Jump to content

NavMeshing exterior cells Help


Hangman4358

Recommended Posts

Ok, So i have places a few objects and such in an exterior cell. I then edited the nav mesh to include these objects. I then hit finalize and all of a sudden some of the green edges between cells are no longer green and the AI can't walk over those edges. So I hit finalize in the adjacent cell and it fixes the problem between it and the cell I had edited but now it brakes connections with two other cells. I am going mad. This should not be this hard.

 

Is there a way to just finalize or connect single verts and not have it redo the entire cell?

Link to comment
Share on other sites

When NavMeshing editing exterior cells, avoid touching the boundaries. Always be aware of where the boundaries are and think carefully about what you are doing if you are near them. If you accidentally or intentionally change the NavMesh at a cell boundary, you will need to carefully and painstakingly move each fouled-up border point so that it occupies the same space as the one in the adjacent cell so that your green bars can turn on again.

 

Save your mod often with different names or directories. If you goof up and discover that it will be quicker to start over from an old save or to mod-clean out your changes and redo them, rather than fixing the faulty work, then that is what you should do.

Edited by David Brasher
Link to comment
Share on other sites

So I did this. started the navmeshing fro scratch again for one of the cells based on a build where I had not navemeshed anything.

 

I did not move any border verts. I made sure that there was even at least one vert between the border and any verts I worked on. When I did this and I hit Finalize everything worked. All the borders were green. Then I hit Save to save my work and to be able to test it in game. Lo and behold once the CK had saved, all the boarders went back to not linking up. If I hit Finalize again they link up again. If I hit save again they go back to not being linked.

 

So I thought maybe it is just a bug in the CK where it does not show it correctly. I then went and tested it ingame. A companion will cross borders perfectly well in any standard exterior cell but will not follow me into any cell I have edited, even if I never changed any of the border areas of the cell.

 

But if I us FUS on them and blow them into the cell I edited they will work fine in that cell. They walk around fine, they follow me. I even placed NPCs in the cells and they deal with the cell fine. but they will not cross the border out of the cell.

 

It is strange that when I hit finalize they all link up but the CK will not save those links. This is just utterly annoying....

Link to comment
Share on other sites

ok, so I just went back into the CK and just ried to finalize the cells again and save. This time it worked fine. I didn't do anything to them. This is so odd....

 

But now I am running into different problems. But I will start another thread for that.

Edited by Hangman4358
Link to comment
Share on other sites

It's possible that when you saved your mod there was an implicit "check navmesh" (which is what the find triangle is used for). I know that even if you perform a Check Navmesh and even a Finalise Navmesh there is still something more done when you save.

 

You can see this if you watch the status bar at the bottom of the CK parent window, you see messages flash past. Sometimes it will even break some of your triangles into more than one, not common but I've seen it happen.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...