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Navmeshing Exterior/Worldspace?

navmesh nav mesh fallout creation kit exterior worldspace entire how to do i need to

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#1
four2nothin

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Do I need to navmesh the entire exterior worldspace? or just the parts where there will be enemies? Is there anything different about navmeshing an exterior than an interior? This is a custom worldspace, and i have navmeshed interiors before. Just curious if I'm going to have to look forward to navmeshing the entirety of my custom worldspace or not

 

THANKS!



#2
moriartykain

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It's a good idea to do it, but you don't have to do it all by hand.

Just go to navmesh - generation - havok based generation, it will do it automatically.

 

Then just clean up where you definitely need npcs to go.

I find that in big areas this works well, and in small ones helps saves time.

But in small areas it is best to give it a good going over.

Hope that helps.

:smile:


Edited by moriartykain, 29 May 2017 - 12:11 AM.


#3
akav1r

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Navmesh in the exterior is done cell by cell. You can press the 'B' key when in the render window to see the cell borders. Make sure you finalize cells, or NPC's won't be able to walk from one cell to another. Sometimes the links between cells aren't nicely done and don't finalize well and attach to each other. You've really got to look at each cell, even if you auto-generate a worldspace navmesh, which I've only gotten to work a few times, and I've had to redo almost all 1,000 cells in my worldspace mostly by hand. It's a pain in the butt to get exterior navmesh working just the way you want it you have a fairly large worldspace.



#4
damanding

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Every navmesh expert I've heard has said that auto-generating navmesh will cause more problems and cost more time to fix than just navmeshing by hand.  I recommend this tutorial, it's the best navmesh tutorial I've seen and it covers external navmeshing quite well including handling cell borders, how to handle water, slightly sinking navmesh as needed on uneven ground etc.  https://www.youtube....h?v=5JGpfOLiLic



#5
BlahBlahDEEBlahBlah

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No matter how you do it, it's not gonna be fun. =/

But yeah, *I* still prefer to auto generate (not Havok, the other one) and then manually check it all.

Clicking N key while in navmesh mode to view only one cell can help.
While in navmesh mode, Ctrl+f can also help (was it ctrl+F or L that let you find errors per cell? One of those).
W key can also be helpful.

Edit: And don't forget to finalize.
I'm just saying...we've all forgotten once or twice, no matter what people say. ;-)

#6
damanding

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Once you memorize the keyboard shortcuts navmeshing by hand goes by super fast.



#7
speedynl

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new world space depends on how many cells you use, for just simple wilderness the auto will do (just check borders before finalize)

 

placing a lot of stuff houses cars trailers ect auto will do to, but you prolly have to adjust and or check all stairs (auto f'up this most of the time)

 

most of the time i used 1-4 cells max and alway used auto for nav, loaded the mod dropped xx npc, placed chairs ect and watched if all worked like intended

 

but if you know all shortkey manual will do fine to, and you prolly have to do it only 1 time



#8
pedantic

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Sorry to dig this one up but I just don't get Navmesh in FO4, insofar as, even just "looking" at the Navmesh for a current cell seems to invoke the regeneration of the Navmesh for the entire commonwealth in some instances. Of course, because I haven't actually touched anything I just remove that branch using FO4Edit. It would however be nice to re-do a cell or cells properly, though, instead of building as I do to compliment the existing Navmesh. Nah, I'm not a complete noob at Navmesh - been dropping and replacing entire cells in Skyrim without issue, and of course in earlier games but Navmesh was more user friendly then. I "get" the pre-cuts, I get the precombines, I get the Previs, and (when I have to.) can make Roombounds and Portals work without issue, too. It's just that if I actually "do" alter an Existing Navmesh the CK goes on to regenerate the entire world. I realise that by altering just one triangle that any attached triangles will need updating, too, in order to be contigious (it that's even the right word.) BUT didn't this necessary activity previously stop at a cells boundary? And, what the hell then happens if there's more than one mod globally altering the entire world's Navmesh. Ughh.. I hate not knowing although, oddly, I've quite happily spent days manually Navmeshing in earlier games because I like things to be done properly. Okay, I get anal about it, sometimes, but whatever - lol. :-)



#9
pedantic

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Okay, no need to reply. Fed up with managing an ever growing folder structure and patching the darned things together every time I change or add a mod (Re: Precom, Previs, etc..) and after a month of searching for and not being able to find an answer to my Navmesh issue I've unistalled the game this morning. I've played it to its death anyway. I just thought, instead of trying to work it out for myself, I'd ask here as a last resort - to no avail. I'd run out of patience with the game anyway. Modding it was the only thing left but It just doesn't appear to be conducive with modding in general to me - unless you're simply "adding" a few bits and bobs like you would for, oh, wait, ... microtransactions!



#10
greekrage

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No matter how you do it, it's not gonna be fun. =/

But yeah, *I* still prefer to auto generate (not Havok, the other one) and then manually check it all.

Clicking N key while in navmesh mode to view only one cell can help.
While in navmesh mode, Ctrl+f can also help (was it ctrl+F or L that let you find errors per cell? One of those).
W key can also be helpful.

Edit: And don't forget to finalize.
I'm just saying...we've all forgotten once or twice, no matter what people say. ;-)

I  agree  with  this  option.

Ive  all  ways  used  the  auto-gen  NON  havok  method  myself  for  all  my  mods  and  then  do  a  manual clean up  or  alteration  where  needed.

What  i  also  do  is  perform  a  auto  CLEARING  of  the  navmesh  in  all  the  cells  that  im  going  to  use before  i  start  navmeshing  so  that  i  have  a  totally blank cell ( no  navmesh  at  all )  that  way  i  wont  have  overlapping and  other  weird  crap  that  happens  with  auto  generation.

 

Note  and  caution  :

ALL WAYS  do  your exterior BEFORE  doing the  interiors  because  you  will  end  up  clearing the  interior  navmeshes  as  well  if  you  do  an  auto gen  for  the  cell.

Also  final  tip.

SAVE  as frequent  as  possible and  move  the  saves  to  a different  folder  as  backup in  case  you  get  a  corrupt  save at  some  point  and lose  many  hours  of  work .(ive lost  over  10  hours  of  navmeshing  once  and  all most  decided  to  quit  modding  :P  )


Edited by greekrage, 18 September 2017 - 03:09 AM.






Also tagged with one or more of these keywords: navmesh, nav mesh, fallout, creation kit, exterior, worldspace, entire, how to, do i need to

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