Connect NavMEsh to Xmarker ?

Post » Sat Nov 17, 2012 3:14 pm

hi all

Can you connect navmesh to an Xmarker ? I want to enable disable different navmesh areas in game...

i have a mod that builds platforms of different sizes in game, so i need the navmesh to change also..else my companions get all confused.

If i cannot connect NavMesh to xmarkers..is there another way ?

can you connect NavMesh to an object like a platform or ?
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Toby Green
 
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Post » Sat Nov 17, 2012 8:32 am

The only way I can think of is to use collision boxes that have their primitive set to "L_NAVCUT", but I'm unsure whether this will help in your situation. I'll give you an example of how I used it, then you can see if it will work for you:

In my mod, I have some market stalls that get added to the town after the player purchases an upgrade. I have my navmesh set up in the empty space as normal. When the upgrade is purchased, I enable the xmarker that contains my stalls. The problem was that the navmesh is still running underneath the stalls, causing the NPC's to try and walk through it. So I added a navcut collision box so that it covers the stall and set its enable parent as the same xmarker.

What it does is as the name implys, it "cuts" out any navmesh it is sitting on top of.

Hope this helps

- Hypno

EDIT: Just realised, this probably won't help you with your platforms. I'm ot too sure of a way to dynamically alter the navmesh during the game...
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Chris Duncan
 
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Post » Sat Nov 17, 2012 10:43 am

I think one of the tutorials at TESValliance (http://tesalliance.org/forums/index.php?/topic/4657-ck-basics-lesson-2/) covers this.
It is in part IV Disabling, using those collision boxes to cut navmesh - then disabling the collision box by script when required.
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Kelsey Hall
 
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Post » Sat Nov 17, 2012 3:29 am

That's a point. I never thought about doing it the opposite way.

In theory that should work. Just have your navmesh fully done, including for your platforms. Then add navcut boxes to disable the parts you dont want to begin with. Then just disabling them when you want to reveal more of the navmesh.

You can use the same xmarker as the enable parent, except tick the "opposite of parent" checkbox. This will make it so that the navcut boxes get disabled when you enable your platform

- Hypno
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Josephine Gowing
 
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Post » Sat Nov 17, 2012 9:43 am

I think one of the tutorials at TESValliance (http://tesalliance.org/forums/index.php?/topic/4657-ck-basics-lesson-2/) covers this.
It is in part IV Disabling, using those collision boxes to cut navmesh - then disabling the collision box by script when required.
I think one of the tutorials at TESValliance (http://tesalliance.org/forums/index.php?/topic/4657-ck-basics-lesson-2/) covers this.
It is in part IV Disabling, using those collision boxes to cut navmesh - then disabling the collision box by script when required.

If this works then this is just what i need...it is my last step in many weeks of making this mod !!

Thank you all

I hope to finally get a chance to get this mod out to the people
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Gavin boyce
 
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Post » Sat Nov 17, 2012 4:35 am

If this works then this is just what i need...it is my last step in many weeks of making this mod !! Thank you all I hope to finally get a chance to get this mod out to the people

Just be sure you're not connecting your new navmesh to any vanilla "island" navmeshes. You'll probably get errors by doing so.
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RObert loVes MOmmy
 
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Post » Sat Nov 17, 2012 11:45 am

Err, does this no longer have a papyrus equivalent?

http://geck.gamesas.com/index.php/Navmesh_Disabling
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Madeleine Rose Walsh
 
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Post » Sat Nov 17, 2012 10:40 am

Nope, not that I can find. From what i've read, Papyrus and the Game are two seperate entities now, the only things that make them talk to each other are by making properties. It's why the scripts are no longer contained in the esp, you can't just use the editor id's in them and why there are some console commands that don't have a Papyrus equivalent also.

Personally, I never really looked at the scripting side of things when I briefly dabbled in Oblivion or Fallout modding, the term "ignorance is bliss" comes to mind :P

- Hypno
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Ashley Clifft
 
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Post » Sat Nov 17, 2012 10:31 am

Err, does this no longer have a papyrus equivalent?

http://geck.gamesas.com/index.php/Navmesh_Disabling
Nope. Can't be done. It was something we even tried during beta but proved to be impossible even though the CK's UI will still let you go through the motions of trying.
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Bellismydesi
 
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