Difference between revisions of "Navmesh Bug"

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imported>David Brasher
m (Add to category.)
imported>DreamKing
(Edits to note that navmesh bug was fixed in Skyrim 1.6)
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[[Category:Navmesh]]
[[Category:Navmesh]]


There is an issue with Skyrim where actors, other than the player character, sometimes cannot navigate in cells that have been created by mods or cannot navigate in vanilla Skyrim cells that have had their Navmeshes edited by mods.
Prior to Skyrim 1.6, there was an issue where actors, other than the player character, often could not navigate in cells that had been created by mods or could not navigate in vanilla Skyrim cells that had had their Navmeshes edited by mods. This was commonly referred to as "the Navmesh bug."


The actors will be frozen to a spot. They can't do their sandbox animations because they can't get to the markers. Enemies may not be able to attack the player character because they cannot get to melee weapon range. Followers will stop following the player character.
The Navmeshes only failed to be followed by actors when they were in .esp files; Navmesh data in an .esm file was used properly by actors. Thus before Skyrim 1.6, one work-around for the issue was to place Navmesh data for a mod into an .esm. This could take the form of having a mod be an .esm with no .esp, or an .esp/.esm pair where the .esp used the .esm as a master.


The Navmeshes only fail to be followed by actors when they are in .esp files.  The NavMeshes are always followed properly by actors when the data is in an .esm.  (Like Skyrim.esm for example.)
With the advent of Skyrim 1.6 such work-arounds are no longer necessary: actors properly use Navmesh data stored in .esp files, and that is the preferred format unless an .esm is needed for other reasons.
 
==The Solution==
 
The current work-around for this issue is to place Navmesh data from a new mod into an .esm.  This could take the form of having a mod be an .esm with no .esp, but a better approach would often be to make a mod into an .esp/.esm pair where the .esp uses the .esm as a master.  The Navmesh data is the only thing that absolutely must be in the .esm.  The rest of the content of the mod could be in the .esp which is easier to edit.

Revision as of 10:41, 22 June 2012


Prior to Skyrim 1.6, there was an issue where actors, other than the player character, often could not navigate in cells that had been created by mods or could not navigate in vanilla Skyrim cells that had had their Navmeshes edited by mods. This was commonly referred to as "the Navmesh bug."

The Navmeshes only failed to be followed by actors when they were in .esp files; Navmesh data in an .esm file was used properly by actors. Thus before Skyrim 1.6, one work-around for the issue was to place Navmesh data for a mod into an .esm. This could take the form of having a mod be an .esm with no .esp, or an .esp/.esm pair where the .esp used the .esm as a master.

With the advent of Skyrim 1.6 such work-arounds are no longer necessary: actors properly use Navmesh data stored in .esp files, and that is the preferred format unless an .esm is needed for other reasons.