New Worldspace, how to get there?

Post » Wed Jan 20, 2010 9:32 am

hey again... a neat problem i experience atm:

i cant get to my new worldspace ...at all

------------------------------

i use the vanilla first release version of the geck (1.1.0.262), didnt patch NV

here is what i tried so far:

-i created a new worldspace

1st try:

-added a door linking to a door in the mojave

-> ingame you only have the option to open or close the door just as if the teleport flag wasnt checked, no way to teleport

2nd try:

-used a script placed on one of my armor pieces to use the moveto command onEquip

-> nothing happens

3rd try:

-added a debug line to the scirpt that would give me a piece of gold (caps, player.additem f 1)

-> nothing happens, i didnt even get the gold piece

4th try:

-removed the moveto line only keeping the additem line

-> i get my gold

...........

conclusion:

-there is no way to get to your new worldspace lol

------------------------------------------------------------

did anybody else experience that problem? experience that new worldspaces work? did anyone try that with the patched version of falloutNV? is it a beth conspiracy for chuckles to deny us the joy of creating new worlds? :D
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Rob
 
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Post » Wed Jan 20, 2010 9:47 am

did anyone try that with the patched version of fallout?


This functioned as expected for me in Fallout 3. Front Royal Canyon in Phalanx is a small worldspace and it is fine, and is reachable via an interior cell's linked door.
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Alexandra Ryan
 
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Post » Wed Jan 20, 2010 1:38 pm

yeah lol, in FO3 it all worked, i did my own fair share of worldspaces there :P but NV seems to not like it at all


5th try:

- tried using the console to move me to an npc in my worldspace

-> item not found

6th try:

-started a new (god doc mitchell speaks slow, must be a very calm man)

->same problems, script doesnt work, door neither and references in my worldspace dont seem to exist, and yes i reopened the mod in geck just to be sure the worldspace is even there lol
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Mélida Brunet
 
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Post » Wed Jan 20, 2010 3:55 am

In the game console does "PRID xxxxxxxx" (where the x's are the expected REF ID number of your NPC) seem to select the right NPC?

If that works, try a console command to move yourself to your NPC?

... alternately, are you sure the game is loading your .esp ..
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Terry
 
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Post » Wed Jan 20, 2010 5:06 am

yeah i did that, he never found the ids just as if they wouldnt exist

what i experienced now was that everytime i loaded my worldspace in the geck parts f it vanished :D, crazy eh?
what i also noticed was that if one opened the mod in FOMM there were changes made to black rock mountain, red canyon and so on, my ninja which i placed in my worldspace was on black mountain now as was a castle i placed in my new worldspace :o

7th try:

-made a new worldspace that didnt have NVwasteland as the parent worldspace selected

-> i could teleport there via script (didnt test the other possibilities) but my ninja was gone...

what the heck is going on???
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Amber Hubbard
 
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Post » Wed Jan 20, 2010 4:41 pm

8th try:

i noticed that everytime you make changes to a world cell and check the mod in NVedit you will find a node right beneath the objects you added which seems to indicate changes to a cell at 1,0 which is black rock mountain... deleting that node from the mod doesnt affect the items you placed... could it be that the geck automaticly places everything you create at BRM before moving it where it belongs or somin? i find all this utterly weird lol
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Conor Byrne
 
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Post » Wed Jan 20, 2010 1:07 pm

8th try:

i noticed that everytime you make changes to a world cell and check the mod in NVedit you will find a node right beneath the objects you added which seems to indicate changes to a cell at 1,0 which is black rock mountain... deleting that node from the mod doesnt affect the items you placed... could it be that the geck automaticly places everything you create at BRM before moving it where it belongs or somin? i find all this utterly weird lol


I know the GECK adds what seem to me to be extra and weird cell changes. I notice them most easily in FO3Edit/NVEdit. There will tend to be at least one change per .esm you have loaded.

What you are seeing with the other stuff sounds quite strange. Seems that you're the pioneer, here ...
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X(S.a.R.a.H)X
 
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Post » Wed Jan 20, 2010 10:33 am

conclusion:

giving your new world space the NVwasteland world as a parent results in unpredictable bugs
this could have to do with the fact that i simply used the 0,0 cell in my new worldspace and also that i didnt set the cell X or Y offsets to be somewhere else than the already used up space in the NVwasteland, hence manipulating those coordinates to be covered by my worldspace and hence overwriting the original ones, that kinda [censored] if it indeed acts this way but removing the parent world space fixed the problem, i can now travel to my world :)
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Chad Holloway
 
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Post » Wed Jan 20, 2010 4:50 pm

additional problems:

assets created by yourself and not being in vanilla NV somehow do not appear in your new world space!!
addiotnally water isnt being displayed at all, you can swim through it but it is invisible, yes it has a ripple texture

NPCs:

custom: no
vanilla: yes

Statics:

custom: no
vanilla: yes

Trees:

custom: no
vanilla: yes
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michael flanigan
 
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Post » Wed Jan 20, 2010 2:44 pm

@items not being there

replacing the model of a vanilla object with your own assets makes them appear in your new worldspace, that however is no solution to the problem at all
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Dawn Porter
 
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Post » Wed Jan 20, 2010 12:05 pm

ok now it gets really weird...

-i went in game my stuff was gone, i check the mod in GECK again and my objects placed in the new world cell were gone, in FO3NV they are still there

-i placed my object in my new world cell again, loaded the game with a save in my world space and it was there, tried another save before i entered the new world cell and whenever i use a load door the game crashes

-started a new game, went to my door, boom, crash

-loaded the save inside the new world cell again, worked

-tried to leave the new world space, crash

-reloaded outside the new world cell, my door was gone

-checked the geck where my door would be, its somewhere, somewhere else, no clue where, and it took its surronding objects with it

what in 3 devils name is going on here?
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Craig Martin
 
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Post » Wed Jan 20, 2010 8:22 am

ok now it gets really weird...

-i went in game my stuff was gone, i check the mod in GECK again and my objects placed in the new world cell were gone, in FO3NV they are still there

-i placed my object in my new world cell again, loaded the game with a save in my world space and it was there, tried another save before i entered the new world cell and whenever i use a load door the game crashes

-started a new game, went to my door, boom, crash

-loaded the save inside the new world cell again, worked

-tried to leave the new world space, crash

-reloaded outside the new world cell, my door was gone

-checked the geck where my door would be, its somewhere, somewhere else, no clue where, and it took its surronding objects with it

what in 3 devils name is going on here?




Ah, yes, maybe this is it.

The GECK's having problems as released. There are a few threads about it. Check for those?

Might be necessary to wait until a more final-ish version of the GECK comes out.
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ImmaTakeYour
 
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Post » Wed Jan 20, 2010 11:22 am

@jaysus2
Hmmm.... did you esm'ifie the esp which contains the new worldspace?

I ask because the 'famous' navmesh bug is still there as I tested shortly and I got a lot of strange effects in this interior cell which where cured as soon as it was an esm.
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Carys
 
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Post » Wed Jan 20, 2010 3:56 am

mmh, nope, didnt try turning it into an esm, might help ;)
good idea...

anyway that mod became so screwed up by the gecks and fallouts vodoo that i had to delete all worldcell and cell nodes via NVedit, need to rebuild that worldspace the thrid time now... great -.-
i just wanted a nice base for my ninjas... even have a japanese castle for them...

and yes tarrant, i always use the search engine but noone said anything about world spaces, just like back when i tried to find out why water didnt work in FO3... sadly i cant see any yossarian atm who might eventually come up with a solution and the devs usually dont tell us what is so utterly screwed that no normal human being could actually have developed that game with this GECK...
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Janeth Valenzuela Castelo
 
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Post » Wed Jan 20, 2010 10:33 am

mmh...

this time i made a new worldspace and have the teleport door to it in an interior, my assets show, no crash so far... its not esmified
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Chloe Mayo
 
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Post » Wed Jan 20, 2010 2:00 pm

thats all so magical, pointless even

---

now i changed the teleport door TO the world cell to an exterior door, woops my assets were gone...
went into the geck, yup they are gone,
placed them again,
reloaded,
woops, there they are
placed more of my asstes,
woops there they are
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Rebecca Dosch
 
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Post » Wed Jan 20, 2010 5:28 am

ok i simply give up... screw that nonsense

after altering the landscape and reentering the new worldpsace, half the landscape was gone, at other places were holes and my assets did vanish aswell,
however conveniently after relaoding the mod in GECK i now have a bunch of new interior spaces without names >.<
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Brιonα Renae
 
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Post » Wed Jan 20, 2010 5:43 pm

That is.. strange... I've got a world space I've been working on for the last couple weeks loaded in based off of a heightmap I made, 15x15 grid and I've not had a crash once. I can access it just fine and none of my meshes are disappearing or anything. The only thing I've done differently it seems is my worldspace is not a child of the WastelandNV, and I've linked it by requiring the player go through a short interior dungeon I made.
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Mark Churchman
 
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