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NPC's Can't Enter New Worldspace


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Hey fellas, I'm having a small problem with a mod I'm working on that I could use some help with


I have a custom worldspace made, fully navmeshed and all that good s#*!, but my follower can't follow me inside past the load door


I've already made sure to have that little green triangle outside the load door so that he can get in. So far he can enter all my custom interiors just fine, but he seems to be stumped on how to enter the custom worldspace


Any ideas as to what could be causing this?


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Hey fellas, I'm having a small problem with a mod I'm working on that I could use some help with
I have a custom worldspace made, fully navmeshed and all that good s#*!, but my follower can't follow me inside past the load door
I've already made sure to have that little green triangle outside the load door so that he can get in. So far he can enter all my custom interiors just fine, but he seems to be stumped on how to enter the custom worldspace
Any ideas as to what could be causing this?

 

 

I can confirm that the worldspace's navmesh has been finalized. Would it help if I included the .esp?

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Happy to check the .esp and see if I can get it working.

 

Other thoughts are - to double check to finalise the mesh with the entrance into your world. Also I've found some odd effects before going from an autodoor to a physical door and vice versa as they work a little differently.

 

You could also try to use the Game.fasttravel() function once you're in your new worldspace. If there's no problem with the navmesh that should bring your follower (along with horse, dog etc) to you.

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I went on ahead and tried the fasttravel function, but that didn't seem to work either. Whatever is going on with this worldspace, my companion HATES it.

I can also confirm that both doors are physical, they're the big ass wooden doors those imperial dogs like to use.

 

Thank you so much for agreeing to check out the esp! I appreciate ya taking time outta your day to help a brother out!

 

The drive includes two .esps. The main one I'm trying to fix is Trek, and I stupidly included another companion mod I'm working on as a master esp so I could copy and paste generic idle dialouges instead of setting them all up from the ground up. Now I can't seem to remove it as a master... : l

 

If ya have any advice on that front it would be a big help, but right now my main concern is with the worldspace. The problem worldspace is KORSHuntingGrounds.

 

Thanks again!

 

 

https://drive.google.com/drive/folders/1txpNZE2UgUaDivvfVnF2VAm69URc5dnk?usp=sharing

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Okay, well first let's look at de-coupling the master from the .esp. You'll find a few guides around, but here's some reddit chat. You'll need to use some version or other of xedit - in this case ssedit.

 

https://www.reddit.com/r/skyrimmods/comments/hn9q5u/ssedit_how_to_remove_masters_from_esp/

 

Secondly you're missing a worldspace map - check out https://dyndolod.info/What-is-DynDOLOD or something similar.

 

Okay, well, I couldn't find a way to go from skyrim to the worldspace KORSHuntingGrounds. Try to avoid things like 'Cave' or 'Altar' as the namespace is global, even though it's in a different worldspace, so could clash with other mods.

 

I tried 'coc Altar', and was able to move from there to some of the other cells. My follower did not appear until I reached 'The Roost' - this is to be expected as the follower would not have a route from skyrim to the player, and would be delayed in the game as he 'catches up'. However at that point, he did follow me around - at least as much as the navmesh would let him. Most of the other cells he appeared in, up until The Plague Assembly - and beyond that I couldn't see him, I think due to navmesh issue again. Going back again he appeared (again getting caught by the lack of navmesh/navmesh going through obstacles etc) in places, and finally when I got to KORSHuntingGrounds, he did indeed appear. He could go to the Blarbaddor Cove etc with no issues.

 

So, well I think the major problem is with the navmesh. If you check the logs there are hundreds of warnings. It might be worth doing a tutorial or two, and using NavMesh->Select Triangle->Check Navmesh -> Next Warning to track them down one by one. Note that generated navmesh is mostly of pretty poor quality, and often contains errors.You can also use the 'test navmesh' path checking system to see if your follower can find a route across each cell between the portals. Darkfox127 does some good navmesh tutorials on youtube btw.

 

Also, if you're finalising, double check each of the door 'portal' markers to see if they're standing on a green triangle - some are not atm. This can be tricky to get right, for some reason some need fiddling to get to work, so change the position of the portal marker until it works.

 

Hope that's helpful.

 

Cheers - dafydd99

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That was more than helpful brother! Super in depth and easy to follow!

I'd be a liar if I said I was a good navmesher, I usually just auto-generate it and hope for the best.

I'll follow your advice and start tracking down all the problem triangles!

 

As for removing the master, I'm afraid I've already looked into that thread and was met with mixed results. I've been able to remove masters in the past by removing all prior references and using XEdit, but tethras.esp seems to want to hold on for some reason or another. I've deleted all objects and quests associated with that esp, but I'll take another look and see if I've missed anything.

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Navmesh is surprisingly quick to manually create, once you get the hang of it, so it may be worth having a go. It saves time over editing awful generated navmesh.

 

Re removing the master, well of course only you can tell if you actually need it or not. Xedit will provide you with all you need to remove it - but as you say it might take some digging.

 

Have fun!

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GOOD NEWS !!!!!!!!

 

 

I was able to get that pesky master file removed! I only ever deleted that mod's particular refs in the CK itself, but as it turns out, that doesn't work. Deleting those refs DIRECTLY in XEdit however worked perfectly!

Still working on the navmesh, but with your advice I'm sure I'll get it eventually!

 

Thank you so much for all your help brother!

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