Hello my friend, I was wondering. Have you ever thought about making your own version of traveling merchants in the spirit of this mod? I think it would be really great. Thank you
although compatible with vanilla. probably not the wisest thing to do considering these scripts have to keep track of the location constantly. Might not be good for long term memory usage.
I haven't either. They recreate themselves when they reach their destination/home, and the scripts aren't running if you are a couple of cells away from them, either.
For some reason in vanilla/mwse, they have a chance to skip to the end of their state, and I haven't been able to determine why. They'll be half-way there, and then think they have reached the destination. I need to dig into it more, but I haven't a clue at the moment. They do work in OpenMW as expected, so I made it available for OpenMW users.
Considering there's no routes from Balmora to Caldera there shouldn't be any issues with Stonewood Pass Reworked, but I just wanted to check if that's why you made a "No Balmora" one.
The "No Balmora" version exists for people who use either Balmora Waterworks, BCoM, or BCoM + Balmora Waterworks. Removing the rider in Balmora was much easier than maintaining 4 different versions of the mod.
How does this work exactly. I already have Riders, but this seems nice too. Will it work along side it? And I have a lot of landscape mods. I imagine they won't be able to traverse anything too different from vanilla huh?
They travel in a series of states, and every end point has a series of coordinates. So it's like -Go to X, Y, Z -See if at X, Y, Z, and now idle -Go to next X, Y, Z so if they can't get close enough to those coordinates to satisfy the AITravel script, they'll just run around forever trying to get close enough.
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With the latest version of OAAB and Tamriel Data, BSAs are registered.
And I have a lot of landscape mods. I imagine they won't be able to traverse anything too different from vanilla huh?
-Go to X, Y, Z
-See if at X, Y, Z, and now idle
-Go to next X, Y, Z
so if they can't get close enough to those coordinates to satisfy the AITravel script, they'll just run around forever trying to get close enough.
Should work with Riders just fine.