greyfoxx082 Posted November 21, 2010 Share Posted November 21, 2010 Whenever I place new objects in the game world, for example, I put lamps and light markers in the Crimson Caravan compound, they work without problems. However, my companions stop spawning everytime I go in and out of the compound, and need to reload a saved game for the companion to spawn next to me. I haven't touched any of the spawn markers or any other existing objects in the compound. I just add a new lamp and light marker and the problem already happens. I also isolated the problem by disabling all mods, starting a fresh new game with a new character, and only run one mod with the placed lamps in the crimson caravan and the problem persist. When I disable the mod, things work fine, and my companions spawn right next to me whenever I move in and out of the compound. Link to comment Share on other sites More sharing options...
JohannesGunn Posted November 21, 2010 Share Posted November 21, 2010 Maybe your light source overrode the navmesh? Link to comment Share on other sites More sharing options...
greyfoxx082 Posted November 21, 2010 Author Share Posted November 21, 2010 (edited) I haven't done anything else to override any nav meshes, though. I just click and drag the static mesh for the vacuum tube light from the list then put it in the spot I want it to go modifying the x,y,z coordinates, then I click and drag the light marker, then copy the vacuum light coordinates to the light marker so the light comes off of the vacuum tube light. The problem happens when I do this in a cell where the door portal marker is also located (for example, the Crimson Caravan compound is composed of the crimson caravan cell, and a couple of wasteland cells). So, for example, if I place a lamp on one of the Crimson Caravan compound cells, where there's a door marker, whenever I use that door to take me to the next area(like when I place a lamp near the exit of the compound to the west), my companion does not spawn with me. However, if I place lamps only in cells that don't have a door marker, like the area in the middle of the Crimson Caravan compound away from the door to exit, I don't have the spawn problem. I don't even do anything with the door markers. I even check TESsnip to make sure that the hex IDs that exist in the ESP file are only the lamps and light markers. Edited November 21, 2010 by greyfoxx082 Link to comment Share on other sites More sharing options...
JohannesGunn Posted November 21, 2010 Share Posted November 21, 2010 Huh. That's a stumper, alright. I am sad to say I have no idea what your problem is. Wish I could help, but good luck, anyways. Link to comment Share on other sites More sharing options...
greyfoxx082 Posted November 21, 2010 Author Share Posted November 21, 2010 (edited) Further isolated the issue by creating a new mod from scratch, placing a single 'static mesh' next to the west door exit of the Crimson Caravan compound, not changing any setting whatsoever. Basically click and dragged a static mesh from the list, near the door marker saved then ran the game, and the problem comes up. Using the door to exit the compound, my companion fails to spawn, moving back inside the compound and my companion is right there next to the door. So, I deleted the static mesh I placed earlier and ran the game with the test mod enabled (except the static mesh near the door is removed) and for some reason, my companions are still not spawning. Checked the mod via TESsnip and there's not a single reference ID there, meaning the mesh is indeed deleted. The only thing saved in the test mod is the 'cell' information without anything under it, no reference id's whatsoever. It's hard to read what the saved info means since it's all in hex. I'm beginning to think that the way GECK saves the cell information is probably incorrect. Maybe someone else can test it out? like placing a static mesh near a door marker, run the game, then try to use the door next to the newly placed mesh to exit location with a companion, check if the companion is spawning with you. EDIT:Finally fixed the problem.. I saved my mod as a Master File (.esm) and everything works fine now. I'm guessing it's a problem with companion AI companion "follow" coding or something. Like how spawning items in game from an ESP file requires you to change the first digits of the reference ID based on the load order of the ESP, maybe the AI companion is coded only to use the master file reference ID for cell locations. Edited November 21, 2010 by greyfoxx082 Link to comment Share on other sites More sharing options...
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