A question to the experts

Post » Thu Jun 21, 2012 9:29 pm

In the mod I am working on I've slightly modified the Navmesh in cell -22, 2 (Roriksteadedge) and the cell has a road marker in it. The thing is when I save and exit the CK I get a warning that says, "PATHFINDING: Precomputed path init - Could not resolve location for Road Marker 000f0784 (form ID), please verify its placement". I'm unsure of how to address this problem - it throws off the cell (it's the only navmesh I've created that isn't working correctly) and I'm sure other things as well. Is this a bug? Is there a fix? Any advice would be helpful.
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!beef
 
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Post » Thu Jun 21, 2012 2:41 pm

Did you finalize the navmesh after altering it?
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xemmybx
 
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Post » Thu Jun 21, 2012 6:02 pm

Yes, the navmesh was finalized and it still produces the same error. If I "cut" the object into the navmesh the error is removed until I next load the plugin. It's very confusing.
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Sheila Reyes
 
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Post » Thu Jun 21, 2012 5:59 pm

A shameless bump to attempt to draw attention to this.
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Budgie
 
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Post » Thu Jun 21, 2012 12:34 pm

Funky_Wizard - I too see this error in my mod after editing the navmesh. I verified with that was the problem by removing the navmesh edits with TESVSnip, but I haven't found a way to actually solve the problem. I've edited so many road navmeshes I don't even know which cell the marker was was in.

I looked all through the CK to find a way to "recompile" the Precomputed paths, but no luck.

I would love to see a solution, besides undoing the navmesh.
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jennie xhx
 
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Post » Thu Jun 21, 2012 7:22 am

Navmesh, among other things, cannot be edited without an ONAM record. I can't elaborate any more than that because I know very little about it. It's a record type that your file needs to make those kinds of edits, but the CK doesn't generate it. We need one of the ONAM pro's in here. :P
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Grace Francis
 
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Post » Thu Jun 21, 2012 3:09 pm

See, the behavior they display in the cell with the edited road marker is extremely reminiscent of the behavior displayed with the initial navmesh bug, so I wonder if perhaps it's just a developer oversight and will be fixed once the patch goes live?
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matt
 
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Post » Thu Jun 21, 2012 9:06 am

See, the behavior they display in the cell with the edited road marker is extremely reminiscent of the behavior displayed with the initial navmesh bug, so I wonder if perhaps it's just a developer oversight and will be fixed once the patch goes live?

Oh, good point!! I wish we had a 1.6 Beta CK to test!

I'm not sure what problem that error causes, if any. Since it says "precomputed"... maybe they just have to recompute? Or maybe I have some actors who can't find their way to that marker.
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Cartoon
 
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Post » Thu Jun 21, 2012 8:41 pm

I think it just distorts the navmesh in the cell. I've seen NPCs walking were there was previously navmesh prior to the edit, but has since been removed - it's almost like the master navmesh and your edited navmesh are present but stacked on top of eachother.
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Laura-Jayne Lee
 
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Post » Thu Jun 21, 2012 10:50 am

I think it just distorts the navmesh in the cell. I've seen NPCs walking were there was previously navmesh prior to the edit, but has since been removed - it's almost like the master navmesh and your edited navmesh are present but stacked on top of eachother.

That's consistent with what I've read in the "Navmesh Bug" threads... the navmeshes aren't replaced, they are stacked.
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Quick Draw
 
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Post » Thu Jun 21, 2012 5:05 pm

Yeah, that's what I thought. It's weird.
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DarkGypsy
 
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