d4em Posted April 16 Share Posted April 16 (edited) I edit a cell (both interior and exterior). I edit the navmesh. I check for errors and finalize the navmesh. Ingame, actors placed on the new parts of the navmesh stay in place and do not move around. Plugin is set to esp and loaded last. Tutorials do not mention any dark rituals I missed I have to perform to make it work. How to navmesh? Actors move around normally on the old navmesh. My navmesh does appear to be loaded, because adding it appears to have solved a crash I was getting. Edited April 16 by d4em Link to comment Share on other sites More sharing options...
LarannKiar Posted April 16 Share Posted April 16 Have you tried fast traveling to an unloaded exterior location then back? Your navmesh may work (editing and finalize should be enough) but if you reloaded a save that was made in the edited cell itself, actor pathing might get stuck. 1 Link to comment Share on other sites More sharing options...
d4em Posted April 16 Author Share Posted April 16 (edited) I've been testing with a relatively fresh save from sanctuary (nowhere near the area I'm working on) right after creating a character. Created an entirely new game, the exterior navmesh situation seems to have improved (at least the actor is moving now). The actor was probably baked into the save somehow. The interior navmesh is still broken. Parts of this interior navmesh are in a space human-sized actors couldn't navigate, but actors are stuck both in that part and in the part human-sized actors can fit. Edited April 16 by d4em Link to comment Share on other sites More sharing options...
Qrsr Posted April 16 Share Posted April 16 I recommend whenever you test, use a bat file to prompt directly from the game window into an interior and or exterior worldspace and remove all other mods Example BAT tdetect coc SanctuaryExt Link to comment Share on other sites More sharing options...
d4em Posted April 16 Author Share Posted April 16 (edited) I am on a testing setup that only has start me up and whatever mods I'm testing against. I have no idea how to run a .bat file but I will definitely investigate. When I test the navmesh the areas for radroaches (actors that are stuck) show up as the exact same for human-sized npcs. I'm going to try and move the collision objects, generate navmesh, move the objects back, and see if it plays nice. Edit: no dice Edited April 16 by d4em Link to comment Share on other sites More sharing options...
Qrsr Posted April 16 Share Posted April 16 Go into your Fallout4Custom.ini and type into: [General] sStartingConsoleCommand=bat nameofyourfile nameofyourfile you dont neet to add .bat use a simple .txt file 1 Link to comment Share on other sites More sharing options...
d4em Posted April 16 Author Share Posted April 16 That's awesome, thanks The actors that are stuck are downsized roaches like scale 0.1 - 0.2, maybe they wouldn't fit in the space as normal sized roaches and that's causing the problem Link to comment Share on other sites More sharing options...
Qrsr Posted April 16 Share Posted April 16 On 4/16/2025 at 4:35 PM, d4em said: maybe they wouldn't fit in the space as normal sized roaches and that's causing the problem Expand Possible and most certainly true. Also check if your Triangles snap to ground, use "F" key for triangles to snap to ground. Also watch this video: Reveal hidden contents Its by far the best video out there. Link to comment Share on other sites More sharing options...
d4em Posted April 17 Author Share Posted April 17 (edited) Thanks, that is the only vid so far that was clear about deleted navmeshes I'm just trying to make the game do something new and it's balking at me. I checked the collision, both the downscaled and upscaled roaches should theoretically fit in the space. I tried messing around with the navmesh import settings but that just made my game freeze. Ghoul ambushes etc are done with furniture, but I don't have the software to animate that (and probably not the skill either). Worst part is they were actually moving and it was working before I did the navmesh, it just crashed occasionally. Maybe if there is a way to prevent that crash I can just undo my navmesh edits. Update: just shoving them out onto the working navmesh with PushActorAway got 5 of them moving Update: The pushactoraway thing doesn't work well enough, but they seem to unstick once they use their attack animation, imma see if I can force that Edited April 17 by d4em Link to comment Share on other sites More sharing options...
d4em Posted April 17 Author Share Posted April 17 How would I force a roach to use its attack animation? Link to comment Share on other sites More sharing options...
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