Jump to content

Anyone had a problem with caveg falmer kit not working well?


Recommended Posts

Hi.

 

I'm making a dwemer ruin/Falmer dungeon and noticed a peculiar problem with any pieces marked for example, CaveG...Falmer.

 

The issue only seems to apply to any kit piece ending 'Falmer'. I can edit and navmesh all ordinary cave parts without this issue.

 

Edit: the same applies to all 'ice' cave parts. I can edit mines and any of the caves except 'Falmer' and 'ice'

 

Basically, I noticed the problem when doing the navmesh for the partially completed dungeon, so I could test my enemies and followers in the cell (interior cell).

 

Navmeshing was a doddle until I reached the transition from dwemer architecture to falmer cave halls.

 

At this point, no matter how closely I zoomed into where the node was to be placed, the node was applied to the ceiling close to the nearest dangling vines, even if these happened to be behind and way above the camera. Each point had to be manually moved in x, y and z directions.

 

This irritation continued but got worse when trying to navmesh the CaveGL rooms. Even with the camera pointing at the floor of the room from close range, the navmesh node attached to the ceiling close to a dangling vine again.

 

Even moving the kit pieces around whilst not editing navmesh, each piece can only be selected by placing the cursor on one of the dangling vine clusters.

 

The whole thing is a nightmare and I'm seriously considering ditching the Falmer cave parts in favour of the non-Falmer versions, although that will look naff when the place is crawling with the little *******!

 

Has anybody else noticed this when editing Falmer caves?

 

Is there a way to work around it? I suppose I could create the entire falmer system with ordinary cave g parts, navmesh it and then swap each and every cave part for the falmer equivalent but that seems tedious and aggravating to the point that I don't fancy doing it!

Link to comment
Share on other sites

Hi.

 

I'm making a dwemer ruin/Falmer dungeon and noticed a peculiar problem with any pieces marked for example, CaveG...Falmer.

 

The issue only seems to apply to any kit piece ending 'Falmer'. I can edit and navmesh all ordinary cave parts without this issue.

 

Edit: the same applies to all 'ice' cave parts. I can edit mines and any of the caves except 'Falmer' and 'ice'

 

Basically, I noticed the problem when doing the navmesh for the partially completed dungeon, so I could test my enemies and followers in the cell (interior cell).

 

Navmeshing was a doddle until I reached the transition from dwemer architecture to falmer cave halls.

 

At this point, no matter how closely I zoomed into where the node was to be placed, the node was applied to the ceiling close to the nearest dangling vines, even if these happened to be behind and way above the camera. Each point had to be manually moved in x, y and z directions.

 

This irritation continued but got worse when trying to navmesh the CaveGL rooms. Even with the camera pointing at the floor of the room from close range, the navmesh node attached to the ceiling close to a dangling vine again.

 

Even moving the kit pieces around whilst not editing navmesh, each piece can only be selected by placing the cursor on one of the dangling vine clusters.

 

The whole thing is a nightmare and I'm seriously considering ditching the Falmer cave parts in favour of the non-Falmer versions, although that will look naff when the place is crawling with the little *******!

 

Has anybody else noticed this when editing Falmer caves?

 

Is there a way to work around it? I suppose I could create the entire falmer system with ordinary cave g parts, navmesh it and then swap each and every cave part for the falmer equivalent but that seems tedious and aggravating to the point that I don't fancy doing it!

The editor in SSE has given me some weird issues before with bounding boxes being several sizes too big, and some strange quirks here and there. You could do what i do and just use LE to develop, then port your plugin to SSE when it's finalized.

 

I find CK32 to be way smoother and reliable.

 

 

Link to comment
Share on other sites

DiOnysis,

 

thanks for that. It's a thought. CK32 was far better for voice acting too. In fact I do that in CK32 then move the voice files into Special Edition afterwards.

 

Actually, I've just made my first part of the cave system using standard CaveG stuff, added clutter, enemies and navmesh and then swapped all the components 1 at a time for the Falmer equivalent, hitting 1 twice each time until there was nothing left. It didn't take too long, once I'd stopped complaining to myself about having to do it!

 

I'll definitely think about the CK32 route if I want to do a big system though.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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