Yesterday I looked at the interior NAVMeshes created by others, and I want to comment that most that NAVMesh interiors do not do there work correctly.
- NAVMeshing is not hitting the auto generation, find hide spot and finalize key, one must debug the entire NAVMesh by merging nav-points, manually optimizing parts, removing and attaching NAVMesh blocks.
- Door portals should be repositioned; by lowering them to the ground and placing them near the door mesh.
of course all navmeshs need to be improved, i never tested my own navmeshs.
it is just a first step and not a final version.
"- NAVMeshing is not hitting the auto generation, find hide spot and finalize key, ..."
cant believe anyone did it like that.
but after spending hours of work and creating hundreds of interiors,so many hours other people or perhaps myself dont have to spend again,just the time needed to tweak, i am wondering , where is the point of your message?
No point to argue, better to share experience. Still any navmeshes > no navmeshes at all imho.
I did all of the balmora navmeshing so I know how frustrated navmeshing can be. I personally don't use autogenerate bacause I would rather create the entire thing from scratch than have to worry about fixing it later. If we don't make sure the navmeshing works its just going to cause us more pain in the long run. It would mean people would have to go back and check each cell to see that it works and some cells will be missed for sure. Also it can cause more errors and bugs which could potentially cause ctd's. I appreciate the work you did. I don't mean to lecture this is just what I think.We need to think about how it will improve the game and not about the amount of work it will give us. Pace ourselves and get the work done right.
balmora, i thought this navmeshing was done by ironman.
you know how to make it right at the first try, feel free to finishing the missing navmeshs.
You are correct jessup,I did balmora,but obviously it was not good enough.
I am not an expert with the CK or navmeshing,so I guess all of the other work that I did on the A to E cells will also not be perfect.
So I do not see any point in wasting more of my time on meshing.
At least I know that it’s not a result from merging the plug-ins but just a thing to think about later in development.
Don't be hard on your self Ironman you had a lot of work that you did I would never expect you to have gone through every cell with a fine tooth comb considering how much you have done. I don't want to step on peoples toes I just want to help. Sorry if It seemed like I was insulting your work.
NP greatgamer, in fact it is cool that you can actually do good navmeshing, it`s great to have guys like you working on this project.
I just thought it would be easier than it really was,and bit of more than I could handle.
But I have a bigger problem to solve now,as for some reason my skyrim install will not let me start a new game when I pick the morrowind choice,it does not give me any name input box,and crashes bact to the desktop as soon as I click on the ship hatch.
Some users reported a issue ( Guard not showing up 50% of the time ) at the start of a new game in the Imperial Prison Ship. There where some NAVMesh issues in that interior, which I have fixed.
thanks SB, did you face an improvement on the guard showing up ? I'll try myself after work.
Some tips for navmeshing
I have added that link to the main thread post,so that it does not get lost.Thanks zilav.
I have debugged \ redone all NAVMeshes for the SeydaNeen interiors, please merge this plugin into the master.
Finished with unfinished interiors of Vivec, as much as possible checked them with the NPC companion. Now i will fix bugs if they remained, and then i will make Vivec exteriors
Hey good work, I almost started doing those as well, lucky for me I did not start those yet. Remember I am doing the rest of the remaining V-Interiors.
Thanks Nobeus !
Digital here are the requested 10 “ErabenimsunCamp” Interiors.
According to the log Ironman was NAVMeshing the E-interior cells as well, no idea if he uploaded his work on the E-interiors or not. I hope Ironman will not feel bad by me uploading these requested E-interiors to support current quest implementation.
Thanks SB,I did not get the "E" cells done,so feel free to do them.
Like I said,I did a lot of cells...but never really gave it enough time to make them better.
Some of the "A" cells might need more attention too.
Ahoy, I've started cluttering interior caves and such and I've encountered what may be a major problem. You guys are gonna hate me. Maybe it's just me but I'm doing quite a bit of work in this cell and well... This is the first one, abaelunmine.
Probably noone will remember what it looked like before but basically, I had to entirely rebuild the navmesh since i added so much rock on the cave walls that it was covering up the navmesh all around. I also added rock and wooden planks which raised the height of the floor. I'm far from an expert so I really have no idea what kind of effect this would have on the navmesh so i raised it to be above everything just to be safe.
Maybe a navmesh expert can take a look and give me some info on how much of a pain in the ass this is and what I've done wrong so I can help out with the mesh as I go on revamping more cells.
I'd really hate for the cluttering process to ruin all the work you navmeshers did and if there is some process I can follow to limit the amount of extra work it makes for me or anyone else please give me suggestions. btw how does the mine look overall? :)
cell is abaelunmine
The topic “Navigation Mesh” is for posting all related info and files for and about the NAVMesh already present in the actual MASTER-File. Not all exteriors and interiors have been 100% finalized, work is still being done to finish it. If you’re working on interior design then you should post in the topic about interior design to prevent confusion.
I have looked at your file and the NAVMesh looks fine to me. Just remember that if you need to adjust a existing NAVMesh or recreate the entire NAVMesh from scratch, to take the following steps at the end before saving the result.
- Create \ Adjust NAVMesh
- Relocate Doorportals
- Find Errors
- Find Cover
As long as the end result is an interior with a 100% functional and optimized NAVMesh no one will feel bad about you redoing work already done by someone ells. Allot of the interiors need to be looked at again as the NAVMesh is not 100% functional and optimized.
Here are the NAVMeshes for the remaining V-interiors.
I will hereby claim to be working on NAVMeshing the U-interiors.
Adding clutter and other static objects or extending the rock wall etc,is fine but remember that NPC`s will collide with walls and other static objects that have navmeshing under them,that is the reason why static objects and walls should not have navmeshing too close to them.
@SB your latest plugin is merged.
I'm getting this problem http://forums.bethsoft.com/topic/1384974-navmesh-bounds-miss...
There is nothing wrong with the navmesh, does the error go away when the esp is merged? The problem seems to arise when you delete the vanilla navmesh and recreate your own from scratch.
You should never ever delete navmeshes, only alter the existing ones. In fact you should never delete anything in CK at all. Disable it, move under ground, whatever.. just don't delete.
Forget about the existence of Del key in CK.
sucks its pretty hard when i drag something into the render window and 5 minutes later decide i dont want to use it
Do not run .ESP files posted in these forums except for the files that are included in the MasterPackage.
Do not delete content and save those changes into your own plugins when the deleted content was depended on another .ESM or .ESP file.
If you add something to your own plugin and remove it later then you need to clean your plugin from those changes.
TelMoraElegnanClothier deleted. dirty edits
TelMoraElegnanClothier + fixed door
Has anyone been assigned to Suran? I'd be happy to do it. Do I just make an esp and pass it on to you guys for merging into the main file?
exactly. You post the esp and it gets merged :)
Suran exterior cells seem to be done (check quality in any case) but for interior cells I don't see any navmesh.
All S-interior cells are still free from NAVMesh, feel free to do them all.
OK, sounds good, I'll start picking off unmeshed interiors then. I'll take Suran to start, probably do more after that. Thanks.
Can't have followers getting confused.
Don’t forget to reposition the door portals/markers when needed. They usually need to be lowered a little bit and placed a bit back against the door.
Today I finally finished NAVMeshing the U-interiors.
3 issues found.
( Needs a repositioning of the NPC sleeping position 90*CW)
( Needs a rescaling and repositioning of the mine door )
( Needs a better UV-map )
I will now claim to be working on the T-interiors.
Finishing those will take some time, as there allot of interiors.
cool, SB. It will be merged asap
I'll be doing a bunch of minor fixes (making the slave holding cell key work in the slave market, that sort of thing). Should I report missing textures? I only load the Skywind.esm file when I open it in the CK, I was thinking maybe that's why I see the big red exclaimation mark in a few of the buildings.
This is the NAVMesh section of the forum, if your doing something ells then NAVMeshing then this not the place to discus or post about it.
“Digitalparanoid” will remove all other changes you make to the game from a posted NAVMesh plugin. Only changes to NAVMesh and doorportals/marker will be merged.
uh, alright :)
But yeah, in essence try to keep changes separated, so I have a good idea of what to expect when I check the esp before merging.
I just figured since I was in there already, and I noticed the key didn't work on the door when I visited the Slave Market (even though it's supposed to) I'd fix it. I didn't think it would be a big deal. Thought I'd save you all some work.
It’s not a big deal, I was just pointing out that “Digitalparanoid” will not know that you actually fixed something if he is merging a NAVMesh plugin into the new master. He will just check the file and think that something got changed by mistake. He uses TESVEdit to remove all so called saved ERRORS.
Fair enough, not trying to confuse anyone. I just saw things like floating bottles and whatnot. Anyway, over half way through with the Suran interiors. Then I'll pick something else. I'm a very meticulous navmesher, so you shouldn't have any issues with my work.
In my mind that stuff for a interior designer to fix. I just make NAVMesh on the ground surface and that's it. Before you know it those objects even get replaced. I find it more important the NPC's can move around.
Hey, I'm all for work done :) Just don't hesitate to mention what I have to expect in the esp when you post it :) Thanks for contributing!
Not a problem, digital. I'll give you a run down best I can remember. I did very little besides the navmesh, but I can understand how it will make it easier for you to let you know what I did.
Believe it or not, I actually enjoy navmeshing, it's like a puzzle. I have a busy schedule a lot of days though, so I can only grab a few things at a time.
hey don, if you really like navmeshing, we'll have plenty to do for you :)
As for priorities 1/ real life 2/ skywind, for sure :)
S.B., your latest esp (U cells has been merged). Thanks.