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What controls the "you can't go this way" message?


ronaldomoon

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I would like to create a large-ish exterior area that is not physically connected to the Capitol Wasteland. I'm having trouble figuring out what defines the borders of the game world, as in what is it that stops the player from progressing beyond the edge of the map? If you go all the way to the west of the Wasteland, the landscape continues on for quite a while although there is nothing out there except for some bridges to give the illusion that the world continues on but that it just can't be reached. Something has to be there to prevent the player from just continuing on into the blank wastes, but I can't figure out what it is. There don't seem to be any sort of collision boxes or markers, and I've checked the properties of the cells on the edges and they don't seem to be any different than the others. Anyone have a clue as to what to look for?
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pretty sure its a massive volume spanning multiple cells, the volume itself likely starts in the middle cell or one of the corners i would think, but im not sure how beth tech handles that sort of thing. If not that, then perhaps simply a script applying to each wilderness cell that checks to see the players distance from the world origin 0,0,0, and blocks them if they fall outside the predetermined world limits. Im just speculating all this however.... In most games there would just be obvious blocking volumes plain to see, as you expected...

 

REgarding the popup message (you cant go that way etc), that msg is likely stored in a strings table, buried somewhere in there. It might even be handled via a quest? i can think of a few ways of doing that...

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I'm pretty sure it actually has to do with the "regions" that can be set in a given worldspace, and not scripts or collision volumes or anything like this. I actually a bit sketchy on regions myself, having just started toying with them in the GECK myself (and I'm not entirely sure the Regions editor is working correctly on my system), but it does have a setting for playable area or some such.

 

I'd check the GECK wiki and maybe the Oblivion TES wiki for more information. The regions seems to control all kinds of useful things, like weather, sound effects, and water types for each individual cell in a world space, so they're probably worth checking out.

 

Hope that helps!

 

-Pax

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I'm pretty sure it actually has to do with the "regions" that can be set in a given worldspace, and not scripts or collision volumes or anything like this. I actually a bit sketchy on regions myself, having just started toying with them in the GECK myself (and I'm not entirely sure the Regions editor is working correctly on my system), but it does have a setting for playable area or some such.

 

I'd check the GECK wiki and maybe the Oblivion TES wiki for more information. The regions seems to control all kinds of useful things, like weather, sound effects, and water types for each individual cell in a world space, so they're probably worth checking out.

 

Hope that helps!

 

-Pax

 

I think you're right about this. If you go to World>World Spaces, there are coordinates that can be changed. It seems like this is how you define where the player can and cannot go. Thank you! :)

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I'm pretty sure it actually has to do with the "regions" that can be set in a given worldspace, and not scripts or collision volumes or anything like this. I actually a bit sketchy on regions myself, having just started toying with them in the GECK myself (and I'm not entirely sure the Regions editor is working correctly on my system), but it does have a setting for playable area or some such.

 

I'd check the GECK wiki and maybe the Oblivion TES wiki for more information. The regions seems to control all kinds of useful things, like weather, sound effects, and water types for each individual cell in a world space, so they're probably worth checking out.

 

Hope that helps!

 

-Pax

 

I think you're right about this. If you go to World>World Spaces, there are coordinates that can be changed. It seems like this is how you define where the player can and cannot go. Thank you! :)

 

Well it turns out that the coordinates in "World Spaces" are not what limits where you can go, but it seems that "Regions" under "World" is the place to do it. I'm trying to figure it out right now and I'll post my findings later.

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I'm pretty sure it actually has to do with the "regions" that can be set in a given worldspace, and not scripts or collision volumes or anything like this. I actually a bit sketchy on regions myself, having just started toying with them in the GECK myself (and I'm not entirely sure the Regions editor is working correctly on my system), but it does have a setting for playable area or some such.

 

I'd check the GECK wiki and maybe the Oblivion TES wiki for more information. The regions seems to control all kinds of useful things, like weather, sound effects, and water types for each individual cell in a world space, so they're probably worth checking out.

 

Hope that helps!

 

-Pax

 

I think you're right about this. If you go to World>World Spaces, there are coordinates that can be changed. It seems like this is how you define where the player can and cannot go. Thank you! :)

 

Well it turns out that the coordinates in "World Spaces" are not what limits where you can go, but it seems that "Regions" under "World" is the place to do it. I'm trying to figure it out right now and I'll post my findings later.

 

 

Okay, I finally got it. You just have to make a region with "Border Region" checked in World/Regions and make sure that that region is used everywhere you want to be able to walk. I had a lot of problems with getting stuck at the border but I was able to fix this by making small border regions that overlap the edges of the main one.

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