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How to create ai path finding with Creation Kit

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#1
Co187Um

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I've created some things and npc's continuously walk into the objects and remain there, or teleport away.

 

I have created a non complex building using workshop shack building objects and npc's cannot reach their beds. (Not made in a settlement. Made using CK.)

 

How can I set up path finding (If its called that) so they can roam freely without my supervision.

 

Thank you.



#2
pepperman35

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First step would be to navmesh your workspace.  



#3
Co187Um

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First step would be to navmesh your workspace.  

Hello. What is that and how do I go about doing that?



#4
Co187Um

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Oh. there's already a ton of that in the area. I cant make it go up. Like up stairs.



#5
DocClox

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Well, the navmesh tells NPCs where they can and can't walk, So if the existing navmesh goes through one of your buildings, they'll try and walk through it. And if there's no navmesh where they find themselves standing, they'll teleport to somewhere that is navmeshed.

 

You can handle stairs by navmeshing them as if they were a ramp. Set up one tri with two verts at the bottom of the stairs and one at the top. Then put another vert at the top and make the complementary triangle for the first one. You should end up with a ramp that joins the two levels. It'll clip the stairs a little, but that's OK.

 

You might want to be a bit careful editing vanilla mesh, however. Deleted navmesh can cause CTDs, so you're probably better making a primitive with the "Cut Navmesh" option to suppress the existing mesh. It's a bit like the way should always disable vanilla objects rather than simply delete them,



#6
Co187Um

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Well, the navmesh tells NPCs where they can and can't walk, So if the existing navmesh goes through one of your buildings, they'll try and walk through it. And if there's no navmesh where they find themselves standing, they'll teleport to somewhere that is navmeshed.

 

You can handle stairs by navmeshing them as if they were a ramp. Set up one tri with two verts at the bottom of the stairs and one at the top. Then put another vert at the top and make the complementary triangle for the first one. You should end up with a ramp that joins the two levels. It'll clip the stairs a little, but that's OK.

 

You might want to be a bit careful editing vanilla mesh, however. Deleted navmesh can cause CTDs, so you're probably better making a primitive with the "Cut Navmesh" option to suppress the existing mesh. It's a bit like the way should always disable vanilla objects rather than simply delete them,

Hello. I've figured out how to use navmesh and I've also managed to do it on stairs! I'm surprised my brain works so well. Though i don't think I linked it to existing navmesh so well..



#7
DocClox

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Have a look at this. The tutorial is for Skyrim, but I think the same approach should work in Fallout 4







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