I've added a new version of the mod, fixing a few terrain bugs and clipping errors including most notably the sliding door clipping errors. I've gotten the weapon racks to prompt you to put the weapon on it but the weapons seem to be floating in the air when you place them.. I'll keep looking for a fix.
Also, navmesh may be a little spotty in some areas. If you encounter a place where followers seem to have trouble moving around please let me know.
I found a house with only the walls north of Karthwasten, it seems that it was the initial location that the author wanted and in the end the change for which the map points but it is left without removing Sorry for my bad english
To my surprise I found a house with only the walls north of Karthwasten, it seems that it was the initial location that the author wanted and in the end the change for which the map points but it is left without removing. Sorry for my bad english
But as you stated you have some issues with NavMeshing. Yeah, and that shows.
Think of a NavMesh like you cover something with a blanket, and everywhere where the blanket is, an NPC can find a path and walk on that blanket. Instead of putting down 20 individual NavMeshes for each step of the stairs that are not linked to anything else (called an Island) you put down a slope over the stairs. it is that simple. NavMeshes do not need to fit the terrain perfectly. They are there for NPCs to find a path that roughly matches the terrain.
And also everything needs to be connected, or no path can be found. Right now the NavMeshes are broken.
Also don't delete vanilla NavMeshes or you break pathfinding as well. If you create a new one for a player home, you delete the old one in CK and later fix the FormID of the new NavMesh to be the one of the vanilla one. Then refinalize stuff in CK afterwards.
Yeah, I know hard to understand. But there are some nice tutorials on the CK Wiki how to NavMesh stuff...
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Also, navmesh may be a little spotty in some areas. If you encounter a place where followers seem to have trouble moving around please let me know.
Sorry for my bad english
Sorry for my bad english
But as you stated you have some issues with NavMeshing. Yeah, and that shows.
Think of a NavMesh like you cover something with a blanket, and everywhere where the blanket is, an NPC can find a path and walk on that blanket. Instead of putting down 20 individual NavMeshes for each step of the stairs that are not linked to anything else (called an Island) you put down a slope over the stairs. it is that simple. NavMeshes do not need to fit the terrain perfectly. They are there for NPCs to find a path that roughly matches the terrain.
And also everything needs to be connected, or no path can be found. Right now the NavMeshes are broken.
Also don't delete vanilla NavMeshes or you break pathfinding as well. If you create a new one for a player home, you delete the old one in CK and later fix the FormID of the new NavMesh to be the one of the vanilla one. Then refinalize stuff in CK afterwards.
Yeah, I know hard to understand. But there are some nice tutorials on the CK Wiki how to NavMesh stuff...