sweetswisher Posted April 9, 2022 Share Posted April 9, 2022 I've made a small mod to an interior cell (Vault81) and I have tried to place a passive mirelurk in there as a display, not an opponent. All works well, it's not aggressive, does not respond to anyone, stays in it's little area, etc. Except that when the player, not an npc, gets within a close enough distance to it, just at the point where you see the actor name and options when near any actor, it shoots to the ceiling and hovers there until you back away, then it falls to it's proper spot. I've searched all around for this bug (error on my part!) but have not found anything. Is this something simple or what am I missing? I have tried relocating to different areas, same error. I have nav meshed the area(s) as well. Link to comment Share on other sites More sharing options...
StormWolf01 Posted April 9, 2022 Share Posted April 9, 2022 (edited) Wow! HAH! I bet THAT was a real sight to see during play test! :ohmy: :laugh: :laugh:I'm afraid that I don't have an experience like that one. So I'm not entirely sure what is causing it.I took a Copy and Paste of a mod that I have, that creates a non-interactive npc that literally just stands there (but is bugged that it moves to a different spot, if it's in a settlement when the settlement respawns).It works fine, other than that. I highlighted the info that I think might be relevant for you to check. I also highlighted in a different color the item that I suspect the most. Cross check your infos on a backup copy of your mod. Also, you'll notice that I highlighted it's faction. THAT faction will not be hostile against anybody unless they are listed specifically to do so. I hope this helps out at least a little. I have no idea really. I also wish you had video of that, to show us! :laugh: :laugh: Stupid me forgot to post teh screenshot, OMG. Also, this is from Xedit, not the CK. Edited April 9, 2022 by StormWolf01 Link to comment Share on other sites More sharing options...
sweetswisher Posted April 11, 2022 Author Share Posted April 11, 2022 Thanks for the suggestions! I verified that I have "respawn" and "invulnerable" checked, I have also changed around the factions to match Vault 81 as well as several others but nothing changes. I can't capture video but I did make a few screen shots. Taken standing just far enough away to not trigger it, then closer and final with it resting on the ceiling. Backing away just lowers it back down. If I can't figure it out I guess I could enable "dead" and let it just be a poor, neglected classroom pet. Thanks again! Link to comment Share on other sites More sharing options...
StormWolf01 Posted April 13, 2022 Share Posted April 13, 2022 (edited) Heyas SS :smile:Ohhhhhh it's a scaled down creature! (Looks kinda cute, too, btw!) Ok, I have a couple of new ideas, now. With that new info. Tho, I dunno how to fix, I don't think.I think what is happening. When you alter the scale (size) of an actor (pc or npc) that also alters it's movement ratios. But there is also a factor called Bound Boxing . Ugh. Bound Boxing is so much easier to describe in race car game mechanics. So ok, say that your actor, your mini lurk, is a car. Bound boxing, is parameters set to the game, that tells what kind of distance, other cars can be in to each other, (if they're side by side) that your car can pass between them, without making contact with one of them. Each of the other two cars has their own seperate bound box. your car, has a bound box. (Boundary box). Each of those boxes is a measurement of the car's physical size.I DO NOT KNOW if scale affects bound box in this game, or not. If by reducing the scale of the creature, it's bound box will automatically change too, or if that has to be manually changed. If so to the latter, I dunno how to do it :sad:So I think what is happening, is that when you enter into the creature's detection radius, it reacts. Due to it's scale, I think that it's boundbox is still larger than the container that you have it in. So when it moves, it's scale and boundbox is either A) OUTSIDE the container that it's in, or B) Causing collision with the container you have it in, and Beths effed up physics engine is throwing it to the ceiling. I CAN tell you tho, one way to determine whether the reaction is caused by entering into the creature's perception range. (Turning that off, may cure it tho again, I dunno how to do that)Stay out of range of the creature.Tap the Tilde ~ key at the top left corner of your keyboardtype in TFC and tap your enter key, then tap the tilde key again (that's Toggle Free Cam)Free cam does not activate the perception range. And NPCs will remain in idle behavior when approached by the free cam. IF you can approach and view your critter in free cam, without it shooting to the ceiling, one way to solve it would be by blinding the creature. THOIf you are looking for any interaction tween the critter and the player, that would not be the solution that you need. :sad: Again, this are ideas. And you'd need help from the more knowlegeable modders on how to fix that problem, if that's what it is. :sad: To get out of free cam press your tilde key again, then your arrow up key, which will bring up your text from the previous command, tap enter, and then tilde again. Edited April 13, 2022 by StormWolf01 Link to comment Share on other sites More sharing options...
StormWolf01 Posted April 13, 2022 Share Posted April 13, 2022 I don't know if dead will be the option to use or not. I am not sure if dead would cause it to decay, like corpses of killed enemies do.In other words, if it does cause them to "decay" they get deleted when the zone they're in refreshes. Link to comment Share on other sites More sharing options...
pepperman35 Posted April 13, 2022 Share Posted April 13, 2022 If you want a static display, you might use the load screen version of the mirelurk as this would give you a "statue" of the creature. These typically don't have collision so you might have to improvise a bit. You might also give this thread a read Statues of NPCs specifically DieFeM response as he lays out a procedure that might be useful. Link to comment Share on other sites More sharing options...
StormWolf01 Posted April 15, 2022 Share Posted April 15, 2022 Thats a pretty good tip. I know that there (at least, USED TO BE) a mod over on bethesda, that added the loading screen NPCs (I wish I still had that mod!) to the build items available for settlements. Basically, plop one down as a statue in your settlement. Link to comment Share on other sites More sharing options...
sweetswisher Posted April 16, 2022 Author Share Posted April 16, 2022 Actually it's not a scaled down creature, at least not by me. It's a copy of the DLC03FarHarborS03RedDeath actor, which is set to that scale in game, I didn't change anything except a new name/ID and the skin. Tried reverting to original skin but no difference. I did try TFC and approach it that way but it still reacted the same, levitating up. I should note that it not just levitates up to the ceiling, but immediately drops back down to the surface and then back up to the ceiling, over and over very quickly. Like it's in some loop. A static display was my first idea, but having a moving 'pet' was more appealing. Link to comment Share on other sites More sharing options...
pepperman35 Posted April 16, 2022 Share Posted April 16, 2022 Okay, looking at the pics it seems you have a little cage/enclosure for your "pet." Have you navmeshed that area? Also, what AI package to do have on the pet? Link to comment Share on other sites More sharing options...
StormWolf01 Posted April 16, 2022 Share Posted April 16, 2022 Sweetswisher - ah, I see. Cool. I've owned the farharbor DLC for years, and never actually played it, LOL. :laugh: Still, it's a scaled down actor tho ;) Pepperman - I didn't know that enclosures like that would need to be navmeshed. That is very interesting, and VERY informative! Thank you so much for that information! Kudos! Link to comment Share on other sites More sharing options...
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