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Epic Troubleshoot Task List


steelplate

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Hey gang,

 

I'm really close to finishing off this Quest mod and finally throwing it online for all to ridicule or enjoy, but I've got some snags. Namely, I'll list here what my outstanding issues are and what I've done so far to make it all happen.

 

1. Quest starts when player has note, not when player reads note.

Whats the right scripting and such for setting it so when the player reads the note, the quest will start? Ya know, as oppose to just starting when the player has the note.

 

2. Protectron currently sits outside his Pod for some reason.

I've got a Tripwire setup so that when it IsHit, it sends an Activate message to Protectron's pod, and when the Pod activates, if the activation is by the Tripwire, then set Unconscious on Protectron to 0, waking it up. Can't for the life of me figure out why he's not sitting in his pod though.

 

3. Cave piece cause non-progression for NPC travel.

For a part of my cave, I'm using that special Antagonizer entrance piece. For some reason though, going one way through it for NPC's isn't an issue, but coming back the other way is. Here's the kicker. If the NPC's are from the same cell, they don't experience any issues at all going to and from, through the tunnel.

 

The rest of the problems are just, things... Random stuff I've forgotten about/haven't got around to yet and other such fun stuff. I'll be doing all of that in the meantime, while I hope some script and general GECKsperts help me figure this all out.

 

Cheers.

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1) i guess its assumed, that when you have the note in your pipboy that you know its content, either you use a onactivate script or if its a somewhat small note, just put the same text in a messagebox (so it shows up in the top left)

 

2) no clue, how did you set the pod & bot up ? did you do it freehand or copy one of the existing ones and change ID's/scripts ?

 

3) sounds like messed up navmesh, check it again and remember that navmesh is 3 dimensional, so just because it looks flat from the top does not mean it actually is and NPC's can walk out of the navmesh if it is 3dimensional which results in them getting stuck (you should be able to push them back into it though)

 

and if you wanna be on the safe side, don't navmesh all of it, but just 1 centered path making sure they can't get to where they get stuck.

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