Navmesh Bugs Still Around?

Post » Wed Jun 20, 2012 5:31 pm

I finally want to make some cool custom interiors/exteriors...has the navmesh bug been fixed?
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MISS KEEP UR
 
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Post » Wed Jun 20, 2012 3:02 pm

It was partially fixed in the previous 1.5 version, but the fix caused CTDs and they decide to undo the fix in the last patch. Obviously they are working on it though.
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Shelby McDonald
 
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Post » Thu Jun 21, 2012 6:32 am

The team of NavMesh bugs is still at it and it will probably take a little more DDT to slake the thirst of all these critters. I wouldn't let that discourage you. It's an ongoing process and, by doing what we do, some of us might even notice something overlooked - which can make all the difference if it gets reported.
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Speaking of which, my most recent experience of the NavMesh bug (or at least a bug which makes a rather good imitation of the NavMesh bug), was visited by the http://www.gamesas.com/topic/1367191-navmesh-bug-discussion-thread-4/. I recall saying, somewhere, "no ghosts in my computer". Maybe I spoke too soon! It was awfully coincidental, but then the Creation Kit managed to convince the poltergeists to go party elsewhere - but the NavMesh bug remained.
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One of the little problems we seem to face is that the NavMesh bug (or tag-team of bugs) is not the only bug in play - and some of these bugs do play nicely together; just not so nicely with people trying to develop plug-ins. So, we can have any number or variety of coincidences which imitate a connection between problems - but the fact remains that this is not necessarily the case - which is why it is so important for people to post their observations and for others to comment as to whether they have or have not seen the coincidence themselves.
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[EDIT]Correct Broken Link[/EDIT]
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Wanda Maximoff
 
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Post » Thu Jun 21, 2012 4:36 am

If you are going to be making interiors you should be able to get to work on them if I'm not mistaken. Just avoid the navmesh part of the CK :biggrin:
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Marion Geneste
 
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Post » Wed Jun 20, 2012 7:55 pm

If you are going to be making interiors you should be able to get to work on them if I'm not mistaken. Just avoid the navmesh part of the CK :biggrin:

Well I want to actually make a smithy to be used by a Vanilla NPC. I want to override their current outdoor smithy and make it an interior. Meaning I have to edit a lot of cells...I dont know if its possible to avoid the navmesh if I do that...

I've never edited an interior or exterior though, so any help with this would be really appreciated.
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Nitol Ahmed
 
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Post » Thu Jun 21, 2012 4:49 am

My favorite patently EVIL? workaround was to stick everything belonging to ones interior into a single interior cell. Provided not too many moveable statics, loose items, triggerboxes, etc are floating around, it would do nicely in Oblivion or Fallout: New Vegas. However, I suspect that in Skyrim, this approach could have some disturbing effects on video performance. So. keep those motion sickness bags handy if you're going to try something like this!
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[EDIT]This is really only an issue for very large interiors[/EDIT]
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Paul Rice
 
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Post » Wed Jun 20, 2012 9:33 pm

Well I want to actually make a smithy to be used by a Vanilla NPC. I want to override their current outdoor smithy and make it an interior. Meaning I have to edit a lot of cells...I dont know if its possible to avoid the navmesh if I do that... I've never edited an interior or exterior though, so any help with this would be really appreciated.
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If you're just doing an indoor smithy, there shouldn't be a problem with the interior kept to one interior worldspace. The other trick, if it is accessed via a door in an exterior worldspace other than Tamriel, is to use a new exterior worldspace for your interior (instead of an interior worldspace). I've heard that this overcomes some of the seemingly related problems that have cropped up for others (e.g. http://www.gamesas.com/topic/1362739-grey-screen-on-coc-to-towns/).
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[EDIT]Add example and link[/EDIT]
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Katie Samuel
 
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