all quests go to my house?

Post » Thu Jun 21, 2012 3:26 am

ive been building a house mainly for myself to use for months now, and i havent really had a chance to do any proper playing of the game in weeks, due to apocalyptic crashing and too many modding projects on the go.

now ive finally got my game stable and ive started playing again for an hour and just noticed that every quest i have is directing me to the front door of my house i have been building!

the quest markers on the map all still work totally fine, but the ones in the game world all point to my front door!

im pretty sure i dont want my home to be the central hub of the universe...... anybody know whats going on here?
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NEGRO
 
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Post » Wed Jun 20, 2012 5:40 pm

The game sometimes does things like this...does your house have a "back door" that leads back into skyrim? It's dumb, but sometimes the game will route you through an interior cell if it thinks that's the "shortest Path" to the quest location.
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Ridhwan Hemsome
 
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Post » Wed Jun 20, 2012 4:23 pm

yes it does have a back door, and i remember the riften house had the same problem, but this is slightly different.

when i go in the front door it tells me to go back out the way i came, go outside and it sends you back inside again.

go out the back door and it just points you back through the front door!

at the moment it is kind of funny, but im sure that will wear off by this evening...
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Leanne Molloy
 
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Post » Wed Jun 20, 2012 10:17 pm

Instead of making the back door a "real" teleport door, put a pair of Xmarkers where the door teleport markers would have been, and edit the doors from the render window and put a script like this on them:

Scriptname ManualTeleportOnActivate extends ActivatorObjectReference property ExitLocation AutoEvent OnActivate(ObjectReference What)	if What == Game.GetPlayer()	   Game.GetPlayer().MoveTo(ExitLocation)	endifendEvent

Make the doors NOT be teleport doors and let the script handle the movement. That way your house has only one "real" exit, and should no longer be the routing hub for quest markers.

You would select the ExitLocation manually in the render window.
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StunnaLiike FiiFii
 
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Post » Wed Jun 20, 2012 5:00 pm

Sorry i forgot to reply, thanks for the script Redwood Elf, the problem straightened itself out after a while but ill keep the script as a reference if i need it later on.

thanks again.
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Sheila Esmailka
 
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Post » Wed Jun 20, 2012 1:06 pm

just an fyi, using MoveTo as a faux teleport in a script will not allow for any followers to follow you through the door
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Catherine N
 
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Post » Wed Jun 20, 2012 1:14 pm

just an fyi, using MoveTo as a faux teleport in a script will not allow for any followers to follow you through the door

As long as the Navmesh at the "real" door is set up right, Followers should be able to find their way out, right?
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Alyesha Neufeld
 
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Post » Wed Jun 20, 2012 4:52 pm

they can, but they won't follow you in real-time. they will take forever to catch up to you unless you do a game wait or fast travel somewhere else
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Anna Krzyzanowska
 
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Post » Wed Jun 20, 2012 11:29 pm

they can, but they won't follow you in real-time. they will take forever to catch up to you unless you do a game wait or fast travel somewhere else

This is the front and back door of the same house, so the travel time should be tiny unless there's some massive barrier preventing the follower from just walking around the house.
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Lizbeth Ruiz
 
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