Mutagen-Modding / Mutagen.Bethesda.Analyzers

A project to diagnose and analyze the health of a mod or a load order
GNU General Public License v3.0
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Discontinuous navmeshes #29

Open Elliebot-Z opened 3 years ago

Elliebot-Z commented 3 years ago

Splitting a vanilla navmesh is verboten. Whether new navmeshes with islands also cause problems needs research.

mrudat commented 3 years ago

As far as I know, a new completely disconnected navmesh causes stuff like NPCs stuck on the roofs in Sanctuary, because they randomly pick to spawn on the navmesh on the roof, but since there's no way for them to find a path off the roof, they get stuck there until the player leaves and returns.

I believe that that's the only impact of a disconnected navmesh; ie. it breaks sandboxing and anything that needs to have an NPC go from point x to point y while the player is there, but only if they happen to spawn on the disconnected navmesh.

Apparently, the Right Way to merge two vanilla meshes is to:

You would need to identify navmesh islands that: