??????? NavMesh Bug & Poltergeist Effect: Coincidence OR Connection ???????
I'm writing this in OpenOffic.org's
Writer which I know won't terminate when I'm most of the way through composing my post. Please forgive me if I come across as a little terse or even downright rude. This sort of thing is just plain frustrating. No, that's an understatement, I think
infuriating would be a better description.
.
Back on topic:
Poltergeist Effect. You know; place dozens of loose items and moveable statics all over the interior cell, set the
Do Not Havoc Settle checkbox and link to a collision box with primitive set to L_Prop
et parfait. Until some poor sorry user tries to actually use the plug-in and finds all the items bouncing around the cell as if animated by some wild poltergeist party.
.
I think we
all know this problem, no? Some of us, including yours truly, have blamed it on the mannequins and their tendency to wander and their tendency to let their collision surfaces go wandering – even though they are set to ghost. It's a reasonable enough conclusion to jump to, but at the end of the day, it's only
coincidence – which is not good enough to establish
cause. Period.
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Which brings me to the point of this post; another seemingly related coincidence. Anyone who knows my input on this forum knows how I like to harp on about version control – maybe not in those exact words, but I think we all get the picture. Every little change I make produces a whole new version of the plug-in and they all stand lined up in order of backup date and time. So, when the
Elder Scrolls Poltergeists last stopped by to party, they left something interesting behind.
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I can say with some certainty that I managed to trigger the problem in a cell which did not previously have the problem. The only change made was the addition of a NavMesh island totaling four vertices and two triangles. The interesting bit is that this addition increased the file size by roughly 80 kB. Then I did a number of things which I could only describe as idiotic. Perhaps it would be more meaningful to say that, for some unfathomable reason, I deviated from my precious procedures. After deleting the two NavMesh triangles that seemed to be "causing" the problem, I found that the poltergeist effect would not go away. So, instead of writing off the current version and rolling back to the last working version, I decided to ignore the little ghosties and work on other aspects of the plug-in.
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It gets even better. The
Creation Kit actually got around to fixing the problem all by itself about four versions later – which reduced file size from 473 kB to 394 kB. Well done
Bethesda. There are a number of coincidences here:
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- The problem coincided with a NavMesh alteration (but not the solution)
- The problem coincided with file bloat
- The solution coincided with the disappearance of said file bloat
- That interior cell has way too many mannequins (which still aren't quite right just yet)
- The http://www.gamesas.com/topic/1367549-navmesh-bugs-still-around/ continued to play after the problem was resolved
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It would seem, at first blush, that the NavMesh bug is part of a separate fault. The persistence of the file-bloat coincidence may suggest that the Poltergeist Party Effect has something to do with duplicated loose items or moveable statics - but I am trying to apply logic in the absence of all the facts, which is hilariously illogical in itself. However, there may well be some hints at direction for testing - to acquire those missing facts...