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DayDreamer

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Everything posted by DayDreamer

  1. Another year, another example. The current Cutting Room Floor has rather a large number of bad border triangles. Here's a quick refresher tutorial about how to repair just one of many issues. If you walk along the main road near Trilf's House, your follower will either run around through the middle of the village (eastbound) or become stuck at the corner of the building (westbound). Touring Carriages will not pass the building in either direction. First, we need to see what vanilla expects. There is a long narrow border slice, Nav 000E8B41 Triangle 237. With CRF loaded, Edge 2 cannot
  2. 64 GB, and it's not using it. Interesting link. My guess is there's a lot of 32-bit cruft, and not much in the way of error checking. My technique for keeping triangles intact (new triangle carefully selecting vertices in the same order, deleting the old triangle, then 'Q' joining) probably uses more memory than the usual. Multiply by 400+ (and a lot of hours) for this effort, likely stressing the memory. But I didn't mean to hijack this topic. Do we have a CK bugs topic here? There was an extensive one on the old bethsoft site.
  3. I've been hearing about instabilty of the latest (1.5.73.0) over on the Nexus. I've had it generate bad bsas, and probably bad esps. The old one used to crash after compiling 19 files, but haven't done much compiling with the latest version, so unsure whether that's been fixed. On navmeshing, the first Undo works okay, and subsequent ones get slower and slower. Mostly it crashed on Save, once destroying the saved esp file. Finalize caused a crash (once); then had no problems on redo. Find Cover caused a 18 triangle island to merge the main 420+ triangles into itself, even tho
  4. Just to note that I've gotten it to work, after 15 hours of trial and error. Now need to do the interior non-border paths that I'd skipped, and I'll post it soon. Most of the error was by the CK. The current version crashes every hour or so. Most often as I'm trying to save, sometimes corrupting the save file. Losing my work twice after nearly completing it, on the 3rd pass copied the saved file after saving. And sure enough, had to go back several times. The SE game engine seems better in so many ways. After a few thousand hours on the oldrim CK and testing, I'd never expected that
  5. That's why my test was with a follower. Directly tests the game engine pathfinding. That's revealed fixes to a dozen or so places where the navmesh doesn't work properly, even though it looks perfectly valid. The usual problem, and the likely problem in this case, is the game engine doesn't like long skinny triangles that have to be crossed lengthwise. For example, where the terrain artist built the road at a corner of a cell, gradually crossing the side of the cell into the next cell. Another problematic shape is larger triangles in the midst of many skinny ones. The NPC behaviour i
  6. Mentioning in passing that the light post on the road near the Nightgate Inn also is too close to the road. But the wagon just grazes it. In general, sticking posts under the armpits of the 'T' is problemmatic. Followers (and horses) run into them, because navmesh isn't that specific. They cut the corners, often following the edges of the preferred navmesh.
  7. The Frost River updates caused some problems with Touring Carriages. The signpost (in the lavendar) near the road junction rock pile is inside the preferred road mesh, and the wagon kept hanging on it. Kuhlmann (Real Carriages) had moved the rock pile farther away from the road. I've moved it back now to provide visual stimulus for why I've added path markers sweeping around it. But the wagon still hits the post, although it doesn't hang anymore. (I'll try to have my next version out soon to avoid complaints.) Better would be to move the signpost "above" the top of the T intersection, out
  8. My guess is I'd simply never hit the circumstances for the new "wild" horse behaviors, as they didn't kick in until the wilderness spawn increased with my level. After futzing with several methods of fudging things, none of which were foolproof, I've settled on making the horse Foolhardy. (Vanilla is Cautious.) That seems to work most of the time, even with a leveled Forsworn standing near the road in my tests. It's always been a problem that even a skeever standing directly in the road can bring the horse to a stop. But that's a long-standing game engine navmesh processing issue, no
  9. Yeah, but there are Spectre variants that have no software fix. A few months ago, I watched a demo where they could run OpenSSH between two processors, it was so fast and effective. There are even BTB exploits that can bypass the new compiler directives that mitigate the other exploits (just saw a presentation on Tuesday). SPOILER makes the attacks even faster, and can run in driveby Javascript. Still, we are all thankful to Gibson and his many utilities over the years. I still regularly use his password generators.
  10. That's from last year, and I've never seen this new behavior until now (running without any CC). I'd started a runthough on Nov 11, and have tested many/most of the carriage routes along the way, often several times at different levels. (I'm now at Level 28 after a couple of hundred hours, but strict role playing goes slowly.) Still, hopefully related somehow. Does anybody know who at Bethesda might be able to help?
  11. Thanks. Knowing nothing about animation, is there somewhere that I could learn about decoding and understanding the changes? Also, the unexpected behavior is to run off the road, leaving the preferred navmesh, dodging behind a signpost, and eventually stopping in any place where the navmesh has a dark blue cover edge "hiding place". (I've tested/watched this many dozens of times now.) This seems more like a prey/predator behaviour. Is that in the animation? Or is there somewhere else I need to understand, too?
  12. Something new: 1.5.80 sometimes affects carriage horses somehow. Places (canyons?) where something takes over the horse's actions to make it run. If already running, then turns around to run back the way it came.... Boy oh boy was that tricky to debug. Fortunately, I already have a pathing technique to slow down the carriage, originally for towns, and am adding path markers around the problems. Is there some newish CC that involves horses?
  13. Tips has been implemented in the same fashion as many other programs. Easy to turn off. Easy to stop seeing in the current session, and then have them in the next session. Besides, with all the changes, it gives me something to read while running the new auto-clean. That we all had to do this past week with the latest surprise Bethesda releases. But I'm not that happy with the old clean being removed. I liked having the intermediate steps for my own work to check that it was doing what I wanted.... Still getting used to 4.x. Have stopped obsessively downloading every new version. Usi
  14. On PC, I've only seen her miss the first one. And that is somewhat random, depending on where you cast your test spell. Couldn't find anything to fix in CK. Assuming a game engine issue.
  15. I've got Oblivion and Morrowind because they were bundled with Skyrim by the time that I'd purchased it (early 2012). Not yet played either of them. But LOOT state of the art is so far beyond what we'd had in earlier Skyrim days, I'd appreciate LOOT becoming the ecosystem standard, just as xEdit has become.
  16. Or Slack. Or Hangouts nee Gchat. Always hated IRC. No good reason to use any chat for development. And of course I'm mostly checking on random weekends (not even every weekend these days), so forums are always best.
  17. Tell me what could be less of a PITA. Folks that I know started this effort, and are still on the board. We'll be at the same conference next week. I'm paying $50,000 out of my budget annually. They just sent me a complimentary hoodie!
  18. Yeah, made me reset the password, too. Good thing that I'd set the email correctly....
  19. I've wanted a Granite Hill for years. There's another newish one (from last year) on Nexus, but it's too elaborate. This is just right! Works with Touring Carriages (although I've only tried one path so far). The stable shed is just across from the Inn, and the horse positions don't interfere. However, 5 years ago in anticipation of this, I'd chosen an injected number for the Map Marker (01018a48 matching the 00018a48 location), so that others could override/share it. If you use the same, we won't have 2 map markers so close together. I'm using the location HorseMarkerRef. Hopefully,
  20. Sadly, although I'd thought I understood navmeshing fairly well, this isn't making any sense to me. They seem to be trying to go up the middle of the rock (where there are no links), but down the side of the rock (where there are links). That upward path has a yellow cover edge, while the downward path has a blue cover edge. A strict Dykstra algorithm shouldn't be doing that. So the game engine is taking something other than the path into account. Maybe one or the other triangles is too skinny? (I'd tried to move as few vertices as possible.) I have 2 suggestions. Try setting t
  21. OK, I started over. Last time, I moved the rock underneath the existing navmesh, and added triangles to bring them near each other to link them. This time, I raised the rock more and changed the Z of the navmesh to match, without adding as many triangles. So it only has links on one side. 00061aa9v2.7z
  22. Version 4.0.1: When I click on a navmesh the first time, the vertices and triangles are numbered. When I click on another, the # numbers all disappear. Also, additional Edge Link table entries are not showing as yellow changes.
  23. Issue #25775 Here's how it looks. The double pink lines are probably jump both ways, while the blue/pink is one way.
  24. Found the rock, it's of one the few rocks in the area (all the rest of the hillsides are massive static forms), put it back in the middle of the path. There was also a tree stuck into the navmesh on one side, moved it out of the way. There were also some missing triangles in the path, possibly former trees or shrubs or something, so filled them with a few new triangles. Put the jump links on either side of the rock, so the NPC movements should seem natural. The rock is placed low enough that the PC can easily walk over it. Generating cover made almost no changes. Finalizing had
  25. Look at the side of that navmesh. It goes up into the air -- like going up the side of a rock. My guess is this used to have a rockfall across the path, then was changed without updating the navmesh. Looking at the border with 29,-13, the border vertices are much higher on one side. NPCs often have troubles at those inconsistent heights, they come to a stop. I'd fixed a bunch of those on roads. This clearly is now intended to be the main path up from the road to Clearspring Tarn. But it's going to be tricky, because all those light and dark blue lines indicate elevations and hiding p
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