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Followers in custom cells


eagledude4

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You don't nee to highlight anything finalisation id sone for the cell that the camera currently resides in (make sure it's looking straight down in exteriors to avoid mistakes)

Finalising dosen't take long (longer in exteriors as there are more links to other areas). But you haven't said whether you finalised the exterior or whether you got the green teleportation triangles. See atachment

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Still waiting for a reply D;

 

There is currently a Navmesh bug that really affects every cell regardless of its your first time in the cell. Most of the time the navmesh will not even work unless you use it in a ESM file instead which can be a real pain. Bethsda said it will be fixed in 1.5 but we have no idea when that will be. But this bug affects all custom nav meshes.

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Seriously, the answer was given a couple times. Just click the Finalize "Check mark" button in the Navmesh toolbar.

 

Did you by any chance actually go to the CreationKit Wiki and look at the tutorial?

 

http://www.creationkit.com/Category:Navmesh#Finalizing_Navmesh

 

Most of us don't mind helping people, but people also need to try and help themselves! :thumbsup:

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Still waiting for a reply D;

 

There is currently a Navmesh bug that really affects every cell regardless of its your first time in the cell. Most of the time the navmesh will not even work unless you use it in a ESM file instead which can be a real pain. Bethsda said it will be fixed in 1.5 but we have no idea when that will be. But this bug affects all custom nav meshes.

 

Some might debate this statement. I and others do not have any issues with new/edited navmesh because we do a quality mesh by hand. If you use the auto generate features, it almost always has issues. I have not had any issues with any of my navmesh no matter how many cells away I travel or how long I am away. So, I and others would suggest to do good navmeshing by hand, run validation checks and make sure it's finalized, and avert the issues. :tongue:

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Still waiting for a reply D;

 

There is currently a Navmesh bug that really affects every cell regardless of its your first time in the cell. Most of the time the navmesh will not even work unless you use it in a ESM file instead which can be a real pain. Bethsda said it will be fixed in 1.5 but we have no idea when that will be. But this bug affects all custom nav meshes.

 

Some might debate this statement. I and others do not have any issues with new/edited navmesh because we do a quality mesh by hand. If you use the auto generate features, it almost always has issues. I have not had any issues with any of my navmesh no matter how many cells away I travel or how long I am away. So, I and others would suggest to do good navmeshing by hand, run validation checks and make sure it's finalized, and avert the issues. :tongue:

 

I never touched the auto generate navigation but i have edited the outside world, I deleted the entire cell and then meshed it all by hand and I still have the exact same issues as I had before. What would you say to do when editing outside terrain? Like none of my basics patrols work unless they are in an ESM mesh. I would love to get it to work in just 1 ESP file.

Edited by natfoth
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I never touched the auto generate navigation but i have edited the outside world, I deleted the entire cell and then meshed it all by hand and I still have the exact same issues as I had before. What would you say to do when editing outside terrain? Like none of my basics patrols work unless they are in an ESM mesh. I would love to get it to work in just 1 ESP file.

 

First, only delete/edit mesh triangles/vertices that are no longer valid, and build off of the vanilla mesh and cover the areas needed. Make sure you have clear solid mesh with no straggle triangles dipping into little areas that an NPC would never be in the first place. Make sure that any portals or teleport doors are in place before you finalize the mesh (or npcs won't have any transition point to move from one room to another or from one cell to another.

I'm not saying there's not a bug here, because this bug has been around since the FO3 GECK days, but you can avoid it rearing it's ugly head by doing really good navmesh by hand. If you do everything right, and the problem persists, then by all means ESM the base mod, it really doesn't hurt anything but is an inconvenience for the author when making changes.

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