Map Markers Fast-Travel to Sky!

Post » Fri Mar 04, 2011 10:35 am

Hey everyone. I've ran into a snag that I'm hoping someone can help me with. Map-Markers. I've looked at examples in the FO3.esm, and I don't see any scripts, no reference markers, nothing... just the map-markers themselves. My issue is that when I place a new one, give it a name, reference ID, and all that jazz... It works, but I teleport to about 2048 above ground! I must be missing some crucial element to make this work right. Is there a quick tut out there, or maybe someone can explain how to do this right? I feel kinda stupid right now... :facepalm:
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Hannah Whitlock
 
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Post » Fri Mar 04, 2011 4:03 pm

They're pretty straight forward usually.. drop one in, give it a RefID, set persistant if not already, fill in the name and whatnot on the map data tab.. maybe adjust the radius a little bit.. that's about all there is to them. Definately don't sound right if it's putting you up in the sky.
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Syaza Ramali
 
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Post » Fri Mar 04, 2011 3:15 pm

Maybe place a cocmarker?
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Monique Cameron
 
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Post » Fri Mar 04, 2011 3:55 pm

Maybe place a cocmarker?


I've been messing with that, but no luck yet. Any ideas how to use one?
I tried linking the Map Marker to the COCmarker... I'm about to try the other way around.
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Kayleigh Mcneil
 
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Post » Fri Mar 04, 2011 5:33 pm

I didn't want to spam my own topic, but I can't edit the previous post...

[update:] Some extra info, maybe it will help. I can get the MapMarkers to work fine in the Wasteland, but in the new WorldSpace I've created I spawn in the air...
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leni
 
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Post » Fri Mar 04, 2011 11:19 am

Has nobody created a new exterior worldspace that could help me fix this? I really don't want to make a whole new worldspace, and even if i did I still don't know what went wrong the first time. The QA Worldspace in the Fallout3 main file also spawns the player in the air.
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Gavin boyce
 
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Post » Fri Mar 04, 2011 1:23 pm

Have you tried moving it down, even if its below the surface? Sorry if thats sounds stupid. I cant really help, was just curious that's all.

Just 1 thing. This COCMarker, is it COCMarkerHeading? If not i dont have it i dont think.
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sharon
 
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Post » Fri Mar 04, 2011 2:54 pm

Has nobody created a new exterior worldspace that could help me fix this? I really don't want to make a whole new worldspace, and even if i did I still don't know what went wrong the first time. The QA Worldspace in the Fallout3 main file also spawns the player in the air.

I've not messed with a new worldspace so I can't answer from experience, but these issues sound eerily similar to another thread posted recently about mapmarkers in a new worldspace showing name data from locations in the default worldspace. I'm wondering, since the mapmarkers work for you in the regular worldspace but put you way up in the air on your custom one, that maybe it has something to do with the elevation of your land or something like that. Isn't there a cell setting for default elevation? I can't remember... It's just a guess, but maybe it's doing that because your worldspace is so much lower than the default one, and maybe the markers are picking up on default elevation data from the regular worldspace as well.. I really don't know.
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Niisha
 
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Post » Fri Mar 04, 2011 3:23 pm

1. To properly set up a map marker, you first off, place a map marker.
2. Then, place a XMarkerHeading and link the map marker to it.
3. Then edit the map marker with the discover radius you want, and move it where you want in the world.
4. And finally, move the XMarkerHeading to where you want the player to show up when they fast travel to that location.


The way the DC ruins work is by linking a map marker in the wasteland worldspace to a heading marker in the DC Ruins worldspace it correspond to.
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Pawel Platek
 
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Post » Fri Mar 04, 2011 10:35 pm

1. To properly set up a map marker, you first off, place a map marker.
2. Then, place a XMarkerHeading and link the map marker to it.
3. Then edit the map marker with the discover radius you want, and move it where you want in the world.
4. And finally, move the XMarkerHeading to where you want the player to show up when they fast travel to that location.


The way the DC ruins work is by linking a map marker in the wasteland worldspace to a heading marker in the DC Ruins worldspace it correspond to.


Thanks for the information! However, this did not solve the issue for traveling via console with "coc CellName"... I can't test whether or not it works for fast-travel, because I haven't found a resource for creating separate world maps yet either.
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Charlotte Henderson
 
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Post » Fri Mar 04, 2011 7:21 pm

COC command moves you to the last updated instance within the cell. COW moves you to the center of the designated cell.
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Channing
 
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Post » Fri Mar 04, 2011 1:28 pm

COC command moves you to the last updated instance within the cell. COW moves you to the center of the designated cell.


Tried that too now... Strange thing happened: The cell loaded, my game was "paused" in the menu, and the view was exactly where the XMarkerHeader is located; however, after hitting escape "unpause" I was up in the air as usual. I did everything exactly as you wrote.

1. placed a map marker in the center of the cell ( with a 2048 radius because I thought this was for the "discover location" range)
2. placed an XMarkerHeading and linked the MapMarker to it. (from the MM to the XMH)

Traveled with COC and COW... still spawn in the air.
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Jack Bryan
 
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Post » Fri Mar 04, 2011 9:06 pm

Well map markers don't work for coc commands. They are for fast traveling.

If all your doing is COCing yourself to a cell then whats the problem? Unless thats your intended method of transportation to said cell, just type in TGM so you survive the fall.
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Laura Wilson
 
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Post » Fri Mar 04, 2011 4:42 pm

Well map markers don't work for coc commands. They are for fast traveling.

If all your doing is COCing yourself to a cell then whats the problem? Unless thats your intended method of transportation to said cell, just type in TGM so you survive the fall.


I'm only doing that because I don't know how to set up a map to fast-travel with in the new worldspace...
Still, using coc/cow anywhere in the Bethesda-created cells doesn't put me in the air. Since this is the case I figured I was doing something wrong.
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Bellismydesi
 
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Post » Fri Mar 04, 2011 4:26 pm

well if its just for testing, either set up a door or just deal with it? Best I can tell you.


If you set up the fast travel marker, did you try activating that from the map?
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ZzZz
 
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Post » Fri Mar 04, 2011 11:26 am

I'm only doing that because I don't know how to set up a map to fast-travel with in the new worldspace...
Still, using coc/cow anywhere in the Bethesda-created cells doesn't put me in the air. Since this is the case I figured I was doing something wrong.


hmm.

If there is no COCMarker in an interior cell and you coc yourself in there, it just sorta... throws you in, and it's not necessarily in a safe or sensible spot relative to the cell build. That I know.

I've never used a COCMarker in an exterior world area.

I don't know if that helps.
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Keeley Stevens
 
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Post » Fri Mar 04, 2011 5:52 pm

well if its just for testing, either set up a door or just deal with it? Best I can tell you.


If you set up the fast travel marker, did you try activating that from the map?


I'm going to set up a door today. I've been working a lot so I haven't had time to go that rout. I was mainly curious as to why Coc works in the wasteland and not in my new world space. About fast-travel: That's actually a separate problem I've run into; I can't find any resources for how to create a new world map to fast-travel with.


hmm.

If there is no COCMarker in an interior cell and you coc yourself in there, it just sorta... throws you in, and it's not necessarily in a safe or sensible spot relative to the cell build. That I know.

I've never used a COCMarker in an exterior world area.

I don't know if that helps.


I did previously have a cocmarker, and I would spawn in the X,Y coordinate, but still way up high. I even tried linking the MapMarker to the Coc and visa versa... no difference.

...

Sorry for being so difficult... There's a ton of resources out there (I've been looking everywhere), but only for certain things. I haven't found much about New WorldSpaces, Map Markers, Triggers, Ai, enabling and disabling NPCs, or Complex scripts anywhere. :confused: There's a ton of info about building interiors and placing objects, but not much about what to do after that.
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Anthony Rand
 
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