MasterBeta Posted January 19, 2011 Share Posted January 19, 2011 i recently completed an early version of the Nuka-Bar mod(link here: http://www.newvegasnexus.com/downloads/file.php?id=39700). i received multiple complaints from users claiming that upon entering the door to my new area they become stuck under the ground, cannot move, and cannot access the pip-boy. they are forced to load a new save. TCL does nothing to help them. both of these users are in completely different parts of the world with different systems, mod lists, etc. when i play my mod and enter the area everything is fine! i have never gotten stuck in the floor like they have described. i have checked the door teleport markers and confirmed that they are above the ground and facing the correct direction; they are also a fair distance from the door to prevent problems. i am at a loss; i have never experienced this before and have no idea what is going on. this has happened with two different people on different systems. does anybody recognize these symptoms? how do i fix it? please help me! Link to comment Share on other sites More sharing options...
MasterBeta Posted January 19, 2011 Author Share Posted January 19, 2011 (edited) bump Edited January 19, 2011 by MasterBeta Link to comment Share on other sites More sharing options...
MasterBeta Posted January 19, 2011 Author Share Posted January 19, 2011 bump Link to comment Share on other sites More sharing options...
davidlallen Posted January 19, 2011 Share Posted January 19, 2011 Please give at least 24 hours before bumping; in general this makes people less interested in answering. I am not an expert, but I cannot think of any similar problem which cannot be solved by tcl. Is it possible that your mod uses disableplayercontrols when some sequence of events starts, then when the sequence finishes you use enableplayercontrols? Perhaps for them, the sequence never finishes and their controls are disabled. If they somehow both, got underground, and got movement disabled, this may explain it. Do you want to suggest they use the console command enableplayercontrols? Link to comment Share on other sites More sharing options...
MasterBeta Posted January 19, 2011 Author Share Posted January 19, 2011 Please give at least 24 hours before bumping; in general this makes people less interested in answering. I am not an expert, but I cannot think of any similar problem which cannot be solved by tcl. Is it possible that your mod uses disableplayercontrols when some sequence of events starts, then when the sequence finishes you use enableplayercontrols? Perhaps for them, the sequence never finishes and their controls are disabled. If they somehow both, got underground, and got movement disabled, this may explain it. Do you want to suggest they use the console command enableplayercontrols? I am new to this forum, so I am sorry for double-posting bump; I just wanted some sort of response. All apologies. I will suggest this console command. However, I find it to be highly unlikely that disableplayercontrols is present. There are no "events" other than a basic vendor(which I compiled the scripts for). Thanks for the suggestion though; I will suggest it to the users. Once again I am REALLY sorry for double-posting bump. I won't do it again. Link to comment Share on other sites More sharing options...
MasterBeta Posted January 21, 2011 Author Share Posted January 21, 2011 bump Link to comment Share on other sites More sharing options...
aethalyste Posted July 19, 2011 Share Posted July 19, 2011 kinda BUMP. I have encountered the same problem with my own little mod. I've created a new interior cell and connected it to outside world via doors (I even used doc Mitchell's door just to be sure it's not clipping with anything). Simple connection as explained in Beth's GECK tutorial. Entering into the cell works fine, but upon exiting actor is stuck in place. HUD is gone and it's impossible to bring pip-boy up or pull out a weapon. TCL makes actor kinda fall through the floor, but still doesn't let him move. So, the semi-fix for that is, as advised by davidlallen, enableplayercontrol. Why didn't I think of it earlier? Cheers!Still, it's annoying to have to use console every time after using this cell, so I've reviewed both door's parameters and found no difference. I'm not really into serious modding so it's impossible there's an user created script which disables movement - I never created any scripts amd wouldn't even know how to do that.. What confuses me most, is that op says his mod works fine for some people, and gets stuck for others. I've created few cells some months ago in F3 GECK, and everything worked perfect. Now one side of connection works and the other doesn't. Any help would be appreciated. Link to comment Share on other sites More sharing options...
stevie70 Posted July 19, 2011 Share Posted July 19, 2011 (edited) Any help would be appreciated.maybe check if some of the items used in the place have a script from a quest or something attached. could explain why it only happens to some as well..................and what's this "bump"-thing about anyway...? *dumb look* Edited July 19, 2011 by stevie70 Link to comment Share on other sites More sharing options...
aethalyste Posted July 19, 2011 Share Posted July 19, 2011 Bump = look at me! i'm a new post! no, not this old post that nobody ever answered! I'm on recent posts now! ;) Thanks for answer Stevie. While creating my cell, few times I've tried to put in quest (scripted?) items - GECK kindly notified me of this fact and asked whether or not I want to proceed - and I always said no. So there shouldn't be any of such present in my cell. Although maybe it is possible that object has not been inserted but script somehow slipped through? I don't know if there is any way to check whether or not such scripts are present in a cell. Hopefully someone someday will find an answer to this.... I've spent a couple hours googling and never found a definite answer. In fact, I've hardly found any questions on this topic. Link to comment Share on other sites More sharing options...
stevie70 Posted July 20, 2011 Share Posted July 20, 2011 Bump = look at me! i'm a new post! no, not this old post that nobody ever answered! I'm on recent posts now! ;)aaaaaaah... man, i really can be amazingly stupid sometimes... :-) Link to comment Share on other sites More sharing options...
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