Co187Um Posted May 31, 2021 Share Posted May 31, 2021 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. Link to comment Share on other sites More sharing options...
pepperman35 Posted May 31, 2021 Share Posted May 31, 2021 First step would be to navmesh your workspace. Link to comment Share on other sites More sharing options...
Co187Um Posted May 31, 2021 Author Share Posted May 31, 2021 First step would be to navmesh your workspace. Hello. What is that and how do I go about doing that? Link to comment Share on other sites More sharing options...
Co187Um Posted May 31, 2021 Author Share Posted May 31, 2021 Oh. there's already a ton of that in the area. I cant make it go up. Like up stairs. Link to comment Share on other sites More sharing options...
DocClox Posted May 31, 2021 Share Posted May 31, 2021 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, Link to comment Share on other sites More sharing options...
Co187Um Posted May 31, 2021 Author Share Posted May 31, 2021 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.. Link to comment Share on other sites More sharing options...
DocClox Posted May 31, 2021 Share Posted May 31, 2021 Have a look at this. The tutorial is for Skyrim, but I think the same approach should work in Fallout 4 Link to comment Share on other sites More sharing options...
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