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NPCS swimming outside Rivet City

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Senor SPAM
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Joined: Thu Jun 29, 2017 8:23 am

NPCS swimming outside Rivet City

Post by Senor SPAM » Thu Jun 29, 2017 8:39 am

Hey, I'm new here!


TTW is undoubtedly one of the most enjoyable mods for Fallout New Vegas that I've ever played and even though it's in alpha, my playthrough up until now has been relatively bug free. It's a shame that the bug I found is a pretty big one.


After taking the 'You Gotta Shoot 'Em in the Head' quest, I was sent to Rivet City to kill Ted Strayer. Upon getting there, Ted & Garza were swimming around outside the boat, left from the bridge. It might also be worth nothing that CJ was running around outside (on one of the decks) too. 


I have searched Google and the TTW forums for a fix this, but I could only find posts that claim this bug to be old and fixed in the latest version of TTW. I have the latest version, and have only ever had the latest version, yet I am still experiencing this bug.


I'd appreciate if anyone could point me in the direction of a fix, or perhaps work out how I can fix this? From what I understand it's a problem with navmeshing in Rivet City?


 


Thanks.


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RoyBatty
Gary
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Location: Vault 108

it's not a problem with

Post by RoyBatty » Thu Jun 29, 2017 9:34 am

it's not a problem with navmeshing, it's a problem with the AI in the game. We'll address the issues over time, they are difficult to fix and must be done in code.


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Senor SPAM
Posts: 3
Joined: Thu Jun 29, 2017 8:23 am

Thanks for your response Roy.

Post by Senor SPAM » Thu Jun 29, 2017 10:11 am

Thanks for your response Roy. I only thought I'd post and ask since people said that it'd been fixed and then broken again in the latest update, so thanks for clearing that up.


Do you think it'd be worth me trying to teleport the wayward NPCS to the market entrance to see if they'll go inside?



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jlf65
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Joined: Wed Aug 10, 2016 9:10 pm

If you use auto gates,

Post by jlf65 » Thu Jun 29, 2017 2:51 pm

If you use auto gates, citizens of RC trying to cross the bridge will fall into the water since they believe the bridge is still extended (since it stays extended in the regular game). It's hilarious! laugh



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RoyBatty
Gary
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Location: Vault 108

Autogates should be correctly

Post by RoyBatty » Thu Jun 29, 2017 11:57 pm

Autogates should be correctly enabling/disable the navmesh, so no that's not true.


They still end up in the water sometimes with no mods.


Yes you can telelport them back on the entrance deck.


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Senor SPAM
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Joined: Thu Jun 29, 2017 8:23 am

Yeah, I don't have Autogates.

Post by Senor SPAM » Fri Jun 30, 2017 3:19 pm

Yeah, I don't have Autogates.


I ended up teleporting everyone back into the marketplace and they went about their usual routines (C.J Young still sometimes ends up running around on the top deck though?).


 


I've attached some bat files (individual) that will teleport the culprits to the player. If anyone reading them needs a quick fix, put the bat file in your F:NV directory & run 'bat name.bat' in the console.


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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
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there's ai routines for most

Post by RoyBatty » Fri Jun 30, 2017 3:49 pm

there's ai routines for most of them to go on the top deck at some time during the week.


may want to make one for seagrave too, he tends to get stuck up there.


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jlf65
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Hmm - I always thought it was

Post by jlf65 » Fri Jun 30, 2017 6:27 pm

Hmm - I always thought it was auto gates. It's been so long since I played without it, I can't remember ever having seen anyone swimming around before I started using it.



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