Jump to content

Fallout: New Vegas G.E.C.K question


RangerLazarus

Recommended Posts

Hello all,

 

I am attempting to create a new world space for Fallout: New Vegas. I have no issues with how to do this, everything loads properly and even saves properly. I can add markers & objects into the cell. The problem I am having is that regardless of where I place my COCMarkerHeading on the Z axis, it always seems to spawn me at 0. The height is set to the default of -2048.00. I can move my character a few spaces and then he falls to his death below. I can update with pictures if necessary. I have inspected COCMarkers in other cells to see if there is something I am not doing right. The only thing I wasn't doing is that I made sure I clicked the 'persistent reference' checkbox on the COCMarkerHeading, but it does not seem to make a difference.

 

Also, I apologize if this question has been answered before but my google searches were coming back empty.

 

Thank you for your time.

Edited by RangerLazarus
Link to comment
Share on other sites

Do you not think that this might be better asked in the Fallout New Vegas forums? Try asking here: https://forums.nexusmods.com/index.php?/forum/354-new-vegas-mod-talk/. Fallout New Vegas is kind of a backwater game at this time so you may have to exercise a little patience before you get a reply. Good luck.

 

 

The Rabbit

Link to comment
Share on other sites

I'm not an expert on the GECK, but I believe this is related to the "offset" (or lack of one) used when setting the "heightmap". Please see "Worldspaces" section of the wiki "Getting started creating mods using GECK" article, where this is discussed in the first paragraph.

 

BTW: You are in the correct forum, but next time this sort of question should go in the "GECK and Modders" sub-forum, just because different sections get different eyeballs and the GECK Gurus hang out there.

 

-Dubious-

Link to comment
Share on other sites

I'm surprised that the GECK didn't crash with that heightmap.

 

If you are making a worldspace, you'll have all kinds of issues if any part of the heightmap is too low. For a worldspace that doesn't have trees, I've had the average height up around 4000 to 5000 or so and that worked fine. If you have trees, LOD for the trees won't work properly unless the heights are all much higher, above 14,000 or so I think (off the top of my head). I tend to use heights around 20,000 or so to get around that.

 

-2048 is going to cause you all kinds of problems.

Link to comment
Share on other sites

Thanks guys. I apologize for posting this in the wrong section, had trouble finding a section for New Vegas at first.

 

I had watched a video on YouTube on the subject and they had left the height at -2048, but they were spawning into an interior cell then walked outside into their new worldspace. Perhaps that is why.

 

I did not realize that there were two different markers for this purpose, the cells I had been inspecting all used the COCMarkerHeading. I will try the COWMarker and see if that makes a difference as well.

Link to comment
Share on other sites

No worries about the forum section. A new forum always takes a bit of orientation.

 

pixelhate's comment prompted me to add the following to the "Getting started" guide.

  • TIP: "Center On Cell" (COC) Markers.
Keep in mind when navigating using the console:
  • COC <InteriorCellName> is the command for moving the Player to interior cells (Center On Cell).
  • COW <WorldspaceName> <X, Y coordinates> is the command used for moving the Player to exterior cells. (Center On World)
  • COCMarkerHeading is a special marker that when dragged into a cell defines the placement and direction of the Player when they use a "CenterOn" command into the cell.

However, I was not able to find any actual "COWMarker" reference in either GECK wiki. But I did not make it as far as digging around in the GECK itself, so any links or expansion on this information would be appreciated.

 

I did find an older article ("The console, Or: How I learned to Stop Worrying and Love the Actor Value") which indicated that the author knew how to enable the console within GECK itself, but appears to have never gotten around to writing it up. If anyone knows how to implement that, it would be useful as well.

 

-Dubious-

Link to comment
Share on other sites

Sorry for my imprecision.

 

COC <InteriorCellName> is a Console command that will bring you inside a interior cell at the spot where the CocMarkerHeading (a GECK reference) is placed.

You can only place one COCMarkerHeading per cell. If one is already in the cell, you won't be able to place another one.

 

COW <WorldSpaceName> <X,Y coordinates> is a Console command that will bring you in a WorldSpace at the coordinates specified.

It doesn't use any GECK references.

 

 

As for the Console enabled within the GECK itself, I wonder if adding the line bAllowConsole=1 in the GECK Ini doesn't make it.

Edited by Guest
Link to comment
Share on other sites

...

As for the Console enabled within the GECK itself, I wonder if adding the line bAllowConsole=1 in the GECK Ini doesn't make it.

I tried adding it to the copy of "GECKCustom.INI" (at the bottom under the "[interface]" section) for both my non-privileged "Users" account and the "Administrator" account used to launch GECK, but it appeared to have no effect when I press the "~" key.

 

It appears the GECK equivalents to those commands would be by using the "Cell View" window:

 

* 'COC "EDSubstation" ' : GECK Equivalent is 'Cell View" | "World Space: Interiors" | "EDSubstation" | <Right-click> | "View" | Select "Rendor Window" (wait a while until it loads)'.

* 'COW "WastelandNV" 17,21' : GECK equivalent is 'Cell View" | "World Space: Exteriors" | "World Space: WastelandNV" | "field X": 17 | "field Y": 21 | "Go" button'.

 

However, some interior cells (such as "DevArmory" and the "Cisterns" at the top of the Interiors list) never seemed to load (like more than 4 minutes without any apparent progress in the status info), so the console would appear to be preferable if possible.

 

-Dubious-

Edited by dubiousintent
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...