ricktks Posted May 7, 2011 Share Posted May 7, 2011 Having spen nearly 4 months building a colossus mod, I have come completely unstuck against a glitch that I cannot for love nor money get to the bottom of! Here's what happens, throughout the player home there are a serious of mannequins which appear upon the completion of specific quests. Now until recently these functioned as expected and appeared in the right place at the right time. Now however, when they appear they are randomly offset (I only know it to be random as some of them appear around a circular room and they are not offsetting the same as each other) along the x & y axis & z rotation. They are all created using the createfullactorcopy function against a stock of mannequins in a holding cell and then placed to an xmarkerheading. this problem began when I attempted to use wrye bash to merge this .esp with a number of other files in an attempt to reduce the masters list. Despite since reverting to a pre-wrye bash version of this mod and continuing with any interference from wrye bash (on a new installation of oblivion!), the problem still exists. I have tried replacing the position markers with marker rats - even triggers which in other cells of this mod are used to 'tie' items into fixed positions, none of which has any effect. If anyone could shed any light on this I would be eternally grateful as this mod relies heavily on its mannequins and it just wouldn't be the same without them. Thanks in advance LegacyCloud Link to comment Share on other sites More sharing options...
QQuix Posted May 8, 2011 Share Posted May 8, 2011 One possible reason is the configuration of your path grid. The game engine tends to adjust the destination to the nearest pathgrid node when you move actors. Placing a node on each destination should, theoretically, work but I've had problems with this. What I do, in this case, is using SetPos and SetAngle to re-position the actor AFTER the MoveTo, as the game engine does not interfere with SetPos as it does with MoveTo. A question: do you really need to use CreateFullActorCopy? Couldn't you use PlacAtMe? Or, even better, have enough mannequins in your holding cell and just move them? Link to comment Share on other sites More sharing options...
ricktks Posted May 8, 2011 Author Share Posted May 8, 2011 One possible reason is the configuration of your path grid. The game engine tends to adjust the destination to the nearest pathgrid node when you move actors. Placing a node on each destination should, theoretically, work but I've had problems with this. What I do, in this case, is using SetPos and SetAngle to re-position the actor AFTER the MoveTo, as the game engine does not interfere with SetPos as it does with MoveTo. A question: do you really need to use CreateFullActorCopy? Couldn't you use PlacAtMe? Or, even better, have enough mannequins in your holding cell and just move them? Thanks for the feedback, unfortunately the SetPos & SetAngle had little to no effect. I am pleased to say however that the pathgrid issue seems to have resolved the problem - even when not using moveto at all! And unfortunately, CreateFullActorCopy is needed as the PC is the source for a lot of them! Still, issue resolved now (sort of - still a slight issue with rotation - but hey!) Now packaging up mod ready for release - yay! Thanks again Link to comment Share on other sites More sharing options...
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