anjenthedog Posted August 31, 2020 Share Posted August 31, 2020 Hi, I'm just curious... Is there a way for me to examine a navmesh (for instance, in a player home) as a player? If so, I'm obviously asking for the "How" as well thanks in advance. Link to comment Share on other sites More sharing options...
saurusmaximus Posted September 1, 2020 Share Posted September 1, 2020 Not that I've ever heard of. Out of curiosity, why would you need to? If you are having navmesh issues, they are easily fixed in the CK. Link to comment Share on other sites More sharing options...
anjenthedog Posted September 1, 2020 Author Share Posted September 1, 2020 Thanks for the reply. I suppose it's more an academic curiosity than anything. There have been a few times when I was wondering why follower did odd things, like falling through floors on player homes, being unable to enter a location, the way they stop following if you wander outside the normal game bounds, when I installed a road upgrade mod and the followers would avoid entries sections of "improved" road, why my followers won't enter the lakeview hearthfire compound without being forced via AFT, etc. I just wanted/want to see why. Link to comment Share on other sites More sharing options...
saurusmaximus Posted September 2, 2020 Share Posted September 2, 2020 the way they stop following if you wander outside the normal game boundsThat's because there is no navmesh past a certain point on the map - you're not supposed to be able to go there, so why navmesh it? when I installed a road upgrade mod and the followers would avoid entries sections of "improved" road,Was that Skyrim Better Roads by any chance? I had trouble with a few spots when I installed that mod. I had a helluva time getting the navmesh fixed on that one bridge outside of Whiterun. followers won't enter the lakeview hearthfire compound without being forced via AFTIs that area modded in your game? I've never encountered that before. Link to comment Share on other sites More sharing options...
anjenthedog Posted September 2, 2020 Author Share Posted September 2, 2020 1) Fair enough. I just can't "see" the lacking, but I *did suspect that was the case 2) yes, in fact it was. Whole chunks of road. 3) I have the hearthfire "pool" mods (one for each), which includes a toggle-able protection wall. it's supposed to work with followers. But I guess it doesn't. However....before I discovered the pool mod, I had problems with followers in hearthfire *and my waterview homes, and underground bathhouse. No biggy. If I can't view the mesh in-game, then your answer satisfies my interest. Thanks Link to comment Share on other sites More sharing options...
thumbincubation Posted September 4, 2020 Share Posted September 4, 2020 Hearthfire homes are a nightmare. The last time I looked at one, it appeared as though the entire floor space was navmeshed, but that could also be multiple layers of navmesh that activate depending on what you build. In other homes, I have noticed sometimes the navmesh is very close to, or slightly juts under, a solid object, so I would expect the NPCs to treadmill a bit there. The only real way to say is to go into ck and view the navmesh there. If I can ever get more free time, I have been head-planning a few simple, unfurnished homes, for Solitude Furniture, Jaxonz Positioner, or Decorator Helper users. What I've been thinking about so far is to retexture a portion of the floor tile to be slightly lighter or darker than the rest, saving it as a standalone, and then navmeshing something like 4' away from the walls, up steps, at least a corridor on either side of a large room, and use the different tile to denote where the navmesh is not. My hope is that a player can then place their furnishings mostly how they want, but by sticking to the different floor tile, they can avoid navmesh issues. Link to comment Share on other sites More sharing options...
anjenthedog Posted September 4, 2020 Author Share Posted September 4, 2020 Hearthfire homes are a nightmare. ... etc etc ... I'll keep my reply short and sweet +1 to your entire post thumbincubation. thanks for the reply. Link to comment Share on other sites More sharing options...
worm82075 Posted September 4, 2020 Share Posted September 4, 2020 it should be noted that nav meshes have extra data such as preferred pathing and cover behavior. An NPC's AI behavior is affected by this and if they are set to ONLY use preferred pathing that would explain the odd behavior even in a fully navmeshed cell such as along roads. Link to comment Share on other sites More sharing options...
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