phillipjohnmc Posted January 12, 2018 Share Posted January 12, 2018 (edited) this is killing me. i've got the yellow box over the navmesh, have checked the navmesh for errors (there are none) and finalised, but followers won't go into the player home with me. i have to summon them inside. they will exit the house, so the yellow box inside seems to be working, but not the outside box going in. works for player, but not followers i had got it to work in the past, but now it's not working. even though i haven't changed anything. such a headache for one seemingly simple thing. (also, i just noticed that if i enter the house then reload the game, the players will be inside the house upon reload) Edited January 12, 2018 by phillipjohnmc Link to comment Share on other sites More sharing options...
phillipjohnmc Posted January 12, 2018 Author Share Posted January 12, 2018 (edited) uuuuuuuuuuuuuuuuuuuugh! so apparently, under the yellow teleport marker, you've got to have 2-3 separate triangle spaces. one triangle space should not be preferred pathing, and the other two should (in this case they should b/c it's exterior and leading up to the home). the one that's not preferred pathing lights up green upon finalising, as it shoud. i had one single triangle under the marker, preferred pathing, lit up blue. i guess the followers couldn't follow me because the yellow transport marker didn't share any space with any other surrounding triangles, and also b/c the triangle under the marker had preferrred pathing selected. damn fussy program Edited January 12, 2018 by phillipjohnmc Link to comment Share on other sites More sharing options...
Genamine Posted January 12, 2018 Share Posted January 12, 2018 Was the triangle you placed under the marker attached to the existing navmesh? I dont see how preferred pathing would break NPC navigation to door markers, it never has for me, but if the triangle under the marker is an island and not connected to the navmesh the NPC actually walks on then yeah that will cause issues Navmesh should always be connected to eachother in order for it to work properly, NPC's cannot just move from one navmesh island to anotherWith the exception on that being if the NPC is in combat, when in combat AI is more lenient with navigation Link to comment Share on other sites More sharing options...
phillipjohnmc Posted January 12, 2018 Author Share Posted January 12, 2018 all navmesh was attached. was a 'try this, try that' solution. what solved it was dividing the single big triangle the marker sat on. i separated it into three triangles, and made sure the marker sat on all three. probably would have worked with just two. seems like the marker needs to straddle navmesh triangles to work properly. i guess b/c the marker sat on one big triangle only, the npcs couldn't detect it through the rest of the navmesh, even though everything was connected. i'm just guessing here. not sure the preferred pathing made a difference, but if the triangle that connects with the marker is preferred pathing, it highlights as blue rather than green, and it's supposed to be green right? anyway, it works now. Link to comment Share on other sites More sharing options...
phillipjohnmc Posted January 12, 2018 Author Share Posted January 12, 2018 hmm, scratch all that. it started happening again and i had to look at it again. seems it was an idle marker i had placed near the cell borders. for some reason it was interfering with their passage from one cell to the next. i deleted the idle marker and they pass fine and enter the house without problems Link to comment Share on other sites More sharing options...
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