alasalius Posted January 20, 2021 Share Posted January 20, 2021 I have recently started modding my settlements using a combination of the CK and in game mods. I am basically using the CK to terraform certain things and delete others. My question is about NPC pathing, specifically in this post, the Provisioners that travel from settlement to settlement. How do I keep them from idling on top of things and in things. After I delete things I redo Nav Mesh using the auto generate. The case I am using as an example is the provisioner stopping and idling on top of a structure that I made sure had no navmesh on it. Are there specific markers that I can use for this? Any help would be awesome. This is just for me and just a hobby. Link to comment Share on other sites More sharing options...
pepperman35 Posted January 21, 2021 Share Posted January 21, 2021 In the CK, rake a look at the navmesh. You'll probably find that tops of buildings and the like are navmeshed, so adjusting that could help. Link to comment Share on other sites More sharing options...
markusm1000 Posted January 22, 2021 Share Posted January 22, 2021 The problem is that the navmesh on top of something is not connected to the navmesh on the ground. Simply connecting it will not work if the height difference is too great. Try this jump thingy: mark an edge of a triangle on the top, hold crtl, mark a corresponding edge on the floor, press p. Link to comment Share on other sites More sharing options...
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