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strange glitch with Busworld & quest markers

General help and troubleshooting.
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mccrackin77
Posts: 11
Joined: Thu May 21, 2015 2:42 am

strange glitch with Busworld & quest markers

Post by mccrackin77 » Thu May 28, 2015 6:40 am

Hi


I've searched the forum and found no mention of my problem. SO, I must've have done something wrong, and would like apoint in the right direction and where to begin to trouble shoot it. (and hopefully fix it)


The problem: Quest markers on many different quests, point to buses or metros as part of the way to get to your end goal. For example the "Following in his Footsteps" quest, where you have ot go to GNR, the quest marker normally points to Farragut West Metro Station. Well in my case it points to a City Liner placed on a stretch of highway northwest of Springvale. From there to a city liner near the Natioanl archives onto a city liner near the museum of history and then onto GNR from there.


Any help on where to look OR ideas of what it might  be would be greatly appreciated. I'll post load order below. Let me know if you need any other info.


As a side, it doesn't apprear to be game breaking and in fact can be very immersive, cause you can't rely on quest map markers, you have to just explore and naturally find you way to your destination.


[collapsed title=Load Order] # This file was automatically generated by Mod Organizer.

FalloutNV.esm

DeadMoney.esm

HonestHearts.esm

OldWorldBlues.esm

LonesomeRoad.esm

GunRunnersArsenal.esm

ClassicPack.esm

MercenaryPack.esm

TribalPack.esm

CaravanPack.esm

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

TaleOfTwoWastelands.esm

TTWFixes.esm

Advanced Recon Tech.esm

Detect Traps.esm

TTWInteriors_Core.esm

TTWInteriorsProject_Combo.esm

StreetLights.esm

Mart's Mutant Mod.esm

AWorldOfPainFO3.esm

Project Nevada - Core.esm

Project Nevada - Equipment.esm

Project Nevada - Rebalance.esp

TTW Redesigned.esm

T6M Equipment Replacer NV.esm

Project Nevada - Cyberware.esp

Children of the Wasteland.esm

NevadaSkies.esm

Project Nevada - Extra Options.esm

oHUD.esm

CFWTTW.esm

CASM.esp

Advanced Recon Tech - Detect Traps.esp

Advanced Recon Tech.esp

Chinese Assault Rifle Fix.esp

Advanced Recon Gear.esp

Advanced Recon Gear - Project Nevada.esp

DarNifiedUINV.esp

FlashlightNVSE.esp

GNR Enhanced.esp

Flora Overhaul.esp

Project Nevada - Cyberware Additions.esp

JIP Companions Command & Control.esp

Preorder items in locker.esp

Detect Traps Merged.esp

Detect Traps - Traponator 4000.esp

PureWater-LittleRad-.esp

TTW - Realistic Interior Lighting - BS.esp

The Mod Configuration Menu.esp

Type 6.esp

Vurt's WFO.esp

WeaponModsExpanded.esp

EVE FNV - ALL DLC.esp

Mart's Mutant Mod Merged Patch Helper.esp

Busworld.esp

dD - Enhanced Blood Main NV.esp

Project Nevada - TTW.esp

MTC Wasteland Travellers.esp

TTW - Realistic Interior Lighting.esp

TTW - Realistic Interior Lighting - PL.esp

LeatherBackpack - eng.esp

TTW Advanced Recon.esp

Project Nevada - EVE.esp

Project Nevada - Rebalance Complete.esp

Project Nevada - All DLC.esp

More Perks.esp

Delay DLC - TTW.esp

BaileysCrossingMetro.esp

Passive Startup Messages.esp

OutfitConversionsT6MT6BBTN.esp

TTW - Realistic Interior Lighting - OA.esp

Roberts_NewVegas.esp

TTW_OutcastTrading.esp

ttw_-_eye_glasses_fix_0.esp

NevadaSkies - TTW Edition.esp

Centered 3rd Person Camera.esp

CFWTTW - EVE.esp

CONELRAD 640-1240.esp

AWOP FO3 - WMX - EVE.esp

mutantradio.esp

TTW MMM + EVE + TTW Redesigned.esp

R.A.C.E. Station.esp

rilttwinteriorpatch.esp

FWE Merged Patch.esp

Bashed Patch, 0.esp



[/collapsed]


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

IDK if there is a thread in

Post by JaxFirehart » Thu May 28, 2015 7:18 am

IDK if there is a thread in existence but the dev does know about this bug and knows how to fix it. It's just a huge amount of tedious work to do so. So no, you didn't do anything wrong, the quest marker just behaves differently in NV compared to FO3.


FYI, the reason WHY it is pointing to busses is because all of the bus interiors are in the same cell, so, as far as NV is concerned, those busses are some sort of portal (because the NV quest marker just assumes that every point in a cell can be reached from every other point).



mccrackin77
Posts: 11
Joined: Thu May 21, 2015 2:42 am

Ah well OK I guess that's it

Post by mccrackin77 » Fri May 29, 2015 7:35 am

Ah well OK I guess that's it then. Thanks Jax, that's more than I knew before I posted.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

The fix is to separate each

Post by Gribbleshnibit8 » Fri May 29, 2015 4:35 pm

The fix is to separate each bus interior into its own cell. Between buses and subway cars there are over 200 such interiors that need to have new cells made, objects moved, and re-navmeshed. Not an insignificantly small task by any means.


This wasn't a problem in Fo3 because the game actually looked at the navmesh to determine if a cell was fully connected, and would not give paths through non-meshed areas. 



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

It was something I planned to

Post by RoyBatty » Fri May 29, 2015 5:55 pm

It was something I planned to tackle, but as stated it's a crap ton of work.


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