Companions don't follow in new rooms

Post » Wed Jun 20, 2012 1:13 am

Hi all Guys...i need help..
I made a new dungeon but companions dont follow me inside it....Whats wrong???Should i make some particular navmeshes or what??
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Rodney C
 
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Post » Wed Jun 20, 2012 12:49 am

While this in the wrong forum I'm gonna answer anyway. You just need A navmesh that works. Otherwise the A.I. wont work properly. Besides that there's also a navmesh (though I'm not sure wether that has been fixed yet, it's been a while since I launched the CK) wich stops the AI from working currectly if you've entered the room once. Go two cells away and then go back in.
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FABIAN RUIZ
 
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Post » Tue Jun 19, 2012 11:35 pm

While this in the wrong forum I'm gonna answer anyway. You just need A navmesh that works. Otherwise the A.I. wont work properly. Besides that there's also a navmesh (though I'm not sure wether that has been fixed yet, it's been a while since I launched the CK) wich stops the AI from working currectly if you've entered the room once. Go two cells away and then go back in.

I made a dungeon unite with more other so they dont follow me in any rooms....BTW the bandits who i put inside works good...conjuration too..but companion still stay out...
PS: if i reanimate corpses and i exit from dungeon, they are near me otuside....so my dungeon is the problem...
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Jeneene Hunte
 
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Post » Tue Jun 19, 2012 10:57 pm

While this in the wrong forum I'm gonna answer anyway. You just need A navmesh that works. Otherwise the A.I. wont work properly. Besides that there's also a navmesh (though I'm not sure wether that has been fixed yet, it's been a while since I launched the CK) wich stops the AI from working currectly if you've entered the room once. Go two cells away and then go back in.
I think this is actually the right forum as he is using the CK and navmeshing. That aside. Though you are correct with the Navmesh bug it is not instant, you would have to quick travel atleast once then back for it to be effected.
@BluesMan, When I test my mods, if it works it will work the first go. Most times I have to remap the navmesh in frront of the door. I make a web pattern and put the teleport marker on the center triangle.
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Bloomer
 
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Post » Wed Jun 20, 2012 3:15 am


I think this is actually the right forum as he is using the CK and navmeshing. That aside. Though you are correct with the Navmesh bug it is not instant, you would have to quick travel atleast once then back for it to be effected.
@BluesMan, When I test my mods, if it works it will work the first go. Most times I have to remap the navmesh in frront of the door. I make a web pattern and put the teleport marker on the center triangle.

So the problem is from navmesh...just 1 question...what is the web pattern that you talking about before??Is something about doors??
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Mrs. Patton
 
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Post » Tue Jun 19, 2012 4:05 pm

Even if you have a "good" Navmesh, your problem will not go away until you convert your plugin to an esm (or until Bethesda fixes the acknowledged Navemesh bug with esp plugin's).
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Kelly Tomlinson
 
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Post » Tue Jun 19, 2012 7:28 pm

Even if you have a "good" Navmesh, your problem will not go away until you convert your plugin to an esm (or until Bethesda fixes the acknowledged Navemesh bug with esp plugin's).
Ok....So what happen if i convert my mod in esm...go i versus much of bugs??
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Benjamin Holz
 
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Post » Tue Jun 19, 2012 4:04 pm

If you convert your mod to esm, your Navmesh will work. Otherwise it will not.

At this point, the only decision is do you want a working Navmesh? If so, you must convert to esm.

Unless you convert to esm, you might as well not even bother creating a Navmesh to start with. Well, that's almost true. Navmesh solves the "wandering mannequins" problem even without esm.
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Travis
 
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Post » Tue Jun 19, 2012 10:38 pm

If you convert your mod to esm, your Navmesh will work. Otherwise it will not.

At this point, the only decision is do you want a working Navmesh? If so, you must convert to esm.

Unless you convert to esm, you might as well not even bother creating a Navmesh to start with. Well, that's almost true. Navmesh solves the "wandering mannequins" problem even without esm.
I simply want that companions can follow the player in my dungeon :) ....so i will convert...
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Eduardo Rosas
 
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Post » Wed Jun 20, 2012 1:23 am

If they are not entering at all though, it may not be linked correctly and the .esm would have the same reaction, theoretically.


______
-?-?-
?-?-?
-?-?-

Is the pattern I use. The solid ghost head being where you drop your portal marker and the underscore is the actual door. The open Ghosts are the triangles you connect.
How does one convert an esp into an esm?
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Connie Thomas
 
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Post » Tue Jun 19, 2012 4:34 pm

Ok,sorry if i look like a stupid but once a time i Made the dungeon,i put navmesh..than i did a Door wich connect my dungeon to the world..did a place the marker on the centre of triangle...right??is impossibile to connect inside navmesh with outside..right??
Btw the Champion of tamriel is my mod
...try open that with ck if you want..i have Made a lot of iodate but i want to diz. Tris probleb before upload..tx for all!!!
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lisa nuttall
 
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