Yet another huge bug - Interior cell as a static limit

Post » Thu Jun 21, 2012 3:26 pm

Ah! So if the door is activated in the purgatory no problem occurs! Is that it?

exactly, the door itself is not the problem. its just that the ram is overloaded and cannot purge itself as the new worldspace is also loading.

so when the script uses the player moveto into the purgatory cell, your interior is properly unloaded from ram, and nothing is loaded into ram until the script activates the load door from the original interior you just left (by that time you are already inside the purgatory cell and ram is safely unloaded)
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Latisha Fry
 
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Post » Thu Jun 21, 2012 7:55 pm

Now I fully get it:

DoorRef.Activate(Player)

You have the player activate it so he travels! NPCs wont need that because they will use the green navmesh triangle. Good, sounds good! Not sure if my solution works for NPCs, so this one is sounding good too.

yes thats exactly how it works. leaving the triangles green is essential for NPCs to find their way to and from your interior
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Ludivine Dupuy
 
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Post » Thu Jun 21, 2012 6:34 pm

exactly, the door itself is not the problem. its just that the ram is overloaded and cannot purge itself as the new worldspace is also loading.

so when the script uses the player moveto into the purgatory cell, your interior is properly unloaded from ram, and nothing is loaded into ram until the script activates the load door from the original interior you just left (by that time you are already inside the purgatory cell and ram is safely unloaded)

Since I didn't fully understand the bug I couldn't ever reach a solution like this, it sounds simpler than the one provided by me.
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JESSE
 
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Post » Fri Jun 22, 2012 3:46 am

yes thats exactly how it works. leaving the triangles green is essential for NPCs to find their way to and from your interior

Yes, that's true! You should add the solution here mate (put on top of mine because your's sound better and simpler):

http://www.creationkit.com/Bug_list
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Penny Courture
 
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Post » Fri Jun 22, 2012 1:43 am

Sorry for so many post but I'm excited, after so many days struggling against bugs I think I'm finally back on track, gonna test your method.
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Etta Hargrave
 
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Post » Fri Jun 22, 2012 3:28 am

It works! Only thing that I would had is a fade because I saw the walls, since this solution works and lets npcs follow I advise people to use it.
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Siidney
 
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Post » Thu Jun 21, 2012 5:42 pm

Will do!

I copied over the script to my dummy door, when I double click on the script it says am I doing something wrong?
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oliver klosoff
 
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Post » Thu Jun 21, 2012 3:33 pm

Yes, you have to COMPILE the script :smile:

Right click on top of it -> Edit Source
Build -> compile

No compile no properties.
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hannah sillery
 
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Post » Thu Jun 21, 2012 1:18 pm

Works now!
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April
 
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Post » Thu Jun 21, 2012 11:52 pm

its very simple.

1. as soon as your interior starts to CTD on exit, move your load door (the door only, not the teleport marker) outside of your walled area. put it out somewhere into the void so that its far enough away that when the door opens you dont hear it opening.

2. create a "dummy door" in the place your original door was. I personally prefer to use an activator object that uses the load door's nif, and set the Activate Override to say Open, or Travel TO or whatever you want.

3. attach the script i posted to the activator dummy door

4. create the purgatory cell - go to your world tab at the top of the CK, and select Cells. right click in the cell window (left hand column) and create new. name this something specific MyModPurgatoryCell etc

5. Drop an xmarker header into it and name the reference PurgatoryMarker

6. go back to your dummy door and double click it to edit the reference window

7. go to the scripts tab and point your PurgatoryMarker property to your xmarkerheader (or just hit autofill if you named it the same)

8. point the DoorRef property to the real load door that you pushed off to the void space.



the advantage to this solution is so that NPCs can find their way to and from your cell on their own.

for example if you release one of your followers inside your interior, they cant find their way out unless a navmesh has a teleport marker that eventually links to tamriel

also if you have NPC's that use packages that travel to and from your interior, they wont be able to run their packages unless you have a properly linked navmesh (which is why it is important to leave your door teleporter on the oringial spot on the navmesh)

After some testing I don't believe it's possible to make NPCs use my system, it works for the player but it doesn't work for NPC's because my code lacks the part where the player activates the teleport (I think this is the problem).

Gonna put your solution in the wiki, if you have a problem with that just delete it all, thanks.

With my testings I've found something funny, the npc while following us doesn't need a navmesh at all, funny.
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keri seymour
 
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Post » Fri Jun 22, 2012 12:59 am

Updated solution:

http://www.creationkit.com/Bug_list
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Mizz.Jayy
 
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