Issues with a House Mod I'm working on

Post » Sat Nov 28, 2009 9:52 pm

Hello everyone. I'm not good at creating meshs or textures, but I do enjoy creating house mods with a lot of detail. I've been working on a mod with a full backstory and a nice house to boot. Anyway I'm having two main issues.

1. Companions will not follow my character into the bunker (sometimes Rex will, but nobody else usally makes it). I have everything navmeshed properly (unless navmeshing for companions changed since Fallout 3). Then when you go to the second room in my house (new cell) the door teleports you into a changed version of Boones hotel room in the bath room area. Rex again usually manages to navigate properly, but any humanoid companion gets stuck in the corner of the "bathroom" area and can't move into the actual living area.

2. I created a simple light switch script in my house mod for Fallout 3 and I've been trying to recreate it in Fallout New Vegas. I've tried many different versions and nothing seems to work. I'm sure it is something stupid that I'm forgetting (I haven't modded in awhile). Anyway the script currently is:

scn zzzInfirmaryLightSwitchActivatorSHORT varbegin OnActivate	if var == 0		zMed.Disable		set var to 1	endif	if var == 1		zMed.Enable		set var to 0	endifend


zMed is the reference editor ID. There is also multiple versions of this for the various rooms, but I only to correct one to correct them all.

I would really appreciate any help you could provide so thank you in advance!
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Ludivine Poussineau
 
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Post » Sat Nov 28, 2009 8:02 pm

Navemesh hasn't changed from FO3 GECK, as far as I know, maybe you just forgot a step :shrug: did you balance for optimization, find cover, finalize?......sorry if this wasn't helpful

Good luck

bigcrazewolf
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Veronica Flores
 
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Post » Sat Nov 28, 2009 5:54 pm

Navemesh hasn't changed from FO3 GECK, as far as I know, maybe you just forgot a step :shrug: did you balance for optimization, find cover, finalize?......sorry if this wasn't helpful

Good luck

bigcrazewolf


I don't remember balancing for optimization, but I did finalize everything I did.
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glot
 
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Post » Sat Nov 28, 2009 7:07 pm

I don't remember balancing for optimization, but I did finalize everything I did.


I would go back and do a balance, but I don't know if that'll make it or break it though.
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Anna Krzyzanowska
 
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Post » Sat Nov 28, 2009 7:01 pm

Hello everyone. I'm not good at creating meshs or textures, but I do enjoy creating house mods with a lot of detail. I've been working on a mod with a full backstory and a nice house to boot. Anyway I'm having two main issues.

1. Companions will not follow my character into the bunker (sometimes Rex will, but nobody else usally makes it). I have everything navmeshed properly (unless navmeshing for companions changed since Fallout 3). Then when you go to the second room in my house (new cell) the door teleports you into a changed version of Boones hotel room in the bath room area. Rex again usually manages to navigate properly, but any humanoid companion gets stuck in the corner of the "bathroom" area and can't move into the actual living area.


Two things.

Follower moves via teleporting doors between certain sorts of areas are buggy and cause blackholing. Your cell being in an .esp and it linking to an area in the main .esm can be a formula for trouble with this.

Examine this script and see how it works - - - it is an obsidian script (which I modified for best function) which they are using to help keep followers moving properly. Take note of my indication of the player's own ACTIVATE potentially being a problem, you may find this to be the case with your door (because of your cell being in separate .esp).


ScriptName DefaultWarpCompanionsToLinkedMarkerSCRIPT; Doors transitioning from one exterior cell to another seem to have problems warping companions with you.; This script does it manually. To use it, you need to add this script to a door, link the door to a marker, and link that marker to a second marker.; The companions will warp to the two markers.ref rLink;		for humanoidsref rLink2;	for crittersBEGIN OnActivate	if isactionref player  ; < -------------------------------------------------Phalanx / asking for real trouble on multi-door script without this, ;							unexplainable buglike non-player activations on doors happen and ;							it runs the onactivate code, 100% sure on this. 		set rLink to GetLinkedRef;		set rLink2 to rLink.GetLinkedREF;		if (VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0)			CraigBooneREF.MoveTo rLink;		endif		if(VNPCFollowers.bCassHired && RoseofSharonCassidyREF.Waiting == 0)			RoseofSharonCassidyREF.MoveTo rLink;		endif		if(VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0)			VeronicaREF.MoveTo rLink;		endif		if(VNPCFollowers.bLilyHired && LilyREF.Waiting == 0)			LilyREF.MoveTo rLink;		endif		if(VNPCFollowers.bEDEHired && EDE1Ref.Waiting == 0)			if EDE1Ref.GetDisabled == 0				EDE1Ref.MoveTo rLink2;			elseif EDE2Ref.GetDisabled == 0				EDE2Ref.MoveTo rLink2;			elseif EDE3Ref.GetDisabled == 0				EDE3Ref.MoveTo rLink2;			endif		endif		if(VNPCFollowers.RaulHired && RaulREF.Waiting == 0)			RaulREF.MoveTo rLink;		endif		if(VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0)			ArcadeREF.MoveTo rLink;		endif		if(VNPCFollowers.RexHired && RexREF.Waiting == 0)			RexREF.MoveTo rLink2;		endif		Activate;   ----------------------------------------------------	I've seen player activate after using a door poison follower movetos. ;							Redesign symptomatically if needed. May require additional linked marker for player.	else	ACTIVATEendif


Thing 2 - - - Teleport entrances into areas need to have enough space to fit followers who warp in. Don't make entrances from the outside world come into tiny spots where there's not enough room for their teleport to work.
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N Only WhiTe girl
 
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Post » Sat Nov 28, 2009 9:13 pm




Hmmm. So would you recommend I take that script and apply it to the doors linking to my bunker and replace "zLink" with the reference editor ID for the doors? Also the entrance area shouldn't be too narrow it's the same entrance as the BoS bunker.
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Rachie Stout
 
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Post » Sat Nov 28, 2009 9:03 pm

Hmmm. So would you recommend I take that script and apply it to the doors linking to my bunker and replace "zLink" with the reference editor ID for the doors? Also the entrance area shouldn't be too narrow it's the same entrance as the BoS bunker.


Not exactly. You need to read and understand what this script is doing, and then apply whatever is best to your situation. It will involve putting some script on your door in at least the inbound direction, but not necessarily this script in this exact form.

Edit:

On that entrance where the NPC ends up in a stupid spot. See if this is the case. If you shut down your game completely, then start it up, then load your game while you are outside of that entrance that is putting your human follower in a silly spot, and then you walk in, and see if at that time, the NPC teleports in to a good spot. Then, you proceed to leave the cell and re-enter it, maybe even a few times in a row. Maybe then it starts to put the NPC in a dumb spot?

See if that's the case. There is a game bug of sorts in Fallout 3 which maybe has come to pay us a visit here in NV :/
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RObert loVes MOmmy
 
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Post » Sat Nov 28, 2009 10:09 pm

Not exactly. You need to read and understand what this script is doing, and then apply whatever is best to your situation. It will involve putting some script on your door in at least the inbound direction, but not necessarily this script in this exact form.

Edit:

On that entrance where the NPC ends up in a stupid spot. See if this is the case. If you shut down your game completely, then start it up, then load your game while you are outside of that entrance that is putting your human follower in a silly spot, and then you walk in, and see if at that time, the NPC teleports in to a good spot. Then, you proceed to leave the cell and re-enter it, maybe even a few times in a row. Maybe then it starts to put the NPC in a dumb spot?

See if that's the case. There is a game bug of sorts in Fallout 3 which maybe has come to pay us a visit here in NV :/


I kinda understand what the script is doing (manually checking if a certain follower is following you, then teleporting them to the cell your entering). I thought it would be worth noting that when I exit from the second room in my home to the main room my followers follow me from there to the main room. They also follow me from the main room to the second room (despite them getting stuck).
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James Potter
 
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Post » Sat Nov 28, 2009 7:50 pm

scn zzzInfirmaryLightSwitchActivatorSHORT varbegin OnActivate	if var == 0		zMed.Disable		set var to 1	endif	if var == 1		zMed.Enable		set var to 0	endifend



In this code, the first section will run, set var to 1, then the second block will run because var is 1 ;) Either return after each block or put them in descending order.
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Dragonz Dancer
 
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Post » Sat Nov 28, 2009 5:45 pm

There is a game bug of sorts in Fallout 3 which maybe has come to pay us a visit here in NV :/


The famous navmesh bug (navmesh gets 'destroyed' on reentering a cell if it isn't a esm) is still there. I tried it with one of my ported cells from FO3. Soon I will navmesh the place completely new to see if maybe the NV GECK doesn't produce the error.

Btw. I had no troubles (like Megaton Door & co) in NV (except the one I mentioned above) with my slave followers up to now.

@ErikCola
The symptoms you are describing are typical for a troubled navmesh. Did you try to delete the navmesh in the bugged rooms and make it new?
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FABIAN RUIZ
 
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Post » Sat Nov 28, 2009 11:11 am

In this code, the first section will run, set var to 1, then the second block will run because var is 1 ;) Either return after each block or put them in descending order.


Not quite sure what you are saying. Are you telling me to make it like:

scn zzzInfirmaryLightSwitchActivatorSHORT varbegin onactivate	if var == 0		zMed.Disable		set var to 1                return	endif	if var == 1		zMed.Enable		set var to 0                return	endifend



The famous navmesh bug (navmesh gets 'destroyed' on reentering a cell if it isn't a esm) is still there. I tried it with one of my ported cells from FO3. Soon I will navmesh the place completely new to see if maybe the NV GECK doesn't produce the error.

Btw. I had no troubles (like Megaton Door & co) in NV (except the one I mentioned above) with my slave followers up to now.

@ErikCola
The symptoms you are describing are typical for a troubled navmesh. Did you try to delete the navmesh in the bugged rooms and make it new?


Yup. I completely deleted the navmeshes in both of my interior cells and started anew (as far as I can remember thats what I did).
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NO suckers In Here
 
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Post » Sat Nov 28, 2009 8:29 pm

The famous navmesh bug (navmesh gets 'destroyed' on reentering a cell if it isn't a esm) is still there.


awwwwwwwwww!!!!!!!!!!!!!!!!

god, there should be a darn sticky in the GECK forum if they are goan leave that thing in there - - - - we're gonna have to explain the problem 100,000 times (1-2 times for each new modder who shows up and wants to make a closet-sized, elongated shack in the wilderness).
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Laura Cartwright
 
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Post » Sun Nov 29, 2009 12:17 am

Yup. I completely deleted the navmeshes in both of my interior cells and started anew (as far as I can remember thats what I did).


Did you finalize (no cover edge search normaly needed here and optimize should be avoided as long as you make only minimal changes to original navmeshes) at the outside where the door is placed which leads to your rooms? If not the AI of your followers can get bugged.
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Chloe Yarnall
 
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Post » Sun Nov 29, 2009 2:14 am

Did you finalize (no cover edge search normaly needed here and optimize should be avoided as long as you make only minimal changes to original navmeshes) at the outside where the door is placed which leads to your rooms? If not the AI of your followers can get bugged.


Yes. I finalized and optimized. I might redo it again and test it later.
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Reven Lord
 
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Post » Sat Nov 28, 2009 9:38 pm

Not quite sure what you are saying. Are you telling me to make it like:

Spoiler

scn zzzInfirmaryLightSwitchActivatorSHORT varbegin onactivate	if var == 0		zMed.Disable		set var to 1                return	endif	if var == 1		zMed.Enable		set var to 0                return	endifend



That is one solution, yes. Though I don't know if there are any consequences to returning from a script instead of letting it get to the end.

You can ignore what I said about descending order, it won't work for a two-state switch.

Actually the best way is probably just if-then-else. Should run the same amount of code as the returns, but is clearer to read:
Spoiler
scn zzzInfirmaryLightSwitchActivatorSHORT varbegin onactivate	if var == 0		zMed.Disable		set var to 1	elseif var == 1		zMed.Enable		set var to 0	endifend

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Neliel Kudoh
 
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Post » Sat Nov 28, 2009 2:08 pm

@Tarrant
Hmmm... I redid the navmesh of my bugged cell in NV GECK and now it seems to work as esp. I am careful and further tests are needed but it seems that the NV Geck doesn't produce produce broken navmeshes in esps anymore.
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Alister Scott
 
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Post » Sat Nov 28, 2009 3:44 pm

@Tarrant
Hmmm... I redid the navmesh of my bugged cell in NV GECK and now it seems to work as esp. I am careful and further tests are needed but it seems that the NV Geck doesn't produce produce broken navmeshes in esps anymore.


hm ah okay! well that would be great if it's so.

It takes a certain shape of navmesh to kick that bug in btw. Sort-of a narrow section (think like a walkway) which leads to a bigger section (like a big cave room). hm.
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Cheryl Rice
 
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Post » Sat Nov 28, 2009 1:22 pm

@Tarrant
I know (I was pretty active at the testing thread for FO3) and this cell I am using is a perfect candidate for troubles. But it is a imported cell from earlier FO3 work. Soon I begin with the new cells which all will be made in NV Geck from scratch. They are better for testing.
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KU Fint
 
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