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Changelogs
Version 1.1.0
Updated to use a lighter and faster method to achieve the same effect.
Safe to update anytime.
Many thanks to lilebonymace for the suggestion.
Sandboxing NPCs avoid the player while the dialogue menu is open. Instead of clumsily disabling collisions or AI, this creates a "navmesh-cut area" around the player. You'll see NPCs still behaving normally and just respectfully avoiding you.
NOTE It can fail if the conversation starts when an NPC is too near and already moving towards the player, especially if aimed at some kind of furniture or marker. In such cases there's no time to recalculate the path. Oh well, it could be worse :)