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Navmesh problems


scarface7454

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So i've been working on my Fonzerelli mod, and someone reported G.I Blues being broken due to navmesh problems. I double checked and it is indeed a screwy thing.

 

In my mod I shaped an alleyway across the street from the Kings compound. Navmeshed it myself, did the error checks. Everything in the GECK appears to be fine. But when I get in game and get Orris to follow me. He enters the gate, then I follow, then he jumps back into the door we came out of in an endless loop, if i enter first, he starts to run the right way, but as soon as we near the blown up car on the kings side, he pulls a 180 and runs away.

 

http://cloud-3.steampowered.com/ugc/685967001826223107/8849D1891A62DAACB4F048101F5F4B9389C7524C/

^ Picture of the alleyway

 

Picture of the navmesh

https://scontent-b-lga.xx.fbcdn.net/hphotos-prn2/t31/1496082_10151812321280826_419579298_o.jpg

 

 

I havent edited the quest line, or the vanilla navmesh. I've only added navmesh.

 

As well, when passing by the Kings School, any NPC following or directed towards The Strip on the Kings side(not the atomic wrangler side), will end up turning around and head into the other part of freeside.

 

 

Hope this helps will provide more info if needed.

 

Cheers.

Edited by scarface7454
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I havent edited the quest line, or the vanilla navmesh. I've only added navmesh.

 

First , i only have VERY limited knowledge on navmesh (only made one mod for Skyrim) but don't you have to link your navemesh to the existing? In a sense editing it. Look around good for nodes that look connected, but really are only connected on the points and the edges are not truly connected.

 

Only thing I can recall having a problem with when I navmeshed. That is if the GECK is the same as the CK...lol. Haven't Started a mod for NV as of yet...Planed but not yet started.

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External cell navmeshes are not connected unless you make them connected. So NPC's won't be able to compute a path through your new navmeshes unless you connect them to the vanilla navmeshes.

In the editor, press the 'B' key to show cell borders. Then make sure your new navmeshes have common vertices to the vanilla cell navmeshes. Then finalize your navemeshes and the adjacent vanilla cells so the green connection lines show. As far as compatability with other mods - if they both touch the same navmeshes then the only way is a separate plugin with both mods as masters. You aren't obligated to make your mod compatabile with other mods but if you want to, then that's how it's done in this case.



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I should of mentioned that I had already connected my nav mesh and already tested it, NPCs could use my navmesh from the vanilla, but, i somehow goofed the vanilla nav mesh. my alley is on the right side, the kings is on the left, the left side if funked.

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Look at it with FNVEdit to see if the Geck deleted the vanilla mesh that you connected to, and created a new one in it's place. This can happen if you start out with an island of triangles in the new area, then connect them to the vanilla mesh. That sort of thing will definately cause issues with another mod that touches the mesh. Also, it doesn't look like the cell with your new mesh is finalized. Instead of bright green border lines, I see yellow. If there are no bright green lines, then NPCs can't cross from one cell to another.

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what should FNVEdit say? its all white.

 

 

-snip- I'll go find out how to finalize navmesh

 

Thank you by the way for your speedy responses, and my apologies as to mine are not that speedy.

Edited by scarface7454
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