I'm an absolute disaster when it comes to arranging navmesh for an interior cell. And the automatically generated once always turn out crappy. I don't quite understand how exactly the navmesh triangles influence the pathing behaviour of NPCs yet. I've followed some tutorials but they're not very clear on what the triangles themselves do, rather than the general shape of the thing.
In the game, I have a character who does the following, after succesfully walking a few meters and up some short stairs.
http://i18.photobucket.com/albums/b120/iamerik/Bethesda%20Modding/stupidnavmeshingame01.jpg, http://i18.photobucket.com/albums/b120/iamerik/Bethesda%20Modding/stupidnavmeshingame02.jpg, and then turns back again to repeat screenshot #1 and so on.
I've spend forever trying to fix it (I'm supposed to spend that time on designing quests damn it! :swear:), redoing the navmesh a billion times, starting with a clean save to test with every time, but I can't figure it out. If I change the navmesh he'll walk a little differently of course, but he always ends up glitching around that corner.
http://i18.photobucket.com/albums/b120/iamerik/Bethesda%20Modding/StupidNavmesh01.jpg. The NPC is supposed to walk from slightly below the stairs in the LOWER right corner, to a door at the top of the screen. Instead, he walks into that corner from the screenshot forever. I have no idea why. Is there something obviously wrong with my navmesh? What IS happening? Is he trying to walk straight towards the door in the upper screen somehow?
The AI package is making him travel to an Xmarker in another cell through that door. I managed to use the console to cheat him past the glitchy corner, and even though he walked right back sometimes, sometimes it also allowed him to continue.I've also tried both using it as an esp, and masterupdating it. Doesn't seem to matter.
And to think that this is just a tiny cell leading to the actual vault costing me hours already. I really need to figure this out. Any ideas? :sadvaultboy: