RoNin1971 Posted January 22 Share Posted January 22 Does anybody know how to properly add a "navmesh cut" to workshop buildable items, containing doorways and a navmesh ? The collision type "navmesh cut" doesn't appear to work (out of the box (3DS + official plugin)) & using "obstacle" on the item (CK) makes the entire thing impassable. "Obstacle" works fine for a wall, but with for example a corner piece with a door on one side & navmeshed for NPC's, they will no longer go through the doorway / use the navmesh. How to make it so that the wall will cut the navmesh, but the floor & doorway remain passable for NPC's? (if possible) Link to comment Share on other sites More sharing options...
South8028 Posted January 23 Share Posted January 23 Somewhere in the early topics (about a year and a half ago), Chuck wrote something about creating helpers for doors and stairs. Or gave a link to the manual. I don't remember. NPCs pass through my doors, but I don't do anything special. I just make a collision with the passage, and they go through it. But the autodoor script works everywhere for me, the doors in front of the npc open automatically. They do not see those doors where autodoor does not work (I do not have such doors). I don't know why this is so. Link to comment Share on other sites More sharing options...
greekrage Posted January 23 Share Posted January 23 Personally i do all my navmeshing in CK... Im curious what you are making cuts for ?...Is it a building like a house ? with removable stuff like furniture ? Link to comment Share on other sites More sharing options...
RoNin1971 Posted January 23 Author Share Posted January 23 (edited) The door(way) works. Its the navmesh cut thats giving me headaches. A piece of wall dropped on top of a navmeshed area (like mainstreet Sanctuary) will make NPC's try moving through it. This can be prevented by checking "obstacle" for the item properties (CK). For a doorway this is not needed. However, I also have pieces with a wall + doorway. Marking it as "obstacle" makes the doorway inaccesible to NPC's. Not marking it makes NPC's (potentially) moonwalk against the wall. (testing remains inconclusive. Sometimes they do, sometimes they don't) There is a "navmesh cut" collision type (3DS + Havok plugin) but that doesn't appear to work (they still try walking through walls) edit: These are workshop items, so using CK isn't going to work (except for adding navmesh to the doorway and stuff) Edited January 23 by RoNin1971 Link to comment Share on other sites More sharing options...
LarannKiar Posted January 23 Share Posted January 23 (edited) I create navmeshes exclusively in the Creation Kit too. You click on the object in a navmeshed area, open the NavMesh editor, then select Create Precuts from Selection. You can navmesh individual workshop placeable items too, I think those "override" the floor navmesh including the precut. Right click on your object in the Object Window and select NavMesh Object. The vanilla game uses Collision Boxes to block access to certain areas, they might be an overkill but it's also an option. Edited January 23 by LarannKiar 1 Link to comment Share on other sites More sharing options...
RoNin1971 Posted January 23 Author Share Posted January 23 (edited) 6 hours ago, LarannKiar said: I create navmeshes exclusively in the Creation Kit too. You click on the object in a navmeshed area, open the NavMesh editor, then select Create Precuts from Selection. You can navmesh individual workshop placeable items too, I think those "override" the floor navmesh including the precut. Right click on your object in the Object Window and select NavMesh Object. The vanilla game uses Collision Boxes to block access to certain areas, they might be an overkill but it's also an option. I wouldn't know how to navmesh without CK, but they do not override anything, sadly. Many of the vanilla pieces actually have the same problem. Problem here is, as I mentioned, these are workshop items. They are not placed with CK, but within the game. So, you can't use the navmesh editors precuts, neither can you add collision boxes at run time. It is navmeshed with CK & if the item has 'obstacle' checked, it will cut the existing navmesh. However, this will also ignore any navmesh the item has. (so you can't have them both) The access is blocked anyway. They can't go through the wall, but they keep trying. (with 'obstacle' checked, they will go around it) Doorways (with navmesh & without 'obstacle') work just fine. As I said, its the combination of a doorway & wall, where the wall should cut the existing navmesh, while the doorway adds a new one. The only way I can think of would be by adding a navmeshcut (collision)object to the nif file. Some of the vanilla files actually have this (but its impossible to see what type & settings they used) I could be easily missing something, but as far as I can tell, the navmesh menu doesn't let you add navmesh cuts. I haven't tried adding a collision box to the mesh and save it as a SCOL though, so I'll have to check on that, to see if it might be possible that way. Edit: Note: The navmesh cut collision objects I used do extend downwards below the actual wall, so they should intersect any existing navmesh when placed on the ground. - Sanctuary is perfect for testing with Preston patrolling the street back and forth is finally of some use. Just drop the pieces on the street in front of 'm and see if he goes around it, takes the doorway "shortcut" or starts moonwalking Edited January 23 by RoNin1971 Link to comment Share on other sites More sharing options...
South8028 Posted January 23 Share Posted January 23 Maybe for obstacles you should use a collision with the Ladder material (there are many different collisions of stairs for different materials)? I know that npcs are not able to use steps with other types of collisions, they do not see navmesh if the material of the step collision is for example metal or wood. Link to comment Share on other sites More sharing options...
RoNin1971 Posted January 24 Author Share Posted January 24 (edited) I expected as much but, adding a collision box to the object (the wall side) with CK doesn't work, as it can't be saved as a SCOL. Still believe it should be somehow possible with the nif and a collision object. (so I'll try different materials like ladder) For a vanilla example: DLC05GrnhsWallA01.nif has a NiNode "Navmeshcut03" containing a bhkNPCollisionObject. edit: For testing I took my widewall. Created a new 'box', which I assigned the NavmeshCut Type & "Generic" as material. Exported from 3DS to nif. Converted with Elrich. Added result to the wall mesh with nifskope. Run the game, build the wall, drop it on mainstreet sanctuary and ... my settlers etc. actually walk around it now, so that actually worked Then I double checked to see I did remove the "obstacle" property beforehand. I did So, looks like I solved it. edit2: Nope. Combined with the doorway + navmesh they just go around it once more. Might be that this is a compound rigidbody (3x box, instead of just 1 like I did with the wall above) or its presence negates the navmesh (I hope not) edit3: Using only a single box (covering the wall, extending downward) works. Now they do go through the doorway again. Might be that the boxes on each side of the doorway intersected with the objects own navmesh, or there can really be only one rigidbody for the navmeshCut. Edited January 24 by RoNin1971 progress update Link to comment Share on other sites More sharing options...
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