Companions Not following me into custom house, help

Post » Mon Jun 18, 2012 2:18 am

I created a Navmesh inside the house am i missing something? how can i make them follow me inside?
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Minako
 
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Post » Sun Jun 17, 2012 9:58 pm

bump
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Amelia Pritchard
 
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Post » Sun Jun 17, 2012 11:57 pm

Make sure to finalize the navmesh inside and outside - you should see green triangles at the door markers which indicates that pathing is set up through the door.
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Darren
 
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Post » Sun Jun 17, 2012 9:54 pm

...and make sure that your house mod is a esm and not a esp. The famous navmesh bug from FO3 & NV is still there. So any navmeshes in esp's getting corrupted as soon as you enter the cell after a cell change (getting back to Skyrim(Wasteland) and enter again...) has happend. (http://www.youtube.com/watch?v=RlNBVOcuW3M&feature)
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Rob
 
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Post » Mon Jun 18, 2012 1:07 am

how do i make it an ESM?
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jasminε
 
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Post » Mon Jun 18, 2012 8:31 am

Not possible with the CK as far as I know. Tessnip can do it.
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GEo LIme
 
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Post » Mon Jun 18, 2012 9:18 am

and how exactly do i finalize it? im not seeing it under navmesh in the wiki.
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JeSsy ArEllano
 
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Post » Mon Jun 18, 2012 12:47 am

how do i make it an ESM?
Not possible with the CK as far as I know.
CK can do it, just like the CS and GECKs. Change file extension to .ESM, set as active, load, save, done. Your plugin is now a bona fide .ESM. You can even upload the file at that time to the Workshop, but it'll currently get converted to a masterupdated, false flag .esp for subscribers.

The CK won't allow it as an active file, however. To edit your file, use WryeSmash to copy to .esp, delete the ESM, edit .esp, ESM'ify with CK when done.

and how exactly do i finalize it? im not seeing it under navmesh in the wiki.
Ctrl+E (optional, but lets you see/double check your work) in your cell, NavMesh > Finalize Cell NavMeshes. Go through any doors/portals and repeat to get all the connections lined up in NAVI (Navigational Mesh Info Map).
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Damien Mulvenna
 
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Post » Mon Jun 18, 2012 12:56 am

ok its an ESM now, just need to get the navmesh to go through the door, which im still confused on how to do
EDIT :just saw ur edit
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Kim Bradley
 
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Post » Mon Jun 18, 2012 12:16 am

CK can do it, just like the CS and GECKs. Change file extension to .ESM, set as active, load, save, done. Your plugin is now a bona fide .ESM. You can even upload the file at that time to the Workshop, but it'll currently get converted to a masterupdated, false flag .esp for subscribers.
That's why I wrote as far as I know. Steam is pretty stuborn at the moment and doesn't allow me to use the CK.
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Charlie Sarson
 
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Post » Mon Jun 18, 2012 12:17 am

So I've already made a mod that adds a building with an NPC, but I also edited the exterior cell's navmesh to compensate somewhat. Would that mean that the exterior navmesh that I edited would also bug out after moving 2 cells away, or just the interior? The video mentioned converting the esp to esm BEFORE adding any NPCs, so should I delete the NPC I made already (with all his AI data, packages, etc), convert to esm, and do it all over again? :\
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joseluis perez
 
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Post » Mon Jun 18, 2012 2:38 am

k got it working thx guys
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m Gardner
 
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Post » Sun Jun 17, 2012 9:09 pm

@zenkmander

I can only talk about my FO3 & NV experience. There I made all my navmesh altering & adding mods as esm. I didn't split it up in esm and esp as suggested in the video (it isn't mine, I posted it only as demonstration for this bug in Skyrim).
From my experience altered exterior navmesh in esp's (and not in esm's) can cause a game crash in NV and FO3 reentering the changed area.

I think there is no need to delete your NPCs. Changing it to a esm should be enough.
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My blood
 
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Post » Mon Jun 18, 2012 9:26 am

That's why I wrote as far as I know. Steam is pretty stuborn at the moment and doesn't allow me to use the CK.
Wasn't trying to be snarky. Sorry if that's how I came off :smile: Not sure why Steam would be giving you trouble with the CK. Try verifying the tool's contents?

So I've already made a mod that adds a building with an NPC, but I also edited the exterior cell's navmesh to compensate somewhat. Would that mean that the exterior navmesh that I edited would also bug out after moving 2 cells away, or just the interior? The video mentioned converting the esp to esm BEFORE adding any NPCs, so should I delete the NPC I made already (with all his AI data, packages, etc), convert to esm, and do it all over again? :\
Shouldn't matter when the NPC(s) are added and you can't directly edit an ESM with the CK after its flag its master flag is ticked. After all the finalizing is done and all is connected is when you'd want to ESM'ify.

Note: BEFORE editing/finalizing any Skyrim.ESM NavMeshes, give them EditorIDs (NAVM00XXXXXX works well with the FormID as the 00XXXXXX. Doing so will prevent the CK from deleting [00] NAVMs and replacing them with isolated, new replacements native to your plugin.
Note: Before ESM'ification, use the Data > Details window to scan your plugin for any NavMeshes you did not edit and use the Delete key to ignore them. Upon saving/reloading, the 'dirty' [00] ones will be removed. You want to do this before saving your final version so these NAVMs will not be included when NAVI is rebuilt.
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josie treuberg
 
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Post » Mon Jun 18, 2012 12:36 am

Wasn't trying to be snarky. Sorry if that's how I came off :smile: Not sure why Steam would be giving you trouble with the CK. Try verifying the tool's contents?

No problem.
Verifying (to get the new scripts update) brought me into the steam "Game is not available" loop. It's resolved now after complete deinstalling the CK and reinstalling it again.
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Dona BlackHeart
 
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Post » Sun Jun 17, 2012 10:16 pm

Note: BEFORE editing/finalizing any Skyrim.ESM NavMeshes, give them EditorIDs (NAVM00XXXXXX works well with the FormID as the 00XXXXXX. Doing so will prevent the CK from deleting [00] NAVMs and replacing them with isolated, new replacements native to your plugin.
Note: Before ESM'ification, use the Data > Details window to scan your plugin for any NavMeshes you did not edit and use the Delete key to ignore them. Upon saving/reloading, the 'dirty' [00] ones will be removed. You want to do this before saving your final version so these NAVMs will not be included when NAVI is rebuilt.

I'm sorry, but you lost me. It svcks to say that the only knowledge I have of navmesh editing is from the tutorial Beth posted (and that's only for caves). I'm guessing since I haven't done the things you suggested that my mod has mucked up the Skyrim.esm navmeshes, in which case it seems better to start fresh. Is this what you recommend? Or is there a way for me to 'regenerate' the navmesh in this particular exterior cell? I'm only asking because tutorials for that aren't yet available and I don't have prior modding experience with FO or Oblivion. I really appreciate your help and hope that my ignorance isn't too frustrating :)
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Leticia Hernandez
 
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Post » Mon Jun 18, 2012 3:23 am

I'm sorry, but you lost me. It svcks to say that the only knowledge I have of navmesh editing is from the tutorial Beth posted (and that's only for caves). I'm guessing since I haven't done the things you suggested that my mod has mucked up the Skyrim.esm navmeshes, in which case it seems better to start fresh. Is this what you recommend? Or is there a way for me to 'regenerate' the navmesh in this particular exterior cell? I'm only asking because tutorials for that aren't yet available and I don't have prior modding experience with FO or Oblivion. I really appreciate your help and hope that my ignorance isn't too frustrating :smile:
You could always just *delete the NAVMs with the details window, then you'd just have to redo the NavMeshing and not your whole file. Check first though and see if there are inadvertent replacement NAVMs. It doesn't always happen.

*as in remove the override, NOT marking the form as deleted. That's what we're trying to sidestep.
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An Lor
 
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