» Thu Aug 20, 2009 6:52 am
This is kinda a mess... I need to explain what I think I've found with navmesh, .esp files, and .esm files, and testing with 1.5.
First of all, I have an exterior cell where I had navmeshed it when my mod was an .esp. When looking at 1.5's characteristics, I noticed that when I ran around in-game and then fast-traveled to my cell twice, my followers would stop seeing any navmesh at all in that cell. The first time in, it was fine, and they were observing the navmesh. Second time in, forget it, they can see no navmesh. I am not sure if it was doing it in 1.4 in this cell is the truth, but I did observe something very similar in interior cells that I had been working on, so I am really just not sure.
Then, I moved my mod over to being an .esm, and used fallout mod manager to ensure that I understood where in my load order this thing was sitting. The load order is:
Fallout3.esm
Phalanx-MainFollowerModule.esm <---------------- my big file.
FreePlayAfterMQ_V05.esp
richvendors.esp
Claw - PowerArmorTraining.esp
Foes Reworked v .85.esp
WRWC - Classic Fallout.esp
Greenerworld.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Phalanx-kikaiEvolutionFawkes.esp
Phalanx-PerksAndStims.esp
Phalanx-MoiraSupplySupport.esp
Fellout-Full.esp
Phalanx-Obedient-Dogmeat.esp
Phalanx-DogmeatEnemyTweaks.esp
What I found was - - - in the exact situation where the .esp version had made followers unable to see any navmesh at all, the .esm is causing them to see the original navmesh of the area as it lives in fallout3.esm.
Edit: Quarn explained that the .esm behavior was probably normal.