pkleiss Posted January 20, 2010 Share Posted January 20, 2010 Here is your mod again. <--Link I added the vendor and fixed some or the rotated tiles. It looked good to me in-game, but if you notice any gaps, just check the corresponding tiles in the GECK for their X,Y, Z rotation settings. They should all be some multiple of 90 (0, 90, 180, 270, -90, -180, -270). I removed the collision markers as you did not need them. But I did place one on the floor of the ghoul display. I lowered a few things to the ground, and re-did the floating navmeshes, placing them on the ground as well. With markers on (the "M" key) hit the light toggle (the "L" key) to see all your light radii. You have way too many lights that overlap and its killing the performance even worse than before. I found the Teleport Room horrible with lag. If I downloaded the mod as is, I would delete it quickly. If you want your room bright, change the default Image Space. Having too many lights is probably the number one reason for cell lag and easily fixed by reducing the number of lights in the cell. Each light marker (not the bulb, but the radius of the actual emitted light) should not intersect with any other to maximize performance. You can also lower the radius of the light by going to the "Extra" tab on the light itself. And you can just delete several lights. All of this will help with FPS. Link to comment Share on other sites More sharing options...
graffik Posted January 20, 2010 Author Share Posted January 20, 2010 Why did you put collision planes around the robot and the cows? The only need for a collision plane that I saw was to make a floor for the ghouls to walk on as the platform you used in your mod does not have collision, so the ghouls walk through it as opposed to on it. Placing a collision plane on the floor of the platform will keep them from falling through the platform. Aside from that, what purpose do the other collision planes serve? Its the navmesh that keeps them from moving about. A simple, non-connected navmesh will limit the ghouls movment to the outer bounds of the navmesh. Anyway, I just DL your file now and am going to open it and take a look... The gouls movce out the cows appear outside and the robot moves out of it I am not sure how to do do navmesh. heck it's even impossible for me to keep the creatures set to a confined region I can never see the stupid paths they'll take, nor know the command So you mentioned collisions I put collision planes. Hoping that will keep their asses in there The Cows also depending on your level seem to have additional ones there even though they're not set as leveled cows Explain Navmesh last time i tried any creature went wherever the hell they wanted anyways so don't bother My net connection is horrible will have to replace modem not sure next replying time Due to modem problems I cannot download your version maybe after I replace it (not sure when that will be) and Megaupload isn't modem problem friendly Link to comment Share on other sites More sharing options...
pkleiss Posted January 20, 2010 Share Posted January 20, 2010 MediaFire <--Link Okay, here is a MediaFire link to your mod as well. Hopefully its better than Megaupload. Again, the collision planes are just collision without any visible object. Your fences and windows already have collision on them so adding a collision plane won't help your creatures from popping out into the room. The reason they popped out is because the navmesh was floating and not finalized. In the link(s) I sent you, I fixed that issue, so they should stay were you want now. They stayed put in the brief testing I did anyway. I'm not sure about the extra cows thing. Link to comment Share on other sites More sharing options...
graffik Posted January 21, 2010 Author Share Posted January 21, 2010 MediaFire <--Link Okay, here is a MediaFire link to your mod as well. Hopefully its better than Megaupload. Again, the collision planes are just collision without any visible object. Your fences and windows already have collision on them so adding a collision plane won't help your creatures from popping out into the room. The reason they popped out is because the navmesh was floating and not finalized. In the link(s) I sent you, I fixed that issue, so they should stay were you want now. They stayed put in the brief testing I did anyway. I'm not sure about the extra cows thing.Wasn't the megaupload so much as my net provider slowly dying due to the storms I think it took out my modem as well so had to replace it. though had a royal pain getting back onlineThanks for doing that I assumed the glass was a collision, but they walk on right through it I'll check it out later as I do some cleanup of my windows The robot did work as a trader as I saw it. can it be pickpocket or killed that's what I didn't want it to be. it still had millions of credits though (I did intend that initially but I did not realize it would not give you money if it did that) Link to comment Share on other sites More sharing options...
pkleiss Posted January 21, 2010 Share Posted January 21, 2010 can it be pickpocket or killed that's what I didn't want it to be. it still had millions of credits though (I did intend that initially but I did not realize it would not give you money if it did that) No it can't be pickpocketed or killed. It still has millions of caps you say? Hmm, it doesn't from my testing, just between 5000-6000 caps. Perhaps you are using a dirty save? If you want to change any of its inventory, do so on the little trunk next to him. That is his merchant container. I think I set his vendorchestcapslarge to a count of 20, and he had the right amount for me. You can increase it if you want. I am not sure at what point his caps count stops him from giving caps to the player for bought items. So you'll have to test it a bit to see. BTW - I have had other issues with Megaupload myself. Twice, people who've downloaded a file I put up told me the file came with a virus, sometimes the web pages just crashes my Internet Explorer, and that 45 second wait time is also a drag, not to mention all the java advertisements that often take a very long time to load. And I have a cable modem - its supposed to peak at 10MB/sec, but it never goes above a 1MB/sec Transfer rate, which is still pretty good. I DL your file off the nexus in less than a second. Link to comment Share on other sites More sharing options...
graffik Posted January 21, 2010 Author Share Posted January 21, 2010 can it be pickpocket or killed that's what I didn't want it to be. it still had millions of credits though (I did intend that initially but I did not realize it would not give you money if it did that) No it can't be pickpocketed or killed. It still has millions of caps you say? Hmm, it doesn't from my testing, just between 5000-6000 caps. Perhaps you are using a dirty save? If you want to change any of its inventory, do so on the little trunk next to him. That is his merchant container. I think I set his vendorchestcapslarge to a count of 20, and he had the right amount for me. You can increase it if you want. I am not sure at what point his caps count stops him from giving caps to the player for bought items. So you'll have to test it a bit to see. BTW - I have had other issues with Megaupload myself. Twice, people who've downloaded a file I put up told me the file came with a virus, sometimes the web pages just crashes my Internet Explorer, and that 45 second wait time is also a drag, not to mention all the java advertisements that often take a very long time to load. And I have a cable modem - its supposed to peak at 10MB/sec, but it never goes above a 1MB/sec Transfer rate, which is still pretty good. I DL your file off the nexus in less than a second.So far it seems to work. Not sure about the robot , not really loading from a save that actually had the robot work. But I see you got the right version this time. As you saw i did fix around 99% of walls and floor junk just having minor problems with the creatures jumping the location and minor segments of those walls only off slightly. I will probably be adding some more doors like to the Subways but subways will be in a separate room(different map location)Also probably links to all the raider camps again in a separate room (most of those are outdoors) As for the floating doors I think you mentioned. I made them that way intentionally I wanted it sci-fi, but it is possible some places may have 2 doors I will check that when I update in future No My modem was dying I had almost no net speed I had to replace the modem Link to comment Share on other sites More sharing options...
graffik Posted January 23, 2010 Author Share Posted January 23, 2010 Sorry have not responded for awhile actually moved onto a new mod of 'stealth creatures' (and pretty much already finished it) I'll do a more thorough check on the doors and keys on a playt hrough but it takes time. the robot seems to work thanks. I may be removing some of the common doors like tunnels into separate map area however it would require redoing the teleports to those doors so that is not something i'm going to do right away Any suggestions for things to add to the 'teleport mod' ? Link to comment Share on other sites More sharing options...
pkleiss Posted January 24, 2010 Share Posted January 24, 2010 Any suggestions for things to add to the 'teleport mod' ? None other than the things I mentioned in my prior posts. Good Luck PK Link to comment Share on other sites More sharing options...
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