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Yellow Navmesh vertices appearing while navmeshing


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Sometimes when I'm navmeshing I'll suddenly start to see yellow navmesh vertices appear here and there. They are disconnected from my main navmesh, and typically appear when I hover over a green navmesh vertice, as if it's duplicating itself. When this starts to happen, when I zoom out, I can often see that there's a lot more yellow navmesh vertices in my cell, vertices I haven't placed myself. At this point I usually half-panic, quit and restart, and then it's back to normal when I start it up again. It seems to happen more oftenly when I'm trying to do micro-changes on my navmesh (like adding new ones to an edge) rather than big "walk-the-dog" sessions.

 

Has anyone else experienced this? Am I hitting any hotkeys unaware perhaps?

 

Example:

 

http://i.imgur.com/S0pqp62.jpg

Edited by Chiaro22
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I know what you mean, but it's not cover edges, it's square vertices just like the green ones, only yellow.

 

It has happened with several esp's too. I don't know if it's a bug or if I'm doing anything wrong, but it never happened with Skyrim.

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I know what you mean, but it's not cover edges, it's square vertices just like the green ones, only yellow.

 

It has happened with several esp's too. I don't know if it's a bug or if I'm doing anything wrong, but it never happened with Skyrim.

 

The following is based on working in the CK for Skyrim...

 

With that caveat out of the way, yellow vertices are orphan verts not connected to other navmesh. This can easily happen when navmeshing by hand (walking) and you have a vertical static that is in your view when trying work on the ground in the render window. You'll try and place vert or walk your current navmesh piece where you need it to go and suddenly the placed vert is floating way up high/low and is unconnected to what you've already placed.

 

I've never seen the specific circumstance you describe happen in Skyrim with multiple orphans appearing at once so this could be a bug in the CK for Fallout 4. Have you clicked on the verts or tried interacting with them in some way - are they real navmesh verts or are they just graphical glitches? Can you connect them to your real navmesh and then finalize without errors?

 

Just some ideas for you, apologies if I'm off track here as I haven't done navmeshing in Fallout 4.

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I updated the first post with an image example.

 

Yes, it sounds a lot like orphan verts, but the thing is that instead of 1 extra orphan vert I can suddenly get 20-25, spread out across my navmesh, at places I haven't touched at the session where it happens. All the yellow verts are unconnected to the navmesh (I assume that's why they are yellow), and can be moved around and connected to the orginal navmesh. They seem to appear mostly at the edges of the navmesh. It's possible to delete them, but it's not very efficient to navmesh by hand for a while and then have to delete an increasing number of free-floating yellow vertices every 5 min. I haven't tried finalizing with them, cause I've kind of just quit and re-started.

 

It could be it happens more often (or even only) when a navmesh vert is accidentially placed higher because of a static, but then there's all these extra yellow verts too. I''ll try to pay attention next time it happens...and the next...and the next, to provide more empirical evidence.

 

When I start new interior cells I've always usually duplicated the markercell and deleted everything except the navmesh there. I think I read somewhere at a time that deleting that could lead to problems, I don't know if that could have anything to do with it. I never had such things happening in Skyrim, though.

Edited by Chiaro22
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