TyburnKetch Posted August 19, 2020 Share Posted August 19, 2020 I am at my wits end. All ****ing day I have been trying to correct a pathing issue with one, ONE ****ing door! I am at a loss. I have tried multiple doors, multiple attempts at renavmeshing. It is all my own navmesh. I have tried angling the door markers, straightening the door markers, putting them on, below, above the navmesh. Nothing is working consistently. Occasionally my npc will use one door, but not the other. Then he will use the other door, but not the other. It is driving me insane! It is like a form of ****ing torture!! I know it is practically impossible for anyone to point me in the right direction, but if anyone has any ideas as to what is happening here, that would be great. One door is on rocky terrain on the floor. The other is on a mountain wall. The markers always have green triangles under them. The npc has a package with multiple idle markers either side of the load door. He would rather walk for half a day around the player house than just use one ****ing door, right in ****ing front of him!! Rant over. I feel a bit better ... Link to comment Share on other sites More sharing options...
maxarturo Posted August 19, 2020 Share Posted August 19, 2020 Check for the wall's collision or other collisions that might be in front of the door, npcs will use / activate doors that are just in front of them and in the actor's middle "Z height", so if there is a collison there the player can activate the door from any other angle, but the npc can not. Have a happy modding. Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 19, 2020 Share Posted August 19, 2020 Nice rant! Are both doors the same? I had an issue with my spouse kids and housecarl trooping off to Riften rather than using the trapdoor into the cellar of the house. The cellar could be accessed through the Ragged Flagon, via a long and dangerous dungeon. Thankfully they never got slaughtered in the dungeon because of a default block follower script on the door into it from The Flagon. I'd find them hanging out with the rest of The Thieves' Guild! They'd stay there in a gaggle around the entrance to the dungeon until one by one their packages told them to go to a place other than the cellar. Then they'd all get stuck in the lake trying to swim across to the house! Quite funny, really, if it wasn't going to totally wreck the mod! That turned out to be that the trapdoors I was using into the cellar from the house were flagged as 'Minimum Use'. None of the doors to get to the cellar the other way weren't flagged 'Minimum Use'. NPCs will not use a door that's minimum use if there is another way to get to the place their package is dictating. Link to comment Share on other sites More sharing options...
TyburnKetch Posted August 19, 2020 Author Share Posted August 19, 2020 Thanks guys. The doors started out as different, I first thought one of them was the issue. It turns out it was not. None of the doors I have chosen have minimal use either marked by flag or in name. I am currently using two doors that are the same. The collision issue is very interesting. There IS wonky collision as both doors are on a mountain piece (I find mountain collision to be all over the place at times). I have been very conscious of it throughout my insanity driving marathon but the more I think about it, and the fact you have mentioned it, the more I am thinking this could well be the issue. Will run some tests when I next can deliberately moving the doors far away from the wall, and up off the ground, to see if this sorts it. I nearly cried yesterday! Actual tears! Lol. Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 19, 2020 Share Posted August 19, 2020 Thanks guys. The doors started out as different, I first thought one of them was the issue. It turns out it was not. None of the doors I have chosen have minimal use either marked by flag or in name. I am currently using two doors that are the same. The collision issue is very interesting. There IS wonky collision as both doors are on a mountain piece (I find mountain collision to be all over the place at times). I have been very conscious of it throughout my insanity driving marathon but the more I think about it, and the fact you have mentioned it, the more I am thinking this could well be the issue. Will run some tests when I next can deliberately moving the doors far away from the wall, and up off the ground, to see if this sorts it. I nearly cried yesterday! Actual tears! Lol.I know the feeling about tears! Me, I want to throw the PC out of the window and devote the rest of my days to looking after my cat! At least we've eliminated the 'minimal use' problem that I had. Hope your tests work out. I'm not too hopeful because I've put doors close to mountain statics and had no trouble, several times... still, let's see! Hey! I tell you what! I just had a weird problem (yes, another one!) whereby two correctly connected load doors didn't work properly. Going one way it did. Coming back, it didn't. It dumped the player at the COC marker for the cell, miles away from where they should be. I tried what you're trying, checking and finalizing navmesh, moving the teleport markers (In my opinion, they work best when you can just see the insertion point yellow cross just above the terrain): nothing worked. In the end I unchecked the 'teleport' flag in one door marker and simply re-connected them... now it works every time! Worth a try! Link to comment Share on other sites More sharing options...
TyburnKetch Posted August 20, 2020 Author Share Posted August 20, 2020 So after two! full days of much frustration I have finally got this door working for my npc. It is impossible to tell exactly what did it as I went through everything I possibly could to try and rectify the situation. I have moved the doors away from the mountain static (for good measure) but my hunch is that the door markers needed to be placed absolutely perfectly on the navmesh and terrain to make it click. Thank you cumbrianlad for the tip about the yellow cross. I also think that the CK got EXTREMELY particular about one of the navmesh triangles under one of the markers. I think (according to the CK) one of my triangles was just ever so slightly too large. I am relieved to have got it sorted (I even considered just throwing my NPC away at one point - I hated him so much!) but my god can the CK be a total ****hole sometimes! Thanks for the help guys. Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 20, 2020 Share Posted August 20, 2020 Well good to hear it's sorted. I'm delighted to see that you used the term ****hole to refer to Ck, rather than ***hole, as used by my American cousins. A hole in an ass? A hole in a donkey? A hole in an idiot? I'm rather proud of British swearing... it's just so much better, imo. If your PC is better than mine, don't throw it away in a fit of temper... just post it to me. I can then throw it out of my window next time CK plays up! that way your conscience is free from worrying about wanton destruction and I've had a better PC for a time... win-win! Link to comment Share on other sites More sharing options...
TyburnKetch Posted August 20, 2020 Author Share Posted August 20, 2020 Hahaha. Magik. Link to comment Share on other sites More sharing options...
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