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Should deleted NavMeshes be Z-Floored?


DuskWulf

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So, here's an xEdit script that works in New Vegas that does that:

unit userscript;

const
    newZvalue = -30000;

function Process(e: IInterface): integer;
var
    vertices: IInterface;
    i: integer;
begin
    if Signature(e) <> 'NAVM' then
        Exit;

    SetIsDeleted(e, True);
    SetIsDeleted(e, False);

    vertices := ElementByPath(e, 'NVVX - Vertices\');

    SetElementNativeValues(e, 'NVGD - NavMesh Grid\Min Z', newZvalue);

    SetElementNativeValues(e, 'NVGD - NavMesh Grid\Max Z', newZvalue);

    for i: = 0 to Pred(ElementCount(vertices)) do begin
        SetElementNativeValues(ElementByIndex(vertices, i), 'Z', newZvalue);
    end;
end;

end.

It's a tweaked version of the one in Rob's Bug Fixes. I'm not at all familiar with NavMeshes, so I was playing around with the concept.

 

What I'm asking is that if one has done due diligence, one knows which NavMesh they wish to use for a given cell or worldspace, how should one deal with deleted NavMeshes in such a case? Is it applicable to move a NavMesh to the Z-Floor in New Vegas as it is in Skyrim? Does that make it effectively disabled without deleting it?

 

I did do a rudimentary test with this. I have no idea if the NavMesh is properly disabled, but the change didn't crash the game (whereas the deleted NavMesh I tested did, even without anything overriding it).

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I might be wrong but doesn't the game place sandboxing NPCs on a random part of a cells navmesh? if so moving it under the world might be a problem. I had an issue with a mod where I'd leave companions in an interior and often one or two would vanish, however Item Browser would tell me they were in the cell. When I checked the cell in the GECK it turned out that there was a large area of Navmesh outside of the built area with no floor under it, when I fixed that the vanishing NPC problem went away.

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