yojeff Posted August 9, 2021 Share Posted August 9, 2021 The Test Navmesh function doesn't work in my Geck. In Fallout 3' Geck: Double click on a cell name, open the NavMesh Editing, click the Test Navmesh button. Right-click on a space, right-click on a another space, and a wide line appear between the two positions, showing a path for the NPC. When I try in the FNV Geck, nothing happens. I'd appreciate if somebody could tell me that it works on their setup. I use Geck v. 1.4.0.518, NVSE New Vegas Script Extender v5.1 beta 01, and the Geck Extender 0.36. Thanks! Link to comment Share on other sites More sharing options...
madmongo Posted August 9, 2021 Share Posted August 9, 2021 I believe that functionality is broken in the FNV GECK. Link to comment Share on other sites More sharing options...
yojeff Posted August 10, 2021 Author Share Posted August 10, 2021 Thanks for the answer! Link to comment Share on other sites More sharing options...
yojeff Posted August 10, 2021 Author Share Posted August 10, 2021 Not related, but I won't start another thread... I am trying to clean-up and modify the Mannequin script from the Nexus mod. When the mannequin is posed, there is a delay (set with a timer) to let the animation finish. The delay is 3 seconds, since the big guns take a bit of time to finish. I thought I could use IsWeaponOut to stop the timer, but it stops the animation almost immediately. Is there another function I could use? At the end of the posing block : if pose == 0 set timer to 1 elseif pose == 1 set timer to 3 endif set Activated to 4 The timer code : if Timer > 0 set Timer to Timer - GetSecondsPassed if pose == 1 if rSelf.IsWeaponOut set timer to -1 endif endif elseif Activated == 1 ; The different blocks The other bug I have is more complicated. When I set the mannequins in a player home that I made, the NPCs in the home start teleporting around (not immediately, but after 2-3 minutes). See https://imgur.com/u9vEd4g. Each mod separately works fine. The home without mannequins works fine, and I put mannequins in the tent in Forlorn Hope Camp without impact on the NPCs there. If somebody knows what is the problem, or terms I can google, I would appreciate it. Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts