Talk:Bethesda Tutorial Encounters

From the CreationKit Wiki
Jump to navigation Jump to search

I moved gallery fig 5.9 closer to where it is mentioned. Fig5.10 moved out of the gallery and to the right of section dealing with it. I would have put 5.9 to the right of ping-pong patrols for improved flow, but 5.8 would stand out too much. Template:Multiple image doesn't work. --Syneris 19:33, 10 February 2012 (EST)

Actors Jump during Patrol[edit source]

I had an issue when I set up a 3-stage patrol with the Frost Mage. He/she would stop while walking and then appear at the next idle point. The same thing would happen on the way back. I went back and checked my Navmesh. It appeared to be fine, but I suspected that the pathway the mage was choosing between the points may have been too narrow. When I widened it a bit, the problem was solved. I'm also supposing that, if you cannot make a wide enough Navmesh through a pathway, you should not Navmesh it. SirHackenslash 04:13, 13 May 2012 (EDT)

Mod won't work with actors[edit source]

As soon as I add actors, the mod won't work. When I use coc to teleport to the tomb, it just gets stuck on the loading screen. Sometime it freezes, sometimes it just continues to show the loading screen indefinitely. Either way, I have to use Ctr+Alt+Delete. The happens whether I use my mod or the downloaded examples. Either way, it works fine in the previous section--LDnavmeshTutorialComplete.esp works fine, as does my mod before I add the NPCs. The problem only occurs when there are NPCs added to the tomb.

I don't have any such problems with any other mods. This problem occurs exactly the same way whether or not other mods are loaded. Now, I'm using only Skyrim.esm, Update.esm, and LDEncountersTutorialComplete.esp (or my own version of it), and it still happens. What's going on?

Ping Pong and Navmesh[edit source]

The actors are very finicky about their navmesh pathing, especially on an uneven or sloping surface. In one case they would reach the end marker and wait forever, another they would bounce between the throne and the end marker but never return to the first marker, in another they just stand by the throne forever, or, in the worst case, simply not move at all. The most expedient method was to delete all navmeshes and regenerate them after placement of the linked objects. --Lmstearn (talk) 2014-11-13T10:52:11 (EST)

Careful one doesn't link the final marker to the throne where the actor would arrive at the final marker, return to the throne and remain seated permanently.--Lmstearn (talk) 2014-11-13T15:35:25 (EST)

Example Plugins[edit source]

Having worked through the previous tutorial it has become evident there is a marked difference in the created plugin to the superior example plugin at the beginning of this tutorial. And the non-existent navmeshes in the example plugin as opposed to the error-ridden generated ones in this user's plugin. --Lmstearn (talk) 2014-12-13T05:42:06 (EST)

Looping Patrols Problem[edit source]

Worked as per script with the three patrolIdleMarker, but when substituting one of them with a WarmHandsStandIdleMarker the actor would not loop or warm hands. However by adding an extra WarmHandsStandIdleMarker and deleting an existing patrolIdleMarker it worked like a charm.--Lmstearn (talk) 2014-12-15T07:36:16 (EST)

The Skeleton and the Necromancer[edit source]

IIRC a known issue whereupon a mortal sneak attack on the necromancer (tdetect off helps), the skeleton will continue to follow the necromancer's patrol.--Lmstearn (talk) 2015-01-02T07:17:16 (EST)