Collision help - Gnisis Madach Tradehouse

Post » Tue May 08, 2012 5:14 am

I have been doing some testing with a companion around Gnisis and noticed my companion would not warp to me when I walk out the Tradehouse door - at first I though I had a scripting problem but this only happens to me when I walk out this particular door (it may happen on other buildings that I have not visited, but hasn't happened on other buildings)

If I continue to walk away from the building my companion will appear and then warp to me

In testing I toggled collision so I could check if my companion had ended up under the world mesh - as soon as I started to go 'underground' she warped to my position.

So I figured something odd is happening with collision at this spot to prevent her position being updated when we teleport through the door.

I have Vurt's grass enabled and there is quite a clump around the entrance - when I toggle the grass I don't get any improvement she still doesn't warp to me

So...

Does toggling the grass actually remove it's collision or not ?

Or does anyone know if there is something odd about the collision of that particular building model ?

Has anyone experienced something similar with companions at that particular building or any other one?
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Tue May 08, 2012 9:10 am

I have not experienced that but in reference to VURT's grass, I have noticed I get stuck in the grass mesh and cannot extract myself without using console TCL.
Also that NPC's and creatures walk above the grass.
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Tue May 08, 2012 8:40 am

@ Jinix: After animated grass is generated, you should deactivate the .esps



EDIT: for clarification
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Tue May 08, 2012 8:03 am

I've never had that issue, Illy, and I use a minimum of three different companions in any one game. As for Vurt's grass, I believe you should only have it active when you're creating distant land in MGE/MGE XE. You should not have it toggled afterwards because it'll cause collision issues. All I can suggest is to disable Vurt's mod, clean your save* with Wrye Mash or MCP, and make a new one before you step out of that building.

*Just because the mod is disabled doesn't mean that the collision data is removed from your game. If this persists with a new game, then something else is at work there.
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Tue May 08, 2012 7:01 am

Hmm... thanks Jac - I've noticed I get this issue with the Redoran Tavern models and the one used for the Fighter's Guild - I'm thinking it may be a cross between the script Melian wrote for me to prevent companions having a pile up after going through a door and the Redoran models - if I take a run down the stairs in the Ald Skar tavern and hit the door Fleur appears bang on cue just as I go through the door but when I go slowly she isn't there - if I walk away backwards I can see her warp in though right in front of the door - which is quite cool actually - similar to the Oblivion NPC's going through doors.

I won't worry about it - as long as she catches up it's ok
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Tue May 08, 2012 5:52 am

Does your companion walk a ways in front of you whenever you go through doors? I use the same for Jasmine and my snow bear and haven't lost either of them yet. I just started a new game so when I visit Gnisis, I'll see if I have the same issue. I don't remember having it the last time I was there though.
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Tue May 08, 2012 1:35 am

Yes she does - I have no problems with Velothi or Imperial architecture just the Redoran ones - in all other buildings we exit the door and she will walk in front of me and of to the side - it's a nice feature - however Redoran buildings give her grief - let me know if you get the same issue in either Ald-Ruhn or the Gnisis tradehouse - I found the barracks and small houses in Gnisis worked fine.
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Tue May 08, 2012 4:49 am

@ Jinix: After animated grass is generated, you should deactivate the .esps


Thank you. I have to try that it's sounds easier then making pathways thru' it all with delete that I've been doing.
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am


Return to III - Morrowind