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Random Havok Shaking and Other Weird Stuff


ArmlessWunder

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I've made an interior cell. Within this cell everything is all screwed up. All objects with havok physics shake like crazy when moved. All NPCs twitch all over their bodies. I get stuck moving at a snails pace when running around randomly. Have I entered another dimension? What have I done? I've made a monster!!!

 

Any help would be appreciated!

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Okay, I figured it out. My cell's objects were positioned insanely high. (roughly 4,000,000 Z units) If you want to see some weird s***, try this yourself sometime.

 

How did this happen? Somehow when I was making the cell, I had copied and pasted the components from a previous cell into the new one as sort of template and it pasted the objects at (what I assume to be) the max height available for the cell. I had selected an object in the cell view window to center on and didn't think anything extraordinary happened...

 

I was able to salvage the cell by just cut and paste to a more regular height (roughly 2,000 Z units), but, unfortunately I now have to redo my 'favorite' part of making cells: navmeshing/updating script references :sad:

 

At any rate, hopefully no one ever does this again. But when they do; hopefully they will see this post

Edited by ArmlessWunder
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At any rate, hopefully no one ever does this again. But when they do; hopefully they will see this post

 

There have been a lot of posts about the game engine breaking when objects are out of range in the cell. You didn't see those, so people probably won't see your post either. :wink:

 

Also, it's not just the Z dimension. Place objects too far in the X or Y directions and you'll also break the game engine.

 

I don't remember what the limits are for interior cells. For worldspaces, the limit is either 128x64 or 128x128 cells (I think).

 

There are a lot of other limits that will break the game. The GECK doesn't believe in error or limit checking, so it will happily let you create a mod that completely breaks the game engine.

 

This is one of many reasons that I have often said that the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels.

Edited by madmongo
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At any rate, hopefully no one ever does this again. But when they do; hopefully they will see this post

 

There have been a lot of posts about the game engine breaking when objects are out of range in the cell. You didn't see those, so people probably won't see your post either. :wink:

 

Also, it's not just the Z dimension. Place objects too far in the X or Y directions and you'll also break the game engine.

 

I don't remember what the limits are for interior cells. For worldspaces, the limit is either 128x64 or 128x128 cells (I think).

 

There are a lot of other limits that will break the game. The GECK doesn't believe in error or limit checking, so it will happily let you create a mod that completely breaks the game engine.

 

This is one of many reasons that I have often said that the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels.

 

 

Ahh yes, I recall you giving me this sound advice before :laugh: Over time, I am seeing more and more truth in it.

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