zymurgy65 Posted July 5, 2021 Share Posted July 5, 2021 I'm adapting an old mod for my own use, but I can't get an NPC's AI package to work. She's supposed to walk down a jetty, board a ship, enter the stern cabin and go to sleep. When she gets part-way down the jetty, however, she gets stuck in a loop and just paces up and down. It seems to be happening at the boundary between two exterior cells. I've checked the path grid and that's fine. Any suggestions on how to fix this? Link to comment Share on other sites More sharing options...
NexBeth Posted July 5, 2021 Share Posted July 5, 2021 I have never modded Oblivion but I'm guessing you have to connect the navmesh between cell boundaries. Link to comment Share on other sites More sharing options...
zymurgy65 Posted July 5, 2021 Author Share Posted July 5, 2021 OK, I'll see if I can find out how to do that - there's bound to be a tutorial! Link to comment Share on other sites More sharing options...
Striker879 Posted July 5, 2021 Share Posted July 5, 2021 Check for the yellow connecting line between nav nodes in the CS. Can't exactly recall if it's Ctrl left click or Alt left click to join unconnected nodes (not at my gaming computer for a couple more days). Link to comment Share on other sites More sharing options...
NexBeth Posted July 5, 2021 Share Posted July 5, 2021 Here is a tutorial for Skyrim CK. It explains all navmesh but what you want starts around 21:30. Hopefully it is similar in Oblivion. Link to comment Share on other sites More sharing options...
zymurgy65 Posted July 5, 2021 Author Share Posted July 5, 2021 (edited) I remembered after posting this question that I gave a vanilla NPC a new AI package, and she has no difficulty crossing the boundary in either direction. The path grid nodes are definitely joined. I'll take a look at the video tomorrow as I need to take a break due to feeling like this: :wallbash: Thanks for the advice. Edited July 5, 2021 by zymurgy65 Link to comment Share on other sites More sharing options...
Striker879 Posted July 5, 2021 Share Posted July 5, 2021 Another thing to consider is how the game parses the package list ... from top to bottom. Only use flags (Must Complete etc) as your tests prove are required. Conditions can also be another avenue for the AI getting confused. Link to comment Share on other sites More sharing options...
KatsAwful Posted July 6, 2021 Share Posted July 6, 2021 Here is a tutorial for Skyrim CK. It explains all navmesh but what you want starts around 21:30. Hopefully it is similar in Oblivion.Oblivion doesn't have navmeshes, this isn't applicable Link to comment Share on other sites More sharing options...
zymurgy65 Posted July 7, 2021 Author Share Posted July 7, 2021 Here is a tutorial for Skyrim CK. It explains all navmesh but what you want starts around 21:30. Hopefully it is similar in Oblivion.Oblivion doesn't have navmeshes, this isn't applicable Well, that explains why I wasn't able to find any info on them. Link to comment Share on other sites More sharing options...
Striker879 Posted July 7, 2021 Share Posted July 7, 2021 I'm back home briefly, so I have access to my gaming computer ... this is the page I used to learn what I have concerning Path Grids. Link to comment Share on other sites More sharing options...
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