Need some help with a mod

Post » Tue Apr 05, 2011 1:53 am

I had made a player bunker, everything seemed to work fine and decided to do another play-through. Well, when i went into the bunker, no problems. Stashed all my ill-gotten gains in the lockers and such, hot the sack for a bit. Went to load up on gear and weapons when i noticed a rifle sticking out the wall, and someone saying "What are you doing here." Confused, i left the bunker to see if my roving guards were shooting or just roving, went back into the the bunker a dang Legendary DeathClaw was waiting for me, and a bunch of Vipers came storming around the corner.........of course i died in a grotesque military like manner.

Question i have is this.............WTF?

followed the tut in wiki to the letter, people who have downloaded it haven't mentioned anything on their end. Would it be something left over, or not deleted, when i was making the mod?
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lauraa
 
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Post » Mon Apr 04, 2011 10:46 pm

I had made a player bunker, everything seemed to work fine and decided to do another play-through. Well, when i went into the bunker, no problems. Stashed all my ill-gotten gains in the lockers and such, hot the sack for a bit. Went to load up on gear and weapons when i noticed a rifle sticking out the wall, and someone saying "What are you doing here." Confused, i left the bunker to see if my roving guards were shooting or just roving, went back into the the bunker a dang Legendary DeathClaw was waiting for me, and a bunch of Vipers came storming around the corner.........of course i died in a grotesque military like manner.

Question i have is this.............WTF?

followed the tut in wiki to the letter, people who have downloaded it haven't mentioned anything on their end. Would it be something left over, or not deleted, when i was making the mod?


Was your bunker's entrance a minimal use door? If not, it should be. (I do not know which tutorial you were using so I can not go check to see if it specified that.)
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Aaron Clark
 
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Post » Tue Apr 05, 2011 9:51 am

I used the FO3 Wiki tut, but i checked the door and it wasnt marked min use.
Thanks for the tip, hopefully this will end the "spawn 30 vipers and nasty DC" mod

EDIT*****

Well that didnt help, but it did spawn a rather mean NightKin who has issues with my bunker being in the same universe as his mountain.
So far the unknown cause has spawned Vipers, Khans, Powder Gangers, a Deathclaw and now a NightKin.
Am i missing anything else?
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sally R
 
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Post » Tue Apr 05, 2011 3:16 am

Its sort of sounding like you re-used an existing cell, or something.

Can you inspect your mod for re-used records? (I am a bit of a novice there myself, but you can do that in the Details in GECK, when you are selecting your data files. You can also use something like fnvedit or one of several other utilities.)
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Lawrence Armijo
 
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Post » Tue Apr 05, 2011 5:39 am

Its sort of sounding like you re-used an existing cell, or something.

Can you inspect your mod for re-used records? (I am a bit of a novice there myself, but you can do that in the Details in GECK, when you are selecting your data files. You can also use something like fnvedit or one of several other utilities.)

Already tried FNVedit, it didnt find any errors.
Checked through the mod files and didnt find any orphan files, and everything i used i changed the editor id and any association with it.
Was i suppose to do a copy of the wasteland cell like you do with an interior cell? Do the whole copy and rename thing? If so, i didnt do that, just found a suitable place for the mod and placed the teleport door to connect to the interior of the mod.
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Claire Lynham
 
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Post » Tue Apr 05, 2011 1:52 am

Did you copy and paste anything from a different cell? It sounds like different creatures/npc's are treating your cell as somewhere to go to, either because you possibly copied an that has a script attached to it, or the item is marked as an item a package is attached to causing npc's to travel to it. Also your door, which did you use? Is there a script attached to it? I'd look through your items, see if anything has a script attached to it, or if anything is marked as a persistant reference, if it is it's possibly mentioned in a script or an ai package or something else.
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Rach B
 
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Post » Tue Apr 05, 2011 1:51 am

I had a similar problem with A Suite at the Novac. Some Khans kept showing up and just hanging out. I don't remember exactly what I did but it may have had something to do with setting faction on the door. Or it may have been from not re finalizing the nav meshes in the exterior when I made changes to the door. If you move or add the yellow tport marker for a door you have to finalize the nav meshes or they don't always work right. Sorry, I'm just kind of shooting in the dark here.
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luis dejesus
 
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Post » Tue Apr 05, 2011 7:08 am

Didnt c/p anything from any other cell in the game, The door is the bunker sliding door from the BOS place (name slips me right now) and it does have that script attached to it. Just a standard open/close script, nothing that would spawn half the NPC's in the game world.
There are a few things marked as a persistent reference, the lights for the switch, xmarkers for the patrols, but thats about it.
I know i didnt finalize the mesh in the wasteland when i placed my tele marker, maybe that could be a cause. There isnt a faction listed for the door, the only thing i changed/added was cell ref and what-not to get it to teleport into the cell.
Its driving me nuts! Started a new game just to see if it was a dirty save or something, but no...........still there. At least the DC is now running lose around the western outskirts of New Vegas, terrorizing the Vipers in the camp i can see from my catwalk. Rather entertaining to see a Viper walk up to the Legendary Deathclaw with a crowbar...Babe Ruth moment there................sssssssssssssswwwwwwwwwwwwwiiiiiiiiiiiiiiingggggggggg and the Viper is over the left field wall for an astounding homerun!
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m Gardner
 
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Post » Tue Apr 05, 2011 10:57 am

I also had the same thing happen in FO3. Half the town of Megaton invaded my house. I'm really leaning towards a nav mesh issue but I honestly don't remember how I fixed it.
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Roberta Obrien
 
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Post » Mon Apr 04, 2011 10:09 pm

There are a few things marked as a persistent reference, the lights for the switch, xmarkers for the patrols, but thats about it.


Did you check use info these xmarkers (and for everything else?) Also, you might try going the other route: find the formid for some of the invaders and then go into the geck and examine their AI packages for clues?
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Mrs shelly Sugarplum
 
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Post » Tue Apr 05, 2011 12:03 pm

Did you check use info these xmarkers (and for everything else?) Also, you might try going the other route: find the formid for some of the invaders and then go into the geck and examine their AI packages for clues?


yes, i did that.
Interesting thing tho.....all the NPC's spawn at a location where i had an idle marker set for one of the roving guards, but, i had deleted it. Think it may still be acting upon the location?
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Dezzeh
 
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Post » Tue Apr 05, 2011 4:09 am

yes, i did that.
Interesting thing tho.....all the NPC's spawn at a location where i had an idle marker set for one of the roving guards, but, i had deleted it. Think it may still be acting upon the location?


When you deleted it, did you delete it in the editor side of the GECK? Or did you delete it under the Details inspector? Or did you delete it using some other mechanism? (It might have had a FormID that they were using?)
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StunnaLiike FiiFii
 
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