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how to make a door in the geck


trooperjess

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THe one of many things I dont know how to do. I cant find how to make a door. thanks for any help.

 

Assuming you mean using a already made door (which you already have selected)..

easiest way is to give each door (inside door and outside door) unqiue References, which will be easy to remeber.

once you've named them, go to one door, and doubleclick it (alternativly go to edit in the object window of CELL VIEW)

the first tab should be labeled teleport (otherwise select teleport). click the box "Teleport", and under linked door (directly below). select the target (desination) cell, and then the Door's reference name (which will be the unique reference you gave it at the start)...

 

IMPORTANT**

after you link the two doors, make sure you have "View markers" enabled (hotkey M), and find the yellow Teleport marker (easiest to go the door the door and select view linked, and it should be right there). make sure it is at ground level, and facing away from the door (unless you want to leave and face the door). the default position will probably be non-optimal (mine always default into greyspace).

 

Make sure you NavMash to the Door in both cells, otherwise Compainions will Instantly vanish upon teleporting to non-navmeshed area.

 

goodluck

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Make sure you NavMash to the Door in both cells, otherwise Compainions will Instantly vanish upon teleporting to non-navmeshed area.

 

I am having a problem with companions following me out of a home that I'm trying to make, but i don't know what it means to NavMesh to the door.

 

I am basically just duplicating the L-shaped Black Mountain transmission building and putting it down the hill, not far from the NCR Safehouse. The player enters and exits fine, and companions enter the interior cell fine but they don't exit near the door, they end up several hundred yards away.

 

Any ideas?

Edited by rainman2010
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You will need to learn how to navmesh. Refer to this tutorial: Navmeshing

 

When you finish, make sure to finalize the navmesh. Use the check-mark button on the Navmesh bar to finalize. You should see one of the navmesh triangles near the door turn green. Make sure that green triangle is nice sized and not too elongated, or it may not work.

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You will need to learn how to navmesh. Refer to this tutorial: Navmeshing

 

When you finish, make sure to finalize the navmesh. Use the check-mark button on the Navmesh bar to finalize. You should see one of the navmesh triangles near the door turn green. Make sure that green triangle is nice sized and not too elongated, or it may not work.

 

Thanks for the link. I was clueless about the whole Navmesh thing, so it looks like it will keep me busy for a while. I'm using an exterior area that was inaccessible in the game (surrounded by cliffs and collision markers) and my companion would disappear there too (when crossing cells i think) so maybe I can fix that as well.

 

Thanks again.

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You will need to learn how to navmesh. Refer to this tutorial: Navmeshing

 

When you finish, make sure to finalize the navmesh. Use the check-mark button on the Navmesh bar to finalize. You should see one of the navmesh triangles near the door turn green. Make sure that green triangle is nice sized and not too elongated, or it may not work.

 

Thanks for the link. I was clueless about the whole Navmesh thing, so it looks like it will keep me busy for a while. I'm using an exterior area that was inaccessible in the game (surrounded by cliffs and collision markers) and my companion would disappear there too (when crossing cells i think) so maybe I can fix that as well.

 

Thanks again.

 

in FO3

I discovered today that you have to be careful of which scripts you run on Linked doors (w/ teleport markers).

if there is a OnActivate block which prevents normal activation you can trouble yourself.

 

I had a timer door script on every door in my Bunker (similar to Raven Rock). and when attempting to enter the Dorm, the game would freezeup and "search for solutions"

removing the script instantly solved the problem (I made used the base ecvdoorsm01 to replace with).

 

in FONV

new vegas doesn't appear to suffer from this (pre 1.3, I havn't done anything with 1.3 or the 1.1 geck)

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