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Alternative to Finalizing Exterior Navmeshes

navmesh load door teleport fallout 4 creation kit script finalize finalizing navmeshes exterior

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#1
AlxRam

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The problem:
When creating a new interior cell and linking it to the Commonwealth via teleport door, you have to finalize the navmeshes on both ends to allow followers through. For me this caused issues...
  • Finalizing exterior navmesh not only edits the navmesh in that cell, but also any neighboring cell's navmeshes. I discovered this during cleaning in FO4Edit. After finalizing navmesh in one cell, away from any cell borders, there were numerous navmesh edits throughout the commonwealth. My mod is a worldspace with multiple doors, so after I had done all 30 of my doors I had pretty much changed the navmeshes in every cell across the commonwealth. 
  • Those vanilla navmesh edits bloated the size of my mod from 1MB to over 10MB. 
  • As all my doors are near settlements, I am sure this will conflict with other mods. 
The solution: 
With the help of others (credited below) I created a load door that when activated, makes you fast travel from your custom interior to a XMarkerHeading right outside your door in the Commonwealth. This way companions will come with you. It also works in Survival mode. 
 
How to:
  • Create both load doors and place them as you usually would. Make sure the interior door (that takes you outside) is a duplicate of the base object, so you can edit it. 
  • Use the teleport tab to link the doors as usual.
  • Position the interior teleport marker and finalize the interior navmesh. DO NOT FINALIZE or edit the exterior navmesh at all. 
  • You should now be able to travel into your interior with a companion. Test to make sure.
  • Move the exterior marker out of the way a little and place an XMarkerHeading there instead.
  • Name the reference ID of your XMarkerHeading. For this we'll call it "MyXMarkerHeading"
  • Duplicate the interior door (CTRL+D). 
  • Select the original teleporting door (not the duplicate) and push it out of view into the void somewhere. Do not delete, and leave it's interior teleport marker in position. 
  • Edit the duplicate's reference and add a new script from the script tab. 
Name: MyTeleportScript (or anything)
Extends: ObjectReference
  • Click ok and in the next window click Add Property
Type: ObjectReference
Name: TeleportLocation (or anything)
  • Click ok and then edit the value for TeleportLocation. Find or select the MyXMarkerHeading you created outside the door. 
  • Now edit the script source. Your final code should look something like this:
Scriptname MyTeleportScript extends ObjectReference Const

ObjectReference Property TeleportLocation Auto Const

Event OnActivate(ObjectReference akActionref)
Game.FastTravel(TeleportLocation)
EndEvent
 
That's it! You should now be able to load into the cell with a companion, and back out again, with zero changes to the vanilla navmesh. You can also use the same script on others doors. 
 
Notes:
  • If you travel back into the interior cell you'll notice the door is slightly ajar and says "Close". That's why we created a duplicate of the base door, so we can edit the alternate close text to say "Open". Load doors never say close anyways. As for the door being open a tiny bit, I haven't found a fix yet. No light shines through so it's a minor thing for me for now.
  • If you need to remove exterior navmesh, instead of deleting exterior navmesh cells you can create a collision box and change the primitive tab in it's ref to L_NAVCUT. This tells npcs not to go there. 
  • If your script isn't working you may have to add the following to your Fallout4Custom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
I hope that helps someone. I'm fairly new to modding, so if anyone has any suggestions or corrections please let me know. Thanks to EveningTide, LoneRaptor, pingblaha and Swenson for all your help figuring this out :smile:


#2
EveningTide

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Finalizing is fine for when you are connecting load doors. You could strip out the unintentionally edited triangles in FO4Edit but leave the "Teleport triangle" (It will be green) as that's the only important one.



#3
AlxRam

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Finalizing is fine for when you are connecting load doors. You could strip out the unintentionally edited triangles in FO4Edit but leave the "Teleport triangle" (It will be green) as that's the only important one.

Thanks, I'd rather not touch them at all but I'll have to play with that. 



#4
PCDug

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Finalizing is fine for when you are connecting load doors. You could strip out the unintentionally edited triangles in FO4Edit but leave the "Teleport triangle" (It will be green) as that's the only important one.

Thanks, I'd rather not touch them at all but I'll have to play with that. 

 

K found the post finally.Sorry again for not answering to your pm earlier.I will check if this can solve my situation too.If it does expect loads of credits lol

 

 

EDIT reading it again,this should work.I so wanna hug you right now.

DOBLEEDIT:Fock yep it works.I can even move the exterior marker heading dinamically from in game and piper can still leave the interior on her own.

I love you.I really do.


Edited by PCDug, 17 September 2016 - 08:15 PM.






Also tagged with one or more of these keywords: navmesh, load door, teleport, fallout 4, creation kit, script, finalize, finalizing, navmeshes, exterior

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