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A couple of questions


renegadespoon

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firstly, how do i get NPC's to talk to one another? i'm guessing its a marker, but i can't find it.

 

second, how do i get NPC's to cross the yellow cell borders? i've made a navmesh, and i've finalised it which created green blocks at the edge of a navmesh where it touched a cell border, but NPC's won't cross the border line and continue onto the navmesh the other side.

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To make NPC's talk to each other see this tutorial.

 

Editing navmeshes on grid boundaries is tricky and I am not sure exactly how to make it work right. I have avoided doing it and I use fnvedit to "back up" and remove navmeshes I accidentally broke. At grid boundaries, there must be a solid green line along the border. If you broke it, you may be able to add points on the border and hook them into your navmesh, but I have not succeeded in getting the green line back. If you have finalized the grid navmeshes with the checkmark icon in the navmesh toolbar, and you have a solid green line, then this is not your problem.

 

What happens to tell you it is not working? Do your companions fail to follow you? Do the NPC's sandbox only in one grid? If the NPCs have some package like a sandbox, check the radius. Maybe that is making them stay close.

 

To create a faction is a little weird, compared to creating other things. Double click on a faction to get the faction dialog box. It lists all the factions along the left side. Rename a faction there (not in the object window like everything else) to create a faction. I haven't worried about faction rank, I am not sure it is really used in FNV. To change your reputation during the game as a result of a quest, see the AddReputation command. It has two arguments, which is a little unusual but it is well-described in the page.

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i looked at the tutorial and read it over and over again, tried it out but the whole thing confused the heck out of me, still don't really understand what i'm doing. i tried to make a find package as it says, but that confused me too. is there any way you could explain it to me a little more simply, i haven't been doing this long enough to understand half the things they talk about in the tutorials.
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Whats the draw back if you break an outside cell boundary. Im fairly certain I did, and cuold never get it back. The cell though that I broke, is now a facility. Im still having an issue with Companions not entering my door. I have no clue as to why. When I finialized the NAV mesh, I have a green triangles, but the door that you enter (spawn in) has a green triangle, but next to the door is a red one. I have re-nav meshed 3 times, and alwas the same result. I get several green triangle where there supposed to be, but I never get a green triangle right at the spawn door, entrence. I mean I do get the green at the spawn, but another triangle, that I did not create, gets placed right in front of it. I can take a picture of what Im talking about if it helps. Cause Im at a loss here.
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For dialog, there are many more tutorials which will help. This one is long, and written for Oblivion, but all the ideas are still current. I have seen a really long fan written tutorial on dialog basics, with a ton of screenshots at fallout3nexus, but I did not save the link apparently. Maybe a search will turn it up.

 

For navmeshes on grid boundaries, I think the only problem is that NPC's will only cross where there is a green line. So if you cross where there isn't a green line, the NPC will detour to the nearest green line. For small breaks in the green line, this may not matter. For big breaks I recommend to delete that navmesh from your mod using fnvedit, and start over. There may be a better way.

 

For doors and navmeshes, the physical door object doesn't matter. I am surprised that navmesh triangles would suddenly "appear", but that doesn't matter either. As long as the yellow cubic door marker on both sides of the door has a green navmesh triangle underneath, the companions should pass through. If you do that, and you find erratic navmesh behavior anyway, try converting the mod to an esm. See this thread for my learning experience.

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