Hello everyone. I'm not good at creating meshs or textures, but I do enjoy creating house mods with a lot of detail. I've been working on a mod with a full backstory and a nice house to boot. Anyway I'm having two main issues.
1. Companions will not follow my character into the bunker (sometimes Rex will, but nobody else usally makes it). I have everything navmeshed properly (unless navmeshing for companions changed since Fallout 3). Then when you go to the second room in my house (new cell) the door teleports you into a changed version of Boones hotel room in the bath room area. Rex again usually manages to navigate properly, but any humanoid companion gets stuck in the corner of the "bathroom" area and can't move into the actual living area.
Two things.
Follower moves via teleporting doors between certain sorts of areas are buggy and cause blackholing. Your cell being in an .esp and it linking to an area in the main .esm can be a formula for trouble with this.
Examine this script and see how it works - - - it is an obsidian script (which I modified for best function) which they are using to help keep followers moving properly. Take note of my indication of the player's own ACTIVATE potentially being a problem, you may find this to be the case with your door (because of your cell being in separate .esp).
ScriptName DefaultWarpCompanionsToLinkedMarkerSCRIPT; Doors transitioning from one exterior cell to another seem to have problems warping companions with you.; This script does it manually. To use it, you need to add this script to a door, link the door to a marker, and link that marker to a second marker.; The companions will warp to the two markers.ref rLink; for humanoidsref rLink2; for crittersBEGIN OnActivate if isactionref player ; < -------------------------------------------------Phalanx / asking for real trouble on multi-door script without this, ; unexplainable buglike non-player activations on doors happen and ; it runs the onactivate code, 100% sure on this. set rLink to GetLinkedRef; set rLink2 to rLink.GetLinkedREF; if (VNPCFollowers.bBooneHired && CraigBooneREF.Waiting == 0) CraigBooneREF.MoveTo rLink; endif if(VNPCFollowers.bCassHired && RoseofSharonCassidyREF.Waiting == 0) RoseofSharonCassidyREF.MoveTo rLink; endif if(VNPCFollowers.bVeronicaHired && VeronicaREF.Waiting == 0) VeronicaREF.MoveTo rLink; endif if(VNPCFollowers.bLilyHired && LilyREF.Waiting == 0) LilyREF.MoveTo rLink; endif if(VNPCFollowers.bEDEHired && EDE1Ref.Waiting == 0) if EDE1Ref.GetDisabled == 0 EDE1Ref.MoveTo rLink2; elseif EDE2Ref.GetDisabled == 0 EDE2Ref.MoveTo rLink2; elseif EDE3Ref.GetDisabled == 0 EDE3Ref.MoveTo rLink2; endif endif if(VNPCFollowers.RaulHired && RaulREF.Waiting == 0) RaulREF.MoveTo rLink; endif if(VNPCFollowers.ArcadeHired && ArcadeREF.Waiting == 0) ArcadeREF.MoveTo rLink; endif if(VNPCFollowers.RexHired && RexREF.Waiting == 0) RexREF.MoveTo rLink2; endif Activate; ---------------------------------------------------- I've seen player activate after using a door poison follower movetos. ; Redesign symptomatically if needed. May require additional linked marker for player. else ACTIVATEendif
Thing 2 - - - Teleport entrances into areas need to have enough space to fit followers who warp in. Don't make entrances from the outside world come into tiny spots where there's not enough room for their teleport to work.