Companions not following into buildings

Post » Thu May 03, 2012 8:44 pm

Hi there.

Been trying to make myself a new "HQ" with a little more personality. For this I took Hank's Electrical Supply in Jury Street Metro area and modified both the exterior and the interior a bit. I kept it rather simple to avoid too many changes, and to learn how to properly mod before I got myself in too deep. I decided to use an already existing spot, so that adding and removing stuff of interest would go smoother. And Hank's Electrical Supply seemed ideal for this purpose. I've gone over the navmesh, both exterior and the interior, and it all seems fine. No errors popping up, and the zone exits are where they are supposed to be. I've checked and verified the doormarkers and they link up as they should. Doubleclicking on the doormarkers transfers me into the zone as it should, and I've even made sure I face the right direction when zoning. I've also tested this in-game, so the transition from outside to inside and vica versa is verified to work properly. Both the main door and the hatch on the roof.

And now to my problem. None of my companions are following me in, which I find odd. I've experienced this with my Lucy West companion mod before I did my modding, but all my other companions made the transition to and from the building just fine. Now none of my companions make it in. However, at one point my Amy Wong Companion made it in, but spawned in the back office (which didn't help much as I was forced to face the raiders alone). I'm having a hard time trying to troubleshoot this as I really don't know where to look. I would really appreciate some insight as to where my problem might be.

Also, if anyone knows about this, how do I prevent the raiders inside the building from re-spawning? I've taken out their reference markers, but that didn't prevent them from appearing. When I use FO3Edit, I can still see their reference from Broken Steel DLC. Does this override my mod, and if so how do I prevent this without messing with the Broken Steel DLC itself?


For the record, I've done the BOSS routine, Merged Patch and Archive Invalidation. Even made my mod into an .esm for optimal compatibility.

I'm stumped and I would really appreciate some help here. Tried to search for a sollution, but so far none worked.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Thu May 03, 2012 6:30 pm

As far as I remember there are just generic raiders in there, so they'll respawn unless they are in a non respawning zone. You could try to change the encounter zone to a never resetting one.
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Fri May 04, 2012 1:09 am

As far as I remember there are just generic raiders in there, so they'll respawn unless they are in a non respawning zone. You could try to change the encounter zone to a never resetting one.
Yes, that will do the trick just nicely. I'll try to look into that. Any suggestions as to where I can set this option/flag? I'm trying to use GECK as much as possible. I found something under the menu option "World -> Cells... -> Interior Data" This function has an Encounter Zone setting. I set this to RaiderNoRespawn (was previously DefaultRaider). Will this do?

Btw, any comments on my main issue about companions not zoning with me? Navmesh problem or perhaps an error in the doormarker/teleport function?

Thanks for getting back to me Octarina. Appreciated!
User avatar
Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Thu May 03, 2012 5:58 pm

For the raiders, yes, it will do the trick. The encounter zone is in the cell properties (right-clik and select edit). If you prefer to create a new encounter zone for your own uses there is a checkox in the world-encounter zones with never reset.

For the companions, if the navmesh is finalized and you have the green triangles next to the door I have no idea.The broken steel .esm changes the exterior cell as well, so be sure to check the exit leads to the right cell in the DLC esm, not to the basegame cell.
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Thu May 03, 2012 8:46 pm

I right click and select edit in the World Space - "Interiors" Cell View window. I'm currently using the original DLC03JuryStRaiders (Hank's Electrical Supply). From the Cell window I go to Interior Data section and chose RaiderNoRespawn from the drop-down menu. This selection have the "Never Reset" flag set, but another mod might change or override this. Anywhere I can check this?
I've also selected "player Faction" from the Owner Faction drop-down menu and ticked the "Public Area" in hoping this will allow companions to enter. I've gone over the navmesh again and all transit areas have a green triangle where it's supposed to be. Although the one leading out from the hatch has a rather narrow one. I tried the Validate Room/Portal allignement menufunction, but GECK keeps crashing. Anywhere else I should look to troubleshoot the problem with companions remaining outside?

Thanks again for all your input!


PS.
I'm using Fallout3, Broken Steel and Anchorage in my mod as masters. They had some interesting stuff I wanted to borrow in my mod.
User avatar
Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Thu May 03, 2012 8:59 pm

Hmm... It now works for some reason. Dunno if it was the "Public Area" or the "Player Faction" owner flag, but all my companions now enter as they should. Also worth mentioning is that I made my mod in duplicates. More specific, I duplicated my mod and made one into an .esm (master). Reran the Merged Patch function and re-applied the Archive Invalidation. And now it works.... go figure :)

Anyway, thanks for heads-up Octarina. I even learned something new in the process, which is never a bad thing.
User avatar
MarilĂș
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Thu May 03, 2012 7:54 pm

Guess I was a bit quick to declare a win here... :\
I now have 2 identical plugins, one of them converted to an .esm. In this configuration, my companions will enter and leave buidings as normal. But I now have some duplicates (eg. fridge, couple lockers and office door). Removing the .esp plugin will remove my duplicates, but then my companions won't leave or enter buildings properly. Using only the .esp plugin will screw up my navmesh. Any suggestions on how to remedy this?
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am


Return to Fallout 3