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Linking interior cells to overworld navmesh without a real door


pra

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I have some mods which add interior cells without any real connection to the overworld, which you enter and exit by using an activator fake door.

 

Since there are no real doors leading to the Commonwealth, finalizing the navmesh obviously never gave me any yellow triangles, so there is no navmeshed path from/into these cells. But I do wonder: can I make such a navmeshed path?

 

Now I could put in a pair of loaddoors there, one in the interior, and one somewhere in the commonwealth. But that would require me to not only introduce an override to an exterior cell, but also to refinalize the navmesh there. And I'd rather not do any of that, I don't want to introduce conflicts with anything else which might modify the same exteriors. Besides, that would make NPCs appear somewhere in the middle of nowhere if they try to exit it, wouldn't it?

 

Is there a way around that? I faintly remember reading something about some CC mods putting doors somewhere in an ocean cell for that reason. Would that be an okay solution? Do such navmesh links have to be bidirectional, or could I in theory just undo the exterior navmesh changes/use xedit to link my exit triangle to some random vanilla navmesh? Or, what if I were to make a new navmesh in some vanilla cell which only consists of one single triangle on top of a vanilla navmesh, and use that for linking?

 

Did anyone else ever trying to do something similar? Is there any "best practice" here?

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I'm not sure I understand. It's a load door. It doesn't need to be "linked" to the navmesh, just placed ON the navemesh so that NPCs can reach it. They know what load doors are and how to use them. For the interior cell you made just make sure the navmesh runs cleanly up to the door, maybe a bit beyond it.

 

You can literally have the door standing in the middle of a field. And even if it is invisible NPCs will find it, because they are looking for the markers that link the two doors, not the actual door.

 

Ok, maybe more clear. Exterior map marker links to interior center marker, so the NPC knows where to go. The NPC tries to path to that interior center marker. The AI sees there is a load door, two linked markers, that will transit to the interior so it paths to the exterior marker. As long as the exterior end of the tunnel is someplace that the NPC can reach it will walk right to it, activate the transit, and Bob's your uncle. All you have to do is make sure the exterior one, the one in the Commonwealth, is placed somewhere accessible. There are a lot of unused, boarded up buildings around that you could place the exterior door on if you want it to look more natural.

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Maybe look at "Just A Ladder" mod. That has (apparently) dynamic teleports that can and will be used by NPC. I'm sure it's some trickery (didn't look), but sounds like it might help you.

 

Using xEdit to relink might work as well. Interesting idea actually.

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