davidnowlin Posted September 23, 2010 Share Posted September 23, 2010 I am a modding novice, so bear with me I know little or nothing about scripting in the Fallout code and I'm pretty sure this problem has something to do with scripting, so I have no idea how to fix it. I have been designing a playerhome for myself built off of the mini hideout mod I downloaded from...wherever, and there are just a few things, really, that I want it to do. I want it to look nice, obviously; I want it to have a lot of containers for sorting my stuff; and I want to have a mannequin for every set of armor/clothing that I find in the wasteland. I downloaded mini hideout and I've been adding onto it a little at a time here and there as I play through the game, making it more useful for my purposes and really the main complaint I have about it is that it has too few containers and too few mannequins. So I added a bunch of containers and a few new rooms for storing stuff and that's gone well, but when I tried to duplicate the mannequins and move them to different places, I'd load the game and all of the ones I painstakingly placed around the outer walls would be grouped in the middle, near the COC, burried waist deep in the ground. I tried buying mannequins from Moira with the mannequin mod, but there are too few of them. I tried duping the mannequin mod to make more of them, but it's a giant pain the ass and you can't get them placed in nice neat rows (see thing I want number 1, up there: I want it to look nice). I tried learning to script and so I could figure out what was wrong with them, but it's just above my head at this point. For some reason, when I place certain things, like mannequins (and also other scripted objects like katana display case, the hidden safe and the mini-jukebox) they either won't move from the spot they started in (so they look like they're in a different place in GECK, but when I load the game, they're not) or they move when I don't want them to and end up in random places, even though they show up just fine, right where I want them to in the GECK. Anybody know what would cause this? Is there just something obvious that I'm missing? I know it's possible to place mannequins. The guys who did the mini hideout and the underground hideout placed a bunch of them. I can't, for the life of me, figure out how. Any help would be appreciated. Link to comment Share on other sites More sharing options...
rickerhk Posted September 24, 2010 Share Posted September 24, 2010 Make sure the area is navmeshed. The manequins are NPCs, so if it isn't navmeshed, they won't know how to navigate - which includes not moving.Also, looking at the manequin script for the minihideout, this might also help them stay in place: begin OnLoad SetActorsAI 0 SetPlayerTeammate 1 end The rest of the minihideout manequin script you don't need - it has to do with a quest, but the script for that quest is missing. Link to comment Share on other sites More sharing options...
davidnowlin Posted September 24, 2010 Author Share Posted September 24, 2010 Make sure the area is navmeshed. The manequins are NPCs, so if it isn't navmeshed, they won't know how to navigate - which includes not moving.Also, looking at the manequin script for the minihideout, this might also help them stay in place: begin OnLoad SetActorsAI 0 SetPlayerTeammate 1 end The rest of the minihideout manequin script you don't need - it has to do with a quest, but the script for that quest is missing. I'm not a hundred percent sure I know what you mean by that, but assuming my assumptions are correct, that makes sense. The only place where they don't wander is in the secret room, which is the only place where I haven't made any changes (aside from dropping a weapon on the pedestal where the super assault rifle was... still can't figure out how to make mine hover in the air). So: If you add rooms to a cell that has a navmesh, you need to navmesh it again? As for the code up there, I didn't remove that from the simplified mannequin script I wrote. I figured out that the first one makes the mannequin stand still and the second one sets it as a companion so you can use the companion script to access its inventory. So I left them both there. I'm going to look into this 'navmesh' thing and see if I can't figure it out. If I have trouble, I'll reply again. Thanks a bunch for the tip. Link to comment Share on other sites More sharing options...
davidnowlin Posted September 24, 2010 Author Share Posted September 24, 2010 Worked like a charm. Now if I can just figure out star trek doors, an inventory sorter and a unique weapons display wall... Link to comment Share on other sites More sharing options...
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