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Need navmesh experts help


mikvat

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I am now navmeshing my mods and have some questions that I haven´t found by googling extensively.

 

1. What are the bright yellow meshes (see picture)? What do they do? How do I make ones myself? Are they safe to substitute them with normal ones (red)?

What happens to the bright yellow navmesh when making the object they cover scrappable? Will there be invisible obstacles?

 

2. According to many you should never delete meshes. Are they talking about complete meshes or single triangles? And why should you not delete meshes/single triangles?

 

3. A bridge normally has navmesh on it and under it. If I make the bridge scrappable, does the navmesh on the bridge disappear when scrapping the bridge or is it still there so npc:s walk on air?

 

4. If I make a big trashpile scrappable, should I lower the navmesh to the ground?

 

5. Creation Kit creates a lot of navmeshes outside the cells I am working in. Why? Do I Need to keep them all?

Thank you for your time! 🙂

Mikael

fo4.jpg

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1. I don't use these that often, so not sure.

2. It can cause crashes if you are using mods that edit something in nearby cells. Very very bad. Just seperate the navmesh you don't want used and sink it below the surface.

3. You need to do a step to make the navmesh on the bridge disappear once scrapped. Select your bridge and then go into Navmesh mode and under Navmesh menu click "Create precuts for selection". This should make your navmesh turn pink around the area your bridge is on. This means that the navmesh will turn red once its scrapped and be usable by npcs.

4. Use"Link precuts for selection" with the trash pile selected. See above.

5. Are you using any sort of the auto generate navmesh systems? If so I would advise against it because it can create messy results and cause lots of stuff to come into conflict with others mods. 

EDIT: Changed the word Link to Create.

Edited by RayoftheSun
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Hi!

Thank you!

I use the existing navmesh and add triangles under the scrappables.

I am wondering about big trash piles, some of them are really big so the navmeshes are a bit from the ground. Do you recommend that I lower the navmeshes closer to the ground?

Thank you again, you helped med a lot 🙂

Mikael

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14 hours ago, mikvat said:

Hi!

Thank you!

I use the existing navmesh and add triangles under the scrappables.

I am wondering about big trash piles, some of them are really big so the navmeshes are a bit from the ground. Do you recommend that I lower the navmeshes closer to the ground?

Thank you again, you helped med a lot 🙂

Mikael

It depends on if you want the npcs to walk on the trash piles. If you do then it we be not be wise to make them scrappable because the navmesh won't update to lower navmesh after its removal. If you want it so that npcs can properly walk on the ground when the navmesh is removed, then you make a normal navmesh under the item to be scrapped and use Create precuts for selection. Which speaking of.

 

14 hours ago, mikvat said:

Do you by any chance know the difference between "Create precuts for selection" and "Link precuts for selection"?

My bad. I meant "Create Precuts for selection". Link lets you link other precuts navmeshes and when those freed the other one is freed. This would be useful for example if you had an automatic door that opens and closes when a switch  is pressed. Potentially a good time saver. 

EDIT: I found out what yellow navmeshes do. They are collision boxes. Basically to prevent Npcs from going there, but in my experience I have found simply not making a navmesh where you don't want npcs to go usually works fine. 

Edited by RayoftheSun
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Hello. I found out something important that you might want to be aware of also. So the CK will sometimes change the form ID of navmeshes that are being worked on and this can result in the same effect. So if you are working navmeshes a lot its almost an inevitability that you will run into this problem. So

Here is a video to help you learn how to restore deleted navmeshes and get their ideas properly set if that does happen. When possible try to avoid editing the vanilla navmeshes as much as possible. But it will need to be done sometimes.

Edited by RayoftheSun
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  • 1 month later...

Personally i delete navmeshes all the time since i do location mods...

I even delete 15-20- cells of navmesh and re-do it from scratch...

Sometime changes are very complicated and editing the existing navmesh isnt an option   so i delete the whole cell and regenerate using the CK's various options.

Then i make certain edits that auto generation doesnt do correctly like  passages ,doorways ,stairs etc...

In over 60 mods ive made not once did i have a crash from the navmesh.....Ofc everything has to be done correctly like finalizing,connecting cells,preferred paths etc..

Example below..

12 cells re-done from scratch...

 

Screenshot_55.jpg

Edited by greekrage
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I need help as well, if i would not connect a certain door, e.g. a new door entrance to a new cell from an exisiting exterior world space would this cause any problems other than the follower would have to teleport to the door? or is it ultimately needed to attach the correct final navmesh to the door link?

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