Novac hotel room question

Post » Mon Mar 14, 2011 10:40 pm

I'm just trying to alter the Novac hotel player's room to my personal likes - simple aesthetic changes, nothing major. Moving furniture around, added some extra lights, new tables, and placed some more "idle" markers for companions to use.
Should be easy-peasy, even for a GECK-newbie like myself, right....but there are a few quirks I can't figure out what may be causing them.

For reference: http://crimsonkeep.com/wallpapers/data/media/33/falloutNV-686-novachotel.jpg

1 - in the GECK, I have the fridge turned so it's against the same wall as the stove. But when I load the game, it keeps reverting back to it's original position, as in the screenshot.
2 - same thing with the wall safe. I moved it higher so it's "in the wall", but in-game it remains in the air where it was located by default (in a dresser).
3 - the ceiling texture warps in and out depending on where my chr. is standing. Some angles it looks normal, some it does the stripe-warping. (edit) I did not alter any of the ceiling textures/positions, but I did 'duplicate' the original ceiling lightbulb (over the stove) and moved one to center of wall.

Any ideas/knowledge of what the problems are?
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His Bella
 
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Post » Tue Mar 15, 2011 3:31 am

Is this in a new game, there can be problems moving containers and having the move show up when you've already visited the cell.
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Kieren Thomson
 
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Post » Mon Mar 14, 2011 2:54 pm

No, it's not a brand new game. It's early in the game (I'm lvl 5) but I had already opened/been in the room, yes. A while back I tried someone else's Novac room mod, and the safe was doing the same thing.
If you need to start a new game for room changes that kind of svcks....guess I can quickly try that to test it tho. Thanks for the suggestion.

EDIT: Loaded a savegame just before I got the motel room key. Safe was in the new spot etc. so I guess that was it. Still a pain having to re-do gameplay yet again, but at least it's a simple solution! Thanks again! Now I can finish my room. :)
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kitten maciver
 
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Post » Mon Mar 14, 2011 1:27 pm

I've had the exact same problem, though the positions were different. I'll have to see if I have a save that old.
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Monika Krzyzak
 
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Post » Tue Mar 15, 2011 2:49 am

Were you loading a save where you were in the room before making changes? Did you try leaving the room, FT somewhere, make a save, load that save up and go back to see?
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Red Bevinz
 
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Post » Mon Mar 14, 2011 4:58 pm

No, I was loading a save where I was right outside the door. I did try to FT elsewhere, but didn't save/reload before going back. I can test that later today too.

I realized that the warped ceiling tiles were probably because I accidentally shifted the section of the main room cell, so it's not quite properly aligned with the rest of the walls. And of course I can't get it to align properly again (tried the snapto settings, didn't work). It can look visually ok but still warps the ceiling at certain angles. Guess I can try starting over. *bangshead* ... it's all good tho, I'm having fun. :) Especially when the eventual reward is having companions do pushups, the bordello dance, and various other things inside the hotel room. Can't wait to get all 5 human companions in there at once. lol
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john palmer
 
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Post » Mon Mar 14, 2011 8:53 pm

Guess I can try starting over. *bangshead* ...


It may be easier to remove the moved components using fnvedit. This is a handy way to recover from minor mistakes. If there is a way to do this in geck, I can't find it. Suppose you move a base game object accidentally, then you want to put it back exactly where it was, but you can't tell *exactly* where it was before. In fnvedit, you can remove the part of your mod which gives it the new location. So, the original object is back exactly where it was before. Fnvedit has quickly become my second most important tool to do things that should be in geck itself. (#1 is geck powerup, to get script syntax errors.)
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Baby K(:
 
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Post » Mon Mar 14, 2011 5:14 pm

It may be easier to remove the moved components using fnvedit. This is a handy way to recover from minor mistakes. If there is a way to do this in geck, I can't find it. Suppose you move a base game object accidentally, then you want to put it back exactly where it was, but you can't tell *exactly* where it was before. In fnvedit, you can remove the part of your mod which gives it the new location. So, the original object is back exactly where it was before. Fnvedit has quickly become my second most important tool to do things that should be in geck itself. (#1 is geck powerup, to get script syntax errors.)


I highly recommend this as well, even if you manage to put the object back exactly where it was it still records the object being edited which is not a good thing.
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Andrew Perry
 
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Post » Tue Mar 15, 2011 2:17 am

Well misplaced part wasn't causing the warped ceiling graphic. I started over, moved only the dresser, saved, loaded the game...that bit of ceiling is still striped from certain angles. Must be some techy problem. Oh well, bugs my perfectionist self but I can live with it I guess. :D

Thanks for the info about fnvedit, does sound very useful. If I keep going further into this editor stuff, I'll be sure to grab it.
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Isabel Ruiz
 
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Post » Tue Mar 15, 2011 2:44 am

I had some strange graphical glitches and flickering (in-game) with a section of a Goodsprings house interior cell that I was messing with. It turned out that two identical pieces were placed on top of each other.
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Bethany Short
 
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Post » Mon Mar 14, 2011 10:11 pm

Oh? That would make sense, I'll have to check for that. Thanks to everyone for all these great ideas for me to investigate. I did notice that the Novac player room cell has two extra locker containers hidden/stuck underneath the actual floor, hanging in space. Leftovers, lol.
It's strange how the game does things like that that only show up when you create/use a mod for the area but not in an unmodded game. Maybe the Geck sometimes glitches & duplicates things?
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Marine x
 
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Post » Tue Mar 15, 2011 12:38 am

It may be easier to remove the moved components using fnvedit. This is a handy way to recover from minor mistakes. If there is a way to do this in geck, I can't find it. Suppose you move a base game object accidentally, then you want to put it back exactly where it was, but you can't tell *exactly* where it was before. In fnvedit, you can remove the part of your mod which gives it the new location. So, the original object is back exactly where it was before. Fnvedit has quickly become my second most important tool to do things that should be in geck itself. (#1 is geck powerup, to get script syntax errors.)

I tried that. I stripped every mention of the Novac players room AND it's contents from my mod but the safe, the fridge, the oven and the large cabinet kept moving. And here's the kicker, with no mods loaded, the fridge and cabinet still move.
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Euan
 
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Post » Mon Mar 14, 2011 9:04 pm

So I'm told that containers floating outside walls are sometimes used for scripted storage or something. Does this mean I shouldn't have messed with those two empty floating storage containers under Novac's hotel room? I thought they were accidental leftovers someone forgot about. Only deleted one, the other I raised up into the room. Nothing seems wrong with the room/containers/my items...but any way to tell if such items are important? When I double-click on the remaining box it has no entries under any of the item tabs.

Edit:I see there's at least one of those empty locker containers under every motel room. Looking at the item in the object tree, still see no scripts or anything attached. I made lots of backups this time as I edited so this time I don't have to start over. Guess to be safe I'll find the backup before I moved them...
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Charles Weber
 
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