BeastlyBeast Posted May 10, 2012 Author Share Posted May 10, 2012 Well, I think I fixed the NPCs teleporting to random rooms problem. At least for the followers. I just got rid of the linked references, and added some 1024 room sandbox packages. Now, not only do they not teleport to the rooms when I leave the inn and go back in, or wait, but now they act a bit more lively, as well. :) I still have the navmesh problem, though. :( That's a PITB to fix. IDK y Bethesda had to make NPC routing so dang hard for exterior cells... Interior cell navmeshing is so easy! If there's something wrong, I either delete it, or move it around the tiniest bit so that it works again. Exterior cell navmeshing for me goes like this: I set up the navmesh I want, and make sure I gather it all and click F to make it all drop to the floor. Then, I check my navmesh, there hasn't been a single warning triangle ever. So, then I finalize the navmesh, go into the game, and take on of my followers outside. He only walks till he gets to the 'main road' so to say, and then he just stops. If I get rid of the navmesh, he goes further than that and follows me around more, but not by much. Do I need to pace roads, or do I just need to navmesh better? It's so annoying that they don't want to follow me, especially because that, a stablemaster, some guards and a few trainers is all I need to be finished with Goldshire! Then I can move on to Westfalls and such... The only thing holding me back is the darned navmeshing! Link to comment Share on other sites More sharing options...
BeastlyBeast Posted May 10, 2012 Author Share Posted May 10, 2012 (edited) WOOT! I fixed it! I just needed to make sum roads. They're a bit bumpy, but hey, at least my followers can walk on them, and they follow me off the road, too. He only stops following me when I go to the next exterior cell. But, since I got rid of the linked references, they just stay where I tell them to leave at, instead of going back to the inn. And, I still have the teleport to the room problem. But, this time it doesn't happen when I wait. It only happens when I bring my follower into the inn while hes following me. I think I'm going to get rid of the Butcher, cuz he teleports as well. He ain't that important. LOL. One less NPC I gotta worry about. So, this brings me to two questions: How do I make my follower go back to the inn when I tell him to leave (or in other words how do I make the inn the follower's home) and, WTH do I gotta do to stop this teleport problem!!!??? LOL Edited May 10, 2012 by BeastlyBeast Link to comment Share on other sites More sharing options...
donker316 Posted May 11, 2012 Share Posted May 11, 2012 WOOT! I fixed it! I just needed to make sum roads. They're a bit bumpy, but hey, at least my followers can walk on them, and they follow me off the road, too. He only stops following me when I go to the next exterior cell. But, since I got rid of the linked references, they just stay where I tell them to leave at, instead of going back to the inn. And, I still have the teleport to the room problem. But, this time it doesn't happen when I wait. It only happens when I bring my follower into the inn while hes following me. I think I'm going to get rid of the Butcher, cuz he teleports as well. He ain't that important. LOL. One less NPC I gotta worry about. So, this brings me to two questions: How do I make my follower go back to the inn when I tell him to leave (or in other words how do I make the inn the follower's home) and, WTH do I gotta do to stop this teleport problem!!!??? LOL As for the follower going home problem I think i know the fix. Now this is off my own experience so it may or may not work. I give my followers and "SIT" AI-Package in the AI section and give them a piece of furniture to sit on and it doesn't need a unique ref id. Then when you dismiss them they SHOULD (lol) go back to said chair-bench-etc.... Let me know if that works bud hope I help a little. Link to comment Share on other sites More sharing options...
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