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followers wont come in custom castle


waylonbearce

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I have seen both of those vids and have seen them over and over. ya i have not done that yet cuz i have not furnished it completely. or can i finalize it and renavmesh again later?

 

And also when i did auto navemesh on the outside it left gaps on the bridge leading to the castle so i have to kinda push followers across them then they run up to the next gap. its realy a problem and i cannot figure out how to hook the navemesh lines together to make one endless navemesh

Edited by waylonbearce
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I didn't link to the vids this time - these links are explanations of what finalizing a navmesh is, why you need it, and how to do it.

 

You can finalize multiple times, no problem. You can also alter your navmeshes, but this typically is more work (removing triangles, moving them) so generally you only really want to add the navmesh to your final layout.

 

Automatic navmeshing typically has issues with stairs/bridges/elevation. You can fiddle with the parameters in the generation dialog, but this typically leads to other weirdness elsewhere in the level. You'll have to go in manually.

 

Say you have this bridge, as you can see the top floor has some navmesh and the bottom has some, I want to connect them, Make sure the navmesh bar has triangles, vertices, and edges set to active:

http://i47.tinypic.com/s309oo.png

 

And off we go. Here's the bridge:

http://i47.tinypic.com/a5cf89.jpg

 

What you do is left-doubleclick the edge of the triangle which will lead up the bridge, the two points at the edge will turn green if you do it right.

http://i50.tinypic.com/j94zfo.png

 

Now holding CTRL, you right-click somewhere on the bridge itself and a new triangle will appear

http://i49.tinypic.com/1fak4i.jpg

 

At this point I usually cycle through the views with the W key (press it a few times, it's like magic) to make sure it's at the right elevation and place and that the right next edge is selected - the system will automatically select another edge for you to continue your navmesh but it often picks the wrong edge. Here you see it has selected the edge with the two points on the side of the bridge but I want the other edge. You press TAB and the correct edge will be selected.

http://i45.tinypic.com/2istvlg.png

 

Hold the CTRL key again and right-click, making a new triangle:

http://i45.tinypic.com/2ihmj2w.jpg

 

Now normally I would work my way upwards first but for this example we will connect the other half - I left-doubleclick the edge marked with the red arrow first to select it, then hold CTRL and left double-click the edge marked with the blue arrow. (the other way around works just as well)

http://i50.tinypic.com/64dl68.png

 

And voila, the system will connect the two edges with a nice triangle. This technique (CTRL+doubleclick one edge, CTRL + doubleclick second edge is also how you join two disparate meshes).

http://i46.tinypic.com/99qhdk.jpg

 

This way you work yourself up the bridge, and then use the ctrl+left-doubleclick to connect the bridge and upper level navmesh when you get there. If you make a mistake, CTRL+Z will undo your last move (you may have to delete a stray point), but after you do, you will have to reselect your edge or whatever you were working on.

 

Pay attention to left- and right clicks and when to do which, and this may look like a chore but once you get the hang of it you can mesh levels pretty quickly.

Edited by acidzebra
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I didn't link to the vids this time - these links are explanations of what finalizing a navmesh is, why you need it, and how to do it.

 

You can finalize multiple times, no problem. You can also alter your navmeshes, but this typically is more work (removing triangles, moving them) so generally you only really want to add the navmesh to your final layout.

 

Automatic navmeshing typically has issues with stairs/bridges/elevation. You can fiddle with the parameters in the generation dialog, but this typically leads to other weirdness elsewhere in the level. You'll have to go in manually.

 

Say you have this bridge, as you can see the top floor has some navmesh and the bottom has some, I want to connect them, Make sure the navmesh bar has triangles, vertices, and edges set to active:

http://i47.tinypic.com/s309oo.png

 

And off we go. Here's the bridge:

http://i47.tinypic.com/a5cf89.jpg

 

Im sorry but this did not work, all it did was make another yellow dot and navmeshing in the first place is point less. It should be like sims, every object is preprogrammed to caus a sim to walk around it and all floor panels can be walked on already. I really wish i could find something different or better to replace nave meshing cause I have fabulous ideas for mods that navmeshing has killed now, unless i just shipped my mod off to someone to nave mesh for me.

 

What you do is left-doubleclick the edge of the triangle which will lead up the bridge, the two points at the edge will turn green if you do it right.

http://i50.tinypic.com/j94zfo.png

 

Now holding CTRL, you right-click somewhere on the bridge itself and a new triangle will appear

http://i49.tinypic.com/1fak4i.jpg

 

At this point I usually cycle through the views with the W key (press it a few times, it's like magic) to make sure it's at the right elevation and place and that the right next edge is selected - the system will automatically select another edge for you to continue your navmesh but it often picks the wrong edge. Here you see it has selected the edge with the two points on the side of the bridge but I want the other edge. You press TAB and the correct edge will be selected.

http://i45.tinypic.com/2istvlg.png

 

Hold the CTRL key again and right-click, making a new triangle:

http://i45.tinypic.com/2ihmj2w.jpg

 

Now normally I would work my way upwards first but for this example we will connect the other half - I left-doubleclick the edge marked with the red arrow first to select it, then hold CTRL and left double-click the edge marked with the blue arrow. (the other way around works just as well)

http://i50.tinypic.com/64dl68.png

 

And voila, the system will connect the two edges with a nice triangle. This technique (CTRL+doubleclick one edge, CTRL + doubleclick second edge is also how you join two disparate meshes).

http://i46.tinypic.com/99qhdk.jpg

 

This way you work yourself up the bridge, and then use the ctrl+left-doubleclick to connect the bridge and upper level navmesh when you get there. If you make a mistake, CTRL+Z will undo your last move (you may have to delete a stray point), but after you do, you will have to reselect your edge or whatever you were working on.

 

Pay attention to left- and right clicks and when to do which, and this may look like a chore but once you get the hang of it you can mesh levels pretty quickly.

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I tried this and all it did was create a yellow vertex but no triangle, there must be a better way to get npc's to walk around in the world of skyrim then this broken old navmesh system they have, something as simple as the way sims does theres where everything is prenavmeshed or something. This all is killing all my fabulous ideas for mods.
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I tried this and all it did was create a yellow vertex but no triangle, there must be a better way to get npc's to walk around in the world of skyrim then this broken old navmesh system they have, something as simple as the way sims does theres where everything is prenavmeshed or something. This all is killing all my fabulous ideas for mods.

It's not broken because lot's of people create new cells all the time with little to no problems. I've never made new cells in Skyrim but I've done a lot of them in Fallout 3, FONV, and Oblivion and it's pretty much automatic except for a few areas as previously mentioned.

Starting out you might want to try creating new cells from duplicating existing cells, that way they will already have a navmesh.

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Every single house mod and dungeon on the Nexus represents a modder who has had to learn to navmesh. The navmesh system works fine, it's not perfect, but it allows for large degrees of flexibility in AI pathing and object placement for both vanilla objects and any new resource added later.

 

Complaining about how you think it should be isn't going to fix anything for anyone. Comparing Skyrim to the Sims is like comparing Lego Technic to Lego Duplo.

 

I tried this and all it did was create a yellow vertex but no triangle

 

You either have no valid edge selected (the 2 edge vertices should turn green) or you're not holding the CTRL button, or both.

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