X marker showing up

Post » Sun Dec 19, 2010 7:47 pm

I created an x-marker (made a new id out of the one in the G.E.C.K.) and placed it in the world for a home marker. Unfortunately, it's showing up in game. How can I make it not do that? Do I need to use another marker? Thanks.
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Flutterby
 
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Post » Mon Dec 20, 2010 2:47 am

I created an x-marker (made a new id out of the one in the G.E.C.K.) and placed it in the world for a home marker. Unfortunately, it's showing up in game. How can I make it not do that? Do I need to use another marker? Thanks.

You don't need to make a new object. Just drag the existing XMarker static object into the editor and it makes a new reference to that object. Then you can put a persistent reference on your marker for scripting and package purposes. Look over to the right a bit and you see a count of 1900+. It's used everywhere and you can use it too.
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Eire Charlotta
 
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Post » Sun Dec 19, 2010 10:09 pm

The form id is blocked from view by the game engine. When you made a new one, it makes a new form ID. That is not blocked by the game engine from being viewed in game.

Its the same way with all the markers in the game.
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Greg Cavaliere
 
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Post » Mon Dec 20, 2010 4:18 am

Huh. So just dragging it from the object window into the render window would allow me to create one that's not visible in game?
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XPidgex Jefferson
 
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Post » Mon Dec 20, 2010 1:58 am

Huh. So just dragging it from the object window into the render window would allow me to create one that's not visible in game?


That would be the jist of it. You are basically just creating a new one of that type. Like, for instance, if you made a new vault, you would still just drag and drop the vault static parts into your map; you wouldn't have to create an entirely new one for each piece you lay down. Normally you create an entirely new 'object' when you want it to behave differently than the original one. (Hope I explained that right... it's easier to just do than explain for me usually =p)

Anyhow, for the XMarkers, yeah, you just can drag and drop one from the list on the left into the window and plop it down. Then if you need to use it and reference it in some way, you can double click the one in the render window and edit it's information (for example, for the ref id you might put "xMyMarker", then later in a script or ai package or what not, use it for a reference).

In doing this you are only changing that specific xmarker, not all of them in the game. It is basically that the stuff on the list in the left are blueprints, then the things in the render window are separate creations - all made, following the same blueprint, but each able to be individually altered. If, however, you double-click it, click to edit the 'base' item, and change it - that alters every single one.
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Angelina Mayo
 
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Post » Sun Dec 19, 2010 8:50 pm

Ah, so it works like Morrowind in that respect. I thought I did it properly, but I guess not. Thanks, I'll try that out.
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Alexxxxxx
 
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Post » Mon Dec 20, 2010 3:01 am

I got the x-marker to not show, but now I have a new problem. I'm using the marker as a portable home marker for an NPC companion. Unfortunately, when I tell her that a certain place is her new home, she acknowledges it, but when I tell her to go home, she returns to where the marker was originally. The marker's id is JacJasmineHomeMarkerREF and I'm using JacJasmineHomeMarkerREF.moveto player in dialog to move it. I have a travel package for the NPC to have her return to that marker, which I think may be the issue. I can provide a screenshot (or shots) if necessary. Thanks. By the way, I made the esp into an esm to test it because the esp didn't seem to want to work properly (GotY version).
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priscillaaa
 
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Post » Sun Dec 19, 2010 4:54 pm

Why don't you just use two different xmarkers and assign an AI package to each?

You can either condition the package so they only run when you want the NPC in one place or the other. Or you could use http://geck.gamesas.com/index.php/AddScriptPackage.


There may be ways around the issue your having. You could use a dead 'molerat' as the marker since creatures actually move where static items do not.
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Lawrence Armijo
 
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Post » Sun Dec 19, 2010 9:11 pm

I'm not sure how to assign AI packages to a static, Willisea. I was hoping this would work because that's how I saw another mod doing it. I could go with the dead molerat, but how would I make it invisible? Do a disable, enable it for the move, move it, then disable it again?
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Sara Johanna Scenariste
 
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Post » Mon Dec 20, 2010 4:57 am

For the dead molerat, you leave it initially disabled and make sure its a 'quest object'. It does not need to be enabled. And creatures do not need the 'enable/disable' trick since their position is always updated in the game where static objects are not.

You assign the AI package to the Xmarker as its destination. I would guess you already did this from your original question.
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RaeAnne
 
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Post » Sun Dec 19, 2010 8:57 pm

I did that, but Jasmine keeps going back to where she was spawned in for some reason. I'll try the molerat trick. If that doesn't work, I'll try porting her to it rather than having her walk to it like how New Vegas companions work. Thanks again.
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Silencio
 
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