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Seamless Strip


LithianLord

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Hey all, need some advice here. I am currently working on a mod that removes the two separators on the strip to merge the three sections together. Removing them works perfect and the whole strip feels a lot better with them gone. My problem is the door teleporters are heavily bound in certain scripts. They also appear in-game as an invisible wall. Is there a way to remove those teleporters from appearing to the player so the NPC can use it while the player cannot identify it in-game? Or is there a "correct" way to connect NPC markers together when removing a teleporter?

 

The result with removing everything is the Securitrons stand around in the wrong positions, the hookers seem to be fine, but all other NPC are nowhere to be seen. I only have experience with adding things not removing them. This is the single thing I want to change about NV, so help/advice would be greatly appreciated.

 

TL;DR How do I remove door teleporters without destroying NPC move markers.

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The best option might simply be to go with the more complicated one... remove the gateways and adjust all the scripting to work around it. This will leave a larger footprint for the mod, but should prevent some of the more serious issues. The downside however is that performance in these areas may be a bit limited due to all the actors, which is why they were broken up in the first place and why most of the casinos feel like a ghost town (5 guards for every gambler).
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UPDATE: I have been able to make the strip into one seamless area without much added lag, but still encounter problems. I have decided I cannot do anything about the teleporters so I am simply removing them. I will need to go through all the scrips associated with them and re-write them to allow NPCs to move around the strip without them breaking or standing in one spot. IF I can get this all working (It should be done soon, but I am rusty at the GECK) I will not only add this mod to the Nexus for everybody, but continue to update it when I remove further barriers like the one in Freeport. My overall hope is to expand Vegas outside its small constraints.
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Hah I was wondering when someone would try this. I'm looking forward to it. As soon as I got in the strip I was like, OMG THIS IS SO AWES- *gate*. Ahh it's divided into two parts, hopefully they will fix that but this is still pretty coo- *gate*. Divided into three parts... This needs to go...

 

Besides that do you think you would be able to make a second checkpoint? One where you can enter New Vegas from where the Las Vegas sign is on the south side of the strip? That was one thing that saddened me about making it to New Vegas, not coming in through the south and seing the Las Vegas/New Vegas sign.

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UPDATE: I have been messing around with the NAV-mesh quite a bit and have made progress. So far I have removed the glitch where NPC disappear when moving from one "Section" to another. My big accomplishment is now NPC can travel between sections. I had watched a NCR NPC walk from the TOPS section across to the Lucky38 where the gate would have been.

 

Current problem: NPC will not recognize the player in the other sections. Everything seems to be ok until the player goes across what would have been the gate barrier and then all the NPC seem to run to the Freeside gate to try and follow. The major problem with this is companions can not follow the player across sections. I cannot identify the source of this problem so if anyone has any ideas let me know. Otherwise I will continue to work on the Nav-Mesh but it is shaping up to be working better than expected.

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