NavMesh, CK pathing is good, InGame acts flacky

Post » Thu Apr 25, 2013 8:26 pm

Howdy guys, having a problem with ingame pathing.

Raised the terrain up to level for a cabin, the cabin lies on a cell boundry, I hand meshed afterwards.

CK pathing checks good, no errors, even raised vert above ground slightly, it is all nice and red, have
loaded and reloaded CK and game number of times and no errors, finalized a number of times,
everything looks GOOD.

I can lead a NPC from South to North by the cabin and the NPC wants to run through the cabin.
I can lead a NPC along the same path from North to South and after that, the pathing seems to work
fine, kinda like the ingame pathing algorithm is in a learning process.

Any you MORE experienced Modders familiar with what I could look at for the issue ?
User avatar
Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Fri Apr 26, 2013 7:12 am

Tried ticking the ESM flag? Might be that an ONAM entry is necessary for the NAVM *override to work properly, though I thought that was fixed with 1.6.

*Make sure it's an override and that the **CK hasn't replaced the 00 NAVM with an isolated duplicate.
**If that's the case, it's fixable (though a convoluted process).
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am


Return to V - Skyrim