If I understand this correctly, this is game changing. So, once someone covers all vanilla/SMIM objects, anything I place using something like Jaxonz, npcs will just know to move around it? And, say someone does the same for things like hearthcraft or campfire objects, same deal?
So, once someone covers all vanilla/SMIM objects, anything I place using something like Jaxonz, npcs will just know to move around it? You would need to read all the limitations on it HERE but I think if someone moved something > exits the cell and re-enters, the navmesh may update to where the item is now placed and cuts there. This would need testing to be honest
So, once someone covers all vanilla/SMIM objects << Lets say some madlad or madlad team does this Yes. I mean, to do all the SMIM models needs some very delicate decision making how one goes about utilizing this concept on a per model basis. For instance, a barrel could be laying sideways and upright depending how Beth placed all those references in the game, the implementer would not know how and which way to apply the navcut in the base-game replacer barrel model due to so many universal ways it could be placed by Beth..... If its a custom mod barrel and the modder knows how all their references layout, that is a total other story and would be a lot easier decision making how the implementer applies the navcut.... Trees though are intended to only be placed one way, easy to apply it to them all and in confidence it will work as trees with faceless shaped bottoms are only intended to be positioned upright or clipping out from another surface
And, say someone does the same for things like hearthcraft or campfire objects, same deal? Any model with a NAVCUT will cut the navmesh where it is placed so long as its Baseform too has the correct flags (specified in the guide). Whether the user moves objects in game and the cutting updates to new places, again, needs testing
The way its written out as technically specific as can be, in hopes younglings can pick it up, looks much scarier and complicated then it really is to actually do. Lol
You dont need to read the text if you can follow and understand the 3.5 minute video. I explain via text for folk that question what they do, when they do it and why. If you dont need it, you don't read it but at least it's there to jump to the progress stage if one does come up with a question. You read it, get your 'Aha' moment, and carry onward. 5 hr video, god. Thats long
KhrysINXS nice job bro! As always everything you make is underrated . I will definitely test this method and integrate it into my future and past mods if it works properly.
17 comments
You would need to read all the limitations on it HERE but I think if someone moved something > exits the cell and re-enters, the navmesh may update to where the item is now placed and cuts there. This would need testing to be honest
So, once someone covers all vanilla/SMIM objects << Lets say some madlad or madlad team does this
Yes. I mean, to do all the SMIM models needs some very delicate decision making how one goes about utilizing this concept on a per model basis. For instance, a barrel could be laying sideways and upright depending how Beth placed all those references in the game, the implementer would not know how and which way to apply the navcut in the base-game replacer barrel model due to so many universal ways it could be placed by Beth.....
If its a custom mod barrel and the modder knows how all their references layout, that is a total other story and would be a lot easier decision making how the implementer applies the navcut.... Trees though are intended to only be placed one way, easy to apply it to them all and in confidence it will work as trees with faceless shaped bottoms are only intended to be positioned upright or clipping out from another surface
And, say someone does the same for things like hearthcraft or campfire objects, same deal?
Any model with a NAVCUT will cut the navmesh where it is placed so long as its Baseform too has the correct flags (specified in the guide). Whether the user moves objects in game and the cutting updates to new places, again, needs testing
So, will you be doing all vanilla / SMIM meshes? That should already fix a lot of vanilla and modded navmesh problems, right? ;)
Time to get sum coffee and read through this chonker. Thank you for this, Khrys. Brotherhood of Crepe approves of this.