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Navmesh question

General modding guides and authoring tutorials.
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Vlan
Posts: 76
Joined: Wed Mar 04, 2020 12:11 pm

Navmesh question

Post by Vlan » Fri Apr 10, 2020 6:49 pm

Hi, got a question regarding navmeshing.

If I correct a navmesh in a cell with GECK, and then load a save game, will the correction already come to effect, or do I have to wait for the cell to reset? Or even worse, do I have to start a new game completely? I am asking because I am pretty sure that the navmesh, that I corrected, should work now (a green line between two cells was missing, so my companion couldn't cross the cell).

Image

But for some reason, my companion is still not able to traverse between the two cars (is instead looking for a way in the water).

Vlan
Posts: 76
Joined: Wed Mar 04, 2020 12:11 pm

Re: Navmesh question

Post by Vlan » Fri Apr 10, 2020 8:29 pm

Nevermind, turns out that "Advanced Navmesh Generation" -> "Finalize Navmesh" doesn't work as intended.

Finalize Worldspace actually did the job.

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Navmesh question

Post by RoyBatty » Fri Apr 10, 2020 9:37 pm

Never finalize in the navmesh toolbar, always use the drop down with the toolbar closed.
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Vlan
Posts: 76
Joined: Wed Mar 04, 2020 12:11 pm

Re: Navmesh question

Post by Vlan » Fri Apr 10, 2020 10:17 pm

Any reason why the toolbar needs to be closed? Also, got any other important information for me?

I am trying to navmesh the whole Devastated City plugin for TTW, and it would be interesting to know if there is anything else I have to lookout for.

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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Navmesh question

Post by RoyBatty » Sat Apr 11, 2020 6:09 pm

If you leave the toolbar open you'll run out of memory very fast and GECK will crash.

Also don't delete navmeshes, GECK likes to do this at random and you'll need to undelete them and change them to overrides after in FNVEdit, then reload the plugin in GECK and refinalize again. Also if you finalize worldspace you'll have a huge plugin so don't do that, just finalize the cell (that works in worldspaces too).
Image

Vlan
Posts: 76
Joined: Wed Mar 04, 2020 12:11 pm

Re: Navmesh question

Post by Vlan » Sun May 17, 2020 7:58 am

Do Navmesh related crashes leave a special annotation in NVAC.log, or in the NVSE error log (falloutnv_error.log)?

And do they just normally just freeze the game, or kick you out of the game with an error message?

I am trying to hunt down a fixed crash in my game (near Tenpenny Tower in the house ruins), and wanna know if its maybe Navmesh related.

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