Teleport destination marker issues.

Post » Tue Nov 20, 2012 3:06 am

I'm getting some errors in-game with load doors and their corresponding teleport destination markers. I am modding wayshrines into Tamriel, but this would probably apply to any case where the user is teleporting onto a platform that is raised above the surrounding landscape.

Despite placing my teleport destination on the platform floor with the "F" key, I'm often finding that when I teleport in I'm landing on the landscape and have the platform around my waist. I have also tried using the "Z" key to raise the destination markers off the floor with random results (sometimes it works, other times I find myself inside the floor at varying levels). This also has no bearing on how much I raise the marker off the floor:- at four units above it might work perfectly but at eight I'll be falling through the floor again.

My teleports were working fine with the previous version of the Creation Kit/Skyrim. I am also testing with a completely unmodded Skyrim, save for my mod.

As an aside, is there any recommendation against having multiple teleport destination markers occupying the same space? The issue above is independent of whether I have one or more markers at the same location.

Anyone else seeing this issue?
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Veronica Flores
 
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Post » Tue Nov 20, 2012 7:13 am

To add to my OP, I have spent the afternoon moving teleport markers up as far as 64 units above the floor. At this point everything works fine when I go through each door, but if I reload an autosave I am still spawning with the floor around my waist. This definitely appears to be a bug.

Granted my mod is using far more doors than is the norm, but I would like to know if anyone else is seeing this with a view to adding it to the Skyrim/Creation Kit bug list.
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Dj Matty P
 
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Post » Tue Nov 20, 2012 6:22 am

1. You need to use a 'clean save game'.
2. Have you edited the Nav-mesh to be above the platform?
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Chloe Lou
 
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Post » Tue Nov 20, 2012 5:21 pm

1. I always start up skyrim and COC to my first test area, ensuring that I start with a fresh game each time I test. Laborious, but necessary.
2. Yes. Have tried a whole bunch of navmesh configurations. I was told (in the quick questions and answers thread) that the teleport location is dependent upon the teleport marker and not the navmesh.
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Miss K
 
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Post » Tue Nov 20, 2012 4:12 pm

It looks like hacking the navmesh is a no-no. I just updated my other teleport mod for Skyrim 1.8 and had absolutely no issues when testing. The only difference there was that edits to the navmesh were minimal to non-existant. I guess I will have to use L_NAVCUT collision boxes instead.
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David John Hunter
 
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Post » Tue Nov 20, 2012 10:20 am

I have played through the Auriel's bow quest in Dawnguard and confirmed that this issue is indeed a bug that has been introduced with Skyrim 1.8. It's effect is far less noticable since the landscape is flat around each wayshrine and only just underneath the floor (I've been surrounding my wayshrines with rocks to account for landscape gradients), but it's definitely there. Best way to reproduce is to go through a wayshrine, quit the game and reload the autosave. I'm going to go ahead and report this to Bethesda.

The upside is I've found something else that might work for my teleport mod...
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remi lasisi
 
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