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Need help with worldspaces and fast travel


omegaspectre

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Hi all, I'm making a new worldspace separate from the Wasteland. I've made it, added some buildings, a new world map and map markers, but when I go there and try to fast travel all I get is the regular Capital Wasteland map with Capital Wasteland map markers. I can't even see mine on there. Help please?
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Hi all, I'm making a new worldspace separate from the Wasteland. I've made it, added some buildings, a new world map and map markers, but when I go there and try to fast travel all I get is the regular Capital Wasteland map with Capital Wasteland map markers. I can't even see mine on there. Help please?

 

Yep, you need to add a Map Marker.

 

http://geck.bethsoft.com/index.php/Markers

 

It's a piece of cake to add - but keep in mind when you fast travel it will put you right at the marker - so make sure the area in front is clear-ish. They work just like a door marker mostly. It's just called "MapMarker" in the GECK. To be honest, I just ran across this a couple days ago - by default it will show even on a brand new game I think. I'm not sure what option will hide it until it's explored - if you happen to find that, lemme know - otherwise, I'll look later - for testing it being available all the time works good for now :)

 

You should also probably add a 'COCMarker' - this will tell the game where to put a player if they use the COC console command to go right to the cell. Various views on 'cheating' aside, this game has a few bugs... so I will put them in mine, just in case a person runs into a problem and has to use the command, getting stuck.. eg

 

But only add the COCMarkers to interior cells (I would guess) - I would think the Wilderness areas already have them and if not, perhaps it will bug out if you add them.

Edited by Overcast73
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You misunderstood me, I've been modding for over a year and I know how to do map markers :) What I mean is in a BRAND NEW worldspace I've made it shows the Capital Wasteland markers instead of my own.

 

If you want to hide it until it's explored, make it as normal but leave all the boxes at the bottom unchecked, like visible etc.

Alternatively leave visible checked if you want it to appear straight away, but as a box with line through it. Means you know where it is but have to discover it before you can fast travel there.

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You misunderstood me, I've been modding for over a year and I know how to do map markers :) What I mean is in a BRAND NEW worldspace I've made it shows the Capital Wasteland markers instead of my own.

 

If you want to hide it until it's explored, make it as normal but leave all the boxes at the bottom unchecked, like visible etc.

Alternatively leave visible checked if you want it to appear straight away, but as a box with line through it. Means you know where it is but have to discover it before you can fast travel there.

 

Oops, yes, I understood that wrong! Thanks for the info, however - that's useful. As for your question then - I dunno.. :)

 

I've been modding off and on for over a year, but nothing ever real serious. Mostly I would make adjustments in mods and little stuff. I'm actually working on a whole mod now, for a long time I didn't see the point with FO3, with it being an old game. But recently I started playing again and noticed a fair amount of activity here and on other FO3 forums which kind of gives me motivation for actually completing a mod.

 

Good luck with yours though, if they are new areas that aren't "god/ez-mode" and pretty canon - I usually check them out.

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No problem.

I'm leading development on a mod that adds a new faction, complete with new armour, weapons, about 10 main quests, locations and a whole lot of backstory and lore into the game. Check out our teaser trailer we just released:

 

Thanks, good luck with yours :)

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Thanks, good luck with yours :)

 

Likewise and VERY nice trailer and the work looks great. It's much more in depth than mine will be no doubt with custom factions and all that. Well, ok I have one, lol.

 

Mine is a cult basically - but a very odd cult based on a popular culture icon in our world with a 'twist' on the concept, with the Fallout universe going down a 'different path' after the 1950's or so - it fits in nice I think. I am adding some custom art and voice overs I might just be able to get done. I really kind of insist on the voice overs. I've seen some really good mods that only lack that much. Even then, they are quite playable, but it just adds a lot I think.

 

I'm trying to keep it 100% Canon (thank gosh for the Fallout Wiki!), but of course some of the ideas will be 'made up' and 'added' to potential Fallout Lore. At least from a player's perspective, but at the same time, it's not lore that could even potentially interfere with any other lore since it doesn't actually include any characters, only some companies and such and pre-war activities that would make sense. It's about a small group of people that happened upon an object and became cultists due to what they 'thought' the object was.

 

And just maybe - I might actually finish this one! lol

Edited by Overcast73
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And just maybe - I might actually finish this one! lol

 

 

Haha I know what you mean there, I normally get halfway through and then forget about them lol :)

Not with this one though, it's going to be big :D

 

I like the idea of yours, give me a message if you would like any scripting, navmeshing or interior work assistance and I'd be glad to help :)

Edited by omegaspectre
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