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Can't Test Navmesh


yojeff

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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!

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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!

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