antstubell Posted July 13, 2012 Share Posted July 13, 2012 I have a ship some way off the coast and a ladder leading up. When I approach the ladder to board the ship I get the cell's name "Go to (whatevet the message is) Oceania", I'm alreay in Oceaniia I need it to display the ship's name Titanic but it won't as the ship is in the same cell. How can I get around this?Thanks. Link to comment Share on other sites More sharing options...
David Brasher Posted July 14, 2012 Share Posted July 14, 2012 (edited) You could build another worldspace with the deck and interior of the ship. You would name this worldspace with the name of your ship. Edited July 14, 2012 by David Brasher Link to comment Share on other sites More sharing options...
antstubell Posted July 15, 2012 Author Share Posted July 15, 2012 You could build another worldspace with the deck and interior of the ship. You would name this worldspace with the name of your ship. Not really, the ship has no interior just deck, its a flat decked long boat. The player only teleports from the bottom of the ladder to the ship's deck above, the markers are very close, so close in fact that trying to go down the ladder teleports you back on deck - this is easily solved by jumpimg overboard. From the deck you can see the worldspace. To copy the complete identical new world is a bit much. Link to comment Share on other sites More sharing options...
David Brasher Posted July 16, 2012 Share Posted July 16, 2012 This is how the Elder Scrolls games are set up. It is sort of lame in a way, but that is how they made it. Making it another way would have created a different set of problems. Load doors are designed to take you from one interior cell or worldspace to another. A load door is not designed to take you back into the same cell. this situation makes load doors give the silly message you are getting. Why don't you just get rid of your ladder and have a ramp? What about making the ladder into an activator with a script to teleport you on to the deck? It wouldn't be a door, it would be an activator, and would not give you the silly message. If you did do the worldspace idea, then you would need to use collision boxes to keep people from jumping overboard. Link to comment Share on other sites More sharing options...
flobalob Posted July 16, 2012 Share Posted July 16, 2012 (edited) The problem with using an activator to tleport the player is that NPC's wouldn't be able to follow,as there would be no navmesh teleport information like you get with a door. Think of the simulated elevator in Vault 22 in Fallout New Vegas. The script had to explicitly check for every posible follower and teleport them if they were curremtly following the player. Edited July 16, 2012 by flobalob Link to comment Share on other sites More sharing options...
antstubell Posted July 16, 2012 Author Share Posted July 16, 2012 The problem with using an activator to tleport the player is that NPC's wouldn't be able to follow,as there would be no navmesh teleport information like you get with a door. Think of the simulated elevator in Vault 22 in Fallout New Vegas. The script had to explicitly check for every posible follower and teleport them if they were curremtly following the player. Isn't there just a way to change the dialouge from "Open xxxxxx" to "Travel to xxxxxx", if I were to use an activator to teleport I'd get the "Activate xxxxxxx" dialouge. Link to comment Share on other sites More sharing options...
flobalob Posted July 16, 2012 Share Posted July 16, 2012 It you use an activator then yes you can change the text, look at the hidden chest in the ruined house NW of the Whiterun Watchtower. But that still leaves the problem of followers getting left behind. Link to comment Share on other sites More sharing options...
antstubell Posted July 16, 2012 Author Share Posted July 16, 2012 It you use an activator then yes you can change the text, look at the hidden chest in the ruined house NW of the Whiterun Watchtower. But that still leaves the problem of followers getting left behind. Then not worth it for a simple text blip. Link to comment Share on other sites More sharing options...
David Brasher Posted July 16, 2012 Share Posted July 16, 2012 @ flobabob The textbook answer would be the ramp or the worldspace. I knew that the followers would not be able to teleport with an activator. I just threw out the activator as another option. I guess I don't really care if the followers are stuck swimming in the water. It sounds like this is a small ship, so the followers will only be swimming a few meters away from you. If there is no battle going on on the ship, it is probably okay for the followers to stay there. Many people use custom follower mods, so there is no real way to teleport every possible follower by script. @ antstubell Many parts of the Elder Scrolls games are hard coded and cannot be modded. An "Activate ladder" message would not be offensive. You could even rename the custom "ladder" object to "ladder to Titanic" and then the message would read "activate ladder to Titanic." (There would be another custom object for the top of the ladder with a different name like "ladder into the sea.") I wonder if it would be possible to rework an automatic door to work on such a small zone and so quickly that you never get a chance to read the silly message? Link to comment Share on other sites More sharing options...
DaedalusMachina Posted July 16, 2012 Share Posted July 16, 2012 If the boat is so short, is it important that your follower come along? Also, if you're getting that kind of a glitch from the markers being so close, I'd use a little rock to get into the boat, or a floating piece of ice, or something. Link to comment Share on other sites More sharing options...
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