5karrd Posted August 26, 2019 Share Posted August 26, 2019 (edited) (If there is a thread about this, i apologize, i may have missed it when searching) I have an issue where I've got an NPC placed inside an interior cell I made, with a schedule set to leave the cell via door connected to exterior world cell, then walk down some stairs and interact with an idle marker that is in the adjacent cell to the one they enter after leaving the house. I've cleaned up the navmesh, ended up deleting it, making it from scratch, deleting it again, and making it again, even ensuring everything is finalized, green triangles for the door teleport markers, and green boarders to all cells that it's pathing through. Creation kit even confirms the pathing viable. BUT When the NPC is placed via editor on the interior cell, they'll leave as they should, then just stand outside the door and never move. Now if i place the NPC via editor in the exterior world cell, then they'll move to the idle marker with no issue at all. The way it's behaving is like the NPC forgets where it's supposed to go when it leaves the interior cell to exterior cell. In game, if i select the NPC and use the Moveto Player command anywhere within the same cell they teleport into, no movement, but if i move them to a different cell, then they suddenly path correctly and move like they should. Am i missing something? screenshots of what's going on in creation kit: Pathing check Exterior Door: Interior door: Cell Boarder: AI package and stack on NPC: Edited August 26, 2019 by 5karrd Link to comment Share on other sites More sharing options...
agerweb Posted August 26, 2019 Share Posted August 26, 2019 If your using a sweepidlemarker which is essentially a patrol marke with animations, you need to use a patrol package not a sandbox package. Could be your confusing the game here and its doing its best. Link to comment Share on other sites More sharing options...
5karrd Posted August 26, 2019 Author Share Posted August 26, 2019 If your using a sweepidlemarker which is essentially a patrol marke with animations, you need to use a patrol package not a sandbox package. Could be your confusing the game here and its doing its best. Interesting, didn't know it treated those types of idle markers as patrol rather than sandbox. I will give that a try later tonight and see what happens. Link to comment Share on other sites More sharing options...
5karrd Posted August 27, 2019 Author Share Posted August 27, 2019 Huzzah! I believe i found the culprit:I have much to learn about exterior navmeshes, lol. So i was deleting out the vanilla navmesh via CK, then mapping my own.I believe what was happening is both navmeshes would load and cause NPCs to derp out. used SSEdit to go in and force delete the navmeshes i made, and remove the deleted flag on the vanilla meshes.NPCs now path correctly, albeit glitchy as heck cause they're running into everything, but at least now I know to just modify the vanilla mesh, rather than delete it and make a new one. I'll update this once i've done some cleaning up on the meshes and gotten them aligned like they need to be. Link to comment Share on other sites More sharing options...
maxarturo Posted August 27, 2019 Share Posted August 27, 2019 (edited) One way to deal with exterior vanilla NavMesh is to : 1) Select all NavMesh triangles that surround your mesh or the location you'll be editing - adding your own NavMesh ( and the NavMesh beneath the mesh ), the selection should be one compact shape, like circle or square more or less, but not a donut with an unselected center - hole. 2) After you have selected all triangles go to: NavMesh > Move selection to Seperate NavMesh 3) Now the " Seperate NavMesh selection " can be moved beneath the ground, move it only in a Z axe. 4) Now you can add your own NavMesh to the rest of the vanilla NavMesh. Edited August 27, 2019 by maxarturo Link to comment Share on other sites More sharing options...
NexusComa Posted August 27, 2019 Share Posted August 27, 2019 (edited) I may be wrong here. But unless you made that outside arena I'm not sure you need to add NavMesh yourself.There is also a way to add a preferred path via NavMesh editor. I've never made outside areas like that however. Edited August 27, 2019 by NexusComa Link to comment Share on other sites More sharing options...
5karrd Posted August 27, 2019 Author Share Posted August 27, 2019 One way to deal with exterior vanilla NavMesh is to :1) Select all NavMesh triangles that surround your mesh or the location you'll be editing - adding your own NavMesh ( and the NavMesh beneath the mesh ), the selection should be one compact shape, like circle or square more or less, but not a donut with an unselected center - hole. 2) After you have selected all triangles go to:NavMesh > Move selection to Seperate NavMesh 3) Now the " Seperate NavMesh selection " can be moved beneath the ground, move it only in a Z axe. 4) Now you can add your own NavMesh to the rest of the vanilla NavMesh. This worked out perfectly! There's a couple spots that I changed alot of things in the world so i elected to select the whole vanilla mesh and throw it way underground where it'll never be seen again, lol. For the other areas I did what you said and selected the section that changed to move it to a new mesh and push just that part underground Link to comment Share on other sites More sharing options...
maxarturo Posted August 27, 2019 Share Posted August 27, 2019 (edited) 5karrd You should still run it from Tes5Edit, i've noticed that " sometimes " some of those NavMesh edits ( Move selection to Seperate NavMesh ) will show up as dirty edits ( don't know why !, but sometimes they do occur... ). If you encounter such a thing, then do exactly the same but without " NavMesh > Move selection to Seperate NavMesh ", just move the NavMesh underground and add yours to the rest of the vanilla NavMesh. Still, this method won't show up as dirty edit in Tes5Edit, but in some cases weird things can occur with npcs, like ignoring completly the absents of NavMesh in an un-NavMesh part of your new added NavMesh. Edited August 27, 2019 by maxarturo Link to comment Share on other sites More sharing options...
maxarturo Posted August 27, 2019 Share Posted August 27, 2019 (edited) I may be wrong here. But unless you made that outside arena I'm not sure you need to add NavMesh yourself.There is also a way to add a preferred path via NavMesh editor. I've never made outside areas like that however. " I may be wrong here. But unless you made that outside arena I'm not sure you need to add NavMesh yourself. "- Unfortunately if you don't add your own NavMesh npcs won't be able to determine where the wall or obstacle is, so they will get stuck in all the new added meshes all the time. " There is also a way to add a preferred path via NavMesh editor. "- This can work, but not always, depends on where the npc is standing and from where he'll start his route - run.If the npcs enter combat, then they will completely ignore the NavMesh set preferred path, and you will see some hilarious things, like two npcs fighting with a wall between them !... LOL... Edited August 28, 2019 by maxarturo Link to comment Share on other sites More sharing options...
NexusComa Posted August 29, 2019 Share Posted August 29, 2019 Hmmm ... wouldn't you just add it to the navmesh already there in that case. Link to comment Share on other sites More sharing options...
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