2a1
I load the CK and load Tamriel-Riften; then dragged the renderWindow up to the stable area, placed two doors, and linked them to each other. I moved one of them and its marker inside the walls next to the catapult. Saved it. (edited cell's name is RiftenCityNorthGateExterior)
2a2
I do the same thing near the SouthEast gate... two doors, etc. Saved it. (edited cell's name is RiftenCitySouthGateExterior)
2b
Then I open the actor Delphine, change her ID to aaDelphine, and click OK (save). I remove all scripts, the essential and unique flags, all faction data, all AI packages, and all inventory items. Then I add the "defaultSandboxCurrentLocation1024" AI package, then ok/save the actor.
Then I placed 9 instances of her on the path between the 2 doors inside the walls. I make sure there are at least two Delphines in each cell with my doors, as well as the center cell, all where navMesh WILL be (but aren't yet). Each time in placing her, it shows texture errors; which are benign (purely esthetic and won't cause crashes or other buggy behavior)... this is the Grey-Face Syndrome, as I didn't auto-gen the head meshes for the 'new' actor.
I then test this ESP as-is.. NO NAVMESH.
Two Delphines were outside the North city gate (sandboxing normally), four more were inside the city (stuck in the spots I placed them), three more were outside the gate when I left the city (sandboxing normally). After fast-trvel-return, they were all doing the same thing in the same spots. I already knew that NPCs placed outside navMesh will automatically be teleported to the nearest(?) navMesh in the cell; if there is no navMesh they simply stay in the spot they are placed and do nothing.
2c
Then I created some navMesh inside the city... a simple path starting from the North gate door I placed, but NOT crossing a new cell yet. The first two Delphines were inside this navMesh, while the other seven were not. I finalized, no errors; confirmed the two doors 'greened' their tri's (they did), then I exited the navMesh toolbar and saved it.
Tested again: first entry had the two navMesh Delphines sandboxing normally where placed, four stuck on spot and 3 outside the South gate (as before). Fast-trav-return and the first two Dels were now outside the North gate sandboxing normally (as if no navMesh were added yet, like the first test). The others elsewhere in the city were still the same as before.
2d
Then I created more navMesh inside the city, this time on the South side near that gate... up to the nearest cell-border. This one contains three Dels. Finalized & saved, no errors. Tested again.
This time the same for the Northern Dels AND for the Southern Dels... worked fine first visit, second visit has them outside the walls (yet still sandboxing normally). SO FAR - I believe this has absolutely NOTHING to do with navMeshes... it seems to me to be a fine example of the "Wandering Mannequin Bug" - as it fits all the criteria:
If you doubt this hypothesis, keep in mind that mannequins are actors just like the rest of em - only with their AI and whatnot stripped (and they are specially scripted, but that's beside the point). My Delphines are exactly like my mannequins, except they are sandboxed instead of mannequin-AI'd. Keep in mind that I spent like two weeks working with mannequins/actors and eventually fixed them (though the actual Wandering Bug prob'ly took like an hour to figure out.. other drama became aggravatingly extensive to solve).
2e
Based on Test One, NOW is when I expect it to get interesting. I navMesh the cell between the two cells already done. I do NOT place the vertices close enough to the cell-border to allow merging... to test the cell as-is (finalized, yet not 'merged' to adjacent cells). Testing shows the previous results, with the 'center' four Dels still in the spots I placed them (well one was a few steps away.. but close enough for government work, eh?).
This jibes with 'Wandering Syndrome' as well... since no other navMesh exists in that center cell, they were nearby their original placement.. some or all being slightly off. I DO find it interesting that actors seem to choose Vanilla navMesh over user-made... BUT only the South Dels appear/spawn on "preferred" navMesh, the North Dels appear in the trees next to the door (NOT preferred).
2f
In the Test One, THIS was the critical point right here... connecting that middle cell. Surprisingly, it finalized and saved without errors. Tested it, aaannnnd... they all did exactly as the previous test with ONE exception - strange as it is, one of the Northern Dels appeared outside the Southern Gate (instead of the Northern). No biggy... still kinda-sorta chalkable to the Wandering Syndrome, but what's disconcerting is that she crossed two cell borders to get there. I've never heard of cell-crossage before, BUT all my wandering-mannequin testing was interior (single-cell)... so it MAY be possible for all I know.
Retesting this showed that actor which crossed the cells behaving normally (DIDN'T cross the cells this time)... indicating this is intermittant buggy behavior; the worst kind, as you never know WHAT is damaged or WHEN it'll all crash down on you.
3a
I then reproduced the above experiment, in it's entirety, from scratch. This is actually the third time.. my first time's documentation was tragically lost, so this the first attempt to repeat it. This one doesn't have a balcony, yet the Test One did. There are too many specific differences like that to accurately recount from memory exactly what is was that first ESP did to trigger something like the navMesh bug you describe.
***** The only difference in this third time from the second (the Test Two explained above), was that I DON'T SAVE THE ESP OR EXIT THE NAVMESH TOOLBAR... UNTIL THE ENTIRE THING IS DONE. Whereas the above, successful test, I exited the navMesh toolbar and saved the ESP between each cell's changes... this one I did it all in the same "navMesh session" and without saving the plugin until the end.
***** I SAVED THE ESP WHILE THE NAVMESH TOOLBAR WAS STILL OPEN - another possibility for being the culprit. During the save, the following, a seemingly innocuous error popped up:
[[PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x01000d70, Tri 0, Edge 2) - Bad matching triangle index: Navmesh 0x00103128, Tri 38]]
Seemingly innocuous because errors happen when making custom navMesh (they're even in Vanilla... all over the place)... just correct em and move on (leaving the Vanilla ones as-is, at least I do). One would assume to treat THIS error the same, correct?
Immediately doing a "Check NavMesh" in the center cell popped up the error:
[[PATHFINDING: Navmesh 01000d70 Cell 'Wilderness' (0000BCD0)(42,-24) in WorldSpace 'Tamriel' (0000003C), Triangle 17, edge 0 has bad Portal (Navmesh 000e0bf2 does not have a triangle index 17), Clearing the portal]]
It immediately asked: [[Found 0 triangles with high priority warnings, delete all?]]
I clicked yes for the hell of it; as one is generally instructed to do, regarding navMesh errors during checks. This deleted the merged cell-borders between the center cell and the North & South cells. It did NOT delete any tri's or visibly damage anything else... just made the thick 'solid green' line go away (ie: it broke the border-merge without changing anything else or moving the vertices/edges/etc).
I then re-finalized the center cell and saved the ESP (without closing the navMesh toolbar)... both uneventfully this time. The borders turned solid green again. Testing surprisingly showed the SAME results as Test Two (no NavMesh Bug, but Wandering Syndrome). Perhaps doing the check and correction fixed the expected error of NavMesh Bug (I don't remember doing that in Test One). Looks like Test Four is next...
4a
Recreated the Test Three exactly (from scratch), but without checking and correcting the navMesh after the errant save. 8:11, finished loading CK and began modding the test at 8:12. 8:23 - same error saving the ESP as Test Three; and again, it was saved after the entire thing was finished, and without exiting the navMesh toolbar. Ran the test in-game, 8:28 - same results as Test Three.. no NavMesh Bug. At least I'm getting pretty fast at navMeshing and all this stuff...
Next test will feature an island navMesh to simulate the 'party balcony'... where NPCs all wind up in some mods. One of the Delphines will be placed on it, also placed with a new static, since Tamriel-Riften doesn't HAVE that balcony. I will also save the ESP at the beginning of the CK session, in the middle, and again at the end... all using different filenames (so I can go back and test each without having to remake the whole thing to get back to point x).
5a
Modded the first part of the basic test... making and linking the four doors, placing the balcony, creating aaDelphine and placing nine of her (one of em on the balcony) inside Riften. Everything except the navMesh. I then saved the ESP.
5b
Saved the ESP again (new name), after making the navMeshes but NOT finalizing them yet (navBar still open). I had to say yes when CK asked if the cells were finalized, as it sensed they should have been (common edges)... answering no would exit the CK without saving (I tried it once.. during Test One I think). This particular version (5a2 5b) needs to be recreated, as I didn't write down the error (thinking I had already seen it, trying to save time... "complacency kills" ... I know I know).
5c
Saved the ESP again (another new name) after finalizing all three cells - as above, North South then center (navBar still open). This time there were no errors when saving... as there should have been like in Tests Three and Four. Same in-game results as them though - no NavMesh Bug... but still the Wandering Syndrome (as expected). The balcony-Delphine stayed up there the whole time... sandboxing away, never joined by any of her fellow clones.
6a
This test will use version 5a above - the actual ESP this time, not just the procedure (though still in a new CK session). This time, instead of saving the ESP after creating (but not finalizing) the navMesh, I created & finalized it, THEN saved it. It popped up these four errors:
[[PATHFINDING: Navmesh 00103128 Cell 'RiftenCityNorthGateExterior' (0000BCAF)(42,-23) in WorldSpace 'Tamriel'(0000003C), Triangle 33 and 34 have opposite normals but are linked]] [[PATHFINDING: Navmesh 00103128 Cell 'RiftenCityNorthGateExterior'(0000BCAF)42,-23) in WorldSpace 'Tamriel'(0000003C), Triangle 33 Edge 1 and Triangle 34 Edge 1 should be linked, but they are not]]
Another error, same exact as the first (opposite normals, same cell and tri's.. EVERYTHING the same)
Another error, same as the second (should be linked but isn't, same cell/etc), but for Tri 34 Edge 0 and Tri 33 Edge 2.
Where the hell did THAT come from?! Check this out... tested it - everything's fine for the first entry (as ALWAYS), fast-trav-return to Riften Stables: my door is wide open. I've never seen THAT before (although in my Tower mod, I do recall something similar.. but it went away somewhere in the process).
I had to close the door, then open it again before it let me inside the walls. Everything else was as the above Tests.. sandboxing Delphines, with the ones placed in cells containing Vanilla navMesh spawning outside the gate instead of where I placed them (ie: on Vanilla navMesh). In other words.. still no NavMesh Bug, just an open door.
7a
This test will use version 5b's ESP (everything including navMesh, but not finalized yet). The difference will be trying to finalize the center cell FIRST, as opposed to the North and South cells first THEN the center (as ALL the above have done, except maybe the lost First..).
I tweaked a couple vertices that looked like they wouldn't line up at the cell-borders then saved it with the navMesh toolbar still open. I then finalized the center, then the N & S, and saved it... all without errors.
Testing it, everything worked as Test Three, Four, and the others... but one of the Northern Dels was missing upon trav-return. I'll have to go back and double-check the past two tests, as I may have missed her (I didn't actually count.. they looked like they were all there).
Ran the same ESP again, after exiting Skyrim then restarting just to make sure... the Northern Del was still missing. I even tcl'd inside all the static buildings and walls - couldn't find her anywhere. She SHOULD have been just outside the Northern gate, in the trees with the other one, or just inside the gate (by my door) should she happened to have been where I actually placed her.
I ran Test Six again, to double-check the Delphines.. none missing, but the door was wide open again (so THAT wasn't a random occurance). Running Test Five again, there weren't any missing either - same results as listed above.
8a
Uses version 5a... no navMesh. Created all the navMeshes from scratch, finalizing the center first instead of N/S cells first. After finalizing was uneventful, I tried to save the ESP; with the navMesh toolbar still open, to keep the testing consistent. It popped up the same error as Test Three (though the actual Tri data is different because the tests use completely different navMeshes):
[[PATHFINDING: BSNavmesh::GetMatchingEdge()for(Navmesh 0x010012d3, Tri0, Edge 0) - Bad matching triangle index: Navmesh 0x00103128, Tri 40]]
Nice... What did THIS version have in store for me? Surprisingly, nothing new in-game.. same as Test 7a - in that one Northern Del was missing again. All others were where they were expected.. all still sandboxing.
8b
This isn't really getting anywhere closer to what I witnessed in the missing Fabled Test One. So I tried running a "Check NavMesh" on the center cell (since it showed that error during saving), still in the same session of the CK as 8a above.
As expected, it popped up the same error as the above Test Three (pathfinding/bad portal/0 tri's found/delete?)... this time I said no (whereas in Test Three, I picked yes - which deleted the merged cell-border). Immediately running another check on the same cell showed NO ERRORS; and the cell-border was NOT deleted as it was in Test Three.
Now it gets REALLY interesting... when trying to save the ESP after that 'check nav' - with the navMesh toolbar CLOSED for the FIRST time (to try and move things along), it pops up the the same error as Test 5b, about two cells' navMeshes sharing a common edge but aren't connected and asking if the navMeshes were finalized (the one which needs to be recreated to specifically document word-for-word). This SHOULD only be expected if the border-merges were essentially broken; as in Test 5b, the cell-borders were never merged (so the same symptom should manifest).
If you answer no (to 'is it finalized'), it threatens to shut down CK... so you have to pick yes or it won't save but exits CK altogether. It then pops up another error just like it; the first error was for cells 42,-23 and 42,-24 while this second error is for cells 42,-25 and 42,-24. This indicates the problematic cell is 42,-24; as the other cells' data is included in the ESP, just like ALL the cells which are adjacent to those you ever finalize. If the other cells were to blame, one would expect they would trigger similar errors, yet they don't.
So after that save finally finishes, I immediately opened the navMesh toolbar again. I saw it deleted the merged cell-borders, as implied by the type of errors recieved during the save; THOUGH not the actual tri's or vertices, but only the 'solid green' line (ie - it broke the border-merges). Again, this only happened in cell 42,-24... the adjacent cells' borders were still intact.
I also just realized that the error said 'share a common edge' whereas the above error said 'should be linked' (in Test 6a)... implying some kind of connection between the different Tests, yet a SPECIFICALLY DIFFERENT error. I KNEW I should've typed out that exact error...
For thoroughness, I tested it as-is, with the center cell not 're-merged' to either N or S; expecting it would have them all sandboxing as usual (since they aren't scripted/whatever to leave outside of 1024gu of their placed location). I was correct... they were; the center cell ones were in the spots I placed em (because the cell has no Vanilla navMesh for them to 'wander' to)... and the N/S cells' being outside the walls; ie - NOT where I placed them, but on Vanilla navMesh (expected as per the Wandering Syndrome).
8c
After the test, I went back to the CK (still the same session) and finalized all three cells again - center first. They all re-merged the cell-borders uneventfully, and it saved with no errors; again, with the navMesh toolbar CLOSED. Tested it in-game... same results as the last one (Test 8b). One would only see the difference between Tests 8b and 8c when NPCs are supposed to cross cells; I would expect 8b they would NOT cross the broken cell-border, while in 8c they would. I can't test this without using a saveGame... unless someone knows how to quickly materialize a dedicated follower (like Lydia) using the console.