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Does lower navmesh Completely overwrite higher nav?


Best Answer TechAngel85 , 04 July 2018 - 10:50 AM


i ask because i assumed that if i had conflicting nav, that by loading the mod w/ the nav i want, lower...then i'd get that nav. but sometimes it seems i'll still have navmesh issues. and by removing the higher mod, the pathing gets better.


so can higher, maybe even partial navmesh still interfere w/ the lower?

NAVI records are merged at runtime. So, no, the data isn't overwritten as other records are. They are merged together.

https://afkmods.igua...rge-at-runtime/ Go to the full post


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#1 Mookeylama

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Posted 29 June 2018 - 11:24 AM

i ask because i assumed that if i had conflicting nav, that by loading the mod w/ the nav i want, lower...then i'd get that nav. but sometimes it seems i'll still have navmesh issues. and by removing the higher mod, the pathing gets better. 

 

so can higher, maybe even partial navmesh still interfere w/ the lower?

 

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#2 soupdragon

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Posted 04 July 2018 - 08:17 AM

How low can you go?!

 

If npc's are "aware" of the other navmesh they will attempt to use it if its a shorter route and they're not using a preferred patch currently

 

How to how far this awareness extends I dont' think theres an official answer... from personal experience its at least half a body length.


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#3 TechAngel85

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Posted 04 July 2018 - 10:50 AM   Best Answer


i ask because i assumed that if i had conflicting nav, that by loading the mod w/ the nav i want, lower...then i'd get that nav. but sometimes it seems i'll still have navmesh issues. and by removing the higher mod, the pathing gets better.


so can higher, maybe even partial navmesh still interfere w/ the lower?

NAVI records are merged at runtime. So, no, the data isn't overwritten as other records are. They are merged together.

https://afkmods.igua...rge-at-runtime/

#4 Mookeylama

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Posted 20 August 2018 - 05:40 AM

NAVI records are merged at runtime. So, no, the data isn't overwritten as other records are. They are merged together.

https://afkmods.igua...rge-at-runtime/

thank you! that explains why, if i remove a nav entry or even part of an entry, it will sometimes fix or change npc pathing. good to know. thanks


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