samv96UK Posted June 29, 2012 Share Posted June 29, 2012 I'm currently having a bit of trouble with the NPC's in my mod Rochebere in which the NPC's are pretty much stationary unless you specifically give them a patrol package where they can follow xmarkers. This is a problem for villagers who are stationary and will not move around, even if they have a Sandbox package with allow wandering (300 radius). It is also annoying because people will not travel back to their houses come nightfall, when they should be according to their schedules. They just stay standing in the same place. Anyone know any reason why this is happening? As far as I can tell I've navmeshed the area correctly. I can tell this because guards who have been given specific patrols do not normally have any trouble. Would it be to do with how the whole city is built on floor pieces, not the actual land/terrain? Thanks Link to comment Share on other sites More sharing options...
gasti89 Posted June 29, 2012 Share Posted June 29, 2012 Navmesh on custom worldspaces still has lots of bugs. Something i've found: - never save the esp with the navmesh window opened - never check navmesh on cells with a mix of vanilla + custom navmesh - save the esp before finalizing, quit, reload, finalize, save - auto generating navmesh seems to f*** everything. Better to start suddenly from scratch I'm not a proh navmesher so can't ensure you about those things, are just quotes. About the package itself, try removing "allow wandering", so the NPC always looks for near markers/furniture. Also try giving a larger radius (for example i give a radius of 15000-20000 to sandbox Riverwood and some around). Also, some modders suggest after doing the navmesh tricks, to delete the NPC reference and replace it. Link to comment Share on other sites More sharing options...
samv96UK Posted June 29, 2012 Author Share Posted June 29, 2012 Navmesh on custom worldspaces still has lots of bugs. Something i've found: - never save the esp with the navmesh window opened - never check navmesh on cells with a mix of vanilla + custom navmesh - save the esp before finalizing, quit, reload, finalize, save - auto generating navmesh seems to f*** everything. Better to start suddenly from scratch I'm not a proh navmesher so can't ensure you about those things, are just quotes. About the package itself, try removing "allow wandering", so the NPC always looks for near markers/furniture. Also try giving a larger radius (for example i give a radius of 15000-20000 to sandbox Riverwood and some around). Also, some modders suggest after doing the navmesh tricks, to delete the NPC reference and replace it. Thanks, I'll try some of these things out. I might just delete the Navmesh and start from scratch again, see if it makes any difference. Link to comment Share on other sites More sharing options...
Dhegonus Posted June 29, 2012 Share Posted June 29, 2012 often best to do the navmesh yourself and not rely on the auto generated stuff..less errors that way too. Link to comment Share on other sites More sharing options...
samv96UK Posted June 29, 2012 Author Share Posted June 29, 2012 often best to do the navmesh yourself and not rely on the auto generated stuff..less errors that way too. I think for this worldspace I may have auto-gen'd it then edited it... probably not the best idea i've ever had. Anyways, I'm starting from scratch now to see if it will solve my problem. Link to comment Share on other sites More sharing options...
samv96UK Posted June 29, 2012 Author Share Posted June 29, 2012 I've completely deleted the original mesh, and started it all from scratch only to find that it hasn't solved the problem at all. I've also deleted the NPC references and put them down again, with no change. Any other suggestions? Link to comment Share on other sites More sharing options...
Starsickle Posted June 29, 2012 Share Posted June 29, 2012 This is really a big problem. I have been struggling to get my actors to move around and go to places, and It's very difficult to troubleshoot the package without having the second guess the navmesh. I guess this is why people just settle for making hundreds of companions that are still nothing more than a pretty face, a sword, and some nice hair The Navmesh needs to work. We should find ways to get this problem fixed without starting over. Link to comment Share on other sites More sharing options...
Iv121 Posted June 29, 2012 Share Posted June 29, 2012 When you are done with navmeshing you must know that without packages they still won't move. So basically yes if you won't give it command it won't even randomly move. For random moving use wander, for specific movement use travel. The only case it will move without a specified package is when attacking the player (or other actors) . Link to comment Share on other sites More sharing options...
samv96UK Posted June 29, 2012 Author Share Posted June 29, 2012 When you are done with navmeshing you must know that without packages they still won't move. So basically yes if you won't give it command it won't even randomly move. For random moving use wander, for specific movement use travel. The only case it will move without a specified package is when attacking the player (or other actors) . I'll see if a specific wander package makes any difference then, thanks. Link to comment Share on other sites More sharing options...
Esa1996 Posted July 18, 2013 Share Posted July 18, 2013 Hi people, my problem is pretty similar. Is there a way to make NPC's wander randomly (the longer the distances, the better) in the original Skyrim world? The best I've gotten so far, is using the default creature package and setting the min patrol radius to 9000. It'll travel in a circle with a radius of about 80-100 meters, but I'd want the circle to be bigger. If I put the radius any bigger, it'll lag and the NPC's stop moving. Link to comment Share on other sites More sharing options...
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