DigitalWino Posted September 14, 2012 Share Posted September 14, 2012 I've been having an issue with some objects (such as buildings rocks, a staircase) losing their collision physics. And by this I mean, I can suddenly walk through them. When it was just a rock that this happened to, no big deal. Even though I didn't want to cheat and walk through stuff, I could just walk around it. And eventually the problem sorted itself out. I'm not sure how, but eventually it regained it's physical properties, in other words, I couldn't walk through it anymore. But now I'm having a problem with the Dino-Bite Gift Shop, and Cliff Briscoe's bungalow. With the bungalow, not only can I not use the door, but I'm able to walk right through the building as if it didn't exist (but of course I can still see it). With the gift shop, I can't walk through the dino itself, but I walk right through the stairs leading up to the door. If I turn on no clipping mode, I can fly up to the snipers nest, and I can turn no clipping off, and stand up there, but I can't use the door. Other than traveling far enough away to get it to unload the cell, then coming back, is there a console command or anything I can do to try and get it to reload the cell? Well, I found one way of fixing the problem. While just saving and loading doesn't do it, saving, exiting the game, and then starting it back up again seems to fix it. But any ideas what would cause this or how to fix it without having to exit the game? Link to comment Share on other sites More sharing options...
DizzasterJuice Posted September 14, 2012 Share Posted September 14, 2012 Related console commands:rct -- runcelltest, runs a cell testpcb -- purgecellbuffer, forcibly unloads all unattached cells in cell buffers.tgc -- togglecollisiongeometry, show collision geometrytcl -- togglecollision, Toggles collision for the selected object, when there is no object the player's collision is toggled instead Link to comment Share on other sites More sharing options...
Matrimelee Posted August 29 Share Posted August 29 (edited) Hello, since I never found an actual cause for this problem, and these problems also occur in a lot of fixed places (not just out of the blue) in my game, I would like to know if people have found an actual solution/trigger for this problem many many years later. There are several places in TTW where this problem can occur, and some places where it definitely will occur (Canterbury Commons, Andale bridge, The Pitt World guard post where a raider on the scaffolding is constantly jumping up and down) unless you fast travel directly to these locations. These problems do NOT affect a whole cell, but just some parts of it. I have thought, since I am using medium texture packs, that a full memory might be the problem, but then again, the (my modified) Open Strip area, which has way more meshes, and is way more performance heavy than CC, is completely free of this problem, and CC also doesn't load up that much memory from one cell away (besides that, most of the time, the game will just crash anyway with full memory). I tried looking at corrupt or multiple navmeshes in FNVEdit, but they were all fine in the places that were prone to go collision-less. For some reason, only the east side of DC seems to be affected by this since I can't think of any places in the west side besides the bridge at Andale. I have been looking at the map, and the world objects around the problem areas for a long time now, and really couldn't find any culprit. My only bet is, that there might be some corrupt objects/meshes/textures/whatever that for some reason are bricking up the collision data of some places, but I def. lack the knowledge to go any further than that. Problem zones in F3 part of TTW Canterbury collision bug perimeters: Edited August 29 by Matrimelee Link to comment Share on other sites More sharing options...
laclongquan Posted August 31 Share Posted August 31 What is your load order? Because one thing it cause problem in Canterbury Commons is that you load too many mods that affect that specific area. Same deal with Novac, which is a favored area for mods. I can think of at least 5 big mods that touch on the buildings of CC. Link to comment Share on other sites More sharing options...
Matrimelee Posted August 31 Share Posted August 31 (edited) I've been using TTW Canterbury Commons Redesigned for a while now, removed some unnecessary rubble as personal edits, and made my own navmesh pathing too. But I already encountered this problem way before I made any edits in that place. I do think that the bug is caused by hardcoded memory stuff, some unknown navmesh f*#@ery, or faulty nifs. Or all three together. Very frustrating. Edited August 31 by Matrimelee Link to comment Share on other sites More sharing options...
laclongquan Posted September 6 Share Posted September 6 (edited) Dare not show your load order huh? Your massive 300+ mods list are going to cause you troubles FOREVER~ Rebuild the Capital mod will cause troubles even if its main quest's not initiated yet, as CC has severe edits. So is Claim the Capital module (inside Claim the Mojave). plus 22 mods that can be searched in F3 Nexus and do a TTW conversion. That's not to mention quest mods. Edited September 6 by laclongquan Link to comment Share on other sites More sharing options...
Matrimelee Posted September 6 Share Posted September 6 (edited) 9 hours ago, laclongquan said: Dare not show your load order huh? Your massive 300+ mods list are going to cause you troubles FOREVER~ Rebuild the Capital mod will cause troubles even if its main quest's not initiated yet, as CC has severe edits. So is Claim the Capital module (inside Claim the Mojave). plus 22 mods that can be searched in F3 Nexus and do a TTW conversion. That's not to mention quest mods. I could show it, but it won't tell you much, because I have merged many mods together, renamed stuff, and so on. I am not using Rebuild the Capital either. https://pastebin.com/Aj2RTthE Tbh, I did not post here because I wanted my load order to be fixed or corrected, I just wanted to know if other people have experienced the same issue like OP in the last years, and if there was a potentially fix for it. Edited September 6 by Matrimelee Link to comment Share on other sites More sharing options...
laclongquan Posted September 9 Share Posted September 9 (edited) Yeah well, from your list it's hard to diagnose. I will list point of potential conflict. NOT the problem you ask, but these might very well lead to 1. Canterbury Common has several townies moving around, the mayor repairman, his nephew, the food vendor, two mercenary guards, and a merchant+his merc guard + his brahmin. +++ Flash point: do you have mod that change or regenerate NPC faces, like making them more HD quality. This is a flash point~ This is suspicion because Rivet City's river bridge structure, which you mark, has several characters running around. I put my biggest bet here, inparticular something relating to merchants and mercenary faces, since those marked places are in their routes. 2. HD nif of brahmin. IN the same suspicion relating to creatures and merchants, HD nif of brahmin, particularly the version used by merchants (water brahmin and caravan brahmin) could be the culprit. People like to modify brahmin, but those specific creatures has too many different part, it could lead to collision problem. +++ In this particular, do you mess with the lamp and light of said brahmins. I think there's used to be some mod that change the light those brahmin carry to make them more dynamic/pulsing (not static light) and this could be another direction. 3. Canterbury Common has a scripted event between Antagonizer and the Mechanist. The old shenaningan is that if we kill (or let it be killed) the robots under Mechanist command right there... when the cell refresh those robots will resurrect and be friendly, and can protect townies from spawned wildlife invading,like giant radscorpion. +++ Flash point: do you have mod change sentry bots models, like making them more HD quality? This is one flash point.3. Edited September 9 by laclongquan Link to comment Share on other sites More sharing options...
Matrimelee Posted September 13 Share Posted September 13 (edited) I am using a lot of texture mods. Ay. NPC Kit mod, creature texture mods. NMC on medium. But I never really get Out of Error messages due to NV Tick Fix and other great performance mods today. Though of course things losing their collision might be a side effect of too much VRAM or "Memory being used" NOT crashing the game. I appreciate the help! Though it seems like that this really is a "me" problem with my load order / texture packs. Edited September 13 by Matrimelee Link to comment Share on other sites More sharing options...
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