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Any bad navmeshes you want fixed?


hyper1on

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I had created a small mod in new vegas that fixed some funky navmeshes, specifically the NCRCF guard towers (not being able to shoot through seemingly empty space).

 

I was curious if anyone has found stuff like that which needs fixed in fallout 4... If there is any interest I would try fixing it for fallout 4.

Haven't run into anything so far in fallout 4 myself yet!

thanks!

 

hyper1on

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There is one spot in Vanilla that always bothers me ... Down the hill from Graygarden, there is a long Orange Metal Rail Bridge (for the rail line that leads to Oberland Station) As this is a well used path I always run across that bridge. ... However there is a Rail Car that blocks one end of it, and as we all know 'White Followers can't jump" (neither can Green, Black, furry or Metallic followers for that matter) So I used the Console to get rid of it ... But, the bridge itself doesn't appear to be navmeshed, so Followers still have to go swimming, in order to follow you from one side of the river to the other. That should be a pretty simple one to fix????

 

Oh, and the "Roof" of the "Red Rocket near Sanctuary" - Even if I put stairs leading up and over the edge, NPC's won't walk on it unless I also place "floor" sections of some sort.

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I'll see if I can do anything about those issues.

I did find a spot that I should have been able to shoot through, but couldn't... The building in the Evans Cul-De-Sac has broken out windows, but I tried to snipe someone and hit non-existent glass instead. That kinda stuff drives me crazy.

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Oh, I also did notice the railings on the Cabins at Sunshine Tidings Co-Op. I tried killing a Radroach through them but couldn't seem to hit it, of course Radraoches have a hitbox only about 1 proton wide and it's not actually anywhere near their bodies, but still, I was using a DB Shotgun, so I should have been able to at least give it a glancing blow.

 

Anyway, thanks so much for just trying to fix the canine excremental matter that is Bugthesda's Navmeshing. :)

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Oh, I also did notice the railings on the Cabins at Sunshine Tidings Co-Op. I tried killing a Radroach through them but couldn't seem to hit it, of course Radraoches have a hitbox only about 1 proton wide and it's not actually anywhere near their bodies, but still, I was using a DB Shotgun, so I should have been able to at least give it a glancing blow.

 

Anyway, thanks so much for just trying to fix the canine excremental matter that is Bugthesda's Navmeshing. :smile:

Railings seem to be a common theme, I had to fix them in New Vegas at the NCRCF (Guard towers). Workin on it!

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Near Goodneighbor, there is a small raised roadway, just past the building with the supermutants in it. Similar railway thing. Seemed completely open, not even a marginal thing, but that empty space was apparently 100% transparent metal.

 

Sorry the location description is kinda vague...

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  • 1 year later...

My companions always go swimming at the Andrew McArdle Bridge from county crossing to Boston airport area even though there is room to get past cars and bus. Would really appreciate to have that re-Navmeshed of vehicles removed, I have looked for a mod that deals with it, no luck so far if it already exist would greatly appreciate a nod to its location. thank you kindly for any help you can give.

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Accidentaly, i may have made something that might help when testing the navmeshes, or when actively searching for the problematic areas.

Its the Auto Walk mod - just use "tmm 1" in the console, to reveal all map markers, and then you can use this to see which path will the AI take.
You can use "modav speedmult 500" to make the char move faster.
Sometimes the chosen path is mindboggling and begs the question "WHY?".
But keep in mind that sometimes it could be related to how the game is loading the cells (i imagine you can arrive at a point where the game loads a new adjacent cell, the pathfinding gets recalculated and decides on a better/different way, so your char suddenly does 180 and goes the other way - that has probably nothing to do with bad Navmeshes).

Edited by 5133p39
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