Reconn Posted February 8, 2014 Share Posted February 8, 2014 Hey Guys, I need to fix a mod I made awhile ago which messed up NPC's movements.The way im thinking of going about this is to expand on the area and which will allow me to design itso that the add in items are not squashed together with some of the things that are there already. The way I want to do this is to make the new section with the add-ins and then place it as a wholeso that I do not mess with the various box markers etc. The are im talking about is the Skyforge. So, my question is this, If I add the new section will the navmesh for this be auto generated, I meanif its a outside zone im expecting a yes it will but im not sure if Whiterun is considered a outside orinside when it comes to navmesh, im hoping inside so I can do my own navmesh as I kinda like doing it. Thanks :) Link to comment Share on other sites More sharing options...
Reconn Posted February 9, 2014 Author Share Posted February 9, 2014 really! So no one of you know if whiterun is a out side zone or if it is, then if the navmesh will auto generate Link to comment Share on other sites More sharing options...
Terra Nova Posted February 9, 2014 Share Posted February 9, 2014 Navmesh is navmesh. It doesn't care if an area is outside or inside. Just that if there's door, then it needs to be finalized. Please check out this link: http://forums.bethsoft.com/topic/1464647-the-navmesh-compendium/?hl=%2Bnavmesh+%2Bcompendium And browse through the topics I have linked. Navmeshing at first is the hardest thing to do in modding because it's really really easy to mess it. IT does more than stop NPC movement when it breaks. Link to comment Share on other sites More sharing options...
Reconn Posted February 9, 2014 Author Share Posted February 9, 2014 Well unless things have changed since fallout3\nv then there is a diference in how you handle them. As I understand it you dont edit outside navmesh.Anyway thanks for link :) Link to comment Share on other sites More sharing options...
mrpdean Posted February 10, 2014 Share Posted February 10, 2014 (edited) I think as a general rule you shouldn't delete vanilla navmeshes in outdoor cells. But you can edit them if you are cafeful. Not sure what u mean by auto generating navmeshes. There is an option to get the ck to auto generate a navmesh but it wont happen unless you specifically tell it to generate it. Handmade navmeshes are always better than auto generates one in my experience. Though if it's a large area than auto generating followed by manual editing/fixing can be a good way to tackle it. Edited February 10, 2014 by mrpdean Link to comment Share on other sites More sharing options...
Reconn Posted February 10, 2014 Author Share Posted February 10, 2014 (edited) Yeah hand made would always be best, as for auto-generated I was meaning if I just left the aoutside navmeshs and did not edit them around any new objects that they would upon area load they would sort them selfs out in reguard to their boarders, but I think that would be just wishfull thinking lol. My main question is this now, is there a way to disable or make invisable all the action trigger boxies, because with out having to workaround them this would be a snap as it them that stopped this mod working in the first place, ill drop a link here so you can see what imdoing if you wish :smile: Mod Link Edited February 10, 2014 by Reconn Link to comment Share on other sites More sharing options...
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