ashtonlp101 Posted May 9, 2021 Share Posted May 9, 2021 Hello, So I have successfully created a mechanic where a tent, door, and x marker is moved in front of the player. The problem is when the WastelandMarquee model is moved to the player it loses its collision and I can walk right through it. Does anyone know why this happens and how to fix it? In order for the moveto player command to function I also had to use the WastelandMarquee model as an activator, so perhaps that is the issue? Thanks. Link to comment Share on other sites More sharing options...
GamerRick Posted May 9, 2021 Share Posted May 9, 2021 (edited) You're gonna have to give more details and show the script. I can't figure out what you're talking about there (except what you are trying to do), and I looked in the GECK. I also looked at the two static tents in NifSkope. No clue. They both have collision. Edited May 9, 2021 by GamerRick Link to comment Share on other sites More sharing options...
Reneer Posted May 9, 2021 Share Posted May 9, 2021 Try disabling and enabling the reference. If my memory serves that should fix the collision. Link to comment Share on other sites More sharing options...
ashtonlp101 Posted May 9, 2021 Author Share Posted May 9, 2021 You're gonna have to give more details and show the script. I can't figure out what you're talking about there (except what you are trying to do), and I looked in the GECK. I also looked at the two static tents in NifSkope. No clue. They both have collision.Yes they both already have collision that's not what I'm worried about. The issue is when you use the "moveto" command on an object (in my case I have to move the tent in front of the player for a camping mod) the collision doesn't move with the mesh for whatever reason - so the mesh moves but the collision is left behind so you can walk right through the mesh. The issue doesn't have anything to do with the script, it's a weird quirk with the "moveto" command. I'll try what Reneer suggested and report back with my results. Link to comment Share on other sites More sharing options...
GamerRick Posted May 9, 2021 Share Posted May 9, 2021 My best guess was also what Reneer said, but I thought that would only happen to a persistent item, like the door. Also, the tents are static, and you can't put scripts on them. So, I don't know how you would use it as an activator. Please let us know what you find out. I would be glad to try and help figure this out too. Link to comment Share on other sites More sharing options...
ashtonlp101 Posted May 9, 2021 Author Share Posted May 9, 2021 Okay, it seems as though going through a loading screen fixes the problem - almost as if the mesh doesn't update fully when using the moveto command. To better explain what I'm doing: The player can purchase an "Ingestible" item. When using the item it has a scripted effect that calculates the Player's position in the world, then it places 3 things in front of the player; the tent, a door and an x marker. The Tent had to be converted to an "activator" in the GECK because "static" objects don't move when called upon in the specific moveto commands I used. The player can activate the door to to pack the tent up or enter the tent. For whatever reason, when using the ingestible the tent mesh appears but the collision does not until I enter the tent then exit the tent, upon exiting the tent the collision updates and I can no longer walk inside the tent. Shouldn't be a big deal if it updates *eventually* but it is a strange glitch nonetheless. Link to comment Share on other sites More sharing options...
FiftyTifty Posted May 10, 2021 Share Posted May 10, 2021 Yeah you need to disable/enable it again. Also try Reset3DState, and Update3D Link to comment Share on other sites More sharing options...
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