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Alpha C-Ev Underwater Apartment

General mod discussion and requests.
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Guerridium
Posts: 1
Joined: Fri Mar 07, 2014 3:18 am

Alpha C-Ev Underwater Apartment

Post by Guerridium » Sun Mar 16, 2014 1:45 am

So I've actually converted this mod already http://www.nexusmods.com/fallout3/mods/15135/?, fixes included. The problem is, it messes with some Rivet City NPCs for some reason. A whole bunch of them don't move from the entrance of Rivet City, right at the bridge, instead of following their routine.



When I deactivate the Alpha Cev esp, they immediately dissipate and return to their normal routines.


I can upload the file, but I imagine anyone interested in investigating might want to just convert the mod themselves instead of trusting a novice's work.


If you have any idea what might be causing this but don't feel like testing, please don't hesitate to share your insights anyway.


As far as I'm aware the mod only changes the RCupperdeck cell. There is an image on the nexus page with directions to the apartment to give you an idea of where it was added. When entering the upper deck as demonstrated in the image and reaching the end of the hallway, ordinarily there would be a dead end on the left with some destroyed shelves and clutter. The mod adds a small section of hallway with a shelf that has the key, and a room with an elevator to the apartment.


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ovanmaru
Posts: 8
Joined: Fri Mar 14, 2014 1:16 am

I'll def have to look into

Post by ovanmaru » Sun Mar 16, 2014 11:45 pm

I'll def have to look into this mod! Thanks for sharing the fix with us too.


As far as Rivit city npcs go....lol I've seen them do all sorts of crazy shit since I've installed TTW. Sometimes I'll find a guard out in the middle of nowhere...oddly enough...if I kill him then try to return to Rivet City...everyone's all mad at me...as if they saw me kill him XD.


If it really bothers you that much though...maybe you could try manually moving them using the placeatme command? You might also be able to fix their pathing by knocking them down (one way or the other)...or by using commands to reset their AI (using resurrect sometimes fixes AI hiccups). 


Looking at your picture though...I defiantly recognize most of those NPCs...they're all of the NPCs that are normally found roaming around the outside of Rivet City. Lastly, have youtried installing the mod when Rivet City is asleep? Maybe if you install the mod and launch a save thats during the "night time" the NPC's might at least bug out in their rooms. 



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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

the problem is a Navemesh

Post by chucksteel » Mon Mar 17, 2014 12:00 am

the problem is a Navemesh issue and you've accidentally re-introduced a bug we ran into with TTW. The fix is relatively simple if you have some basic understanding of Navemesh. 


open the Rivet city worldspace in the mod, Delete all the green triangles that show the navemesh is connected to the interiors cells. replace the deflated triangles with new ones and finalize the cell navemesh. 


Note: there are several different cells in the exterior worldsapce that all need to be finalized. 


 



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