It was "fixed" by backing the changes out.
Small enough navmeshes may not make the bug stand out. However, my usual test in OCS Riften proves the previous behavior from
1.4.27 is back. NPCs get booted up to the balconies and can't navigate. Which is far more acceptable to me than CTDs obviously, but still not ideal.
I wonder what the size threshold might be.
Had a chance to test a few mods today that exhibited the navmesh bug previously, including:
http://steamcommunity.com/sharedfiles/filedetails/?id=10738,
http://steamcommunity.com/sharedfiles/filedetails/?id=16688,
http://steamcommunity.com/sharedfiles/filedetails/?id=13443,
http://steamcommunity.com/sharedfiles/filedetails/?id=9029,
http://steamcommunity.com/sharedfiles/filedetails/?id=12243,
http://steamcommunity.com/sharedfiles/filedetails/?id=18260,
http://steamcommunity.com/sharedfiles/filedetails/?id=11486
http://steamcommunity.com/sharedfiles/filedetails/?id=17807 (the one Giskard used to illustrate the problem in patch 1.4.27.0.4 in http://youtu.be/S1mmm9gyJEQ )
From what I can tell, beyond the fact that the game is no longer crashing as it was with 1.5.24, there seems to be some sort of additional difference from 1.4.
Three mods contained cells that did not show any evidence of the navmesh bug at all. Aezeal's Flying Fortress, Wizards of Winterhold, and Moonpath to Elseweyr. In these cells, follower and NPC actors seemed to behave properly, even after going two or three cells away and then returning. I wonder what it is about these particular cells that results in no navmesh bug problems. Is it because of the size of the navmesh, or something to do with the room bounds perhaps?
- Tested three different cells in the Moonpath to Elseweyr mod. Elseweyr Hideout had the navmesh bug. Elseweyr Estuary (elseweyrcanyon) and Tenmar Den (AnvilDen) did not show any sign of the navmesh bug, despite repeated testing. It was possible to conjure summoned creatures, command NPC followers to move to specific spots and all the NPC actors moved around these two cells normally.
- The navmesh for all of the cells in Wizards of Winterhold worked properly except for one area, the Hall of Knowing. In all the other cells, it was possible to conjure summoned creatures and both followers and NPCs moved about normally.
- One cell in Aezeal's Flying Fortress had no navmesh problems, tincancave.
Every cell in the other tested mods suffered from the navmesh bug.
In the Legacy of the Tyrants mod, for example, after exiting, entering another cell and returning, it is still possible to cast of conjuration spells and followers enter and proceed as far as the first room. However, followers do not proceed beyond the first room and it is not possible to command them to move to specific spots. All of the NPCs move around, but they are restricted to the room they spawn in and cannot climb or descend stairs.
For three of the four dungeons in Wheeze's Dungeon Pack, my follower would not enter the dungeon upon re-entering and for the other (Necrothius Cavern), my follower would enter, but would not follow me through the entire dungeon. Enemies would not move around properly, either, and it was not possible to cast conjuration spells anywhere.
You can at least get around it by saving, quitting, then reloading.
So the navmesh problems completely disappear if you save while standing in the problematic cell and then reload the same savegame? Or is it necessary to exit to a vanilla cell first?