caramellcube Posted April 1, 2014 Share Posted April 1, 2014 Hi, I've had an idea for part of a mod involving a maze inhabited by some form of monster. To make things interesting the maze changes shape using a series of enable parent markers and trigger boxes. This causes a problem though, that I had tried without success to solve before, how to navmesh around walls and hallways that may or may not be there. It seems like it's impossible unless there's some trick to it. Has anyone ever done this? or have any ideas as to how it could be done? Link to comment Share on other sites More sharing options...
Belthan Posted April 1, 2014 Share Posted April 1, 2014 I haven't tried this myself, but there's a tutorial on the Bethsoft GECK wiki that explains how it was done for the Rivet City bridge so in theory it should work. http://geck.bethsoft.com/index.php?title=Navmesh_Disabling Link to comment Share on other sites More sharing options...
caramellcube Posted April 1, 2014 Author Share Posted April 1, 2014 Thanks :) Link to comment Share on other sites More sharing options...
greggorypeccary Posted April 2, 2014 Share Posted April 2, 2014 I would make complete , fully navmeshed seperate versions that can be turned on or off with triggers or quest stages. Link to comment Share on other sites More sharing options...
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