Possible to suspend player level up?

Post » Tue Mar 15, 2011 4:48 am

Update: Turns out all this was probably due to a botched save game as I was able to make it through into the BS quests no problem from a clean game. Went back and was able to pass it with my mod enabled, so it's not that. Went back again and was able to pass it with Karina following, so it's not her. Went back yet again and was able to get through it with 8 (eight) followers, so I kind of doubt it had anything to do with the followers at all. The only issue I noticed was that not all of the followers were able to make it out of the purifier chamber afterwards. Not sure if it's because of the scripted door locks or because a lot of stuff is enabled/disabled during the transition, but should be easy to fix. The ones that did make it through suddenly appeared after I went through the first load door or FT. Not exactly what I expected, but I can live with knowing there wasn't really anything to fix in the first place.
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loste juliana
 
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Post » Mon Mar 14, 2011 10:05 pm

Update:


Well that's good news. Congrats. :foodndrink:
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JD bernal
 
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Post » Tue Mar 15, 2011 3:11 am

The only issue I noticed was that not all of the followers were able to make it out of the purifier chamber afterwards. Not sure if it's because of the scripted door locks or because a lot of stuff is enabled/disabled during the transition, but should be easy to fix. The ones that did make it through suddenly appeared after I went through the first load door or FT. Not exactly what I expected, but I can live with knowing there wasn't really anything to fix in the first place.


I feel like I must be on someone's ignore list. But anyway.

I've got a ton of experience with broken steel's follower related code.

If I remember correctly, the sudden appearance of followers after wait/load-door was due to the follower still being on its follow package and it catching up to you. Bethesda's code is not set up for multifollower, it didn't actually do anything to those.

Bethesda's follower moves in Broken Steel are not robust. The methodology on the single follower move out of PP almost doesn't work, if I remember right, and if you use that structure for multifollower it fails. It is not an "easy" fix if you don't understand the problem.

The Golden Rule of moving followers with the player is this. Move the followers first, then immedietely move the player. If this is complicated by the situation itself - - such as the location does not work properly at the moment the followers must arrive - - disable the followers REF after the move (forcing a physical wait-state more or less), and wait until the the location is correct to re-enable them.

And, do not allow the player to activate load doors in between the player move and the follower moves if the followers are on a follow package. This means that if you are scripting a problematic load door to move followers, do not let the player activate the door, move the player instead.

If you're editing Bethesda's move code and what you see does not resemble the above golden rule, you have to rewrite it / reorganize it as necessary.
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k a t e
 
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Post » Tue Mar 15, 2011 12:50 am

I feel like I must be on someone's ignore list. But anyway.

I've got a ton of experience with broken steel's follower related code.

If I remember correctly, the sudden appearance of followers after wait/load-door was due to the follower still being on its follow package and it catching up to you. Bethesda's code is not set up for multifollower, it didn't actually do anything to those.

Bethesda's follower moves in Broken Steel are not robust. The methodology on the single follower move out of PP almost doesn't work, if I remember right, and if you use that structure for multifollower it fails. It is not an "easy" fix if you don't understand the problem.


I should have noted that my mod does not have BS as a master, so my solution at the present time was to ignore/bypass the issue at PP.

The Golden Rule of moving followers with the player is this. Move the followers first, then immedietely move the player. If this is complicated by the situation itself - - such as the location does not work properly at the moment the followers must arrive - - disable the followers REF after the move (forcing a physical wait-state more or less), and wait until the the location is correct to re-enable them.


I didn't know you could disable/re-enable a follower at will. That's good to know - all their variables remain intact? I'm having the same CTD issue if I let my follower go through the Vault101CaveDoorInterior exit door with me at the end of CG04.

And, do not allow the player to activate load doors in between the player move and the follower moves if the followers are on a follow package. This means that if you are scripting a problematic load door to move followers, do not let the player activate the door, move the player instead.


Is there a way to script this for Any door when they are following, without editing all doors in the game, or is that really nessesary - just problem doors?
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quinnnn
 
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Post » Mon Mar 14, 2011 8:45 pm

I feel like I must be on someone's ignore list. But anyway.

I didn't ignore what you said before, it's saved to a text file like a lot of what you write, but I'm not that far yet.. I only just solved why the player couldn't make it through :)
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Dominic Vaughan
 
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Post » Tue Mar 15, 2011 5:01 am

I didn't know you could disable/re-enable a follower at will. That's good to know - all their variables remain intact? I'm having the same CTD issue if I let my follower go through the Vault101CaveDoorInterior exit door with me at the end of CG04.


It freezes them in place and makes them disappear until you enable them. Their scripts still work though and they are still wanting to be doing whatever their current package says. I've had a disabled follower stim me before, and it worked because I walked close enough and the stim behavior I made works out of the object script.

I've never brought a follower through Vault101CaveDoorInterior at the end of CG04. Its clearly a very scripted door by Bethesda, as a message box pops up when you activate it. I have never even looked at it, I wonder if it's even linked to the exterior navmesh. heh!!! I'd take a good look at the door and its script if you need to bring a follower through.

And, do not allow the player to activate load doors in between the player move and the follower moves if the followers are on a follow package. This means that if you are scripting a problematic load door to move followers, do not let the player activate the door, move the player instead.


Is there a way to script this for Any door when they are following, without editing all doors in the game, or is that really nessesary - just problem doors?


I mean just, ever. That direction will always apply to a door you've scripted follower moves onto, but also, just, at any time. If you do a follower moveto and for some reason the player must activate a load door before he actually gets to the location you moved the followers to, and the follower is on a FOLLOW package, it's likely to goober up your follower move. It may be an intermittant goobering-up, but it's still goobered.

This also probably applies to the player doing fast travel, and also, I have seen where the player saving and reloading the game in between can mess stuff up. Using the "wait" function in game would also I think malfunction stuff.

The note about doors is specific to individual doors. You would never attempt to script the whole game to move a particular follower through any door. Just certain doors cannot work well for followers due to fallout3.exe um. caviats. yeah.

I recall that someone made a quest script that watches for followers being in a different interior cell than the player and forces a moveto. I don't like that solution personally, it has the potential to get followers into places they should not be, among other things. But it's the closest thing I can think of to doing some sort of global forced move on a follower who has failed to move through a door.
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Jonathan Windmon
 
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Post » Mon Mar 14, 2011 10:00 pm

I didn't ignore what you said before, it's saved to a text file like a lot of what you write, but I'm not that far yet.. I only just solved why the player couldn't make it through :)


heh!!! okay.

so like, when I'm all wrong and stuff and you see that like 2 years from now you'll be like HAH!! NOOB!!! and I be like damn, sorry yo... hehe.
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Ryan Lutz
 
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Post » Mon Mar 14, 2011 1:47 pm


I've never brought a follower through Vault101CaveDoorInterior at the end of CG04. Its clearly a very scripted door by Bethesda, as a message box pops up when you activate it. I have never even looked at it, I wonder if it's even linked to the exterior navmesh. heh!!! I'd take a good look at the door and its script if you need to bring a follower through.


If I look at the navemesh for Vaul101a there's a green triangle near it. Is that all that is needed to indicate that it is linked to the exterior?

The Door script does a forcesave in the On Activate Block, waits till the next frame, then displays the message the first time in a gamemode block, and if you select anything except 'exit', the message will be redisplayed in the On activate block, by activating (activate player 1) it again. Seems like a lot can go wrong here ;)
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Nitol Ahmed
 
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Post » Tue Mar 15, 2011 2:46 am

If I look at the navemesh for Vaul101a there's a green triangle near it. Is that all that is needed to indicate that it is linked to the exterior?

The Door script does a forcesave in the On Activate Block, waits till the next frame, then displays the message the first time in a gamemode block, and if you select anything except 'exit', the message will be redisplayed in the On activate block, by activating (activate player 1) it again. Seems like a lot can go wrong here ;)


That breaks followers based on what you described. On Activate will happen when your follower hits the door, too

you will want the script to be like

begin onactivateif isactionref player; do bethesda's stuff    activateelse    activateendif

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Frank Firefly
 
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Post » Tue Mar 15, 2011 1:00 am

That breaks followers based on what you described. On Activate will happen when your follower hits the door, too

you will want the script to be like

begin onactivateif isactionref player; do bethesda's stuff    activateelse    activateendif



Now it makes sense. It never occured to me that my follower was also activating the door.

Thanks
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kiss my weasel
 
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Post » Mon Mar 14, 2011 2:13 pm

heh!!! okay.

so like, when I'm all wrong and stuff and you see that like 2 years from now you'll be like HAH!! NOOB!!! and I be like damn, sorry yo... hehe.

Lol - The more likely scenario is me needing that info and calling myself a noob for loosing that text file :rolleyes:
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keri seymour
 
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Post » Tue Mar 15, 2011 1:09 am

Lol - The more likely scenario is me needing that info and calling myself a noob for loosing that text file :rolleyes:



Ya, although I don't think it's as likely that you will lose your text file, as I will lose Tarrant's pearls of wisdom (I favorite the threads), I almost spit my coffee all over the computer when I read:


Tarrant, on 19 May 2010 - 09:57 AM, said:

heh!!! okay.

so like, when I'm all wrong and stuff and you see that like 2 years from now you'll be like HAH!! NOOB!!! and I be like damn, sorry yo... hehe.



I laughed so hard. :laugh:
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Kristina Campbell
 
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