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Nav mesh woes late into a project. Help.


Zenmuron

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I started learning the CK at the start of the week and began by just doing the basic tutorial from the CK website. After I finished playing around with that I felt comfortable enough to give making a new player house a shot. I have spent days on this and I have hit a snag with my Nav mesh situation.

 

My mod starts at the Guardian Stones south of Riverwood. I did not mod any of the world terrain until you get to zone -2 -15 wilderness. I deleted some trees and flattened out a spot to fit the house. Then redid the nav meshes. I did not have any problems with this. My problems started after I built some walk ways over the water. I have 2 gaps in my nav mesh which I can not link or drag the mesh past. I can not merge link or overlap this gap in anyway. This is like a thumbnail width gap on my 24" monitor. One gap just out side the house and other is at the start of my first walkway over the water. I noticed some larger green bars when I move to other zones to look at Bethesda's nav meshes. I think the bars are links to move to a new zone but I am not sure. They show up moving from zone -2 -15 to -2 -14 or something to that effect.

 

Can anyone direct me to a proper nav mesh tutorial? Or if willing take a look at my mod and see if I am just stupid and missing something? PM me if you would like me to email the mod for testing. I will not upload this until I get all of the bugs worked out.

 

My other problem is that it will not let me nav mesh right up to the front door so my henchmen are not following me inside of the house.

I would rather not abandon this house/mod but I am running low on patience. I have gotten everything else to work. Fast travel, all the chests all of the crafting stations. All of the lighting is good no extra left over rendering. It is all cleaned up. All of the weapon book armor racks are working properly. I believe the inside is properly nav meshed. Hell I even built some fences to keep the bears from killing my goats and chickens.

 

All I have left to do is get the nav mesh properly fixed. Setup my roof so a dragon can land on it and setup idle markers for npcs. Please post some links or PM with info.

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Turn on your exterior cell boundaries by pressing "B." You must have these green bars connecting all exterior cells. Actors can't move from cell to cell without the presence of the green bars. To reconnect your green bars, you will need to have a point to point matchup of the points in adjacent cells. You will have to grab points one at a time and move them until they occupy the same space as the corresponding points in the adjacent cells. Then when the points are positioned properly, you tell the computer to process the data again and if you did it right, you will get green bars.
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Turn on your exterior cell boundaries by pressing "B." You must have these green bars connecting all exterior cells. Actors can't move from cell to cell without the presence of the green bars. To reconnect your green bars, you will need to have a point to point matchup of the points in adjacent cells. You will have to grab points one at a time and move them until they occupy the same space as the corresponding points in the adjacent cells. Then when the points are positioned properly, you tell the computer to process the data again and if you did it right, you will get green bars.

Sounds like this is my problem. I will be working to try and fix it. Thank you for the information.

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Ok so I have cleaned up my nav meshes and I have my points at the cell borders lined up on each other properly. What am I telling to process exactly. Talk to me like I am 5 year old for this part. Step by step exact words of what I need to do.
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Once you have created all of your navmesh and all of the points line up you have to select the option Navmesh/Finalize from the menu, its this that creates the green bars (which are actually cell transition points, the same as the green triangles that you "Should" get near your house entrance door).

 

One tip, you will have to perform a "Finalize" on your cell + any cell that is adjacent and has it's navmesh changed to match your changed cell. in a mod I'm working on this meant 4 adjacent cells as my house was right next to the boundry of 4 cells (bad planing on my part :( )

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Problem has been resolved. Thank you all for your information and input.
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