Navmesh Buggy Video and pictures

Post » Sun Jun 24, 2012 1:53 pm

NavMesh the daunting evil of Skrim

I have included a link to my problems

http://makesuthink.com/skyrimbug/

Basically The mod package will not follow past the navmesh... Sometimes an actor will, like the summoned guy in the video ran after me once when I crossed the border but not the actor directed by my mod. So the navmesh works for the default actors... Just seems the package reference does not.... I have played with Aliases and even re-finalizing the navmesh and have had mixed results where it worked until I edited something in my mod.
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Elizabeth Falvey
 
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Post » Sun Jun 24, 2012 6:38 am

Have you been editing the navmesh in Solitude? You might need to check and be sure you haven't ended up with some of the stupid duplication issues that are cropping up. I just had to hack off one that got me when the CK generated a 02xxxxxx form ID for a vanilla navmesh I had to repair because it's part of my cell, and another where it swapped the form ID out on a new section of navmesh I made and caused a vanilla one to delete itself.

All correctable, but it's a pain in the ass to deal with.

Your 3 errors at the end of your link:

1. The Solutide -14,26 one indicates you possibly have a deleted vanilla navmesh, or what I described, one you edited that's generated a 01 or 02 indexed duplicate.

2. That one is a busted vanilla navmesh that you probably never touched yourself but shows up now because you finalized a change which touched that cell. A highly irritating problem, and SolitudeWorld is actually loaded with these, so it's errors in Bethesda's own navmeshes basically that you now have to fix to get rid of the errors.

3. Everyone gets that one. Skyrim.esm has a broken one that hasn't been fixed and probably won't be because they're not going to update that file directly.
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N3T4
 
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Post » Sun Jun 24, 2012 3:26 am

Is there a way to remove navmesh in Solitude Record from your mod all together thus allowing the esm navmesh settings to prevail ?

If you watch the video http://makesuthink.com/skyrimbug/ you will see that my Scene Package driven actor refuses to cross over the Navmesh border yet the summoned guy she creates game driven
chased me past the border.

I edited the Navmesh way back before the upgrade and these errors I did not notice until I re-finalized the Navmesh because of the sudden error everyone was getting.

Maybe I had fixed the issue somehow in my original mod ? But I did not have a Navmesh error until the upgrade and then re-finalize


I am more concerned with why the actor will not cross an area clearly marked with the green border when driven by the package.
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Sierra Ritsuka
 
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Post » Sun Jun 24, 2012 3:42 pm

Check the cell you edited and see if you ended up with a duplicated navmesh that doesn't start with 00 for its form ID. Since you're editing a vanilla cell, none of them should have anything else. Anything that does start with something other than 00 you can safely delete, then refinalize the cell and you should be fine.
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leigh stewart
 
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Post » Sun Jun 24, 2012 8:25 am

Thought I had a bug with water triangle but it was the door highlight.... I fixed one of the bugs on startup still no go on why the actor wont pass this point
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Kaylee Campbell
 
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