So, a few months ago, when Module 1 came out, we were told they were fixing the Teleporters. Well, they sort of did. But now, it is impossible to place any of the Portal Teleporters, as whenever I move them, they both move in a rather illogical manner. As best as some math wiz I talked to on the Foundry could figure out through livestreaming the issue, the portals are moving around some central point, and it could be possible to figure it out, if I spent years fiddling with it. I came back since Module 2 came out, and I figured "maybe they fixed it by now?" but was it fixed? Nope, I still can't use the portals that are absolutely necessary for my quest. So, any chance this can get fixed?
I've used a fair number of portals and the best advice I can give is:
Subtract about 30-45 from Y value where you want it placed - they seem to be about that much too high
Set BOTH endpoints to Relative Zero
If you have an exterior map, look above terrain for teleporter
If you can see the teleporter ABOVE you - click on it's properties (DO NOT MOVE WITH MOUSE) and change it's Y value down by whatever height you estimate it to be, exit edit mode, and reenter 3D mode and check again.
If it's not above you, see if you can "hear" it (some are quite noisy) below the terrain -- if so, bump Y UP by 50-100 (using properties, NOT 3-D editting) and check again with edit mode off.
Lather, rinse, repeat about 20 times for each portal. *sigh*
That doesn't work when the portals are at different heights. The portals are off-set horizontally, not vertically. And changing one portal's position changes the other, making it impossible.
That doesn't work when the portals are at different heights. The portals are off-set horizontally, not vertically. And changing one portal's position changes the other, making it impossible.
I've got probably a dozen teleporters in "Old Magic" and they are all above terrain to below terrain andoffset horizontally as well. I've never seen any portals x,y values different than where they actually should be - I've only seen screwed up y values. But, yes, if you change a portals x,y value, the OTHER portal *can* shift. Not always, but sometimes -- usually it's y value ends up screwed up again.
The best luck I've had has been setting BOTH to y=0 relative to TERRAIN, and then adjust each ones properties to relative to zero, and then "fix" both of their Y offsets (typically by -40').
I've got probably a dozen teleporters in "Old Magic" and they are all above terrain to below terrain andoffset horizontally as well. I've never seen any portals x,y values different than where they actually should be - I've only seen screwed up y values. But, yes, if you change a portals x,y value, the OTHER portal *can* shift. Not always, but sometimes -- usually it's y value ends up screwed up again.
The best luck I've had has been setting BOTH to y=0 relative to TERRAIN, and then adjust each ones properties to relative to zero, and then "fix" both of their Y offsets (typically by -40').
My portals you can see are way out of place both vertically and horizontally (though more horizontally). You can see the mess I'm dealing with on my twitch stream right now. I'm making some progress through trial and error though.
Couple points I'd like to bring up here, as I recently had some major issues with teleports.
First - Place a teleport from its default setting. Don't change anything on it to start with, just drop it where you want it to be, approximately.
Second - Go into the quest, use 3D editing, right click the portal and adjust the "properties", X, Y or Z. Never move it using the 3D sliders, it will throw all the readings out of whack. Start off with the "Y" value, increase it by 50, then exit, save and reenter. Adjust upwards by 10-15 then save, exit, reenter. Repeat this until the portal is visible when you first enter, not in edit mode. Once it is visible, then make smaller adjustments say 5-10 in the X,Y,Z values, exit, save, reenter, till it is where you want it at. Repeat this for both ends.
Third - IGNORE where the wireframe of the portal is at in the beginning and where it moves to after you make changes in "properties". The game does not save it correctly after you make the change, at least not visually. Exit 3D mode, "save" then go back in the quest. Change the values again if necessary.
Fourth - After all the extremely annoying changes, reenters, saves etc. Then you can port back and forth between the 2 and figure out the Radian value you need to make it drop you where you want it to. Oddly enough, seems you can make this change in the 2D editor mode normally and not have any ill effects on the position of the portal.
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gornonthecobMember, NW M9 PlaytestPosts: 421Arc User
edited December 2013
I just discovered that the invisible sphere/plane teleporters were all wonky and came here to look for advice. I'm glad I found this thread. Now I'm just disappointed that there's ANOTHER road block for Author's to overcome.
I have to say I was impressed with all the teleporters in Old Magic because I know how the "place teleporter, spend 10 minutes looking for teleporter, try and place teleporter again; now repeat" game works.
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited December 2013
There is an issue with teleporters? I am having no issues with them, at least in the test version. Is it an issue after they are published only or something?
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
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gornonthecobMember, NW M9 PlaytestPosts: 421Arc User
There is an issue with teleporters? I am having no issues with them, at least in the test version. Is it an issue after they are published only or something?
For some reason when I place a teleporter down in edit mode, it will drop the 3D frame in one area, but the actual teleporter will be about 30 feet away.
There is an issue with teleporters? I am having no issues with them, at least in the test version. Is it an issue after they are published only or something?
The issue comes up if you change the Y value. As long as both ends of the teleporter are at the same Y, there aren't any issues. (Yes, we know about the bug.)
Unfortunately, not only is this a really bad bug, it is one of the harder ones to fix for reasons that are completely internal to Cryptic's engine.
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
The issue comes up if you change the Y value. As long as both ends of the teleporter are at the same Y, there aren't any issues. (Yes, we know about the bug.)
Unfortunately, not only is this a really bad bug, it is one of the harder ones to fix for reasons that are completely internal to Cryptic's engine.
Weird, I use portals for testing to reach different highs since the "Play map from here" puts me on the y value of 0 even if the spawn point is at the Y-value of 1,000. It always seems to work for me which was why I thought it might only occur when the quest is published.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
The issue comes up if you change the Y value. As long as both ends of the teleporter are at the same Y, there aren't any issues.
But it is possible to eventually nudge things to where you want them -- I think every single one of my teleporters is differing Y dimensions -- mostly to go from above to below terrain level. Old Magic has, I think, 10 working, and Gruumsh's Tower of Conquest has 2 working.
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Encounter Matrix | Advanced Foundry Topics
I've got probably a dozen teleporters in "Old Magic" and they are all above terrain to below terrain and offset horizontally as well. I've never seen any portals x,y values different than where they actually should be - I've only seen screwed up y values. But, yes, if you change a portals x,y value, the OTHER portal *can* shift. Not always, but sometimes -- usually it's y value ends up screwed up again.
The best luck I've had has been setting BOTH to y=0 relative to TERRAIN, and then adjust each ones properties to relative to zero, and then "fix" both of their Y offsets (typically by -40').
Encounter Matrix | Advanced Foundry Topics
My portals you can see are way out of place both vertically and horizontally (though more horizontally). You can see the mess I'm dealing with on my twitch stream right now. I'm making some progress through trial and error though.
First - Place a teleport from its default setting. Don't change anything on it to start with, just drop it where you want it to be, approximately.
Second - Go into the quest, use 3D editing, right click the portal and adjust the "properties", X, Y or Z. Never move it using the 3D sliders, it will throw all the readings out of whack. Start off with the "Y" value, increase it by 50, then exit, save and reenter. Adjust upwards by 10-15 then save, exit, reenter. Repeat this until the portal is visible when you first enter, not in edit mode. Once it is visible, then make smaller adjustments say 5-10 in the X,Y,Z values, exit, save, reenter, till it is where you want it at. Repeat this for both ends.
Third - IGNORE where the wireframe of the portal is at in the beginning and where it moves to after you make changes in "properties". The game does not save it correctly after you make the change, at least not visually. Exit 3D mode, "save" then go back in the quest. Change the values again if necessary.
Fourth - After all the extremely annoying changes, reenters, saves etc. Then you can port back and forth between the 2 and figure out the Radian value you need to make it drop you where you want it to. Oddly enough, seems you can make this change in the 2D editor mode normally and not have any ill effects on the position of the portal.
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For some reason when I place a teleporter down in edit mode, it will drop the 3D frame in one area, but the actual teleporter will be about 30 feet away.
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The issue comes up if you change the Y value. As long as both ends of the teleporter are at the same Y, there aren't any issues. (Yes, we know about the bug.)
Unfortunately, not only is this a really bad bug, it is one of the harder ones to fix for reasons that are completely internal to Cryptic's engine.
Weird, I use portals for testing to reach different highs since the "Play map from here" puts me on the y value of 0 even if the spawn point is at the Y-value of 1,000. It always seems to work for me which was why I thought it might only occur when the quest is published.
But it is possible to eventually nudge things to where you want them -- I think every single one of my teleporters is differing Y dimensions -- mostly to go from above to below terrain level. Old Magic has, I think, 10 working, and Gruumsh's Tower of Conquest has 2 working.
Encounter Matrix | Advanced Foundry Topics