apostate9 Posted February 24, 2011 Share Posted February 24, 2011 (edited) Ok, I am posting this here because it seems I am the only modder in the universe with this problem, but I can reproduce it 100% of the time. I am baffled. USE CASE 1. I create a new cell of any size at all, even a very modest one, and navmesh it. Finalize goes fine, teleport triangles are there. 2. Enter new cell with companion. She follows in out, and around. No problem. 3. Go outside, and save. Reload immediately from that saved game, and re-enter new cell. NPCs will "jump" around and act like they cannot find the path, when they just worked fine a moment ago! Affects my house mod very badly. Splitting the mod into smaller cells, optimizing navmesh, adding portals and room-bounds makes no difference. Companions and custom NPCs will behave properly on the first entrance of the game session, but leaving and returning, or loading and returning causes the odd "hopping" and walking through furniture every time. I need some help with this, or my modding career for NV is dead in the water. Edited February 24, 2011 by apostate9 Link to comment Share on other sites More sharing options...
apostate9 Posted February 24, 2011 Author Share Posted February 24, 2011 Also, This bug seems to only effect one companion at a time. I went into the new test cell with Rex and Veronica, told Rex to wait, and then Veronica started suddenly following properly again! Link to comment Share on other sites More sharing options...
davidlallen Posted February 24, 2011 Share Posted February 24, 2011 Please try converting the mod to "esm" by flipping the master bit in fnvedit. There are bugs in the game when handling navmeshes in plugins, which do not seem to apply to the same navmesh, in a master. Nobody knows why. (Well, maybe people inside bethsoft know why, but they aren't listening.) Link to comment Share on other sites More sharing options...
apostate9 Posted March 7, 2011 Author Share Posted March 7, 2011 Please try converting the mod to "esm" by flipping the master bit in fnvedit. There are bugs in the game when handling navmeshes in plugins, which do not seem to apply to the same navmesh, in a master. Nobody knows why. (Well, maybe people inside bethsoft know why, but they aren't listening.) Thank you. I will give that a shot. Link to comment Share on other sites More sharing options...
rickerhk Posted March 8, 2011 Share Posted March 8, 2011 3. Go outside, and save. Reload immediately from that saved game, and re-enter new cell. NPCs will "jump" around and act like they cannot find the path, when they just worked fine a moment ago! Yeah - that's one of the classic bugs that is solved by making it an esm Link to comment Share on other sites More sharing options...
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