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I would like to know how to deal with Navmesh and idle marker with GECK.


ldojb

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Hello.

I installed the Coleens Portable Tent and am playing Fallout3.

However, my colleague posted a question on the Fallout 3 Mod Talk bulletin board because of the problem of not being able to enter the tent.

Then, a user named M48A5 gave the following answer.


From what you are saying, it would seem that the interiors of the contents are not professional enough.

You would have had to Nav mesh the interiors of the tent to all your companies to enter and then add idle markers for them. This can be done using GECK.


However, I am still not familiar with GECK, so I did not understand the above answer.

No matter how much I search and think about it, I don't know how to solve the problem.

If you know someone well, please explain it in detail.

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The biggest issue you have is no Navmesh. And while it is a relatively small and easy spot to navmesh.

You still need to learn foundational concepts.

 

This at the least to get it working https://geckwiki.com/index.php?title=Bethsoft_Tutorial_Navmesh

Which you would find this cell in their mod in the cell view window / Interiors ...

"ColPortaTent" And navmesh it following the concepts of the above link. But you might just want to start from the beginning of that tutorial.

 

However I am not sure followers will still follow the player with a navmesh in it. Because it is not a conventional door set up. It is an activator that runs a script to teleport the player , and has no navmesh finalizing at doorways.

Which I think is needed for the hardcoded mechanism of followers to teleport into different cells.

And this being a portable tent , there is no way to set a door to link to the other stationary door , plus then run a finalize on the navmeshes, while in game , therefore no portability of the tent entrance.

So if they don't naturally travel with the player teleporting in the unconventional sense , after navmeshing.

Then you need to add the scripting to the 2 scripts , to move any follower(s) with you. Which will also require some other scripting to get them as a ref variable in another block than the "OnActivate" teleporting scripts.

 

Then also their AI package while in the tent , will have to be one that is flagged to use idle markers.

Of which in this particular mod , there are only the 2 ... 1 bed ,1 chair .

 

So considering all that you need to learn to make this mod work like you want. You might as well build your own, so it can be custom to how you want it. But you can still use this one as a base to do that , just for your personal use , and learning how to do it by observing what they did.

 

Also you might consider making it an exterior cell tent , so then you don't have to navmesh it and worry about teleporting. But it would have it's own sets of challenges.

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