Navmesh is complicated and I absolutely hate it. It's a part of the mod life though, so here's what you need to know in a brief summary.

Navmeshing an object requires a certain size. The standard 1x1 flooring I have in my mod is way too small to be Navmeshed. NPCs look at that flooring object and literally turn the other way because it is just way too small to walk on. There's probably a golden ratio in which you can actually get NPCs to walk on a small object like that, but it's not worth the time or effort on getting it to work.

A great size is my 2x2 which is around 132x132 units in 3DS max. Anything smaller than that and you're playing with fire.

Best of luck to those of you out there who are looking for a solution to Navmeshing your floor objects.

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StuykGaming

8 comments

  1. Frank Jaeger
    Frank Jaeger
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    NAVI:00000FF1]
    NAVI\Navigation Map Infos\NVMI - Navigation Map Info\Navigation Mesh -> [0100EEF0] < Error: Could not be resolved >
    NAVI\Navigation Map Infos\NVMI - Navigation Map Info\Navigation Mesh -> [0100EEEE] < Error: Could not be resolved >

    smh_windows_chain_1x1 [COBJ:D4000832]
    COBJ\CNAM - Created Object -> [01000836] < Error: Could not be resolved >

    smh_windows_chain_1x2 [COBJ:D4000833]
    COBJ\CNAM - Created Object -> [01000837] < Error: Could not be resolved >

    smh_windows_chain_1x3 [COBJ:D4000834]
    COBJ\CNAM - Created Object -> [01000838] < Error: Could not be resolved >

    smh_windows_chain_1x4 [COBJ:D4000835]
    COBJ\NAM - Created Object -> [01000839] < Error: Could not be resolved >
  2. spoonikle
    spoonikle
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    Version 0.06 has only one 2x2 and 4x4 tile set - the stars and circles carpet.

    Do we still have this nav mesh issue? I like the carpet but its pretty yuck to place it everywhere I want NPC's to walk.
    1. StuykGaming
      StuykGaming
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      Working with NPC pathing and modular objects still doesn't have a good solution. I doubt this will ever be fixed without Bethesda completely rewriting their AI pathing solutions.
    2. spoonikle
      spoonikle
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      I notices lots of modded items have bad nav-mesh - normally placing a foundation down fixes the issues.

      Perhaps making an invisible foundation piece that can snap on top of the regular flooring?

      I kind of "hacked" my buildings with wooden foundations clipped below the floor where I want NPC's to walk. Perhaps carpets would do the same - but a path of carpets is just as weird as sunken foundations.
  3. HadToRegister
    HadToRegister
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    I know your mod uses scripted insertion, but is it OK for me to just remove the 1x1 COBJ floor pieces in FO4Edit so I don't have them in my menus?
    Since they're too small and can't be navmeshed, I'm not going to use them, so I'd rather clean my menu up a little
  4. Brigand231
    Brigand231
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    Good to know, thanks!