you can edit line 88 of the xEdit scipt (marker := Add(parentCell, 'REFR', true);) by replacing 'REFR' with 'ACHR', and specify any NPC in sMarkerBase constant (line 6)
This can be used for any objects if you replace the base object with whatever you need after the markers are created. But it probably won't be useful for EVG Animated Traversal markers, since they're not just placed on the ground, they need to be adjusted to various objects and surfaces that you interact with
Oh, I see. Well, there's another mod that uses markers. It's Off Limits. It places trespassing markers that trigger trespassing reactions towards the player. Would it be useful for that particular mod? I believe the markers used don't need to be tweaked like EVG's.
Would be nice to have bShowMarkers=(0,1) is an mcm setting/hotkey to show markers as a quick on and off thing Im pretty sure all these markers can be moved around with Jaxson's positioner too
I live for the day we can just take any Location and use a series of Templates to which we can attach or modify records from other Templates that serve a specific purpose. A library of different functions. Lets say you picked up a basic Template for an Non Player Character/ Cell/ etc. you attached it to a certain NPC you decided will go here and you modify it then in xEdit. You pick another Template which makes him an Archer. You picked another one that gives him his hostile behavior. Lastly you modify the records to apply Traits to him. You pick another Template of Combat Dialogue. A full library of Templates. Then Scripts to apply a certain combat behavior for example. All with xEdit and a Script Library to do the work. You only tweak values most of the time. But this is something that could take years and lots of people creating things until there are enough assets in some sort of Library for such an automated process. It would produce New Lands/ Dungeon Quest Mods in no time and with current Combat Mechanics added by mods or Traits the result would be really good quality. First time i opened the CK i got so discouraged really. I don't know much of what i am even talking about lol but maybe its all possible. I wouldn't mind having an AI to tell it to just create the Mods i would like. It could even Upload them and take all the Credits
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Can place triggers ingame
Would be nice to have bShowMarkers=(0,1) is an mcm setting/hotkey to show markers as a quick on and off thing
Im pretty sure all these markers can be moved around with Jaxson's positioner too
All with xEdit and a Script Library to do the work. You only tweak values most of the time.
But this is something that could take years and lots of people creating things until there are enough assets in some sort of Library for such an automated process. It would produce New Lands/ Dungeon Quest Mods in no time and with current Combat Mechanics added by mods or Traits the result would be really good quality.
First time i opened the CK i got so discouraged really. I don't know much of what i am even talking about lol but maybe its all possible.
I wouldn't mind having an AI to tell it to just create the Mods i would like. It could even Upload them and take all the Credits