Can't lock doors set to teleport

Post » Sun May 16, 2010 11:54 pm

If I check the teleport box on a door, npc/faction ownership and locking no longer works. I don't understand why. Is there a workaround without resorting to AI package? I want to use AI package to control the time one teleport door is locked/unlocked, but I want the other teleport door to be locked at all times (but not inaccessible).

I hate GECK and GECK hates me.
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Quick Draw
 
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Post » Mon May 17, 2010 12:20 am

When the door's ownership/locking gets shaded out, its becasue one teleport door is getting the ownership/lock values from the other. If you look at the other connected door, I'll bet the values are not shaded.
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c.o.s.m.o
 
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Post » Mon May 17, 2010 3:38 am

When the door's ownership/locking gets shaded out, its becasue one teleport door is getting the ownership/lock values from the other. If you look at the other connected door, I'll bet the values are not shaded.


They are not shaded out, they just don't work. When I have teleport checked, it doesn't matter what faction I have selected under ownership, or what level of difficult I have selected for the door lock, the door will always be green and unlocked when I test it in game. The only way I can change this is through AI package, which I do not want to use for this door. Wait, it's not like this for other people?
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Rachel Briere
 
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Post » Mon May 17, 2010 1:23 pm

They are not shaded out, they just don't work. When I have teleport checked, it doesn't matter what faction I have selected under ownership, or what level of difficult I have selected for the door lock, the door will always be green and unlocked when I test it in game. The only way I can change this is through AI package, which I do not want to use for this door. Wait, it's not like this for other people?


Not for me. I have many a teleport door that are both locked and owned. You might want to delete your two doors and start with new ones if you are experiencing weirdness. Or maybe its the type of door that you are using. But with mine, when I set a lock/ownership value on one door, the other door's coresponding fields get shaded out as I expect they inherit the setting from the first door.
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Rachael
 
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Post » Mon May 17, 2010 8:15 am

You might want to delete your two doors and start with new ones if you are experiencing weirdness


I tried that but nothing changed. As soon as I check off "teleport" and choose a cell/reference for the door, it is no longer owned or locked, regardless of the setting.

I am going to go to bed before I die from frustration.
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Crystal Clarke
 
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Post » Mon May 17, 2010 8:34 am

Try deleting both doors. Saving, exiting the GECK, then reloading it and your mod. Then put the doors back in and see if its works. For me, when linking doors neither side gets grayed out, they just simply are the same. If I change one, then look at the other it is changed to the same. Then if I change that the first is changed too. Its weird that your guys gets grayed out, then your doesn't even work ripple... Hmmm. It should be exactly the same for all three of us.
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NeverStopThe
 
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Post » Mon May 17, 2010 9:38 am

Some pics as examples:

http://s779.photobucket.com/albums/yy80/HupOranje/teleportdoor1.jpg
http://s779.photobucket.com/albums/yy80/HupOranje/teleportdoor2.jpg
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yessenia hermosillo
 
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Post » Sun May 16, 2010 10:25 pm

Try deleting both doors. Saving, exiting the GECK, then reloading it and your mod. Then put the doors back in and see if its works


I did that, but it didn't work. After I place a door, I can set it's ownership and lock level. Everything looks fine in game. The player cursor turns red when trying to access the door. But as soon as I check off teleport, and adust the transition marker, The player cursor becomes green when placed over the door and it is no longer lockable regardless of what faction/lock values were previously assigned. They are not greyed out, they just no longer function properly. I don't think alter the value of the "other side" of the door (the door in the cell the player is transitioning to through this door). I didn't want the player to locked from the otherside.

Just to reemphasize, the problem is not that I cannot select faction/lock--I can. It is that when I check off teleport, all the faction/lock selection I made do not function in game.
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Ellie English
 
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Post » Mon May 17, 2010 3:38 am

I don't know if this is related to your problem, but both doors in a teleport pair must have the same settings for lock and ownership. They're not really two doors, they're one door with each being a different side of the same door. Therefore you can't have one side locked and the other side unlocked. If you post a link to your mod, I would take a look and see if the settings don't work on my end as well.

EDIT: If you do post a link, point me to the cell(s) and the doors in question.
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No Name
 
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Post » Mon May 17, 2010 12:10 pm

I don't know if this is related to your problem, but both doors in a teleport pair must have the same settings for lock and ownership. They're not really two doors, they're one door with each being a different side of the same door. Therefore you can't have one side locked and the other side unlocked. If you post a link to your mod, I would take a look and see if the settings don't work on my end as well.

EDIT: If you do post a link, point me to the cell(s) and the doors in question.


Thanks P. I basically gave up on it. I'll be uploading an update to my mod soon and I will let you know when that happens. The "other side" of the door is greyed out when the teleport marker is set. I just don't understand what would affect this unless there is some cell setting that I've checked off which affects this.
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Umpyre Records
 
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