sixcross Posted August 16, 2012 Share Posted August 16, 2012 (edited) Hey, I'm a new modder just starting out with my first "real" mod and have been working on one for a few days. I have finally decided to start adding some guards and have two separate "barracks" set up. My Idea is to have a night shift/ and a day shift which I can set up as long as the xmarker point and bed are in the same cell. However whenever I set the npc in one of the barracks or even the main mansion the npc proceeds to do well, a lot of nothing. My question is how would I set up the npc's AIPackage to proceed to the next cell and follow through on their given task. All the cells, are NavMeshed, and like I stated as long as the npc is in the same cell they will follow through. Any information would be appreciated. Actually not sure if this is supposed to be in troubleshooting or here. Sorry if this is the wrong place. Edited August 16, 2012 by sixcross Link to comment Share on other sites More sharing options...
Veltoss Posted August 16, 2012 Share Posted August 16, 2012 Are you sure you lined up the vertexes and finalized the navmesh? The only thing that comes to mind with an NPC not walking from one cell to another would be that the navmesh is not connected properly. If you think that might be the problem, take a look at the bottom section called Finalizing Navmesh: http://www.creationkit.com/Category:Navmesh Link to comment Share on other sites More sharing options...
sixcross Posted August 17, 2012 Author Share Posted August 17, 2012 (edited) Are you sure you lined up the vertexes and finalized the navmesh? The only thing that comes to mind with an NPC not walking from one cell to another would be that the navmesh is not connected properly. If you think that might be the problem, take a look at the bottom section called Finalizing Navmesh: http://www.creationkit.com/Category:Navmesh Thank you for your response. I reviewed the wiki page and double checked all my navmeshing. I have finalized it and am still experiencing the same problem. Here is a video showing my problem. I know I'm probably doing something very stupid and simple that's causing this to not work. Edited August 17, 2012 by sixcross Link to comment Share on other sites More sharing options...
David Brasher Posted August 17, 2012 Share Posted August 17, 2012 (edited) What version of Skyrim are you running? If your version is really old, then you could be suffering from the navmesh design flaw. Did you finalize your navmeshes on both sides of the door? If you add a load door between cells to a cell, then you will need to deal with the navmeshing in two separate cells, and get your green triangles in both of them. Edited August 17, 2012 by David Brasher Link to comment Share on other sites More sharing options...
sixcross Posted August 17, 2012 Author Share Posted August 17, 2012 What version of Skyrim are you running? If your version is really old, then you could be suffering from the navmesh design flaw. Did you finalize your navmeshes on both sides of the door? If you add a load door between cells to a cell, then you will need to deal with the navmeshing in two separate cells, and get your green triangles in both of them. 1.7.7.0.6 Link to comment Share on other sites More sharing options...
David Brasher Posted August 17, 2012 Share Posted August 17, 2012 So you have the new version of Skyrim and the navmesh design flaw is no longer supposed to be causing problems. Can you verify that you have finalized the navmeshing on both sides of all load doors teleporting to and from your problem cell? Making any edit to a door, such as connecting it to teleport to another door requires the refinalization of the navmeshing in the cells at both ends. You can get false green triangles in the cells you have not finalized. You can only trust the green triangle after refinalizing. Link to comment Share on other sites More sharing options...
sixcross Posted August 17, 2012 Author Share Posted August 17, 2012 Here is a better video detailing my issue, reviewing my navmesh, and ai packets. Link to comment Share on other sites More sharing options...
Veltoss Posted August 17, 2012 Share Posted August 17, 2012 That's weird, it looks fine from what I can tell in the video. Could you upload the mod somewhere? Maybe someone can take a look at it in the CK and see if they notice anything missed in the video. Link to comment Share on other sites More sharing options...
sixcross Posted August 18, 2012 Author Share Posted August 18, 2012 (edited) Here you go, this is the current build of my mod. http://www.mediafire.com/?534109ytw33kbiy info is inside. (info.txt) Edited August 18, 2012 by sixcross Link to comment Share on other sites More sharing options...
sixcross Posted August 18, 2012 Author Share Posted August 18, 2012 Anyone have any luck? Or am I/Should I just restart from scratch. Link to comment Share on other sites More sharing options...
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