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  1. 438642
    438642
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    I don't know if this is exclusively caused by this mod, but with it, the slaves inside the cages in Sadrith Mora will teleport outside - which I assume because their original position inside the cage was basically considered 'stuck'.

    I tried to re-locate them by using 'PositionCell' command, and one of them - the Khajiit - kept teleported out. Here's log.

    Spoiler:  
    Show

    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" facing = 0 deg, angleTo "ex_t_door_slavepod_01" = 83.687309447121 deg
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "ex_t_door_slavepod_01" (146331.00,38710.53,1107.38) startingAngle = 270.00000068325, currAngle = 279.98994464633, angleDiff = 9.9899439630874
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" actor mobToMobCollision disabled
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" facing = 0 deg, angleTo "ex_t_door_slavepod_01" = 83.688361296253 deg
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "ex_t_door_slavepod_01" (146331.00,38710.53,1107.38) startingAngle = 270.00000068325, currAngle = 279.98994464633, angleDiff = 9.9899439630874
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" moving "khajit slave male00000000" actor colliding with "ex_t_door_slavepod_01" from (146344.56,38687.33,898.07) back to (146344.56,38590.31,898.07)...
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" facing = 0 deg, angleTo "ex_t_door_slavepod_01" = 83.689447296331 deg
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "ex_t_door_slavepod_01" (146331.00,38710.53,1107.38) startingAngle = 270.00000068325, currAngle = 279.98994464633, angleDiff = 9.9899439630874
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" moving "khajit slave male00000000" actor colliding with "ex_t_door_slavepod_01" from (146344.58,38687.33,898.07) back to (146344.58,38614.57,898.07)...
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" facing = 0 deg, angleTo "ex_t_door_slavepod_01" = 83.690505975652 deg
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "ex_t_door_slavepod_01" (146331.00,38710.53,1107.38) startingAngle = 270.00000068325, currAngle = 279.98994464633, angleDiff = 9.9899439630874
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" moving "khajit slave male00000000" actor colliding with "ex_t_door_slavepod_01" from (146344.58,38687.34,898.07) back to (146344.58,38629.12,898.07)...
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" facing = 0 deg, angleTo "ex_t_door_slavepod_01" = 83.691564654974 deg
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "ex_t_door_slavepod_01" (146331.00,38710.53,1107.38) startingAngle = 270.00000068325, currAngle = 279.98994464633, angleDiff = 9.9899439630874
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" moving "khajit slave male00000000" actor colliding with "ex_t_door_slavepod_01" from (146344.58,38687.34,898.07) back to (146344.58,38638.83,898.07)...
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" facing = 0 deg, angleTo "ex_t_door_slavepod_01" = 83.693675183427 deg
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "ex_t_door_slavepod_01" (146331.00,38710.53,1107.38) startingAngle = 270.00000068325, currAngle = 278.549949524, angleDiff = 8.5499488407519
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" activating jammed door "ex_t_door_slavepod_01"...
    abot/Doors Anti Stuck: "khajit slave male00000000" mobToMobCollision restored
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" facing = 0 deg, angleTo "ex_t_door_slavepod_01" = 83.699931636707 deg
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "ex_t_door_slavepod_01" (146331.00,38710.53,1107.38) startingAngle = 270.00000068325, currAngle = 278.5497582787, angleDiff = 8.5497575954552
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" actor mobToMobCollision disabled
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "khajit slave male00000000" facing = 0 deg, angleTo "ex_t_door_slavepod_01" = 83.695649108097 deg
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "ex_t_door_slavepod_01" (146331.00,38710.53,1107.38) startingAngle = 270.00000068325, currAngle = 278.5497582787, angleDiff = 8.5497575954552
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" moving "khajit slave male00000000" actor colliding with "ex_t_door_slavepod_01" from (146344.50,38687.36,898.07) back to (146344.50,38396.30,898.07)...
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "telvanni guard00000002" facing = 232.38650409382 deg, angleTo "ex_t_door_stone_large" = 78.238355282014 deg
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" "ex_t_door_stone_large" (144606.56,35904.29,476.83) startingAngle = 90.000002504478, currAngle = 179.99993670706, angleDiff = 89.999934202586
    abot/Doors Anti Stuck: "Sadrith Mora (17, 4)" moving "telvanni guard00000002" actor colliding with "ex_t_door_stone_large" from (144619.67,35945.94,306.71) back to (144619.67,35800.41,306.71)...
    abot/Doors Anti Stuck: "khajit slave male00000000" mobToMobCollision restored


    As I have mentioned, this may not be caused exclusively by this mod, and very well could be because of one of my other mods, which may made a change on slave pod's collision. Not 100% sure about any of that.
    1. abot
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      What happens if you disable the mod from the MCM panel?  (Doors Anti Stuck: 0. Disabled option)

      [EDIT] if it still happens with the mod option disabled it could be that for some reason the slave is trying to follow you (e.g. you have some mod to buy him) and maybe there is some other mod allowing followers to warp to player automatically, e.g. that is what happens to me even if I lock 10 the pod door and give aifollow player 0 0 0 0 command to the slave, it is normal if you have this kind of mods enabled.

      [EDIT2] in case it is a problem with the collision of the Ex_T_door_slavepod_01.nif door mesh,
      you could try replacing it with this one
    2. 438642
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      If I disable Anti-Stuck feature in MCM, they do indeed stop teleporting out of their cages. Should have mentioned this in the first place; my apology.

      As for the slave pod door mesh replacer, I'm afraid it didn't solve anything; they still get teleported out via Anti-Stuck when I enable the feature.

      I do have Morrowind Optimization Patch that makes a change on slave cage mesh (ex_t_slavepod_01.nif). Could this be the cause of the issue?
    3. abot
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      I don't think it could be a problem with the pod mesh, as long as it does not move/rotate like a door opening the game should be able to update mesh normals on the fly.
      Probably I need to tweak the code to take into account special doors like these not rotating on a vertical axis, it will take some time
      [EDIT] done in version 1.02
    4. 438642
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      Yep! That fixed the teleporting issue. Well done, and thank you.
  2. frankstahl
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    Excellent, thank you! I always wished someone would make a mod doing exactly this. :-)

    One small issue, though: When e.g. in Velas Ancestral Tomb,  I noticed that the Ancestral Ghost can get pushed through a wall and then cannot re-enter the tomb. (You may have to try this a few times; it happened to me on the first time.) The only way then to make the creature able to get at you again is to enable TCL.

    Here are the lines from my MWSE.log:
    abot/Doors Anti Stuck: "ancestor_ghost00000003" angle to "in_velothismall_ndoor_01" = 53.065874095945 deg
    abot/Doors Anti Stuck: "ancestor_ghost00000003" colliding with "in_velothismall_ndoor_01", moving actor back 132.47954845745 units while disabling collision...
    abot/Doors Anti Stuck: "ancestor_ghost00000003" angle to "in_velothismall_ndoor_01" = 55.448401172796 deg
    abot/Doors Anti Stuck: "ancestor_ghost00000003" angle to "in_velothismall_ndoor_01" = 56.213730699485 deg
    abot/Doors Anti Stuck: "ancestor_ghost00000003" angle to "in_velothismall_ndoor_01" = 56.59104742471 deg
    abot/Doors Anti Stuck: "ancestor_ghost00000003" angle to "in_velothismall_ndoor_01" = 56.815726497457 deg
    abot/Doors Anti Stuck: "ancestor_ghost00000003" angle to "in_velothismall_ndoor_01" = 56.964805621376 deg
    abot/Doors Anti Stuck: "ancestor_ghost00000003" collision restored

    1. abot
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      Thanks for the report. To ease debugging, can you tell me if are you using Ethereal Ghosts mod or similar mods disabling actor movement collision (my mod only temporarily disables collision between actors)?
    2. frankstahl
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      Ah, right, wanted to tell you in my first post but then forgot: No, I am not using Etheral Ghosts, and I am not using similar mods.
      Thanks for your reply and for looking into this.
    3. abot
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      Ok, give the 1.01 update a try
    4. frankstahl
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      Hi, thanks for the new version. Unfortunately, though, this does not seem to work. Here's what I experienced:
      - When in Velas AT, I open the door at the end of the straight hallway.
      - The door is now fully open; in the middle of the room, there is the ancestor ghost.
      - The ghost senses my presence and comes at me
      - I move back through the door and a bit into the hallway, the ghost still gliding towards me.
      - I activate the door; the door closes – but when closed halfway, it stops because the ghost got stuck halfway inside the door (head, shoulder and arm sticking out towards me)
      - I activate the door again in hope that it will fully open, but it opens only a *tiny* little bit more
      - Activate again, and it's back where it was before, halfway open, the ghost all of the time stuck through it.
      - Further activate actions just make the door with the ghost oscillate between these two positions.
    5. ARavenOfManyHats
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      I can add to this chain and say with the first mod version basically every single ancestral tomb door pushes enemies through walls and they disappear, only to reappear somewhere behind me and ambush me. Will try out the new version soon though.
    6. abot
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      Hi, at the moment I am no more able to reproduce the problem with version 1.01

      , could you please check
      IF you are using some mesh replacer for
      Data Files\meshes\d\in_velothismall_ndoor_01.nif
      (e.g. file date is recent), could you try renaming it to e.g.
      Data Files\meshes\d\in_velothismall_ndoor_01_.nif
      this way you should be using the standard vanilla mesh for the door, if the problem is solved this way it means the replacer door mesh has some collision behavior difference from standard

      [EDIT] there could in theory also be some mesh replacer for Data Files\meshes\r\xancestorghost.nif
      involved, but I think that less likely to happen than a door mesh replacer)
      No other ideas at the moment sorry

      [EDIT2] if the different behavior is due to a mesh replacer, and the mesh replacer does not have normals defined for the collision, a possible explanation could be the engine is not fast enough calculating the normals on the fly while door open/close animation runs, and I think in this case it could be solved simply adding the pre-calculated normals for the collision NiTriShapes from e.g. nifskope with the mesh\face normals option
    7. frankstahl
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      YES! :-) You're ingenious, that's exactly it: a door mesh replacer for in_velothismall_ndoor_01.nif (from MOAR Mesh Replacers). That's what caused the problem on my side.
      With v1.01 it works now, ... and it *seems* for v1.0 also, but my testing was not very extensive (it worked for the few times I tested this).
      I have to track this down... If I find out anything which could help other users with such replacers using these and also your mod at the same time, I will gladly share this here.
      Thank you so much for taking the time to evaluate this. I appreciate this greatly.

      EDIT: I looked into the meshes with NifSkope but basically came up dry; I simply do not know enough about the matter. However, seems the vanilla mesh and also the UV correceted mesh which comes with MGSO both work.
    8. ARavenOfManyHats
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      Yeah, I'm using the same replacer from MOAR Mesh Replacers. The issue is a lot less prevalent with the latest version though. :)
    9. abot
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      please try this fix for MOAR doors, if it works better it would confirm the problem was with the missing normals (there were also a couple missing RootCollisionNodes though)
      [EDIT] and below should be a patched patch
      MOAR Mesh Replacer Patch and Fixes-doors collision Fixed.7z

      I am not sure I got all the problems as I made this late night, i will re-check and update the archive probably in a short time
      [EDIT2] ok, updated with anything I'm able to fix

      Notes for doors mesh replacers makers (at least for non-loading doors)
      1. don't trust your exporting tools from the higher level editor you are using e.g. Blender, verify the resulting .nif from NifSkope 1.1.3 too.
      2. check from NIFskope that your collision node is a proper RootCollisionNode. Flags should be 3 so it can be hidden from view in NifSkope
      and more important RootCollisionNode should be a direct child of the root node to work else you most likely will keep using full standard mesh collision without realizing it.
      3. make sure the RootCollisionNode NiTriShapes have normals defined, else NPCs may get stuck in doors while the door is opening (to add missing normals, you can simply right click the RootCollisionNode NiTriShape and choose "face normals" option). Also these RootCollisionNode NiTriShapes flags should be 2 (triangles), definitely not 5 (hidden)
    10. frankstahl
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      Hi,
      sorry for getting back here so late. So, I tried every version of in_velothi_small_ndoor_01.nif in the two files you provided, and every single one of them does not have any collision at all, so the Ancestor Ghost as well as my player character can pass right through them.
      I am on MGE XE btw., not on OpenMW.

      Oh, and many thanks for the above tips for door mesh replacers. :-)
    11. abot
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      Oh, sorry, I just updated the normals but the whole collision mesh of that door was buggy, I have replaced it with a simpler but hopefully working one, try re-downloading the archives and see if it works now
    12. frankstahl
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      Hi! I tried the new meshes, and ... it's back to square one. The Ancestor Ghost gets stuck in the middle of the door; then the door, when activated, is unable to move but a bit back and forth, same as before.
      ... When experimenting with the .nif files back and forth the other day, I got the impression that the problem is somehow with the TriNiShapes themselves: When I took the vanilla mesh and just replaced the TriNiShapes with the ones from the MOAR mesh replacer, this did not work and the ghost got stuck. (I only replaced the "real" door geometry, nothing from the collision etc.)
    13. abot
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      Uhm. I just tried downloading and installing the Meshes\D\in_velothismall_ndoor_01.nif one from the MOAR_doors_collision_fix.7z and it works fine for me. Note that if you have more than a creature trying to open the door at the same time, it is normal that they need to try for a longer time, they still interfere each other but usually one of them gets the job done.
      No other idea, other than checking if you maybe have some Ancestor Ghost mesh replacers too, if you have any of
      Meshes\r\AncestorGhost.nif
      Meshes\r\XAncestorGhost.nif
      Meshes\r\XAncestorGhost.kf
      try renaming them e.g.
      Meshes\r\_AncestorGhost.nif
      Meshes\r\_XAncestorGhost.nif
      Meshes\r\_XAncestorGhost.kf
      and see if the vanilla ancestor ghost works better
      [EDIT] if you have the improved ORI MWSE-Lua mod installed, you should also be able to get exactly the path from where the ancestor ghost mesh is coming, in case some weird mod is changing the ancestor ghost mesh path
    14. frankstahl
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      Ah, ok, I will try this. My own knowledge of these things is, unfortunately, very limited. 

      Thank you so much for your time and your work, I appreciate this a lot. 
  3. Kazuya482
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    Essential mod.
  4. ARavenOfManyHats
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    hell yeah brotherrrrr