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Nav Mesh Issue


apostate9

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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 by apostate9
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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.)
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  • 2 weeks later...

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.

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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

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