Difference between revisions of "Talk:Bethesda Tutorial World Hookup"
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Thank you anonymous person, thank you.--[[User:Electrosheep|Electrosheep]] 10:34, 23 February 2012 (EST) | Thank you anonymous person, thank you.--[[User:Electrosheep|Electrosheep]] 10:34, 23 February 2012 (EST) | ||
== Companions not entering new interiors == | |||
Is anyone else having problems with companions not entering newly created interior cells? | |||
Or a fix for this? --[[User:Crestfall|Crestfall]] 18:22, 29 February 2012 (EST) | |||
:Check your navmeshes, inside and out: ensure the teleport doors have red triangles adjacent to them. And, of course, make sure you've *made* navmeshes. | |||
:Also, teleport doors don't work so well if they're too high for the people to reach, even if they have an associated red triangle on a navmesh far below them: important to remember for trapdoors in the ceiling. | |||
:Also make sure the door isn't marked as "min-use": NPCs (but maybe not companions?) will not use this door for routing if it has that flag. | |||
:None of these should really matter for companions, though, since they should usually teleport to be beside you if all else fails. But they're things to try, at least. --[[User:Catwheezle|Catwheezle]] 14:31, 1 March 2012 (EST) | |||
::The navmeshes are appropriately placed, and the doors are not min-use nor overly high (attempted on a standard farm floor-level door in a straight hallway, also attempted between interior/exterior cells). Any other settings that might be leading to this problem? --[[User:Crestfall|Crestfall]] 11:42, 2 March 2012 (EST) | |||
::An additional bit of info. Though my followers (tested with summoned dremora lords) follow me normally outside, they don't seem to be able to acknowledge my existence in the interior cells that have the problem. Namely, if I summon them, they're just going to stay in one place instead of following me, even though they can interact normally with hostile mobs. --[[User:Crestfall|Crestfall]] 17:41, 2 March 2012 (EST) | |||
::I found out what the problem was. I forgot to finalize the navmeshes. All is well, now. Hopefully, this will help someone else think about it earlier than I did. --[[User:Crestfall|Crestfall]] 07:44, 4 March 2012 (EST) | |||
== Suggestion for added info on this topic page == | |||
This may need to be answered by Bethesda, but... If you use a map marker object and don't link it to an XMarkerHeading, the fast-travelling player will appear on the marker's location. But what determines the player's facing direction on arrival? Is it toward the top of the letter "M" on the marker? | |||
== For First-Timers == | |||
Use NorDwelling02ExtBaseC as a snap-to reference for the other two pieces ([[Bethesda_Tutorial_Layout_Part_2#Working_With_Snap-to-Reference]]). | |||
If looking around the cell before any copy/paste ''do'' remember to select something in view first- e.g. the terrain or the fallen trunk in the picture (zoom out for this). before attempting to orbit the camera. Fail to do so, and traverse the regions of Tamriel faster than a speeding bullet!--[[User:Lmstearn|Lmstearn]] ([[User talk:Lmstearn|talk]]) 2015-01-02T18:29:53 (EST) | |||
== Minutiae == | |||
No NorDoorSmLoad01 in this slightly non-standard version of LokirsTomb. Had a NorDoorSmLoad02 so used that teleport instead. | |||
If using grass overhaul mods there may be grass clipping through the base of NorDwelling02ExtBaseC.[http://forums.bethsoft.com/topic/1502025-how-do-i-remove-grass/?p=23864032] | |||
Open LokirsTomb in the render window and all items in the World Space cell tabs e.g. Common Data and Interior Data were greyed out. | |||
Loading another cell into the render e.g. AAAMarkers, and the same LokirsTomb items in the tabs were accessible. | |||
In the pictured "Map Marker placed...", what was the point of the extra two Xmarkerheadings on either side of the Teleport Marker? | |||
Edit: Answered next chapter.--[[User:Lmstearn|Lmstearn]] ([[User talk:Lmstearn|talk]]) 2015-01-04T08:32:57 (EST) |
Latest revision as of 08:32, 4 January 2015
Exterior Pieces Disappear[edit source]
The BaseB and BaseC pieces disappear when tested in game. The door is all that remains outside. Why is this? --Bwillb 12:57, 13 February 2012 (EST)
- I had the same issue, other had same problem as well. Seems like you have to place it within the LokirsTomb cell, you can see the cell borders by pressing B, so try to move it and see if that helps :) If this is correct, the tutorial needs to be changed --Nemesis 11:04, 14 February 2012 (EST)
- Mine were indeed inside the LokirsTombExterior cell, but still don't show up. --Bwillb 15:22, 14 February 2012 (EST)
- I tested a bit, reloading and rezoning (fast travel/coc) around, seems a bit random sometimes its visible and other times invisible, same goes for other objects except doors.. --Nemesis 21:20, 15 February 2012 (EST)
- Found on Bethesda forums it is a bug, a temporarily solution is enabling "Is Full LOD" from reference window of the object, also added it to the page. Another possible (and maybe better/correct) solution might be involving World -> World LOD, but I can not test as I just get errors --Nemesis 10:21, 16 February 2012 (EST)
- I tested the World -> World LOD solution and it worked. The World LOD thing crashed 2/4 times.--Electrosheep 17:18, 23 February 2012 (EST)
- I had the same problem a couple of times. While playing I went into the cell through the lonely door, then went out of the cell, then into it again, and then out of it (Companion didn't want to follow me in for some reason). The last time I was outside, the pieces suddenly appeared.--Araxiel 21:17, 26 February 2012 (EST)
- I tested the World -> World LOD solution and it worked. The World LOD thing crashed 2/4 times.--Electrosheep 17:18, 23 February 2012 (EST)
- Found on Bethesda forums it is a bug, a temporarily solution is enabling "Is Full LOD" from reference window of the object, also added it to the page. Another possible (and maybe better/correct) solution might be involving World -> World LOD, but I can not test as I just get errors --Nemesis 10:21, 16 February 2012 (EST)
- I tested a bit, reloading and rezoning (fast travel/coc) around, seems a bit random sometimes its visible and other times invisible, same goes for other objects except doors.. --Nemesis 21:20, 15 February 2012 (EST)
- Mine were indeed inside the LokirsTombExterior cell, but still don't show up. --Bwillb 15:22, 14 February 2012 (EST)
- I had the same issue, other had same problem as well. Seems like you have to place it within the LokirsTomb cell, you can see the cell borders by pressing B, so try to move it and see if that helps :) If this is correct, the tutorial needs to be changed --Nemesis 11:04, 14 February 2012 (EST)
Weird looking outdoors[edit source]
Is anyone besides me getting all kinds of funkiness when going to the Tamriel world space?
Here is an example of what I mean:
and another:
EDIT: Seriously, I can't continue until I figure out why there is no ground.
This is seriously starting to piss me off.--Electrosheep 14:18, 22 February 2012 (EST)
EDIT:
I had the same problem. The solution I found was to go to View > Show/Hide Window > Then make sure the check box for Terrain is checked. Then in your Render Window press F5 to refresh.
Thank you anonymous person, thank you.--Electrosheep 10:34, 23 February 2012 (EST)
Companions not entering new interiors[edit source]
Is anyone else having problems with companions not entering newly created interior cells? Or a fix for this? --Crestfall 18:22, 29 February 2012 (EST)
- Check your navmeshes, inside and out: ensure the teleport doors have red triangles adjacent to them. And, of course, make sure you've *made* navmeshes.
- Also, teleport doors don't work so well if they're too high for the people to reach, even if they have an associated red triangle on a navmesh far below them: important to remember for trapdoors in the ceiling.
- Also make sure the door isn't marked as "min-use": NPCs (but maybe not companions?) will not use this door for routing if it has that flag.
- None of these should really matter for companions, though, since they should usually teleport to be beside you if all else fails. But they're things to try, at least. --Catwheezle 14:31, 1 March 2012 (EST)
- The navmeshes are appropriately placed, and the doors are not min-use nor overly high (attempted on a standard farm floor-level door in a straight hallway, also attempted between interior/exterior cells). Any other settings that might be leading to this problem? --Crestfall 11:42, 2 March 2012 (EST)
- An additional bit of info. Though my followers (tested with summoned dremora lords) follow me normally outside, they don't seem to be able to acknowledge my existence in the interior cells that have the problem. Namely, if I summon them, they're just going to stay in one place instead of following me, even though they can interact normally with hostile mobs. --Crestfall 17:41, 2 March 2012 (EST)
- I found out what the problem was. I forgot to finalize the navmeshes. All is well, now. Hopefully, this will help someone else think about it earlier than I did. --Crestfall 07:44, 4 March 2012 (EST)
Suggestion for added info on this topic page[edit source]
This may need to be answered by Bethesda, but... If you use a map marker object and don't link it to an XMarkerHeading, the fast-travelling player will appear on the marker's location. But what determines the player's facing direction on arrival? Is it toward the top of the letter "M" on the marker?
For First-Timers[edit source]
Use NorDwelling02ExtBaseC as a snap-to reference for the other two pieces (Bethesda_Tutorial_Layout_Part_2#Working_With_Snap-to-Reference). If looking around the cell before any copy/paste do remember to select something in view first- e.g. the terrain or the fallen trunk in the picture (zoom out for this). before attempting to orbit the camera. Fail to do so, and traverse the regions of Tamriel faster than a speeding bullet!--Lmstearn (talk) 2015-01-02T18:29:53 (EST)
Minutiae[edit source]
No NorDoorSmLoad01 in this slightly non-standard version of LokirsTomb. Had a NorDoorSmLoad02 so used that teleport instead.
If using grass overhaul mods there may be grass clipping through the base of NorDwelling02ExtBaseC.[1]
Open LokirsTomb in the render window and all items in the World Space cell tabs e.g. Common Data and Interior Data were greyed out. Loading another cell into the render e.g. AAAMarkers, and the same LokirsTomb items in the tabs were accessible.
In the pictured "Map Marker placed...", what was the point of the extra two Xmarkerheadings on either side of the Teleport Marker? Edit: Answered next chapter.--Lmstearn (talk) 2015-01-04T08:32:57 (EST)