Jump to content

NPC escort quest


Starsickle

Recommended Posts

Have you (re) finalised the meshes in both your cell AND the exterior cell that contains the door to it?

 

I don't use auto-generate, I find it takes longer to clean up an auto than just do it manually.

Link to comment
Share on other sites

Have you (re) finalised the meshes in both your cell AND the exterior cell that contains the door to it?

 

I don't use auto-generate, I find it takes longer to clean up an auto than just do it manually.

 

The exterior cell gave me problems when I first placed the statics and changed things around, but I took a look before I posted - I'll give it another shot and see what happens.

Link to comment
Share on other sites

Back-

So: Finalized what I had. The navmesh gave me trouble the last time I tried to do it. (You would hit finalize and everything would disappear, I managed to finalize this time))

 

No change in behavior. There's something wrong with the NPC's package. She doesn't go anywhere, and the package tells her she should.

 

I'm stumped. The navmesh is there.

 

Here's what it looks like right now:

http://i211.photobucket.com/albums/bb157/starsickle/Projects/navmesh01.png

Link to comment
Share on other sites

Is your xmarker in that Whiterun style house's interior? If so I don't see a green triangle like the navmesh gets when it knows there's a teleport door there. (I don't see a teleport marker either but it looks like you've got marker view turned off, apologies if this is a REALLY patronising question, but you have actually set up a teleport door to that interior cell haven't you?) I THINk you said the xmarker was in an internal cell.

 

It also looks like the cell navmesh boundaries are broken for some of the borders to cells surrounding that one, other than on it's left hand edge (there are definitely unlinked vertices in the foreground of the shot, and it looks like that's where the cell boundary is).

 

The mesh in the cell behind the WR house (as we look at it) looks pretty screwy as well, it's hard to tell on that view what's missing triangles and what's just below ground surface, but tha cell also looks like it has missing navmesh boundaries to the adjacent cells as well.

 

I'm not saying that the problem IS the mesh, but the mesh looks borked to me.

 

If you haven't already then test this in game: take a follower with you, and go to the spot that your NPC is supposed to start at. Then walk/run from there to the xmarker and see if your follower can make the journey with you or not. If they can, then the mesh is probably OK, if they can't then the mesh is definitely your issue.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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