Navmesh processing in .esp files still has a problem

Post » Wed Aug 11, 2010 3:51 pm

It seems that the latest update thingie was indeed NOT for the pc. awww.


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?


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.
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Kaley X
 
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Post » Wed Aug 11, 2010 4:34 pm

Bumping this to ensure against purging ...
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Josh Trembly
 
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Post » Wed Aug 11, 2010 11:33 am

Bumping this to ensure against purging ...


Good call!

I'll bet anyone lunch in Manhattan that they fixed this bug in New Vegas. :) Given the attention it got from their developers, this should go down as a positive modding/professional interaction where we helped in a concrete way.

We'll see!
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louise tagg
 
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Post » Wed Aug 11, 2010 4:59 pm

Miax: indeed. Reliable duplication of a problem can be 80% of the fix. Although in the case of navmesh and the interactions the .exe makes between .esps and .esms, I bet you that is one sick complicated beast on the inside.

It would still be like, nice and stuff, to see a fallout3.exe update with that fix, if a fix was achieved... I mean sometime.. I mean ...

meh.
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carly mcdonough
 
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Post » Wed Aug 11, 2010 11:59 pm

Now if only they did the same for the VATS hang bug. Still having the problem myself...
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Silencio
 
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Post » Wed Aug 11, 2010 3:12 pm

@Tarrant,

Oh I agree 100%, though I think our chances are low now that Bethesda is fully-engaged in building that new engine from the ground up. Its funny, here we are salavating over a new FNV engine, upgraded GECK and new features while the Bethesda peeps are already miles down the road on the next generation of RPG game engines!

Meh!

@MadCat221,

I would GECKulate that VATS is going to be fully fixed OR that the old bugs will be gone and replaced by new ones. :) They spoke alot to how they tweaked and changed VATS, and I'm sure they hit all the bug reports going into it, so my money's on a new VATS with no verdict on it's bug-factor.
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mimi_lys
 
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