LegoManIAm94 Posted June 14, 2016 Share Posted June 14, 2016 (edited) I am making a mod and I have a NPC who need to travel through a door to another cell. The NPC starts off im Tamriel worldspace and is five feet from the door. When the package starts which is to travel to a X marker inside the cell the NPC will just stand there. The door is connected I as the player can travel through it. The door isn't locked. The door has no ownership nor does the cell have ownership and I did finalize the navmesh in the exterior cell that the door is in and the interior cell. Why is my NPC not going through the door? SOLVED The navmesh I generated for the interior cell wasn't connecting. The edges were aligned but they had no connection which prevented the NPCs from going from A to B. Edited June 27, 2016 by LegoManIAm94 Link to comment Share on other sites More sharing options...
soupdragon1234 Posted June 14, 2016 Share Posted June 14, 2016 (edited) Try using a follower, can they follow through the door too? If they can't check the navmesh on both sides of the door they need a green coloured triangle immediately under the door teleport marker on both markers in both cells or NPC's will be unable to travel through the door. Make sure there is a good triangle immediately under the marker and refinalize on both sides of the door both triangles need to turn green. NPC's can have trouble moving from indoor to outdoor cells on certain packages. Try a sandbox package inside. Even Bethesda has trouble with this sometimes Hearthfire family pets have a package that tells them to move to a marker outside each house, it sits inside a trigger box that teleports them inside once they enter it. Edited June 16, 2016 by soupdragon1234 Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted June 14, 2016 Author Share Posted June 14, 2016 Try using a follower, can they follow through the door too? If they can't check the navmesh on both sides of the door they need a green coloured triangle immediately under the door teleport marker on both markers in both cells or NPC's will be unable to travel through the door. Make sure there is a good triangle immediately under the marker and refinalize on both sides of the door both triangles need to turn green.I will try the follower but and there is a green trangle under the door at both sides but what is the difference from a good and a bad triangle? Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted June 14, 2016 Author Share Posted June 14, 2016 (edited) I will try the follower but and there is a green triangle under the door at both sides but what is the difference from a good and a bad triangle? Update: When the NPC follows the player it does work and he does follow the player into the new cell. Update: It may not be the door but something with the cell. I had the NPC start the AI package about 100 feet away from the door and the NPC still stands still. He does not go near the door. So weather the NPC is near the door or not he will stand still. Edited June 14, 2016 by LegoManIAm94 Link to comment Share on other sites More sharing options...
agerweb Posted June 25, 2016 Share Posted June 25, 2016 Sounds like the problem may be the package difficult to know without more detail. Link to comment Share on other sites More sharing options...
wellsantos Posted June 26, 2016 Share Posted June 26, 2016 I've seen this before. The problem is the cell navmesh or locked doors. The actor can't see a path to travel. Try to place the actor in a different start place. If it does not help, you will have to redo some of the cell navmesh that may not be connecting the source and destination places. Link to comment Share on other sites More sharing options...
LegoManIAm94 Posted June 27, 2016 Author Share Posted June 27, 2016 You were right. The navmesh I generated for the interior cell wasn't connecting. The edges were aligned but they had no connection which prevented the NPCs from going from A to B. Link to comment Share on other sites More sharing options...
ErvielSchmerviel97 Posted October 8, 2019 Share Posted October 8, 2019 This thread is a few years old, so I don't know if anyone will see this, but I am having a slightly (maybe) similar issue, and I am wondering if someone could help me. I am adding a basement to an existing player home, without a load door (I just removed the wall, placed a wall section with a door space and then put steps down into the basement). I have navmeshed the entire area and re-navmeshed the area in front of the basement to ensure it all connects. I have gone over it dozens of times and I am sure that it all connects, however my followers and other NPCs within the house (spouse, children, housecarl) don't/won't go into the area. The only solution I have found is physically pushing them onto the stairs down into the room, and then they follow me around the basement with zero issue. Its just getting them into the basement that is the problem. Once they are in the basement -after pushing them down the stairs- if I go up into the house, they will remain down there. It is like there is some barrier preventing NPCs from traveling the threshold between the original cell and what I have added. Was I supposed to do something special to prevent this or is this a navmesh problem? I appreciate any advice or help that anyone has, if this gets seen even. Thank you greatly- Link to comment Share on other sites More sharing options...
Skybroom Posted March 29 Share Posted March 29 Please help! I can't find the work around the issue with NPCs being not able to use the doors. They try to use it, but they won't teleport, just disappear and reappear at the same spot. It is a custom worldspace I am editing NavMesh in. The two doors (TrapDoors) are linked to each other, and they are located in two different yet adjacent exterior cells. If I place them in the same cell, they work. But I need them in the neighboring cells because of the architecture objects layout. Link to comment Share on other sites More sharing options...
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