Invisible walls!

Post » Tue May 10, 2011 7:54 pm

Your lucky I had just started a new game due to the notorious glitches that got me stuck on a cliffside I tried to jump off.
I was in GS just robbed the bar and talked to sunny, went out the front door, autosaved then quit.
The kicker is, when I went to play again I was stilled crouched outside the saloon but I couldn't turn, couldn't stand up.
All I could do is go forward and backward.
It wasn't my controller, I tried multiple controllers, and when I started a new game it ran like clockwork. (minus walls)


Guess I am. My only bugs/glitches/whatever are:

- Glitched vault door texture (or what ever the technical term) - when the door was closed, everything was normal; when open the door still appeared to be closed but I could walk through it.
- One bark scorpion halfsunken to the ground.
- ED-E stopped moving and responding to attacks, while still remaining as a companion and interacting normally through dialog and companionwheel (sending it away worked normally - it took some time for it reach Lucky 38, though, but it got there eventually).
- 2 crashes.

That's it.
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Melly Angelic
 
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Post » Tue May 10, 2011 11:00 pm

I would have preferred a sheer cliff or an insurmountable pile of rocks rather than invisiwalls.

another example of an invisible wall would be all around the REPCONN test site where the dome and other buildings are on the hill, cant get up there even though I found multiple paths.
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Skrapp Stephens
 
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Post » Tue May 10, 2011 3:47 pm

Modded them away a few days back.
http://www.newvegasnexus.com/downloads/file.php?id=35011
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Hella Beast
 
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Post » Wed May 11, 2011 12:48 am

Invisible barriers do bot require gpu cycles whereas rocks and boulders do, I agree with the OP, they are a pain in the a$$, but much more economical when it comes to rendering, but if they don't want the player going up what just looks like a steep embankment then make it steeper! instead of placing an invisible barrier, I don't have too much of a problem with embankments though, the ones that really get under my skin are rock ledges, your character is right on the edge but cannot move further into the ledge, this despite the fact theres nothing visible stopping them.
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Jason Wolf
 
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Post » Tue May 10, 2011 6:18 pm

Doesn't sound familiar to me. And I've been exploring quite a bit. Then again, I haven't found any of those horrible (intolerable) bugs and glitches either.

Gotta keep searching, I guess.

you are either very luck or your disk made of gold
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Jennifer May
 
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Post » Tue May 10, 2011 10:50 pm

The reason the invisible walls are placed like they are is that the ACTUAL world on New Vegas isn't a square, like Fallout 3 was, but a strip of land between the mountains on the west and the Colorado on the east.

I suppose the idea is that if one was able to get on those hills, they could easily follow it uphill until they got over the mountain and into the clearly barren of absolutely anything besides a low-res background texture.

Its pretty easy to tell where the invisible walls will be if you look at your map. You can see how the mountains/cliffs flow and where its clear that the developers didn't want you to cross, as there is nothing on the other side to see.

Although, like some of you, I have been annoyed at some points by not being able to climb over a simple small hill to get to the path on the other side. I really don't enjoy having to go all the way around for no reason. Couldn't they have used the invisible walls a bit more liberally and moved them "outwards" a bit more to give us some wiggle room?
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Emerald Dreams
 
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Post » Tue May 10, 2011 11:18 pm

In real life your map would be square shaped right?

Now look at Read Dead Redemption's http://faqsmedia.ign.com/faqs/image/article/109/1091366/red_dead_redemption_blank.jpg

Notice that the spaces are clearly indicated you can't go to those parts of the map

In Fallout NV case it's just not as clear via the pip boy

So there you have it :mellow:
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Baylea Isaacs
 
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Post » Tue May 10, 2011 12:55 pm

Wow your kidding right you do know this game WAS designed for the 360 console and ported to pc and PS3

That's really just the engine, everything else is universal.

But yeah, kinda made a mod that fixes this....
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matt white
 
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Post » Wed May 11, 2011 2:36 am

That's really just the engine, everything else is universal.

But yeah, kinda made a mod that fixes this....

Do your companions follow you or do they go a different route?
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Dewayne Quattlebaum
 
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Post » Wed May 11, 2011 12:13 am

It might be clipping, it has the same effect as the walls of a house, but you can see as if their is nothing there, just like you had hit the border of the map.
Thats a lot of patching if it is a clipping issue.



I think you can set the clipping field for the object. That is why I was wondering if there was a mod out, as there are some meticulous folks out there who would find them all. I am not one of them. :D

At least then it would be easy to present it to Obsidian if a reasonable mod existed. As in, removes the issue where it needs to be removed and leaves the others alone. They could test it and incorporate it. Stranger things have happened.
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Alina loves Alexandra
 
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Post » Wed May 11, 2011 12:02 am

Do your companions follow you or do they go a different route?

I haven't navmeshed the hilltops yet.
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Skivs
 
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Post » Tue May 10, 2011 7:15 pm

I haven't navmeshed the hilltops yet.

Good luck dude, balance for optimization often
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Amysaurusrex
 
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Post » Wed May 11, 2011 4:07 am

No offence, but every single time someone makes a thread like this, along with everyone who responds agreeing, I know instantly they have no concept of how a game works. The walls are needed. If they werent there, because of the system that fallout uses since 3 games ago, your Xbox or PS3 would crash instantly because the registry of items and their locations would be queuing so fast that you system couldnt handle it and it would crash.

Basically, lets say you slide down the mountain into a NCR camp that you had been in before. Your thinking to yourself "oh good, this mountain just made my time 7 times faster then going around the mountain". While your having your jolly time down that mountain the game would ask your Xbox to process 650 items in the time of 5 seconds, along with NPC locations, all of the local textures in the game, and your system would start to freeze and crash like its no ones business. Now add in the fact that you hated by the NCR, you have 8 enemies which are trying to shoot you now on top of that 3 frame per second frame rate (and those enemies are more things for your game to process), and your Xbox would crash like a pro.

This would happen over and over again whenever you enter any area that has an over whelming amount of items and textures that you are forcing the game to process at an accelerated rate (which is a lot in this game), and every single time your Xbox would start to freeze and crash. In reality, you like the walls... because you dont even want a game without them. They were in fallout 3... granted they made the transition between areas of high demand a little cleaner (but what can you expect, were in the [censored] desert), it was still there.

Welcome to playing any game made free-roam of the past 10 years guys.
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gandalf
 
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Post » Wed May 11, 2011 3:11 am

No offence, but every single time someone makes a thread like this, along with everyone who responds agreeing, I know instantly they have no concept of how a game works. The walls are needed. If they werent there, because of the system that fallout uses since 3 games ago, your Xbox or PS3 would crash instantly because the registry of items and their locations would be queuing so fast that you system couldnt handle it and it would crash.

Basically, lets say you slide down the mountain into a NCR camp that you had been in before. Your thinking to yourself "oh good, this mountain just made my time 7 times faster then going around the mountain". While your having your jolly time down that mountain the game would ask your Xbox to process 650 items in the time of 5 seconds, along with NPC locations, all of the local textures in the game, and your system would start to freeze and crash like its no ones business. Now add in the fact that you hated by the NCR, you have 8 enemies which are trying to shoot you now on top of that 3 frame per second frame rate (and those enemies are more things for your game to process), and your Xbox would crash like a pro.

This would happen over and over again whenever you enter any area that has an over whelming amount of items and textures that you are forcing the game to process at an accelerated rate (which is a lot in this game), and every single time your Xbox would start to freeze and crash. In reality, you like the walls... because you dont even want a game without them. They were in fallout 3... granted they made the transition between areas of high demand a little cleaner (but what can you expect, were in the [censored] desert), it was still there.

Welcome to playing any game made free-roam of the past 10 years guys.

I'm playing fallout 3 on PS3 with my mod installed.
Gamebyro loads by cells- the same area in each direction; it makes no difference.
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Gavin boyce
 
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Post » Tue May 10, 2011 6:00 pm

I'm playing fallout 3 on PS3 with my mod installed.
Gamebyro loads by cells- the same area in each direction; it makes no difference.


If fallout 3, and New Vegas, literally had no walls or dividers in the game, it would be an issue. Period.
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Rebekah Rebekah Nicole
 
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Post » Wed May 11, 2011 3:09 am

If fallout 3, and New Vegas, literally had no walls or dividers in the game, it would be an issue. Period.

Err not really, you know we're talking about invisible walls, not interior game cells, right?
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Phillip Hamilton
 
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Post » Tue May 10, 2011 10:52 pm

No offence, but every single time someone makes a thread like this, along with everyone who responds agreeing, I know instantly they have no concept of how a game works. The walls are needed. If they werent there, because of the system that fallout uses since 3 games ago, your Xbox or PS3 would crash instantly because the registry of items and their locations would be queuing so fast that you system couldnt handle it and it would crash.

Basically, lets say you slide down the mountain into a NCR camp that you had been in before. Your thinking to yourself "oh good, this mountain just made my time 7 times faster then going around the mountain". While your having your jolly time down that mountain the game would ask your Xbox to process 650 items in the time of 5 seconds, along with NPC locations, all of the local textures in the game, and your system would start to freeze and crash like its no ones business. Now add in the fact that you hated by the NCR, you have 8 enemies which are trying to shoot you now on top of that 3 frame per second frame rate (and those enemies are more things for your game to process), and your Xbox would crash like a pro.

This would happen over and over again whenever you enter any area that has an over whelming amount of items and textures that you are forcing the game to process at an accelerated rate (which is a lot in this game), and every single time your Xbox would start to freeze and crash. In reality, you like the walls... because you dont even want a game without them. They were in fallout 3... granted they made the transition between areas of high demand a little cleaner (but what can you expect, were in the [censored] desert), it was still there.

Welcome to playing any game made free-roam of the past 10 years guys.

Then please tell me why they didn't just put a fence or something there that the player can't climb over? Why an immersion breaking invisible wall? I don't mind being routed along a path as needed for gameplay or performance reasons but invisible walls are simply unacceptable.

Here is an example. There is an area in the game with a lot of underground bunkers that are surrounded by a tall chain link fence that has a hole in it. Obviously they meant for you to enter the area using the hole since you can't climb over the fence. No problem. Now ask yourself what if they had just been lazy and put down invisible walls instead of the fence. Big problem. This is why so many people hate them.

The invisible walls are a tool to prevent people from venturing into areas that they aren't meant to get to at all. They were never meant to be used as a method of guiding the player's path. One of the devs obviously didn't get that memo and abused them to hell and back. Wrong tool for the job. Basically they used a hammer (invisible wall) when they needed to use a wrench (fence or cliff face or whatever). Sure it got the bolt into the hole but now it looks like irradiated ass.

I'm playing with the invisible walls removed (granted I'm on a PC and not a console, but still) and I've had no problems at all even with NPC pathing. That IIWR mod works great!
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Johanna Van Drunick
 
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Post » Tue May 10, 2011 3:02 pm

In all honesty maybe I did react a little harsh in that first post... but the walls are needed for councils. However, there have been a few times where I see something that doesnt need it. its a small mound or a building that blocked off a little poorly. Those instances in my mind are poor dev team designs. Maybe I have just been playing games for awhile so I know what really bad standards are, but I dont have any issues with the walls seeing as how almost 94% of them are needed. In the few exceptions though I cant blame anyone.
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Harinder Ghag
 
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Post » Tue May 10, 2011 9:52 pm

ah the console gamers lose again :brokencomputer:

Honestly, I wouldn't have lost much time even if I didn't have the choice to use "tcl" to get out. I use at least five different hard saves. I would have had to go back a little, but not too much. I'm still kind of surprised so many people playing any of the platforms say "I'm stuck and I don't have any saves outside of where I'm trapped."

Bugs and glitches happen, no matter what the platform is. I tend to take the "Murphy's Law" approach; If anything can go wrong it will".
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Aliish Sheldonn
 
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Post » Tue May 10, 2011 7:57 pm

Agreed. Inivisible walls svck horribly. and its not a rendering issue b/c it still maps out the AI beyond those limits and the textures.

Hopefully they'll release a patch on xbox live to fix this! :sadvaultboy: :cryvaultboy:
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Johanna Van Drunick
 
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Post » Wed May 11, 2011 3:31 am

My only complaint about these invisible walls are the ones on cliff faces, I used to love billy goating up rock faces on Fallout 3, on NV it prevents me from climbing :c
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tiffany Royal
 
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Post » Tue May 10, 2011 9:06 pm

http://www.newvegasnexus.com/downloads/file.php?id=35011

IIWR

bai bai invizibel walz
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tegan fiamengo
 
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Post » Tue May 10, 2011 6:58 pm

I just bought the game a few days ago and I'm already frustrated about how many areas that should be easily accessible are blocked by these stupid invisible walls. At first I thought it was a collision detection issue with rocks; but after a while I realized that someone had to physically place them in these places which seems like a major waste of resources. I like to explore and try to stay on the high ground; and I run into them constantly. Totally kills immersion and gameplay, they need to go!
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Silencio
 
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Post » Tue May 10, 2011 2:19 pm

I'm the opposite of Colonel Martyr (unless he was being sarcastic. One of the problems with text.) If it's a generally difficult wall to climb, I can't be arsed with it. I'll just run around, even if it takes 3 days. On the other hand, if it's a small rock that I could easily clear if I was walking on my hands, then I get very irritated, yell a bit, then forget about it. It's strange to have an area that is clearly accessible blocked off, since it doesn't make logical sense at all and that's when it gets irritating. When it's a cliff or a steep hill however, it's forgivable.
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Angela Woods
 
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Post » Wed May 11, 2011 1:23 am

Invisible walls?

oh yeah, i meet them for the first time in Oblivion

and Skirym isn t gonna escape from them
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kyle pinchen
 
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