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Not only should this prevent future deaths, but it will also prevent the possible future stranding of NPCs in the water below the arch if they happen to fall through everything there.
The problem is there can be no iron-clad guarantees that this is going to put a stop to the problem. Due to the way the origin points for meshes (which includes trigger boxes) work, only one very large box could be placed. It's large enough to encompass the whole city and it's in a cell that's guaranteed to load regardless of which end you arrive in when fast traveling, but it's not something I've been able to purposefully induce while testing. NPCs have been walking the city and going right up to the edge of where they'd fall in, but all they've done if they should have continued on was to stop at the edge.
So it looks as though this may have to be something taken on faith that it's working, so long as no more NPCs die or get stranded below the arch.
And no, unfortunately this isn't going to be fixable on PS4 either because the trigger box needs a script attached to do its job.
The problem is there can be no iron-clad guarantees that this is going to put a stop to the problem. Due to the way the origin points for meshes (which includes trigger boxes) work, only one very large box could be placed. It's large enough to encompass the whole city and it's in a cell that's guaranteed to load regardless of which end you arrive in when fast traveling, but it's not something I've been able to purposefully induce while testing. NPCs have been walking the city and going right up to the edge of where they'd fall in, but all they've done if they should have continued on was to stop at the edge.
So it looks as though this may have to be something taken on faith that it's working, so long as no more NPCs die or get stranded below the arch.
And no, unfortunately this isn't going to be fixable on PS4 either because the trigger box needs a script attached to do its job.
Comment #1 Apr 11, 2020 6:42 pm
Edited by Arthmoor on Apr 11, 2020 6:48 pm
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