Jump to content

stop crashes during fast travel and cell transition by disabling time


bluegenre

Recommended Posts

Well what do you propose then? I am admittedly pretty curious. Also I had assumed that fast traveling was simply running a script

that moved you from point a to point b and then figured how much time would pass in transit. I take it i was wrong? That would indeed

make this a much more complicated problem XD

Link to comment
Share on other sites

  • run your ck, select the mods or data you wish to be involved in the trials.
  • choose only 3 locations for this test.
  • find the marker where the fast travel indicator lies in each cell of these 3, use only 3 locations.
  • I do not have skyrim, but I will make arrangements to upload a screen shot for another game.
  • edit the markers ever so slightly, best choice is to raise it up maybe 1 foot of f the ground.
  • save the edit and touch nothing else in the screen or view windows.

next stage.

  1. click Edit, / search and replace.
  2. browse down to coc marker, all you need to know is "coc"
  3. select this cell only because all you want are the landing points.
  4. click save and go to point (B).
  5. repeat.
  6. save your file name to test travel.
  7. enable it as a new esp.
  8. now go into the game and test just those 3 points.

you should have what you have been looking for. still, the linked in markers may not work, it may need some more thought.

 

kitty

Link to comment
Share on other sites

That just removes the fast travel markers and replace them with coc markers. Already tried it, wont work. Basically it just makes it so you can coc

to those areas but no longer fast travel. I know skyrim's engine may look similar to fallouts but they are quite different under the hood. I learned moding

on fallout and oblivion, its not all that applicable with skyrim. This does give me an idea however, if i could make fast travel recognize coc

markers as map markers, this might be possible.

Link to comment
Share on other sites

Map markers are miniature spheres in Fo3. They contain a invisible ball of a collision net, and the net is very large. the coc markers reside within them too. it was a thought. I would have to be shown in the CK from your end as to the geometry of the selected areas.

http://imagizer.imageshack.us/v2/1024x768q90/35/quta.jpg

 

http://imagizer.imageshack.us/v2/1024x768q90/827/4mo2.jpg

all I can go by is what i can read. The blue box is the "coc" marker. Just in front of that is a red one, that red one is the map landing marker, how ever the true map marker lies underneath the tarmac and just to the left of it, in the rubble-pile, it is green. the green map marker controls the geometric sphere you see in white.

Edited by Purr4me
Link to comment
Share on other sites

They look the same but behave somewhat differently, for instance its possible to use center on cell without a coc marker being present,

if you do you'll be moved to an "xmarkerheading". What i mean is the game engine has been altered somewhat, so i'm concerned they are to disimilar.

Edited by bluegenre
Link to comment
Share on other sites

The diferences indicate there won't be any scripting to over come the data involved. I know this, coc;ing all over the place in the older engine breaks the game all up, corrupts scripts and events.

 

the key to getting around the corruption is a needle in a large hay stack.

 

EH hideout in FO3, I take the house key and place it into the safe and the game does not choke on me.

I place it into the player inventory ,it works, but now the scripts do not fire anymore and because it is a quest item, this cancels out a lot of data, time related data.

 

But leaving in that safe to obtain, completes the quest stages, and all over the wasteland, the spawned items kick in as if I had gone through all of the hunt.....without doing so. if not changing thing, items time related do not spawn until I create that event VIA script event, again...time. In this case, Quest time. distance, cell changes, and entry into them fire off expected reactions.

 

By by passing the main theme of the mod in a certain and carefully arranged way, I get all that come with the mod so not to break the game. I use that mod as a tool to check other mods.

Link to comment
Share on other sites

8qb7.png

map marker and x marker header

7y49.png

coc marker and coc marker header

 

When changed to a cocmarker, the map marker loses its marker data

ej11.png

as in the tab disapears, i have no idea if its possible to add it back in

Edited by bluegenre
Link to comment
Share on other sites

then it appears to be down in the sub structure of the games engine that controls the devices in the shots.

 

we would have to break down the engine to find the data. and I don't believe we can do that.

 

keep thinking about a workaround Via script extending in Papyrus, not SKE.

keep out side influence out of it, papyrus will handle it .

 

kitty

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...