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Navmeshing Settlement Objects-Prefabs


damanding

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I'm considering making prefabs for a new mod and I've gone through the process of not only teaching myself all the steps (I knew parts in theory but not practice) but also writing up a tutorial as I go along. I'm already reasonably familiar with navmeshing and I read Stuyk's tutorial on navmeshing for settlement objects. http://stuyk.com/forum/viewtopic.php?t=26

 

What I'm wondering is if there is a way to make it easier for NPCs to find the door of a prefab once they're inside and trying to get out. For testing I just did a simple square wood shack. I've navmeshed through the doorway and after looking at a vanilla prefab I'm going to angle the bit of navmesh that goes through the door way down a little bit to create a short ramp to the ground, though my follower was able to get inside just fine as is.

 

Shack

 

wood_shack.png

 

 

Shack navmesh

 

wood_shack_navmesh.png

 

 

Doorway Navmesh

 

shack_door_navmesh.png

 

 

When I tested the navmesh in game I happened to place the shack just as Preston walked up from behind me and he ended up inside. My current character is one I just started recently and I haven't invited new settlers to Sanctuary yet so he's in that constantly on guard patrol around the settlement mode. So Preston is in guard mode and seems to be having problems finding his way out of the shack. I had Nick as a follower, commanded him to enter the building and stand in a spot in the middle, he got in no problem. I placed a chair inside and while I was in workshop mode Nick found his way back out of the building no problem. I sent Nick to sit in the chair, he got back inside and sat down. I told him to follow me again and exited, he followed me out no problem. Preston however was constantly trying to walk through the walls non-stop the whole time.

 

So the question is, do I need to do a better job with my navmeshing? It looks pretty much as good as the vanilla prefabs. Or is this just a "feature" of the seriously crappy AI and I should just expect it? Is there a way to mark an exit in the navmesh that I'm unaware of? Or a way to mark a navmesh edge as a wall? I'm guessing that because this is so flat and close to the ground the NPC's aren't able to see the interior edge as an edge and just view it as a continuous bit of navmesh connecting with the exterior ground navmesh (otherwise they couldn't get in the door in the first place)

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Doors require navcuts, no exceptions. It's a mesh creation thing and it must be solved within 3D MAX.

I don't really understand what you mean by this. I used a vanilla doorway mesh. Plus my follower was able to use the door already.

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Yea, but you cannot really copy those navcuts with the door mesh, at least not in a way that makes them work. IF you look at the basic shack doorway, on each side there's a small collision called NavCut01 and 02 (I think, can't recall names exactly rn). They literally do what the name says, and require being made in MAX when creating the rest of the collisions for your meshes.

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So the collision boxes you can create in the CK can't be combined into a SCOL and retain their functionality basically? Ugh this sucks hard. So what I would need to do is take the SCOL nif I made into 3ds max and do something magical there before it can be functional at all as a settlement object, yes? God I hate Bethesda sometimes.

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