badfrog Posted January 18, 2011 Share Posted January 18, 2011 I made some changes to novac, and various NPCs that are part of Boone's initial quest have a set path they follow to Dinky, which has them walking into fences and walls.. how can I change their path so they go through the new gates and avoid the obstacles and get to where they need to go? Link to comment Share on other sites More sharing options...
davidlallen Posted January 18, 2011 Share Posted January 18, 2011 Here are a few things to look for, sorry if some of them are obvious. Is the navmesh updated to match your new layout? Is the navmesh finalized? Are all the navmesh nodes mostly on the ground (sometimes you place them, and they turn out to be high in the air on a fencepost)? Are you testing an esp file or esm? Sadly, I have NPC's walking into walls quite a lot with esp, but when I check the master flag using fnvedit, the same NPC's stop walking into the same walls. This is a bug somewhere; an esp should not behave any differently from an esm. Link to comment Share on other sites More sharing options...
badfrog Posted January 19, 2011 Author Share Posted January 19, 2011 I'm new at this, and don't know much about NavMeshs.. will see what I can learn about setting/changing those I guess. Link to comment Share on other sites More sharing options...
davidlallen Posted January 19, 2011 Share Posted January 19, 2011 Please do read the geck.bethsoft tutorial stage on navmeshes. They are critical to having NPC's find the right paths. Link to comment Share on other sites More sharing options...
badfrog Posted January 19, 2011 Author Share Posted January 19, 2011 already there, thanx! Link to comment Share on other sites More sharing options...
badfrog Posted January 19, 2011 Author Share Posted January 19, 2011 holy crap what have I gotten into!? :blink: Link to comment Share on other sites More sharing options...
badfrog Posted January 20, 2011 Author Share Posted January 20, 2011 NavMesh work sucks I have checked it for errors, finalized it, etc. I see red triangles where they should be, yet the quest NPCs don't cooperate.I finally get Clif to do more than just walk out of Dinky and back in again over and over, he navigates correctly to the new gate location, and instead of turning left and walking out towards the front of dinky, he hangs a right and walks down the the mcbride's, then hangs a left and just keeps walking.....Bethesda's help page doesn't offer any help along these lines.. just how to put down a basic navmesh. Link to comment Share on other sites More sharing options...
davidlallen Posted January 20, 2011 Share Posted January 20, 2011 Are you testing an esp file or esm? Sadly, I have NPC's walking into walls quite a lot with esp, but when I check the master flag using fnvedit, the same NPC's stop walking into the same walls. This is a bug somewhere; an esp should not behave any differently from an esm. Link to comment Share on other sites More sharing options...
badfrog Posted January 20, 2011 Author Share Posted January 20, 2011 esp file, I'll try it as an esm I guess. Link to comment Share on other sites More sharing options...
badfrog Posted January 20, 2011 Author Share Posted January 20, 2011 yeah that didn't work, they are walking off in the wrong direction, going halfway to ranger station charlie before turning around and heading back to dinky. Link to comment Share on other sites More sharing options...
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