followers cannot enter ravenrock ?

Post » Sat May 28, 2011 5:35 am

Hey i was able to mod ravenrock so that it would allow me to enter even after the mainquest finished, but no matter what I do, I cannot seem to be able to get any followers to join me into RR.

Does anyone know what stops the followers from entering RR?

I have tried with new doors but no follower will follow me inside.
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Scared humanity
 
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Post » Sat May 28, 2011 4:50 pm

You've beat me to the chase!

Yeh, I've had the same problem. Help please!!!
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Melanie Steinberg
 
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Post » Sat May 28, 2011 4:21 am

Double Post.
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Juanita Hernandez
 
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Post » Sat May 28, 2011 8:14 pm

Hey i was able to mod ravenrock so that it would allow me to enter even after the mainquest finished, but no matter what I do, I cannot seem to be able to get any followers to join me into RR.

Does anyone know what stops the followers from entering RR?

I have tried with new doors but no follower will follow me inside.

Not sure on this but maybe it's a NavMesh issue Or it's harded coded in the game to not allow followers (Like Vault 87).
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Miss Hayley
 
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Post » Sat May 28, 2011 12:50 pm

I have no problems taking Charon through in my mod. I just have a script that does (among other things) a moveto player and Charon follows me like a good little puppy dog. There have been a couple of times/places where he acted a little odd (I wasn't sure if it was weird NavMeshing inside or if he wandered off as I was running ahead and killing Enclave both times :laugh: ) but I just moved him again and it was fine. This is in vanilla Raven Rock.

@kingdemon - followers can also go into Vaul87. They are just fired by script at a certain location, but can follow you until you are captured.
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JD bernal
 
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Post » Sat May 28, 2011 11:05 am

I ran into a bug while using Phalanx and GTS simultaneously that caused all of my vanilla followers to come along with me into Ravenrock. Dunno if it was GTS alone or the combination of the two, but GTS seems to teleport followers to your location whenever you get too far away, rather than having them run to catch up, (it breaks Phalanx's "dismiss to camp" feature.) Probably uses moveto.
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Natasha Biss
 
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Post » Sat May 28, 2011 9:46 am

If you're making raven rock's front door usable as an entrance INTO Raven Rock, you'd sorta mod the door so that it is a normalish, teleporting door, I would think. Then it should work just straight up for moving yourself and followers, like any other teleporting door.

If someone did that and it didn't work right, it could be glitching but, usually glitches like that are between worldspaces, not a worldspace and an interior cell (which raven rock is).
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Ymani Hood
 
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Post » Sat May 28, 2011 6:23 am

I have a personal mod that adds a player house in RR, and I too have this problem. Not even waiting solves it, unlike all other interior-exterior bugs.
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Nana Samboy
 
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Post » Sat May 28, 2011 8:46 pm

I have a personal mod that adds a player house in RR, and I too have this problem. Not even waiting solves it, unlike all other interior-exterior bugs.


I put some code in my follower's quest script in case they get stuck or won't follow through a door, etc.

if ((Player.GetInCell Vault112a) || (other cells or conditions where I shouldn't teleport))else	if (iFollow)		if (MyFollowerREF.GetDistance Player > 5000)			MyFollowerREF.Moveto Player 256 0 0		endif		if (Player.IsInInterior)			if (MyFollowerREF.GetInSameCell Player == 0)				MyFollowerREF.Moveto Player 256 0 0			endif		endif	endifendif

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Adrian Powers
 
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Post » Sat May 28, 2011 8:31 pm

I have a personal mod that adds a player house in RR, and I too have this problem. Not even waiting solves it, unlike all other interior-exterior bugs.


Alright, then you'll want to script that door. Pistolero I presume you have some sorta script on there now, but anyway. For the thread - - there's a REAL SPECIFIC way to do this. If you follow this structure, it will work; if you change little things it may sometimes work but will fail at other times.

Some notes before I start - - if a door is used more than one place in the world, you usually want to create your own version of the door (object copy, not ref) and use your door in this instance. This is so you can apply your script without it affecting the unwanted door as it lives in the world.

Assuming you are building a door to work inbound from the wasteland to the Raven Rock cell.

On the interior of Raven Rock, you place 2 markers. One of them is an XmarkerHEADING and it is placed almost on top of the door's regular teleporter marker - but say, pushed a little bit into the interior of the cell. This XMarkerHEADING will be called the PlayerMoveXMarkerHeadingREF in the example. The other one is a regular xmarker. You place that a little deeper into the cell, and a bit to the left or right. this is where your followers will arrive. Also, elevate it off of the ground by say, 6 inches to a foot (from 1st person perspective in the cell). This is to help prevent followers from falling through the floor after the move happens. This XMarker will be called FollowerMoveXMarkerREF in the example.

I had to script Underworld's door in this way. This is a screenshot showing my two markers for the inbound direction (I group selected the two in the GECK, they are mixed in with Bethesda's markers) - http://www.finhosting.fi/~fallout/screenshots/UnderworldMarkers.jpg

Then your script will resemble this in structure. Some of the variables and NPC REF names are from Phalanx - - those you would change. Don't fart with the structure, don't fart with the blocktypes, don't fart with the activates and lack-thereof.

The only exception to this structure is that instead of using getdistance from player, if you are moving from interior to elsewhere, you may use GetInZone instead, if the cell is in a zone. Alternately, GetInWorldSpace can work for some exterior-to-interior applications. Do not ever use GetInCell for this, it is fail. GetInSameCell - Player is bad for other reasons although it doesn't outright break.

scn PhalanxUnderworldExitDoorSCPTBegin OnActivate ;dont change this blocktypeif isactionref Player ; door breaks in some games for people. probably broken steel related	If Followers.ButchHired		If ButchREF.waiting		ElseIf ButchREF.hiding		ElseIf ButchREF.ambushing		ElseIf ButchREF.ischilling		ElseIf (ButchREF.GetDistance Player < 2000)			ButchREF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	If Followers.CharonHired		If CharonREF.waiting		ElseIf CharonREF.hiding		ElseIf CharonREF.ambushing		ElseIf CharonREF.ischilling		ElseIf (CharonREF.GetDistance Player < 2000)			CharonREF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	If Followers.CloverHired		If CloverREF.waiting		ElseIf CloverREF.hiding		ElseIf CloverREF.ambushing		ElseIf CloverREF.ischilling		ElseIf (CloverREF.GetDistance Player < 2000)			CloverREF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	If Followers.StarPaladinCrossHired		If StarPaladinCrossREF.waiting		ElseIf StarPaladinCrossREF.hiding		ElseIf StarPaladinCrossREF.ambushing		ElseIf StarPaladinCrossREF.ischilling		ElseIf (StarPaladinCrossREF.GetDistance Player < 2000)			StarPaladinCrossREF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	If Followers.PhalanxDeisha2Hired		If PhalanxDeisha2REF.waiting		ElseIf PhalanxDeisha2REF.hiding		ElseIf PhalanxDeisha2REF.ambushing		ElseIf PhalanxDeisha2REF.ischilling		ElseIf (PhalanxDeisha2REF.GetDistance Player < 2000)			PhalanxDeisha2REF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	If Followers.PhalanxMalcolm2Hired		If PhalanxMalcolm2REF.waiting		ElseIf PhalanxMalcolm2REF.hiding		ElseIf PhalanxMalcolm2REF.ambushing		ElseIf PhalanxMalcolm2REF.ischilling		ElseIf (PhalanxMalcolm2REF.GetDistance Player < 2000)			PhalanxMalcolm2REF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	If Followers.JerichoHired		If JerichoREF.waiting		ElseIf JerichoREF.hiding		ElseIf JerichoREF.ambushing		ElseIf JerichoREF.ischilling		ElseIf (JerichoREF.GetDistance Player < 2000)			JerichoREF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	If Followers.k9Hired		If PhalanxK9REF.waiting		ElseIf PhalanxK9REF.hiding		ElseIf PhalanxK9REF.ambushing		ElseIf PhalanxK9REF.ischilling		ElseIf (PhalanxK9REF.GetDistance Player < 2000)			PhalanxK9REF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	If Followers.DogmeatHired		If DogmeatREF.waiting		ElseIf DogmeatREF.hiding		ElseIf (DogmeatREF.GetDistance Player < 2000)			DogmeatREF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	If Followers.FawkesHired		If MQ08FawkesREF.waiting		ElseIf MQ08FawkesREF.hiding		ElseIf MQ08FawkesREF.ambushing		ElseIf MQ08FawkesREF.ischilling		ElseIf (MQ08FawkesREF.GetDistance Player < 2000)			MQ08FawkesREF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	If Followers.RL3Hired		If RL3REF.waiting		ElseIf RL3REF.hiding		ElseIf RL3REF.ischilling		ElseIf (RL3REF.GetDistance Player < 2000)			RL3REF.MoveTo FollowerMoveXMarkerREF		EndIf	EndIf	player.moveto PlayerMoveXMarkerHeadingREF ;don't activate this door!	playsound DRSUnderworldEntranceClose ; pick your soundelse	activateendifEnd

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kevin ball
 
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Post » Sat May 28, 2011 4:43 pm

Thx for the replies.

Although I hoped someone knew the answer as to what stops followers from entering RR, I accept the possibility it might be hard coded like with vault 87.
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Nymph
 
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Post » Sat May 28, 2011 7:27 pm

Thx for the replies.

Although I hoped someone knew the answer as to what stops followers from entering RR, I accept the possibility it might be hard coded like with vault 87.


...hello.

The game has odd glitches/characteristics/something which in certain cases causes followers to not pass through teleporting doors properly. When it happens, you need to script the door to get it to work right.
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Becky Cox
 
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