South8028 Posted July 14, 2021 Share Posted July 14, 2021   So, I know other mods such as animation mats have pieces that are visible while you are building, but are invisible when you exit build mode.àI'd like to patch NavMeshFixer so it works like that.àUnfortunately I have no idea where to start (as usual).àYou could write a feedback to the author.. It can be fixed but it's complex (a new scripted form needs to be added to the mod).If you know how to do this kind of thing with a script, that's very interesting. Because absolutely all modmakers who made such rugs did it in the above described way. The number of such objects is regulated by some number in the engine. When there are a lot of such objects, they start to be totally buggy. If it could be done with a script, it would be a breakthrough.  Both BYOP and Invisible Furniture use a script (they are both from the same author). Unfortunately the script source is not included in the mod. I would also appreciate you being polite and helpful instead of snarky. I doubt you know "absolutely all modmakers", so it is quite possible another modder has come up with a way that doesn't involve animations. @LarannKiar, the code you posted and then edited out uses Self.Disable(). Disabling the object would keep it from functioning as navmesh... could you programmatically do a BGSM change instead? You know, one visible and one invisible texture? You are very easily offended by something incomprehensible. I do not have such knowledge of English that I could be ironic in English. Google translator does it for me. ) I quite seriously asked about the methods you mentioned, and did not try to offend you. I looked at the markers in BYOP. I do not know how they are made in a specific way, but similar. In any case, this is done in a 3D editor and changes materials with a switch, in a similar way to the method I described. It is clear that this is script driven, but this is not a fundamental difference. This is even more difficult to do, especially if the author did not leave any notes about it. Link to comment Share on other sites More sharing options...
aurreth Posted July 15, 2021 Author Share Posted July 15, 2021 Maybe you could try this script. It's a modified version of a script I created earlier. Well, it was not meant for navmeshes but hopefully it will work. <snip> Forgot to mention that the "dummy" rug needs to a furniture since you can't attach a script to a static object. Thanks. The navmesh rugs are basically invisible floors and stairs that are properly navmeshed. It's amazing the number of stairs, both vanilla and mod, that aren't, so they don't sync properly with the floor they are snapping to. Oh, and yeah, I figured I need to create a visible dummy version of the things, but that is more or less duplicating them, editing the texture, and then creating furniture from the visible versions. LOL, of course a simpler solution would be to change the navmesh piece textures temporarily, do the build, then change them back to invisible. I was just hoping for a more elegant solution. Link to comment Share on other sites More sharing options...
niston Posted July 17, 2021 Share Posted July 17, 2021 You know, you can navmesh static objects in the CK. That object navmesh then gets merged into the game when the STAT is placed in workshop mode.Some mod authors forget about it, sometimes, when they add their pieces to their mods. But you can fix it in CK. As for making stuff visible in build mode only, I've seen it done with Matswaps: For vanilla FO4, they can be changed through destruction stages. For F4SE, you can directly use the ApplyMatSwap() function.Also if you want to attach a script to a static object, making it a movable static will suffice. Movable statics let you attach scripts to them. No need to turn stuff into a furniture. Link to comment Share on other sites More sharing options...
aurreth Posted July 17, 2021 Author Share Posted July 17, 2021 You know, you can navmesh static objects in the CK. That object navmesh then gets merged into the game when the STAT is placed in workshop mode.Some mod authors forget about it, sometimes, when they add their pieces to their mods. But you can fix it in CK. As for making stuff visible in build mode only, I've seen it done with Matswaps: For vanilla FO4, they can be changed through destruction stages. For F4SE, you can directly use the ApplyMatSwap() function.Also if you want to attach a script to a static object, making it a movable static will suffice. Movable statics let you attach scripts to them. No need to turn stuff into a furniture. How this all came up, I copied the restored Castle from jenncave's Clean and Simple to Spectacle Island, after building a huge flat base with foundations. The Castle itself is all one object, but the navmesh is in the mod, not the object. So basically settlers just give the Spectacle Island one a cross eyed look, then pretend it doesn't exist and refuse to go near it. If you spawn one inside they will just stand there. So I was trying to find a way to fix the navmesh so that the Castle clone could be used. I mean I figured the object itself could be navmeshed, but I have no idea how to do that. I can barely fix the mesh in an empty room. And I figured there should be a way to do it with matswaps. I kinda assumed that's how it was being done, not that I would have to figure out the entire animation framework. Link to comment Share on other sites More sharing options...
niston Posted July 17, 2021 Share Posted July 17, 2021 If you list statics in the CK Object Window and then right click on one, you'll see the option "Navmesh Object" in the context menu.It won't work if you look for the static in the ALL section. You need to navigate to the STATIC section. If you click it, you can set up a navmesh for the static in the render window. Do this as you would normally do a navmesh (ie, detect cover edges and then finalize).If (and ONLY if) the STAT is used as a workshop buildable object, the game will merge this "object navmesh" into the "main" navmesh, wherever the object is built. If you set up your castle inside CK, then there is no other way but to redo the "main" navmesh directly in the cell where you placed the castle. Link to comment Share on other sites More sharing options...
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