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G.E.C.K. Linking Doors Help!


murphymurphy

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Okay, I need to link the door from my vault to the outside world. I'm following the official GECK tutorials, but this particular section is screwed up; it's not correct, because it's telling you to link the door to itself. That obviously won't work, so when I try it the other way (link the the outside door to the interior) it links it, but I get no yellow teleport marker! :wallbash: So this is obviously very frustrating, because the place I should be able to go to doesn't even tell me the right way!

Also, whenever I carry the Reference box of an item over to another cell (in this case, the exterior door's reference box to the interior vault cell) I get some Assert error. I have to click Retry once before it goes away, but it's kind of unsettling.

 

Also, while I'm at it, I always get these random warning boxes about objects when open my cells (and especially when I open up the cells from vanilla Fallout), but these warnings have never at all affected my gameplay. So, do they just need to be ignored? Or is there something I can do about them?

 

:thanks: :thanks: :thanks: :thanks:

 

EDIT: Okay, found my prob for the first question. But can anyone fill me in on the other two questions (the warning box ones)?

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I get some cell errors when using dead npcs and some forms of lighting. What does the warning box say and what cells is it referencing?

 

//This one is for the dead NPC, like you said

 

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Warning

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MODELS: STAT 'Clutter\RaiderDressing\RaiderCorpseDressing05.NIF' has a controller that targets the root 3D.

 

Context: DEFAULT

 

"Yes to all" will disable all Warnings for this context.

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Yes No Cancel

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//This one is for the lights, like you said

 

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Warning

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MODELS: Unidentified collision layer on model Dungeons\VaultRuined\Accessories\LightCeilingVaultR01on.NIF, object BASE Dungeons\VaultRuined\Accessories\LightCeilingVaultR01on.NIF

 

 

Context: DEFAULT

 

"Yes to all" will disable all Warnings for this context.

---------------------------

Yes No Cancel

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//Those are the main ones I get in my mod. There are others for vanilla Fallout, like I said earlier. As for the Assert warning,

 

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Assertion

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Assert

 

File: C:\projects\fallout3PC\BSShader\BSTextureManager.cpp

 

Line: 1969

 

 

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Abort Retry Ignore

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//I don't know much about the game's engine, but I know enough about computers in general to know that when a ".cpp" file gets an error, that's not good

 

 

So what happens when you push "show linked marker" or whatever that buttons called?

This works fine from interior to exterior, but when going from exterior to interior, initially it will give me the Assert error.

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as for the lighting thing, looks like you imported a custom light mesh that either had

 

A. No Collision specified (ie. No collision volume/box/shape)

 

or

 

B. Invalid Collision (ie. unuseable collision volume/box/shape (ie. Concave primitives))

 

usually collision meshes for most game engines need to be convex in nature, or. Not all of them though, but some.

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as for the lighting thing, looks like you imported a custom light mesh that either had

 

A. No Collision specified (ie. No collision volume/box/shape)

 

or

 

B. Invalid Collision (ie. unuseable collision volume/box/shape (ie. Concave primitives))

 

usually collision meshes for most game engines need to be convex in nature, or. Not all of them though, but some.

 

Well, I'm still too noobish to even understand how to mess with collisions or import my own meshes, so I know I didn't (purposely) import a custom one.

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