What's the verdict on NavMeshes?

Post » Sat May 28, 2011 4:00 am

I know in FO3 there was that bug/quirk with NavMeshes and you'd basically have to make your mod an ESM if you touched NavMeshes to avoid crashes, is this still the case? Mod I'm working on is starting to modify a lot of NavMeshes throughout the world and I'm thinking I might need to eventually make it an ESM.
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Lifee Mccaslin
 
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Post » Sat May 28, 2011 6:58 am

I've had similar issues with exterior worldspace navmesh that were present in F03. Every mod for NV I've made so far has only been released to friends so my testers aren't too widespread, but it seems like it's still a problem. I've also had some bizarre interior cell navmeshes errors with follower pathfinding and following, which is prevalent between doors that connect the vanilla gameworld to cells from your .esp.
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Charles Weber
 
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Post » Fri May 27, 2011 9:32 pm

The bug is still there. NPCs are acting a bit nicer as in FO3 but still end up in strange positions and are confused in bugged cells. As always esm'ify the cell is the cure.
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TWITTER.COM
 
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Post » Sat May 28, 2011 2:16 am

Glad I haven't started touching nav-meshes in my http://www.newvegasnexus.com/downloads/file.php?id=36146 yet...
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Scott
 
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