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Navmeshing glitch FNVedit can't fix


gunslinger6792

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I've got some sort of glitch were Veronica is attracted to this corner in the middle of a 4 way hallway. I don't know why because she's walking to a spot thats not navmeshed yet she still tries to go there. If I can get her past that one spot she moves around fine. Thinking this was fixable I used FNVedit to esm my file and tried again. Again no change. I've doubled checked my navmeshing and I have no idea whats causing this. I didn't have this problem in the other two mods I've done. I've uploaded a photo that highlights where the problem. If you want to test the issue yourself shoot me a pm and I'll give you a link to the mod.

Edited by gunslinger6792
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Hi gunslinger :smile:

 

If you have finalized your navmesh and everything is fine with it then there is something else you can try. So sometimes NPCs just do that. Go to weird spots in a room and do whatever it is they are going to do on your navmesh. I don't know why they do it, but they do. Probably because they are so incredibly stupid and need you to tell them what to do.

 

So this is how you tell them what to do:

You can control where they go by designating specific navmesh to be the paths you want them to stick to. To do that you click on the navmesh symbol in the bar at the top of the Geck and once your tool bar comes up and you can see your navmesh then push on the triangle navmesh button, not the one that lets you pick/lay down the vertices and not the one that lets you choose the sides of triangles.

 

Once you can choose only full triangles decide which paths you want the NPCs to follow through the area and pick one triangle at a time and once it is red press the letter "P." You will notice that the triangle is now gold in color.

 

What you've done is indicate to the NPC that you prefer it to path on that triangle. I usually set the paths in the middle of an area and to where I expect them to go when they follow the player or if I have idle markers for them to use I make sure they have gold triangles to get them in/out of that spot.

 

I've had this happen to me intermittently as well. Some rooms/navmesh/whatever end up with this issue and the pathing thing has solved it for me each time while other navmesh has no issues.

 

 

:smile: llama

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Hi gunslinger :smile:

 

If you have finalized your navmesh and everything is fine with it then there is something else you can try. So sometimes NPCs just do that. Go to weird spots in a room and do whatever it is they are going to do on your navmesh. I don't know why they do it, but they do. Probably because they are so incredibly stupid and need you to tell them what to do.

 

So this is how you tell them what to do:

You can control where they go by designating specific navmesh to be the paths you want them to stick to. To do that you click on the navmesh symbol in the bar at the top of the Geck and once your tool bar comes up and you can see your navmesh then push on the triangle navmesh button, not the one that lets you pick/lay down the vertices and not the one that lets you choose the sides of triangles.

 

Once you can choose only full triangles decide which paths you want the NPCs to follow through the area and pick one triangle at a time and once it is red press the letter "P." You will notice that the triangle is now gold in color.

 

What you've done is indicate to the NPC that you prefer it to path on that triangle. I usually set the paths in the middle of an area and to where I expect them to go when they follow the player or if I have idle markers for them to use I make sure they have gold triangles to get them in/out of that spot.

 

I've had this happen to me intermittently as well. Some rooms/navmesh/whatever end up with this issue and the pathing thing has solved it for me each time while other navmesh has no issues.

 

 

:smile: llama

I believe I've done what you said and the problem is a little better but still bad. Upon further testing I've discovered that companions get stuck in the center of 4 way hallway no matter which way I go. As for the gold navmeshing I've done it to some extent but I'm unsure as to how far I should go. Do I need to redo my navmeshing so I can smaller triangles? Right now most of the Triangles have are pretty large. I've installed a link to a photo that shows what I've done thus far (couldn't get the photo to post here.)

http://s1318.photobucket.com/user/gunslinger6792/media/navmesh_zps80fc2b8a.jpg.html

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As a rule, you should always try to keep NAV meshes as simple as possible, with minimum triangles. The more complex a NAV mesh is, the more are NPCs likely to get entangled in it.

Well thats good to know. Unfortunantly that leaves just as many answers as it does questions. I may scrub the whole navmesh and start over. I've been having issues with it from the get go.

 

Edit. Whatever was causing my issue has been fixed now. I can say it most likely an error caused by me. I probably had one of my navmeshing square things stuck in the ceiling. I went and redid the whole hallway area and it works fine now.

 

Edit Edit: Thanks to jazzisparis and llama for their help :)

Edited by gunslinger6792
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Navmesh is a little daunting at first but once you get the hang of it , it's just rince and repeat. I had to do mine over several times for the first few houses I tried to make. The bigger and less pointy the triangles the better. There is leeway but try to keep them as large and close to equal in length per side as possible. And watch for twisted navmesh, sometimes you can do that without realizing it.

G.

 

Example - in the center of the four way , I would put one vert and make 4 equal triangles. Then try to keep the rest of the triangles that shape. You will wind up with some smaller ones and some not quite that shape when you are done but try. The shape is more important than the size.

Edited by greggorypeccary
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FYI as a side note for future:
It's hard to see, but in your screenshot it looks like theres a yellow diagonal line in the hallway intersection from top left to bottom right. Yellow lines are borders and if you have two borders butted against each other then you have two Nav meshes with no path between them. Even if they are sharing just one vertex, say at the top left, or bottom right, you will still have problems - Like the NPC goes to that vertex and stops. Borders butted against each other are only valid for external cells and when you finalize them you get the green connections between them. But this mechanism doesn't apply to interior cells.
Another thing that can cause sandboxing actors to just stand there all bugged out are furniture markers that don't have navmesh under them. The navmesh must cover the feet of the blue furniture marker people because that is where an actor stands before performing the funiture animation.

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FYI as a side note for future:

It's hard to see, but in your screenshot it looks like theres a yellow diagonal line in the hallway intersection from top left to bottom right. Yellow lines are borders and if you have two borders butted against each other then you have two Nav meshes with no path between them. Even if they are sharing just one vertex, say at the top left, or bottom right, you will still have problems - Like the NPC goes to that vertex and stops. Borders butted against each other are only valid for external cells and when you finalize them you get the green connections between them. But this mechanism doesn't apply to interior cells.

Another thing that can cause sandboxing actors to just stand there all bugged out are furniture markers that don't have navmesh under them. The navmesh must cover the feet of the blue furniture marker people because that is where an actor stands before performing the funiture animation.

Thanks for the information.

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