The blue marker is the start marker. zxACCartMarkerStart_xxxx The green marker is the marker for the link. zxACCartMarker0x : There are four different colors, so you can use any color you like. The Red markers are for endpoints. zxACCartMarkerEND
Creating a route is simply a matter of linking these markers from start to endpoint. It is a primitive method in which the carriage moves with reference to a link. If you want to create a branch, use LinkCustom01 and the carriage will choose that route 50% of the time.
Each one is easy, but the work is enormous, so I think you can understand that Bethesda's physics engine carriage is a clever way to go about it. The advantage of this approach is just that it is stable. If it is developped it further, we can create scenes such as fighting on a running carriage.
How to set Start Marker
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Start Marker holds global variables for locations, crime faction, event lists and routes. When a player approaches this marker and its cell is attached, the Start Marker will generate an event from the information set up. This requires a new ID for each area, and the various settings are described below.
qCarriage : Must be set to zxACqCarriageManager
TravelList : Set the event list to be used. The structure of the event list is Event List(Formlist) -> Event Type(Formlist) -> Quest.
TravelListNight : This is a list of events night. If not set, the event list above is used.
gCarriageLine : A global variable to identify the created route.It is necessary for one carriage to run on one route so that the route is not crowded with multiple carriages.
HoldLocation : Set the HoldLocation of the area where this marker would be placed. Wildness has no location set. So it is set via property of start marker.
CrimeFaction : Set CrimeFaction for that region. If not set, it is not a crime for a player to attack a carriage passing this route.
zxACgPlayerLine : While this variable is greater than 0, the occurrence of events on this route is suppressed. This will be useful in the future when we have a carriage mod for players.
zxACgEventChanceDay : Global Variables. The probability of a daytime event occurring. (0~100) Default : 75 %
zxACgEventChanceNight : The probability of a night event occurring. (0~100). Default : 25 %
bAllowSprint, iPercentSprintOverride Change the model of the carriage to a sprint style and increase speed. Very Jerky and buggy. Specifying anything other than a straight route between two points is not recommended.
Warning
+1 comment will be deleted as Spam.
If you need patches to other mods, You should make them yourself.
If you want to report a bug, use the BUGS tab. If not, the report will be ignored or warned.
When Carriage does not work well, Read FAQ and submit papyrus log.
Users who receive repeated warnings are subject to a ban.
BANNED User
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Users with repeated problematic behaviour are listed here. If you are not listed here but are blocked, please contact me. It is an operational error on my part.
Accounts : Reason Jadeath : Bad Behavior. Provocations by private message. Tendency of linguicism.
Blocked people will lost all permissions to use my assets, including the mod team they belong to.
Even with the SSE Display Tweaks, I see a lot of bugged carriages which is sad. It's great seeing them traveling around and there are even some funny ones like the one that carries the guy from The Witcher. Unfortunately, sometimes you can see the carriage and its people pop out of nowhere when you leave the city, which breaks immersion a little bit. If these details were fixed, it would be a great immersion mod.
The mod is written entirely in Papyrus and works similarly to Vanilla's Critter. If this doesn't work properly, your mod environment is in a very unstable state. As fact that the SSE Display Tweaks performance settings are affecting the behaviour of some vanilla functions, I think some engine-level issue of some mods is included in your mod list.
In other games, they could generate carriages from No-Entry areas and make them disappear at No-Entry areas, but in Skyrim the playable area is too large and your suggestion is not realistic idea.
As for the load of scripting in the game, one carriage event is as much load as one Critter (butterfly / dragonfly), although it is proportional to the number of passengers. This means that they are heavier than mammoths.
Hello Vicn, really good mod, just a question about horses steps, I can not hear any steps sound, is it just me ? for info i use IIHSS - Improved Horse Step Sounds https://www.nexusmods.com/skyrimspecialedition/mods/848, and it does not works. thanks for your answer
Love this mod. Adds much needed life on the roads. Only "issue" I have is that the the starting point for Riverwood carriage is right at the fast travel point. So often you end up inside the carriage before you can move after fast travel.
I'm on 1.5.97 running over 1,600 mods with no issues whatsoever. Love the ships as well.
It never fails to amaze me how a 13yr old game can still be improved upon by this community, in spite of all the monkey wrenches Bethesda has thrown into this game over the years.
Thank you for your dedication and innovative efforts that keeps TESV relevant in my library 13yrs later.
May you have even more success in all your future endeavors.
290 comments
Simple Tutorial
The blue marker is the start marker. zxACCartMarkerStart_xxxx
The green marker is the marker for the link. zxACCartMarker0x : There are four different colors, so you can use any color you like.
The Red markers are for endpoints. zxACCartMarkerEND
Creating a route is simply a matter of linking these markers from start to endpoint. It is a primitive method in which the carriage moves with reference to a link. If you want to create a branch, use LinkCustom01 and the carriage will choose that route 50% of the time.
Each one is easy, but the work is enormous, so I think you can understand that Bethesda's physics engine carriage is a clever way to go about it. The advantage of this approach is just that it is stable. If it is developped it further, we can create scenes such as fighting on a running carriage.
How to set Start Marker
Start Marker holds global variables for locations, crime faction, event lists and routes. When a player approaches this marker and its cell is attached, the Start Marker will generate an event from the information set up. This requires a new ID for each area, and the various settings are described below.
qCarriage :
Must be set to zxACqCarriageManager
TravelList :
Set the event list to be used. The structure of the event list is Event List(Formlist) -> Event Type(Formlist) -> Quest.
TravelListNight :
This is a list of events night. If not set, the event list above is used.
gCarriageLine :
A global variable to identify the created route.It is necessary for one carriage to run on one route so that the route is not crowded with multiple carriages.
HoldLocation :
Set the HoldLocation of the area where this marker would be placed. Wildness has no location set. So it is set via property of start marker.
CrimeFaction :
Set CrimeFaction for that region. If not set, it is not a crime for a player to attack a carriage passing this route.
zxACgPlayerLine :
While this variable is greater than 0, the occurrence of events on this route is suppressed. This will be useful in the future when we have a carriage mod for players.
zxACgEventChanceDay :
Global Variables. The probability of a daytime event occurring. (0~100) Default : 75 %
zxACgEventChanceNight :
The probability of a night event occurring. (0~100). Default : 25 %
bAllowSprint, iPercentSprintOverride
Change the model of the carriage to a sprint style and increase speed. Very Jerky and buggy. Specifying anything other than a straight route between two points is not recommended.
Warning
BANNED User
Accounts : Reason
Jadeath : Bad Behavior. Provocations by private message. Tendency of linguicism.
Blocked people will lost all permissions to use my assets, including the mod team they belong to.
In other games, they could generate carriages from No-Entry areas and make them disappear at No-Entry areas, but in Skyrim the playable area is too large and your suggestion is not realistic idea.
thanks for your answer
Best regards
It never fails to amaze me how a 13yr old game can still be improved upon by this community, in spite of all the monkey wrenches Bethesda has thrown into this game over the years.
Thank you for your dedication and innovative efforts that keeps TESV relevant in my library 13yrs later.
May you have even more success in all your future endeavors.