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Help! Map Markers are my bane!


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Having a hard time finding resources on how to set a point on the map and moving the player (and any followers) to that point. I'm seeing it being done in another mod but when I try to create a new point it and move to it, it just fails. The mod I am looking at is the alternate start - roleplayers mod. In this mod, there is a XMarkerHeading location on a location under the wasteland world area.

 

The script uses a player.moveto ASRStarting where ASRStarting is an XMarkerHeading object. Now I want to move the player to a location to a new XMarkerHeading in the Wasteland->GrayditchEntry->MyLocationMarker. So I tried player.moveto MyLocationMarker. This does absolutely nothing. Any ideas as to what I am doing wrong here?

 

I've also found that in the console I cannot query or interact with my mods quests by name, markers by name or anything of that nature. The best I can do is reference a global variable. Is there some syntax that will allow me to query quest or script values from the console? Such as

 

> MyQuest.myVariable

5

> set MyQuest.myVariable to 7

> MyQuest.myVariable

7

 

Thanks for your time in reading my topic.

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That's odd.

I would expect an error on both of those functions as opposed to just doing nothing. If you type in the refid of your xmarkerheading instead of the name, does it work?

 

No and I've tried with the mod prefix (in this case 01) as well as just the numbers that get generated for my marker (0051E1) or something to that effect. But if you're talking about my question about referencing quest.variable in the console I was asking if it were possible, not showing that it worked.

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Since you've mentioned that you'd expect an error on both accounts, can you help me understand how to do it "correctly?" I'd like to be able to move people (ala fast travel) without having to have a door there to connect to. If you know of some tutorials on this I would greatly appreciate a link or two.

 

That's odd.

I would expect an error on both of those functions as opposed to just doing nothing. If you type in the refid of your xmarkerheading instead of the name, does it work?

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Generally you can't just type in questname or refname in console. The game doesn't know those names. Maybe FOSE makes that work, I'm not sure. Instead, you would have to type

player.moveto xxaaaaa

or

set xxaaaaa.myvariable to 7

where xx is your mod index from FOMM, and aaaaa is the rest of your refID/questID from GECK.

 

This is only from the console in-game, mind you. Your script in GECK should have the text reference editor ID, not the number.

A helpful command to see exactly what is and is not working is

 sqv questid

. This will show all of the variables for the specified quest.

 

A couple things you don't mention:

Your script compiles, right? Meaning you can save it successfully in GECK?

If the answer is yes, this implies that you gave your xmarker a text refID name. If it doesn't that may be why.

Is it a quest script? Is it attached to your quest? Is the quest started?

 

Hopefully this is all slightly clearer than mud.

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This all helps. I am going to go back and verify that I am actually using the right FOMM prefix from within the console. I just realized that I mentioned the FOMM prefix as being 01 but this is actually the prefix I read while using GECK. In order to reduce conflicts I only loaded the Fallout3.esm and my plugin so it makes sense that my prefix would 01 in GECK but in FOMM with other plugins loaded (such as the DLCs) this wouldn't be the case.

 

Let me try and get back to you. By the way, thanks soooo much for responding. Getting help has been the hardest part so far. I think I am going to blog about this stuff for other people once I have some notes jotted down.

 

Generally you can't just type in questname or refname in console. The game doesn't know those names. Maybe FOSE makes that work, I'm not sure. Instead, you would have to type

player.moveto xxaaaaa

or

set xxaaaaa.myvariable to 7

where xx is your mod index from FOMM, and aaaaa is the rest of your refID/questID from GECK.

 

This is only from the console in-game, mind you. Your script in GECK should have the text reference editor ID, not the number.

A helpful command to see exactly what is and is not working is

 sqv questid

. This will show all of the variables for the specified quest.

 

A couple things you don't mention:

Your script compiles, right? Meaning you can save it successfully in GECK?

If the answer is yes, this implies that you gave your xmarker a text refID name. If it doesn't that may be why.

Is it a quest script? Is it attached to your quest? Is the quest started?

 

Hopefully this is all slightly clearer than mud.

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OMG, so basically you're my hero right now. I still can't figure out why in the quest script, the player isn't moving to the marker I specify. I realized also though that it may have to do with the fact that the script is attached to the door. The marker referenced in the script moves the player to a starting marker just outside the destination of the door's teleport location.

 

I still don't understand why that doesn't work, but at least I can make the player move now.

 

Generally you can't just type in questname or refname in console. The game doesn't know those names. Maybe FOSE makes that work, I'm not sure. Instead, you would have to type

player.moveto xxaaaaa

or

set xxaaaaa.myvariable to 7

where xx is your mod index from FOMM, and aaaaa is the rest of your refID/questID from GECK.

 

This is only from the console in-game, mind you. Your script in GECK should have the text reference editor ID, not the number.

A helpful command to see exactly what is and is not working is

 sqv questid

. This will show all of the variables for the specified quest.

 

A couple things you don't mention:

Your script compiles, right? Meaning you can save it successfully in GECK?

If the answer is yes, this implies that you gave your xmarker a text refID name. If it doesn't that may be why.

Is it a quest script? Is it attached to your quest? Is the quest started?

 

Hopefully this is all slightly clearer than mud.

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Could we possibly trade emails in PM so that I could bother you about other scripting issues in the future?

 

Generally you can't just type in questname or refname in console. The game doesn't know those names. Maybe FOSE makes that work, I'm not sure. Instead, you would have to type

player.moveto xxaaaaa

or

set xxaaaaa.myvariable to 7

where xx is your mod index from FOMM, and aaaaa is the rest of your refID/questID from GECK.

 

This is only from the console in-game, mind you. Your script in GECK should have the text reference editor ID, not the number.

A helpful command to see exactly what is and is not working is

 sqv questid

. This will show all of the variables for the specified quest.

 

A couple things you don't mention:

Your script compiles, right? Meaning you can save it successfully in GECK?

If the answer is yes, this implies that you gave your xmarker a text refID name. If it doesn't that may be why.

Is it a quest script? Is it attached to your quest? Is the quest started?

 

Hopefully this is all slightly clearer than mud.

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That's fair. Like I said I'd like to blog about my discoveries so even things I figure out there I'd likely migrate back here for others to learn about. Your email is disabled could you email me (click on my profile).

 

Gabriel

 

Sure. That's fine if it's something specific to your mod. If it's more general like what you've asked here I'd prefer it on the forums in case someone has the same problem in the future.

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