Navmesh. Fix. Now.

Post » Wed May 30, 2012 4:57 am

Dear gamesas,

Having to unload half my collected mods because they break the game due to the engine's poor programming (and not due to modder error) does not encourage me to pay you any more money for any forthcoming products! That this issue has existed for years in several of your other games speaks volumes.

Remember that a sizable chunk of ES PC sales are with modding in mind, and no matter how much Mr. Howard likes his consoles, your long-term client base is PC-oriented.

As the song says: "There's a hole in the bucket, dear Liza, dear Liza!"

TY


P.S. Having to unload MY little self-made Bard College mod just because I added a (should have been there in the first place) bed for the player. . . Not amusing.

TY again
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christelle047
 
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Post » Wed May 30, 2012 4:47 am

Don't autogenerate your navmesh, do it yourself, that's the only way, this bug has existed since Morrowind...
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Heather Stewart
 
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Post » Wed May 30, 2012 1:18 am

Don't autogenerate your navmesh, do it yourself, that's the only way, this bug has existed since Morrowind...

Uhh... Morrowind didn't have navmeshes, you know. It didn't even have pathfinding.

Oblivion was the first game Bethesda released to feature NPC pathfinding, but it used a pathgrid system that was not borked in the Construction Set.

Navmesh first appeared in Fallout 3, as did the navmesh bug, which to this day remains unfixed.

So if you were to edit your statement to say "This bug has existed since FALLOUT 3," you'd be right.
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Lizbeth Ruiz
 
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Post » Wed May 30, 2012 11:48 am

if it didn't have pathfinding, how did the ai move?

"Barely" is how it moved. :biggrin:

NPC follow AI was fairly twitchy in Morrowind, but it worked so long as you knew not to go over any rough terrain. You had no (non-modded) follower thralls/carls like in Skyrim, but NPCs followed for specific quests, and they seemed to generate a path on the fly based on your current position and whether or not they bumped into something. OFC I nvr created any AI mods, so am not sure of Beth's exact parameters of how they made it work, but so long as you didn't go off into the rough you were usually good.

Additionally, it does not matter if the navmesh is auto generated (which does not work anyway, supposedly); any cell additions screw things up, regardless of meshes gen'd or not. Lots of fun.
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Lucky Boy
 
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Post » Wed May 30, 2012 1:59 pm

Uhh... Morrowind didn't have navmeshes, you know. It didn't even have pathfinding.

How did the NPCs generate follow AI in Morrowind, actually? I was never clear on this, tho I did try to delve into the jargon on several modders' sites.
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Mistress trades Melissa
 
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