I am glad I bumped into this thread because I am working on a new world space and custom zones right now for my quest mod. I apologize if I am currently misinformed on the topic right now as I have yet to see the problem manifest itself. To me it almost seems as though the problem stems from some kind of red flag error of some sort that once set to true it turns the mesh off and keeps it that way. But it really makes no sense as far as I can tell that the navmesh gets red flagged during the second time you load the cell in game.
How in the world the actual devs aren't seeing this problem is intriguing.
Sorry I haven't been able to read all of the details on this thread. The way to fix the problem is to duplicate the cell and reconnect the doors ect?
How in the world the actual devs aren't seeing this problem is intriguing.
Sorry I haven't been able to read all of the details on this thread. The way to fix the problem is to duplicate the cell and reconnect the doors ect?
The devs can see the problem now - - recently, one of them came and collected a set of files from us with a small level in which the problem can easily be caused.
It was said that there was a fix like that, but I didn't test it because it was non-viable for me personally.
FO3MasterUpdate run against the mod list fixes it. Also, releasing as an .esm file fixes it.
Some cells don't do it and it might be related to the way the outermost boundry of the navmesh is shaped? Like, if you made a big, perfect-square navmesh it wouldnt' do it, but if you made a hallway going down into it, it might? Internally its clearly sick-complicated, I wouldn't even try to accurately guess what sorts of navmeshes are immune to it vs. not.