scripts seem to be kinda broken in OpenMW - pretty much every rider ends up stuck in one place after a few days.
Is it possible to assign them regular wander AI so that they walk around like regular NPCs? Tried doing it myself in CS, but didn't work out for some reason, as they walk in very small circles back and forth.
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At least one of (attack?) animations makes whole model to flip upside down for a second.
whereas in this mod I don't think most had merchant mechanics, and some of the riders are hostiles. You can probably use both mods together with no ill effects
Edit: fixed now
I suspect that the vibration and possibly the twitchiness (left & right, and nose down & up) may be a OpenMW collision detection issue.
v0.61 fixes a few
Is it possible to assign them regular wander AI so that they walk around like regular NPCs? Tried doing it myself in CS, but didn't work out for some reason, as they walk in very small circles back and forth.
For regular wander packages you need the radius to be a few times that of normal NPCs since they are in effect larger and faster.