NavMesh Bug?

Post » Mon Jun 18, 2012 2:11 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.

Thank you for this confirmation. Consider my interest (and I'm sure many others') in modding renewed.
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Mon Jun 18, 2012 1:31 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.
Thank you! ^^

Given the nature and severity of the issue I figured it'd be addressed, but official notice mentioning that it is being dealt with is always welcome.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Mon Jun 18, 2012 9:43 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.

And there was MUCH rejoycing!!!

:banana: :run: :bunny: :intergalactic: :foodndrink: :goodjob: :ahhh:
User avatar
Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Mon Jun 18, 2012 10:23 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.

Thank you very much for verifying.
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Mon Jun 18, 2012 6:25 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.

I love you.
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Mon Jun 18, 2012 6:59 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.
Woot, thank you for that confirmation. :banana:
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Mon Jun 18, 2012 10:05 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.

Thank you. I really appreciate it when Company devs take the time out to notify their community about the workings of the company and whether or not issues are getting addressed. Let's try to make a better relationship like this please?
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Mon Jun 18, 2012 11:40 am

I've been modding since Morrowind so I just jumped in and started messing with it. Figured with knowledge of Oblivion and Morrowind's modding tools that I would be fine but ran into issues with Navmeshes, researched it, and ended up here.

But thanks for passing the blame on to me. Stay classy.

The point is that the issue has been documented in several places, all of which are associated with "learning the CK," which is what you said you were doing. That being the case, is it Bethesda's fault that you did not see it?

Also, your note on the wiki is all the way at the bottom in the place least likely to be seen by people that might be cherrypicking data from the wiki (which is the type of browsing a wiki is DESIGNED for)

It's where "Notes" are usually placed in a document. There was a link called "Note" at the very top of the page in the contents box. For the sake of clarity, I have renamed it to "Known Issue". And now that I see that EmptyK has posted that a fix for the problem is in the works, I have updated the message accordingly, there and the other places I put it.
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Mon Jun 18, 2012 6:26 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.

Outstanding... I look forward to what that will mean for my own project...
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Mon Jun 18, 2012 8:42 am

And there was MUCH rejoycing!!!

:banana: :run: :bunny: :intergalactic: :foodndrink: :goodjob: :ahhh:

This!! ^^

And this:

:clap: :bowdown: :rock:
User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

Post » Mon Jun 18, 2012 1:25 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.

Thank god
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Mon Jun 18, 2012 12:27 pm

And there was MUCH rejoycing!!!

:banana: :run: :bunny: :intergalactic: :foodndrink: :goodjob: :ahhh:

At least we didn't have to eat Sir Robins' minstrels. :frog:
User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Mon Jun 18, 2012 3:57 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.

Yes!! Thank you!! This makes me want to dance again!! :banana: And mod... :D
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Mon Jun 18, 2012 2:27 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.
I don't think I've been this happy since I saw the link for the CK download in Steam. :D
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Mon Jun 18, 2012 1:24 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.
O frabjous day! Callooh! Callay!

*chortles*
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Mon Jun 18, 2012 11:36 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.
:foodndrink:
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Mon Jun 18, 2012 6:04 am

:banana: That made my weekend!
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Mon Jun 18, 2012 1:14 pm

Woooo! Great news
User avatar
GabiiE Liiziiouz
 
Posts: 3360
Joined: Mon Jan 22, 2007 3:20 am

Post » Mon Jun 18, 2012 12:42 am

This is great news! Godspeed Code Monkeys! Smash that bug! :brokencomputer: :cool:
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Mon Jun 18, 2012 8:09 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.

... and there I was, getting ready to answer to Arthmoor about how Bethesda should fix their bugs, but never actually does ... Way to destroy my argument! :D

Also, thanks.
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Mon Jun 18, 2012 3:13 am

Indeed. Very good news.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Mon Jun 18, 2012 7:18 am

Good news? Absolutely brilliant news. You know, at times I can really sound off and get quite annoyed with the CK and the game and its numerous bugs, but it only takes one or two expressions of interest from the devs to show the truth of it. I sincerely hope that they trawl the forum and try to fix as many things as they can. I think what they do now will have a massive impact on how they are viewed in the future. Well done Bethesda, well done indeed.
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Mon Jun 18, 2012 7:59 am

Yey! Love you for that Bethesda!

Now about all the other bugs in the Critical section... :D
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Mon Jun 18, 2012 12:33 am

Oh that is great news!
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Mon Jun 18, 2012 11:47 am

A fix for the issue of .esp-based navmeshes reloading from the masterfile (or not at all) is in the works. This is getting addressed.

Wonderful! Thank you!
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

PreviousNext

Return to V - Skyrim