Enemies sliding across ground

Post » Mon Jan 31, 2011 8:25 pm

In the worldspace I have create, whenever you contact any creatures, they start to slide across the ground with no animation
is there something I've done wrong?
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Andrea P
 
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Post » Mon Jan 31, 2011 2:54 pm

Sounds disturbing.
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rebecca moody
 
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Post » Tue Feb 01, 2011 1:16 am

Though I doubt this is the cause, make sure your worldspace is navmeshed. Also, are these default vanilla creates? Or what kinds?
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Bad News Rogers
 
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Post » Mon Jan 31, 2011 1:27 pm

Though I doubt this is the cause, make sure your worldspace is navmeshed. Also, are these default vanilla creates? Or what kinds?

everything is fully navmeshed, The enemies are defaults
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Benito Martinez
 
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Post » Mon Jan 31, 2011 4:26 pm

Hmm... odd. Are they simply new forms of existing enemies, like you renamed them, then said 'Yes' create new form, and used that? Or are they literally pre-existing enemies from the normal game? If so I'm not sure what could be going on...
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Nick Pryce
 
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Post » Tue Feb 01, 2011 5:33 am

Hmm... odd. Are they simply new forms of existing enemies, like you renamed them, then said 'Yes' create new form, and used that? Or are they literally pre-existing enemies from the normal game? If so I'm not sure what could be going on...


they are th normal pre-existing forms, nothing changed. Its like they will freeze mid animation
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Farrah Lee
 
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Post » Mon Jan 31, 2011 11:05 pm

All I can think of is deleting all the enemies that do this, saving, reopening the geck, then placing them all back in. The geck has an odd way of randomly, for no apparant reason, ocasionally screwing up things. Its happened to me 10-15 times in my 5 months of in depth modding. Like I have had scripts running on NPC's not work at all, and I had to delete the NPC, then remake them and attach the script back on them to get it to work, even though I changed nothing else. So try this, and see if it works.
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Trista Jim
 
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Post » Tue Feb 01, 2011 1:43 am

All I can think of is deleting all the enemies that do this, saving, reopening the geck, then placing them all back in. The geck has an odd way of randomly, for no apparant reason, ocasionally screwing up things. Its happened to me 10-15 times in my 5 months of in depth modding. Like I have had scripts running on NPC's not work at all, and I had to delete the NPC, then remake them and attach the script back on them to get it to work, even though I changed nothing else. So try this, and see if it works.

yes the geck screwed me over several time. I tried remaking the npc and still got same result. I tried different npc's and got same result, and finally I got a ghoul to work properly after increases its size. its like playing an mmo with a bad connections and seeing a butch of static models sliding everywhere.
this is a real hinderance as I wanted to release this mod in the shortest time possible.
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Jarrett Willis
 
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Post » Tue Feb 01, 2011 12:24 am

Well if increasing its size worked, than its probably something with your navmesh I suppose. Perhaps you just did it poorly? Take some screenshots of the areas where they slide with the navmesh showing. It seems like thats where the issue would be.
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Rik Douglas
 
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Post » Mon Jan 31, 2011 2:32 pm

If you messed with the NPC animations, then they 'could' actually be walking, but lack the animation to visually see the legs move.
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^~LIL B0NE5~^
 
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Post » Mon Jan 31, 2011 4:18 pm

But he says he used default NPC's, prexisting with nothing changed. So I eliminated messed up animations as the issue.
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Damien Mulvenna
 
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Post » Tue Feb 01, 2011 1:04 am

Well, I have been around here for a few years and what novice modders say and what really happened are sometimes different.
Something is causing the sliding and there is nothing I know of other than movement, or a very steep incline that would make an NPC actually 'slide'. The Navmesh should not cause that problem.
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jadie kell
 
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Post » Tue Feb 01, 2011 3:48 am

True. I just figured since I know if you dont navmesh a place, enemies can teleport (to higher/lower floors, and through objects) so possibly something would cause them to slide in it. So he just needs to make sure he didn't alter the animations I guess, as that would obviously mess it up.
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Rich O'Brien
 
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Post » Mon Jan 31, 2011 7:51 pm

Im using all the default settings, no animations have been altered, As i said they begin normal but once combat initiates, things become a mess, I navmesh the area by hand and also used autogen and got the same results
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MarilĂș
 
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Post » Mon Jan 31, 2011 9:28 pm

Oh its only in combat? Hmmm... If you did not alter the animations it should not be happening... But only in combat possibly suggests their running anim's have been messed up somehow perhaps?
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Aman Bhattal
 
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Post » Tue Feb 01, 2011 4:00 am

AutoGen is bugged, its does not work so well. Its best to navmesh by hand.

Can you place some vanilla* NPC's and Creatures in your area and see how they do?

*they have no changes made to them, objects from the unmodded game.
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Lauren Denman
 
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Post » Tue Feb 01, 2011 2:27 am

AutoGen is bugged, its does not work so well. Its best to navmesh by hand.

Can you place some vanilla* NPC's and Creatures in your area and see how they do?

*they have no changes made to them, objects from the unmodded game.

ok so i decided to recreate the cell from scratch and compare the two, in the recreated cell i don't have the same problems as before,so i will just use my recreated cell for now own.
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Nathan Hunter
 
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