A+B = worked
A+B+C = Failed
A+B+C-C = Failed
copy of (A+B+C-C) = worked
I'm taking a break from testing, but later tonoght I will try to take a bugged cell and copy it, to see if it will work. That would be cool, but quite cumbersome for large mods.
Thank you for the clarification, this does help ALOT. You have narrowed it down to an in-GECK issue that cannot be avoided as Tarrant mentioned. I can't tell you how many "holes" I have in my Navmeshes, but then so does Bethesda and they Teach that method of Navmeshing in their tutorials. So I'm certain that Bethesda didn't know where this bug is/was either before now. We have been looking for this bug for a long, long time now - great work on actually finding a culprit.
I don't need you to package up your test mod anymore, especially given it's a part of your other work! I actually replicated your results with my own cells - which is better anyway as it gives us a larger sampling. In my case I duplicated one of my two metro cells, 998 Navmeshes and a "normal" sized Fallout3 Metro system with lots of clutter and more holes in the Navmesh than swiss cheese. To test I:
1. Duplicated the metro cell in the GECK, gave it a new name and deleted the old cell out. I reconnected the exit doors for the new cell, and loaded the mod with the game. As before I ran around and jumped some obstacles to ensure that Jericho would path to me correctly which he always does the first time in the cell. I told him to wait, and exited the metro into the wasteland again, went to a few places, came back. I re-entered the cell and told Jericho to follow. I then again jumped over several big items and forced him to path - and it Works!
2. I copied my backup version of the mod into place, deleting the newly modified one. This put my original Plug-in back into place (with the bugs in-tact), and re-conducted the exact same test as in #1 above. As expected, when I returned to the metro and told him to follow me, he no longer paths to me.
So not only have you found the bug Pkleiss, but you also found a working solution to the issue! Cheers mate, thats HUGE!!! :celebration:
Now all we need to do to fix our Plug-ins prior to release is to duplicate each cell in-turn, re-connect all the doors and anything else that gets de-linked during cell duplication, and we're good to go! That MasterUpdate also fixes the issue is really nice as I mentioned before, but it will be a better alternative to release the mod without the bugs.
If this indeed solves the issue, my question becomes - do we still need to "Masterfy" our plug-ins anymore? I know there was an NPC texture bug that MasterUpdate also corrects, but I'm not sure what else will require us to make our plug-ins into masters when we release?
Again my thanks and congradulations Pkleiss, you really helped the community with your 8 hour research session! I'm going to forward the link to this thread to Gstaff so that they are aware what you found.
Cheers,
Miax