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Anyone care to help out with a teleport mod


graffik

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I made awhile back 'Teleport + Point lookout. while the mod does function it's really rough

and it's currently impossible for me to add a Trader (nothing I do gets them to work)

 

Generally if someone wish to help fix 'gaps' in walls - Phantom 'walls' weird phantom floor gaps etc and modify the robot i have in there to actually be a trader

 

(the trader already has a safe associated with him it's a dupe of the robot in the tower but cannot get him functioning)

 

'phantom walls' walls appearing from nowhere and they don't appear in geck I had to cut a while section of this mod to try to bypass one

 

 

Mod is here - http://fallout3nexus.com/downloads/file.php?id=6975

 

 

The Tp-PL.rar is newest update. all teleporters work to my knowledge

 

it is the players hideout that needs help tweaking. If anyone wishes to help I will give credit for your tweaks

 

Requires Point Lookout Addon please post here if wishing to help. its a rather massive mod for what it does

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I looked at you mod. Aside from the vendor issue, what exacty is the problem with your mod? If, by, 'phantom walls" you mean walls that appear out of no-where, I did not see any. What I did see was that your snap-to-grid was off for many of your tiles. There was some shimmering on the ceiling which is probably duplicate pieces or two different pieces placed in the same spot.

 

Overall, the cell was way too busy, and I had a very low FPS trying to make my way around aateleportroom. What's up with all those concreate blocks outside of the room? I would remove a lot of the junk stuff to improve the performance, but that is up to you.

 

You have a lot of errors in the mod. There were two I found with FO3Edit (I fixed one on the vendor robot). And there are many when loading the GECK and loading the mod. You should read them. They will give you a heads up on what needs fixing. Its possible that your phantom wall is a wall section that has been placed out-of-bounds and the game isplacing is within bounds, so it shows up randomly. There was one wall piece that was way off, and I deleted it before I loaded you your mod in game, so maybe that is why I didn't see your phantom wall(s).

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I looked at you mod. Aside from the vendor issue, what exacty is the problem with your mod? If, by, 'phantom walls" you mean walls that appear out of no-where, I did not see any. What I did see was that your snap-to-grid was off for many of your tiles. There was some shimmering on the ceiling which is probably duplicate pieces or two different pieces placed in the same spot.

 

Overall, the cell was way too busy, and I had a very low FPS trying to make my way around aateleportroom. What's up with all those concreate blocks outside of the room? I would remove a lot of the junk stuff to improve the performance, but that is up to you.

 

You have a lot of errors in the mod. There were two I found with FO3Edit (I fixed one on the vendor robot). And there are many when loading the GECK and loading the mod. You should read them. They will give you a heads up on what needs fixing. Its possible that your phantom wall is a wall section that has been placed out-of-bounds and the game isplacing is within bounds, so it shows up randomly. There was one wall piece that was way off, and I deleted it before I loaded you your mod in game, so maybe that is why I didn't see your phantom wall(s).

Alot of it's simply that gaps / improperly placed walls the 'blocks' out of bound is a roof I put up to cover mismatched tiling on the roof otherwise it shows graphics glitching

 

 

ANSWER

 

the mod itself is playable but the mis-matching of the walls (which I am not that great on matching) and the phantom wall that appears ( i think you pegged it but it's at a certain specific spot a cell area about 10 spaces higher than rest

 

Otherwise it would be to correct those little general errors and the robot otherwise mod should work fine

 

the Phantom wall is dead set on the main door of point lookot entrance (this is why i separated it to a separate segmented room)

the phantom wall is actually where the interior large door is. facing same direction as door. it only appears in game

 

The low fps doesn't happen on me (good gfx card) but may on some

 

any general fixes or tweaks to stop these errors is what I generally wish If you can do that it would be appreciated and I can give you credit on the mod

Also a 'phantom' dead zone appears in front of the small cage

 

This happens alot when I edit in geck and I can never fix them I just have to cut around them

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What you ask is very time consuming, and to be honest, I don't really want to. I don't mind exlaining what you need to do to clean your mod though. And if you have any further questions, I'd be glad to answer them.

 

To get your tiles to line up, you need to pick one tile as a starting point and set it as your snap-to-grid reference. Do this by holding down the shift key and the "Q" key at the same time. You will get a red cross hair in the render window. Move it with the mouse over your tile (it will turn white) and right-click the mouse. Now click on the icon on the toolbar that looks like a hand holding a sheet of paper. Its right next to the save icon. Make sure your tile piece is listed as the "Snap to Reference". Also make sure Snap to Grid and Snap to Angle are checked. The values should be this:

Movement Speed = 1.0

Snap to Grid = 128

Rotation Speed = 1.0

Snap to Angle = 45

 

With all of this set, you need to highlight every single tile in your cell one at a time, right-click-hold on one and drag it ever so slightly. The snap to grid will align each piece up with your snap reference. The snap to grid value of 128 will only allow you to move the pieces about 1/2 of a tile length at a time, so you can't mess up. If you do mess up, the tile will be so far out of alignment that it will be more than obvious to you. Start with the tiles that are adjacent to your reference tile and work out from there, one by one. You will undoubtably have to re-arrange all the clutter in your mod as well as things hanging on walls or floors might well be floating when you are done. This is the time consuming part I told you about. When you do this, you may want to move your tiles a few notches just to make sure there are no duplicates under them. That is what causes the shimering. If you find a dupe, delete it. This one setting should work for all your tile pieces and doors (placed in doorways at least as you have many doors just placed up against the walls).

 

Once you do this, I can fix the rest fairly easily. You have a few objects that are out-of-bounds and they are the cause of your phantom walls and such. If you read the error messages that pop up when you load the GECK and your mod, they will even point out whcih ones are the culprits.

 

As for the FPS lag in your cell, I hace a 3.2 GHz quad core (4GB memory) with a (now 1 year old) NVidia Geforce 9800 GT video card. Not a slow machine by any standard. You may have better, but many many people don't. So, if you want your mod to be playable by many other's your should look into optimizing your cell.

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What you ask is very time consuming, and to be honest, I don't really want to. I don't mind exlaining what you need to do to clean your mod though. And if you have any further questions, I'd be glad to answer them.

 

To get your tiles to line up, you need to pick one tile as a starting point and set it as your snap-to-grid reference. Do this by holding down the shift key and the "Q" key at the same time. You will get a red cross hair in the render window. Move it with the mouse over your tile (it will turn white) and right-click the mouse. Now click on the icon on the toolbar that looks like a hand holding a sheet of paper. Its right next to the save icon. Make sure your tile piece is listed as the "Snap to Reference". Also make sure Snap to Grid and Snap to Angle are checked. The values should be this:

Movement Speed = 1.0

Snap to Grid = 128

Rotation Speed = 1.0

Snap to Angle = 45

 

With all of this set, you need to highlight every single tile in your cell one at a time, right-click-hold on one and drag it ever so slightly. The snap to grid will align each piece up with your snap reference. The snap to grid value of 128 will only allow you to move the pieces about 1/2 of a tile length at a time, so you can't mess up. If you do mess up, the tile will be so far out of alignment that it will be more than obvious to you. Start with the tiles that are adjacent to your reference tile and work out from there, one by one. You will undoubtably have to re-arrange all the clutter in your mod as well as things hanging on walls or floors might well be floating when you are done. This is the time consuming part I told you about. When you do this, you may want to move your tiles a few notches just to make sure there are no duplicates under them. That is what causes the shimering. If you find a dupe, delete it. This one setting should work for all your tile pieces and doors (placed in doorways at least as you have many doors just placed up against the walls).

 

Once you do this, I can fix the rest fairly easily. You have a few objects that are out-of-bounds and they are the cause of your phantom walls and such. If you read the error messages that pop up when you load the GECK and your mod, they will even point out whcih ones are the culprits.

 

As for the FPS lag in your cell, I hace a 3.2 GHz quad core (4GB memory) with a (now 1 year old) NVidia Geforce 9800 GT video card. Not a slow machine by any standard. You may have better, but many many people don't. So, if you want your mod to be playable by many other's your should look into optimizing your cell.

 

Yeah that's a better computer than mine I only have dual and half the memory

 

I would like info how to make that robot a TRADER though I couldn't do it at all

 

thanks I was not aware how to do this fixings of floors I'm redoing it however as you pointed out it'd take a long time to do it all

 

there's still some gaps in roof but I re-arranged the walls so I no longer intentionally have dual layers on the narrow spot (That's what the roof tiling was I had to layer two pieces to get both walls)

 

 

Amendment I added an update to it. I fixed the walls as you suggest however the phantom items still exist I put a huge cinder block in 1 space so players don;t walk on it.

 

See if updated version is better fps if you can

 

 

----------------------------------------------

I fixed 99% of all walls, floors etc it is now DECENT only things I cannot fix is making Robot a vendor, and phantom dead zone in front of Ghoul cage

 

If anyone can do that I would much oblige that and I'd credit them on the mod

 

I removed some of possible fps probs like the barrel fire

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Here is a link to you teleport mod.

 

I aligned all the tiles. Your gaps were due to some tile pieces that were slightly rotated. In the future, double click on a tile and look at its X,Y,Z rotation. If you place tour first tile, set its rotation to 0,0,0 so its striaght with the cell. Then any new tiles you place using snap to grid will also be aligned on the rotation as well. If you find gaps, check the pieces rotation. Its easy to fix. I went through every tile though, so it took me a long time. I then removed all the extra tile pieces you placed to cover the gaps. If you align your first piece to 0,0,0, then all other pieces should have values at 90 degree angles: 0, 90, 180, 270, -90, -180, -270. If you find any that are off of these values, set them manually to these values. Example. You had many pieces that were set to

-269.somehting and -89.something. I thought that snap-to-angle would snap the tiles to the reference tile's angle, but I guess not. It snap at 45 degree to the objects angle, thus repeating the slightly off ange in any direction. You can also delete these tiles and make a copy from a tile that is set to a good angle.

 

I fixed a few of the mod errors like unknown flags and trailing spaces on form IDs. Example: your players turret was called "playerstuttet ". There can't be a trailing space in a form ID like that. You have other errors that I didn't fix because I did not know what the ramifications would be. For example: You have two dialogue topic infos, one under "goodbye", the other under DLC04MarHollotapeMessage that have pointer to previous infos that don't exsist. I would have deleted the records, but did not want to make any further errors from infos that may have pointed to them. Some of your palced teleport doors are also reporting errors in the Bethesda areas. Examples: DLC04Lighthouse, Ref:0100F080 which is an Office Metal Door Exterior, another is in the same cell, ref:0100F081 which is called DLC04labDoorSmallMinUse. Both of these are reporting problems on Initialization. I don't know why though.

 

You have many emmitance errors. It seems that you have set many objects to emmit light on their emmitance tab, but the objects you used do not have the ability to emit light. I removed one for you, the one on the Dukov lamp (the one with the couple, uh.. fu, no making love).

 

I made your robot into a vendor. Using creatures as vendors is not as easy as NPCs. You missed many things that you needed to get it to work. here is a list, (if I can remember all the steps I took).

 

1) Give the robot a unique voice ID - so any dialogue you add doesn't affect every other robot, like you did.

2) add the robot to a unique faction - so you can set ownership with it, as only NPCs and factions can be owners.

3) Make a merchant container, set the robot's faction as owner, lock it, set it to be persistant, use the Merchant container tab on the robot to point to the container. And set the container to respawn. This is how the vendor gets new stff to sell. You had ticked the robot to respawn and gave him stuff in his inventory. While he will sell this stuff, he won't ever get new stuff or update his caps this way. The robot would only respawn after being killed. Look at the inventory of the trunk I placed nect to your robot. The items you should be placing into it (mostly) begin with "vendor". You can adjust the contents as you see fit.

4) Make a new quest. This is the only way to give your robot new dialogue that won't affect vanilla assets. I made a quest called "aarobotvendorquest", added 4 topics (greeting, sell, repair, goodbye). and used the results scripts to open the menus for barter and repair. I also made a quest script to initialize the dialogue "aarobotvendorquestscript". without adding the topics (like I did inthat script) the robot won't say anything but his greeting because that is hard coded into the game. Also, the quest script adds 50 points to your robots repair skill, since creatures don't have skills by default. Without that your robots repair skill was zero and he couldn't reapir anything.

 

I also fixed some of your navmeshes as they were floating in the air. Overall, you need to navmesh your whole level, not just the ghoul and robot area or no followers will be able to enter/move about your cell. (plus the cows).

 

I also fixed what you called the phantom dead zone infront of the ghoul cage (which was pretty cool btw. I ran around that level 5 times hearing ghoul noises and never saw them until I just kept following the compass toward the green bars). That dead zone was a room marker wihtout any portals. It was probably a left over from when you first made your cell. When you copy a cell and delete the contents, room markers and navmeshes don't get deleted. You need to go to View --> Show/Hide Window -->Rooms and Portals to see them. They are big blueish cubes. More on this later.

 

I also added a collision plane to your ghoul exhibit as the platform they were running on did not have its own collision geometry, so the little fellows were running around through the platform. Now they run on it. You need to navmesh that littel area better as well. Even though they are small, they get stuck when the navmesh goes though a tree or any other static object. You need to exclude thaose things from your navmesh to help them move about better.

 

Now for some advice:

 

The FPS is always going to lag because you have so many teleport markers and various junk in your cell. There are three things that you can do to help this out. The first would be to split the cell up into more cells, each cell could be a wing with related teleport markers and a regular teleport door to the main room. This would help alot. Second, you caould add room markers and portals, though you don't have that much space to segregate. Room markers allow the render engine to skip stuff that is not within the bounds of the marker. It only draws what is inside the marker and anything in adjacent markers that can be viewed through a portal. Portals are just "doors" between room markers. Third, you can remove some of the junk in your level. Instead of having one of everything, pick a few objects and duplicate them. this will be easier on the render engine as it won't need to load so many objects. Rendering 5 of the same object is much easier on the engine than rendering 5 different objects becasue it only has to load one object into memory.

 

Navmesh. you level is basically void of navmesh which the game uses when teleporting. So, if you notice, all of the navmeshes that you do have are all green becasue the gane is picking the closest navmesh for each teleport marker. Just navmesh the whole thing and that will be okay.

 

I started on this at 10:00 pm and its now 3:00 am. Five hours. You owe me some kudos mate.

 

Cheers.

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Here is a link to you teleport mod.

 

I aligned all the tiles. Your gaps were due to some tile pieces that were slightly rotated. In the future, double click on a tile and look at its X,Y,Z rotation. If you place tour first tile, set its rotation to 0,0,0 so its striaght with the cell. Then any new tiles you place using snap to grid will also be aligned on the rotation as well. If you find gaps, check the pieces rotation. Its easy to fix. I went through every tile though, so it took me a long time. I then removed all the extra tile pieces you placed to cover the gaps. If you align your first piece to 0,0,0, then all other pieces should have values at 90 degree angles: 0, 90, 180, 270, -90, -180, -270. If you find any that are off of these values, set them manually to these values. Example. You had many pieces that were set to

-269.somehting and -89.something. I thought that snap-to-angle would snap the tiles to the reference tile's angle, but I guess not. It snap at 45 degree to the objects angle, thus repeating the slightly off ange in any direction. You can also delete these tiles and make a copy from a tile that is set to a good angle.

 

I fixed a few of the mod errors like unknown flags and trailing spaces on form IDs. Example: your players turret was called "playerstuttet ". There can't be a trailing space in a form ID like that. You have other errors that I didn't fix because I did not know what the ramifications would be. For example: You have two dialogue topic infos, one under "goodbye", the other under DLC04MarHollotapeMessage that have pointer to previous infos that don't exsist. I would have deleted the records, but did not want to make any further errors from infos that may have pointed to them. Some of your palced teleport doors are also reporting errors in the Bethesda areas. Examples: DLC04Lighthouse, Ref:0100F080 which is an Office Metal Door Exterior, another is in the same cell, ref:0100F081 which is called DLC04labDoorSmallMinUse. Both of these are reporting problems on Initialization. I don't know why though.

 

You have many emmitance errors. It seems that you have set many objects to emmit light on their emmitance tab, but the objects you used do not have the ability to emit light. I removed one for you, the one on the Dukov lamp (the one with the couple, uh.. fu, no making love).

 

I made your robot into a vendor. Using creatures as vendors is not as easy as NPCs. You missed many things that you needed to get it to work. here is a list, (if I can remember all the steps I took).

 

1) Give the robot a unique voice ID - so any dialogue you add doesn't affect every other robot, like you did.

2) add the robot to a unique faction - so you can set ownership with it, as only NPCs and factions can be owners.

3) Make a merchant container, set the robot's faction as owner, lock it, set it to be persistant, use the Merchant container tab on the robot to point to the container. And set the container to respawn. This is how the vendor gets new stff to sell. You had ticked the robot to respawn and gave him stuff in his inventory. While he will sell this stuff, he won't ever get new stuff or update his caps this way. The robot would only respawn after being killed. Look at the inventory of the trunk I placed nect to your robot. The items you should be placing into it (mostly) begin with "vendor". You can adjust the contents as you see fit.

4) Make a new quest. This is the only way to give your robot new dialogue that won't affect vanilla assets. I made a quest called "aarobotvendorquest", added 4 topics (greeting, sell, repair, goodbye). and used the results scripts to open the menus for barter and repair. I also made a quest script to initialize the dialogue "aarobotvendorquestscript". without adding the topics (like I did inthat script) the robot won't say anything but his greeting because that is hard coded into the game. Also, the quest script adds 50 points to your robots repair skill, since creatures don't have skills by default. Without that your robots repair skill was zero and he couldn't reapir anything.

 

I also fixed some of your navmeshes as they were floating in the air. Overall, you need to navmesh your whole level, not just the ghoul and robot area or no followers will be able to enter/move about your cell. (plus the cows).

 

I also fixed what you called the phantom dead zone infront of the ghoul cage (which was pretty cool btw. I ran around that level 5 times hearing ghoul noises and never saw them until I just kept following the compass toward the green bars). That dead zone was a room marker wihtout any portals. It was probably a left over from when you first made your cell. When you copy a cell and delete the contents, room markers and navmeshes don't get deleted. You need to go to View --> Show/Hide Window -->Rooms and Portals to see them. They are big blueish cubes. More on this later.

 

I also added a collision plane to your ghoul exhibit as the platform they were running on did not have its own collision geometry, so the little fellows were running around through the platform. Now they run on it. You need to navmesh that littel area better as well. Even though they are small, they get stuck when the navmesh goes though a tree or any other static object. You need to exclude thaose things from your navmesh to help them move about better.

 

Now for some advice:

 

The FPS is always going to lag because you have so many teleport markers and various junk in your cell. There are three things that you can do to help this out. The first would be to split the cell up into more cells, each cell could be a wing with related teleport markers and a regular teleport door to the main room. This would help alot. Second, you caould add room markers and portals, though you don't have that much space to segregate. Room markers allow the render engine to skip stuff that is not within the bounds of the marker. It only draws what is inside the marker and anything in adjacent markers that can be viewed through a portal. Portals are just "doors" between room markers. Third, you can remove some of the junk in your level. Instead of having one of everything, pick a few objects and duplicate them. this will be easier on the render engine as it won't need to load so many objects. Rendering 5 of the same object is much easier on the engine than rendering 5 different objects becasue it only has to load one object into memory.

 

Navmesh. you level is basically void of navmesh which the game uses when teleporting. So, if you notice, all of the navmeshes that you do have are all green becasue the gane is picking the closest navmesh for each teleport marker. Just navmesh the whole thing and that will be okay.

 

I started on this at 10:00 pm and its now 3:00 am. Five hours. You owe me some kudos mate.

 

Cheers.

Which file did you edit? I no longer have a 'players turret' in the mod I took that out long ago. Oh you may have edited the ORIGINAL one the non point lookout I forgot that file was still on there. I wasn't even going to bother editing it with the advanced stuff I put in the point lookout version I appreciate it. but you may have hit THE WRONG ONE Otherwise the playersturret info might be still in there just no actual item in reference

Which mod did you edit however the newest one I updated should have all cells but 1 pretty much perfect in the walls. I'll add a kudos for work though

 

Is there a way to do all those teleport markers in this room to 1 location?

 

I was able to find most of the hidden blocks in the newest update they were actually nowhere near the actual location they were extra pieces i threw out into the nether but for some reason moved to specific locations during gameplay.

 

'PHANTOM DOORS' or 'dissapearing doors' sometimes take place if a door is not quite liked in GECK and the door and teleporter has to completely be deleted and replaced and new teleport marker replaced. I had to replace at least 3 doors that did that

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I did not see a players turret in any cell, but it was still an object in the GECK and the GECK was whining about it, so I fixed it. Its not a big deal, I was just giving you a heads up. Many of the issues that you are/were having are described by the error messages that pop up when the GECK loads and when your cell loads in the GECK. BTW I used your latest version (which included point lookout - that's how I was able to find errors on some of the doors in PL) from your DL page. Did you look at the file I made for you? You should use that one as it has all the fixes in it already. Download it and open it up and take a look. Yes, most of the tiles were lined up, but many were rotationally off. The rotation was off ever so slightly that is was virtually unnoitcable until sveral of them were rotationally off in a row. When this occured on several pieces in a row, it magnified the mal-alighnment and became visible. So I went through each tile to manily check the rotation angles, not the x,y,z alignment.

 

You could place all of your teleport markers at the same (navmeshed spot and see if that makes the game use the same location for all of the teleport doors. I haven't tried this myself, so I don't know. I do know that the teleport marker does not have to be anywhere near the door though.

 

Ya, I found 3 plates in the oblivion and removed them. That made the cell inbounds again. If you place some items and then use the havok to let them fall and they fall off into the void, they usually fall forever and are hard to find. Once an object is out-of-bounds, the render engine will place it in-bounds in-game. That's why your phantom wall and the plates were in specific location in game that you never placed them at.

 

'PHANTOM DOORS' or 'dissapearing doors' sometimes take place if a door is not quite liked in GECK and the door and teleporter has to completely be deleted and replaced and new teleport marker replaced. I had to replace at least 3 doors that did that

 

This is undoubtably the same issue with the two doors in DLC04Lighthouse that I mentioned in my prior post. Check them out in the file I made for you.

 

Did I mention that you should look at the file I made for you? I posted a link at the top of my prior post. I also fixed a bunch of other stuff like floating clutter. I did not fix all of it, but I fixed a lot. Seriously, I'm sure its you latest version. I used the one you uploaded in january of this year, just a couple of days ago. Just because I mentioned the players turret doesn't mean it wasn't the latest version. I'll say it again, download that file from that link and load it up in game and check it out. If you still think it isn't right after you actually look at it, then I won't say anything else, just look at it. I know I am repeating myself, but I spent too much time on it for you to dismiss it without looking at it.

 

Anyway. You are welcome

 

Cheers.

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I did not see a players turret in any cell, but it was still an object in the GECK and the GECK was whining about it, so I fixed it. Its not a big deal, I was just giving you a heads up. Many of the issues that you are/were having are described by the error messages that pop up when the GECK loads and when your cell loads in the GECK. BTW I used your latest version (which included point lookout - that's how I was able to find errors on some of the doors in PL) from your DL page. Did you look at the file I made for you? You should use that one as it has all the fixes in it already. Download it and open it up and take a look. Yes, most of the tiles were lined up, but many were rotationally off. The rotation was off ever so slightly that is was virtually unnoitcable until sveral of them were rotationally off in a row. When this occured on several pieces in a row, it magnified the mal-alighnment and became visible. So I went through each tile to manily check the rotation angles, not the x,y,z alignment.

 

You could place all of your teleport markers at the same (navmeshed spot and see if that makes the game use the same location for all of the teleport doors. I haven't tried this myself, so I don't know. I do know that the teleport marker does not have to be anywhere near the door though.

 

Ya, I found 3 plates in the oblivion and removed them. That made the cell inbounds again. If you place some items and then use the havok to let them fall and they fall off into the void, they usually fall forever and are hard to find. Once an object is out-of-bounds, the render engine will place it in-bounds in-game. That's why your phantom wall and the plates were in specific location in game that you never placed them at.

 

'PHANTOM DOORS' or 'dissapearing doors' sometimes take place if a door is not quite liked in GECK and the door and teleporter has to completely be deleted and replaced and new teleport marker replaced. I had to replace at least 3 doors that did that

 

This is undoubtably the same issue with the two doors in DLC04Lighthouse that I mentioned in my prior post. Check them out in the file I made for you.

 

Did I mention that you should look at the file I made for you? I posted a link at the top of my prior post. I also fixed a bunch of other stuff like floating clutter. I did not fix all of it, but I fixed a lot. Seriously, I'm sure its you latest version. I used the one you uploaded in january of this year, just a couple of days ago. Just because I mentioned the players turret doesn't mean it wasn't the latest version. I'll say it again, download that file from that link and load it up in game and check it out. If you still think it isn't right after you actually look at it, then I won't say anything else, just look at it. I know I am repeating myself, but I spent too much time on it for you to dismiss it without looking at it.

 

Anyway. You are welcome

 

Cheers.

Sorry I missed it I actually took the time to clean up almost everything and uploaded it last night, the players hideout was masivley cleaned up but there was a lot of problems with doors and stuff like all saying same location if highlighted which was changed as well but will check it out

 

I only recently got a gfx card capable of editing fallout I was without 1 for about 4 months so could do no updates

I'll check yours out The one I updated should have also removed almost all floating stuff

It was virtually bug free except that little 'dead zone' area

 

quick test on yours - It still looks pretty much the same I don't really see what you did. Still the dead zone

except possibly lowering some of the high rise stuff

 

 

 

Maybe you'd wish to try your luck on latest version of mine.

 

FILE = Newest Version requires POINT LOOKOUT

 

I do appreciate all the help you gave, but the stuff you mentioned (alot of it) except that phantom zone) I cleaned upto about 98% of it

 

even fixed most of the doors too close to the wall

 

Only real thing should be needed is to get rid of the phantom zone (still in front of the cage)

and fix the robot to be a vendor

 

all the rest of the stuff should be clean (still possibly some floating stuff but I was pretty thorough)

 

I did use your advice and did most of that stuff last night

I even got rid of all ceiling defects

 

Updates on that version

Almost compete fixing of floors, walls, ceiling

almost complete lowering of the floor items you mentioned

Lowering all levels to floor level 0 I Believe

Put names on virtually all doors with separate info

Complete removal of all known outside junk including the blocks which

Removed phantom high rise items like the one blocking the door

Removed a lot of excess junk

remove fire barrel

Replaced buggy doors

Moved many doors

Widen areas to avoid the ceiling errors

 

I forget what else I did not really do anything outside the players hideout though

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Ok. I am pretty clueless, I'll admit. I downloaded the mod I linked for you and it was indeed the original.

 

Here is the one I fixed up with all the stuff I claimed to have done.

 

LINK

 

I even downloaded this one to be sure its right. I am very sorry about that. You must think me a fool for linking the original. Since you already spent so much time on your end, you can at least look at this one for the vendor, dead zone and ghoul floor stuff.

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