maxarturo Posted November 11, 2019 Share Posted November 11, 2019 I'm having some unexpected results in one of my cells and i don't know if it's related to critters needing to use NavMesh or if it's related to the cell itself been too heavy. They appear and disappear while testing and "coc" (i'm not using a save file) from one cell to the other and to the next and vise versa, they spawn > don't respawn > then maybe they spawn again >... etc. I had the impresion that since critter don't use AI (like npcs do) they don't need NavMesh. But i could be horribly wrong... if anyone knows anything about this it would help me a lot because there is absolutely nothing online about this. And if it's related to NavMesh, then i'll need to reconfigure that particular cell, and it would be a BIIIGGGG PAIN IN THE A** !!!!. * The particular critters positions on that cell have no NavMesh, i did it this way to avoid other issues with npcs. Thanks in advance !. Link to comment Share on other sites More sharing options...
NexBeth Posted November 11, 2019 Share Posted November 11, 2019 They do need navmesh. They are NPCs/actors and require navmesh for the same reasons as other NPCs do. Link to comment Share on other sites More sharing options...
maxarturo Posted November 11, 2019 Author Share Posted November 11, 2019 (edited) Thanks for the reply NexBeth. But from my experience from other games, critters don't use NavMesh and their AI is just a simple "Generate Random Movement Algorithm" (nothing like npcs AI), so i can't bet my life on this, that Skyrim critters do use NavMesh. Yesterday i notice that critters actors/creatures don't have a problem to go from a NavMesh section to another NavMesh section crossing an NON NavMesh section ( through a gap), so they don't draw "Heading/Destination Path" from the NavMesh. I'll have to run some tests to verify this and to be 100% sure, plus it's way more preferable for me to run some tests than to start reconfiguring that massive cell. I'll post my results here in a couple of days, if you are also interested in this. Have a happy modding !. Edited November 11, 2019 by maxarturo Link to comment Share on other sites More sharing options...
ReDragon2013 Posted November 12, 2019 Share Posted November 12, 2019 What kind of critter did you mean? Link to comment Share on other sites More sharing options...
maxarturo Posted November 12, 2019 Author Share Posted November 12, 2019 What kind of critter did you mean? All of them, but mainly insects and fish pond. Link to comment Share on other sites More sharing options...
ReDragon2013 Posted November 12, 2019 Share Posted November 12, 2019 (edited) insects and fishes do not need navmesh..they spawn by using spawnpoints that have attached "critterspawn.pex" and the spawn process will be triggeredif player has the same parentcell as the spawnpoints vanilla script (mentioned above) is using OnLoad()my script enhancement and USLEEP as well has changed to event OnCellAttach() critter like insects, fishes and flying birds are not actors, they are animated objects.. animation can be papyrus script related or by using mesh transition loop Edited November 17, 2019 by ReDragon2013 Link to comment Share on other sites More sharing options...
maxarturo Posted November 12, 2019 Author Share Posted November 12, 2019 insects and fishes does not need navmesh..they spawn by using spawnpoints that have attached "critterspawn.pex" andthe spawn process will be triggered if player has the same parentcell as the spawnpoints vanilla script is using OnLoad()my script enhancements and USLEEP as well is using OnCellAttach() Thanks for this also.Can your script run along with the vanilla one, or it needs to run by itself ?, i haven't checked it. Link to comment Share on other sites More sharing options...
maxarturo Posted November 16, 2019 Author Share Posted November 16, 2019 I'm posting this just to verify it. After some testings, insect and fish critters don't use NavMesh. Fishes and water insects use and spawn only wherever the water activator is and through its length/size, other insects (and all critters) use only as ReDragon2013 posted. "they spawn by using spawnpoints that have attached "critterspawn.pex" and the spawn process will be triggered if player has the same parentcell as the spawnpoints". Link to comment Share on other sites More sharing options...
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