Invisible walls, INVISABLE WALLS EVERYWHERE!

Post » Wed Mar 30, 2011 2:24 am

So, every hill worth climbing over has an annoying collision mesh attached to it, which seems fairly pointless.
My question is, are these separate meshes or are they attached to the rocks?
I'm asking this because I'd really like to use a .esp that gets rid of them but mesh edits are a no-no for me.
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JD bernal
 
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Post » Wed Mar 30, 2011 6:51 am

So, every hill worth climbing over has an annoying collision mesh attached to it, which seems fairly pointless.
My question is, are these separate meshes or are they attached to the rocks?
I'm asking this because I'd really like to use a .esp that gets rid of them but mesh edits are a no-no for me.


Unfortunately, I'm on a 360 so I just have to deal with them. There was one instance where I tried to move around what looked like a dangerous area. I couldn't (invisible wall), so I went through this "valley" for lack of a better term. Sure enough, death claw. Killed me. First time I died in this game 6+ hours in.
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Jodie Bardgett
 
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Post » Wed Mar 30, 2011 10:06 am

I noticed this too, its really annoying. So much for "Open World" I tried to take a shortcut over a hill near Cotton valley or whatever its called and walked right into an invisible wall. I wonder how these ended up in the game, im sure FO 3 didnt have so many invisible walls.
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no_excuse
 
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Post » Wed Mar 30, 2011 1:12 am

I ran into one to, i was in Goodspring and saw some sorta cross to the east and when i went up there i saw the lights of Vegas on the other side of a small platue type thing and when i tried to jump on top of it to go around a gaint radscorpion i ran right into an invisable wall.
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mishionary
 
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Post » Wed Mar 30, 2011 10:53 am

Unfortunately, I'm on a 360 so I just have to deal with them. There was one instance where I tried to move around what looked like a dangerous area. I couldn't (invisible wall), so I went through this "valley" for lack of a better term. Sure enough, death claw. Killed me. First time I died in this game 6+ hours in.

Haha, the same exact thing happened to me, was doing the ghoul quest and wandered into the octagon-building valley. On PS3 btw.
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Sierra Ritsuka
 
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Post » Wed Mar 30, 2011 11:34 am

These things are everywhere. My sandbox is full of invisible walls. what makes it worse is there are enough sheer rock faces to block certain routes, but areas that are clearly accessible have blocking meshes. This is truly frustrating.
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Laurenn Doylee
 
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Post » Wed Mar 30, 2011 12:37 am

That's bad... I haven't encountered any myself yet, but if they assume you won't cross them... the other side might be unfinished (or they absolutely want you to pass by a certain spot).
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Elea Rossi
 
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Post » Wed Mar 30, 2011 12:27 am

That's bad... I haven't encountered any myself yet, but if they assume you won't cross them... the other side might be unfinished (or they absolutely want you to pass by a certain spot).

Well, there's a good chance that the world space blocks have the collision mesh attached to them, since they're reused a lot in spaces that you actually shouldn't be able to pass. Just obsidian being lazy.
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Teghan Harris
 
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Post » Wed Mar 30, 2011 8:26 am

That's bad... I haven't encountered any myself yet, but if they assume you won't cross them... the other side might be unfinished (or they absolutely want you to pass by a certain spot).


The quarry area has an invisible perimeter around and by all accounts you should be able to walk up to the rim of the quarry with no trouble. So technically, the other side of the invisible is fully finished, they just want to railroad players to a particular path. So much for choices.
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Sammie LM
 
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Post » Wed Mar 30, 2011 1:40 pm

The quarry area has an invisible perimeter around and by all accounts you should be able to walk up to the rim of the quarry with no trouble. So technically, the other side of the invisible is fully finished, they just want to railroad players to a particular path. So much for choices.

Is there a set-piece encounter anywhere along that path?

(I don't prefer the invisible walls, but I don't mind using them occasionally as a gameplay device)

**Still... Having them atop a quarry edge is better than having then across ? of a small hill.
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Nice one
 
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Post » Wed Mar 30, 2011 1:32 pm

(I don't prefer the invisible walls, but I don't mind using them occasionally as a gameplay device)
**Still... Having them atop a quarry edge is better than having then across ? of a small hill.


I think the frequency of these walls has been exaggerated. Someone's just mad that they ran into one and got chewed on by a deathclaw as a result :P

Humor aside, I'd agree with you Gizmo. Shame I shot you dead behind that desk of yours!
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Sunnii Bebiieh
 
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Post » Wed Mar 30, 2011 1:45 pm

I think the frequency of these walls has been exaggerated. Someone's just mad that they ran into one and got chewed on by a deathclaw as a result :PHumor aside, I'd agree with you Gizmo. Shame I shot you dead behind that desk of yours!


see

Well, there's a good chance that the world space blocks have the collision mesh attached to them, since they're reused a lot in spaces that you actually shouldn't be able to pass. Just obsidian being lazy.

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Arrogant SId
 
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Post » Wed Mar 30, 2011 11:43 am

I think the frequency of these walls has been exaggerated. Someone's just mad that they ran into one and got chewed on by a deathclaw as a result :P

Humor aside, I'd agree with you Gizmo. Shame I shot you dead behind that desk of yours!
If only they had gone with their gut, and shipped the original ending... You may have shot Killian instead. :laugh:

**Urb could be quite right, that'd be a serious patch too...
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Matthew Warren
 
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Post » Wed Mar 30, 2011 1:11 pm

Lazy on a lot of things. like not adding a mesh to the extended mag weathered 10mm pistol for instance.
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ZzZz
 
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Post » Tue Mar 29, 2011 10:51 pm

Lazy on a lot of things. like not adding a mesh to the extended mag weathered 10mm pistol for instance.

Pretty sure that was more human error than anything.
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stacy hamilton
 
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Post » Wed Mar 30, 2011 7:47 am

Lazy on a lot of things. like not adding a mesh to the extended mag weathered 10mm pistol for instance.

Meaning it re-uses the same mesh? That might be fixable via mod.
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Trevor Bostwick
 
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Post » Wed Mar 30, 2011 4:04 am

I think the frequency of these walls has been exaggerated. Someone's just mad that they ran into one and got chewed on by a deathclaw as a result :P

Humor aside, I'd agree with you Gizmo. Shame I shot you dead behind that desk of yours!


I wouldn't have any issues if it looked like I couldn't get up there normally... But when the terrain looks right and by all accounts I should be able to walk up it... Kind of annoying to get stopped and is something that would have been an easy fix for the mappers.
Anyway, if you saw a bunch of mean critters guarding an area, some would leave it alone and some would investigate the hard way. I tried to go the smart way, perch high up around the area, and get a better view of the situation, to only be arbitrarily denied. Heavy handed railroading is the first sign of inept quest and map design.
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Sabrina Schwarz
 
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Post » Wed Mar 30, 2011 10:05 am

I'm more annoyed by ladders... In FO3 the ladders were un-climbable.
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Project
 
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Post » Wed Mar 30, 2011 6:33 am

:banghead: <----me whenever i run into one of those annoying invisible walls.
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lolli
 
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Post » Tue Mar 29, 2011 11:13 pm

So, every hill worth climbing over has an annoying collision mesh attached to it, which seems fairly pointless.
My question is, are these separate meshes or are they attached to the rocks?
I'm asking this because I'd really like to use a .esp that gets rid of them but mesh edits are a no-no for me.

Im pretty sure these "Invisible walls" are to keep you from going places your not supposed to go to that early in the game.
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Jessica Stokes
 
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Post » Wed Mar 30, 2011 2:08 am

The quarry area has an invisible perimeter around and by all accounts you should be able to walk up to the rim of the quarry with no trouble. So technically, the other side of the invisible is fully finished, they just want to railroad players to a particular path. So much for choices.


That is bad. In FO3 the quarry you could walk around and get into by other routes. I have run into walls as well that is annoying and primitive.
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jeremey wisor
 
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Post » Wed Mar 30, 2011 4:22 am

:banghead: <----me whenever i run into one of those annoying invisible walls.


I hear ya - I also like being able to jump, climb, and dash around, as unrestricted by boundaries as possible. It's a natural reaction.


Im pretty sure these "Invisible walls" are to keep you from going places your not supposed to go to that early in the game.


That's a good answer, although not entirely accurate. Everyone in the team put a lot of emphasis into making it possible to go anywhere, whenever you want (at your own risk, of course ;)), and still be able to tie things together (quests, for example, if you decide to bolt to the Strip right out of Goodsprings).

The actual purpose of any such barrier is to prevent other more egregious oddities from happening. As you know, creatures, NPCs, and Companions, can try to follow you anywhere... and I mean, anywhere. There are some spots where you, as the Player Character, can easily get to (jump, strafe the side of a steep cliff, etc.) but where creatures, NPCs, or Companions, just can't make it. In cases like this, it's an usual trade-off solution to bound a region with rocks, cliffs, and, yeah, sometimes invisible barriers when there's no other better option.

O.
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Michelle Chau
 
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Post » Wed Mar 30, 2011 3:19 am

I hear ya - I also like being able to jump, climb, and dash around, as unrestricted by boundaries as possible. It's a natural reaction.




That's a good answer, although not entirely accurate. Everyone in the team put a lot of emphasis into making it possible to go anywhere, whenever you want (at your own risk, of course ;)), and still be able to tie things together (quests, for example, if you decide to bolt to the Strip right out of Goodsprings).

The actual purpose of any such barrier is to prevent other more egregious oddities from happening. As you know, creatures, NPCs, and Companions, can try to follow you anywhere... and I mean, anywhere. There are some spots where you, as the Player Character, can easily get to (jump, strafe the side of a steep cliff, etc.) but where creatures, NPCs, or Companions, just can't make it. In cases like this, it's an usual trade-off solution to bound a region with rocks, cliffs, and, yeah, sometimes invisible barriers when there's no other better option.

O.


You couldn't have simply made it so that when that happened companions just teleported next to you like in Fallout 3?

We preferred that a lot more than invisible barriers. A lot more.

Just saying, because I'm a bit cranky about all these invisible barriers seeing that I'm a 360 player and can't use mods to fix these sort of things..
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XPidgex Jefferson
 
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Post » Wed Mar 30, 2011 4:43 am

Know what would be nice, removing the invisible walls with a 360 patch. :-)
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W E I R D
 
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Post » Wed Mar 30, 2011 5:56 am

The invisible walls are laughable. Invisible walls shouldn't bar you from climbing, a cliff should. It is lazy.
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Lucy
 
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