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Newbie fixing navmesh issues


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Anyway, it doesn't really matter if I'm right or wrong on this. What counts is that if you flood-fill a vanilla mesh, drag it down and add a new one, it will always work with no issues.

 

The case of Eli's Breezehome made me have doubts.

 

I did it my way and everything worked fine again, so that just reinforces the idea in my head!

 

Certainly and absolutely, never delete any vanilla navmesh. I'm just going further and saying don't even edit it, except to move it down z-wise.

 

The other option (only where possible) is to leave the vanilla mesh totally untouched and add collision planes/cubes set to L_Navcut. This wouldn't work in Breezehome, but in some cells it's a valid option and preserves the vanilla mesh completely. I've done it a few times. For an example where Bethesda did it, take a look at Windstad Manor. Betheda used them a lot. The Fish hatchery is a prime example. They have such planes all around the netting. They stick them around all the optional furniture, too and enable them along with the item that the player crafts. This means that they can navmesh the empty room fully but use the collision cubes to stop NPCs banging into the new items when crafted. If they didn't do that NPCs would look crazy walking around items that weren't yet there!

 

Btw, I like your thinking! I need to check out the mods you've uploaded.

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  • 7 months later...

Do you have a copy of your eli breezehome patch? I've been tearing my hair out trying to solve this, thinking it was a conflict or something. I never would have guessed that the navmesh was just bad to begin with. If you're not going to release it publicly, I'd still love to get a copy

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