Teleport Markers.....

Post » Thu Nov 04, 2010 5:01 am

For the past several days I've been getting more and more frustrated. As soon as I started messing around with adding NPCs and the HAVOK engine my stupid teleport markers have completely disappeared. When I click on all of my doors that teleport to different cells and check the "teleport" boxes it shows that they all teleport to their respective cells. The problem is, the little yellow markers in the GECK are not there. When I load the mod in game I can not open said doors nor teleport to said cells.

Is my MOD fubared? Will I need to start over? Is there a fix for it?

Also, the other issue I am having is this: I've created a new character. Its a security guard. I've used the Rivet City Patrol Mid script. In the GECK he is there when I load the game, he is not. I've also added a water beggar to my mod, I can not get him to sit down like they do in game. He just stands there. Any help would be greatly appreciated.
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Rebecca Dosch
 
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Post » Thu Nov 04, 2010 2:11 am

1. On the toolbar, >View >Markers

2. Answer is AI Packages. They tell the NPC's were to be, and when.

3. See #2 above. They have the 'WaterBeggerTravelToMarker' package pointing to a specific 'FloorSitMarker' object.
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Dona BlackHeart
 
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Post » Thu Nov 04, 2010 12:41 pm

Thanks. I created a new AI Package for my guard. Stillhave to do some tweaking with it. I'll look at my markers too. Thanks. :)
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Jordan Moreno
 
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Post » Thu Nov 04, 2010 9:01 am

Just looked, the teleport markers are still not showing up and I still can not move through the doors to the different cells.
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Naomi Ward
 
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Post » Thu Nov 04, 2010 5:05 am

Did you try to 'remove' the teleports. Save the mod. Then load up the mod and re-create the teleport link between doors?

You might even have to 'delete' the doors and place new ones from the Object window. I have seen problems like this happen when you copy & paste objects. This time, just drag a new one from the object window for each door you place.
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Scotties Hottie
 
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Post » Thu Nov 04, 2010 6:45 am

Hey TheTallest, looking at your mod right now. I can see teleport marker, so while in the geck try hitting M. This toggles markers, but probably is the same as checking them in the toolbar. So they are there. Alot of them are moved into weird position, which might be affecting your ability to teleport through them ingame. I'm fixing it now.
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Dustin Brown
 
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Post » Thu Nov 04, 2010 11:20 am

Thanks Gunmaster. I got them back. What I find incredibly irritating however is the fact that I orientate them exactly as you have instructed me to do so numerous times and they continuously some how end up in these precariously weird positions.

I've also corrected my gear door texture with it reading the incorrect number. But the GECK still asks for a .nif file even though I've set the texture set up through the GECK. Why does it do this? So the end result is that I still require a mesh for the door.
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Angus Poole
 
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Post » Thu Nov 04, 2010 7:56 am

It should not require a mesh. When you say what mesh to use, just leave it blank, or default, and then where it says new texture you right click and pick the texture set I made for your new gear door. Just find, I think it was like VDoorpart05 or something, and select the new texture, then replace the UV map and normal map with the fixed ones, and it should work. You never click EDIT where it says mesh, just apply your texture set below that and click ok.
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Lil Miss
 
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Post » Thu Nov 04, 2010 10:38 am

I must be doing it wrong then as it will not load unless I specify a .nif file.

Ok, here is what I do to setup the texture set within the GECK.

I load my mod.

Then I scroll down to VTXHAbandonedOffice.
Then I click on BTGearDoor.
Which then opens the "Reference" screen for that door.
I then click on "Edit Base"
Then under "Model" I click "Edit"
I then scroll down to VGear01b:4
I right click and select "New"
Then in the "Select From" window I scroll down to BarterTown38GearDoor texture
The model in game appears in the GECK but does not in game. When I go in game I see a red block with an exclamation point on it.
I then have to go and add the .nif file I created originally to the meshes folder in order for it to work.

If I am missing a step or have done it incorrectly please let me know.
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john palmer
 
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