#navmesh
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dawns-beauty · 1 month ago
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for some reason, while using Quaint Raven Rock NPCs keep getting stuck on a cell boundary line in the marketplace. guess that's as good a reason as any to make the Raven Rock mashup mod I've had as a WIP for ages.
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venacoeurva · 3 months ago
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Uh excuse me
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w1cked-w1tch · 1 year ago
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Yall gotta stop putting Walton Goggins on my dash ffs! I don't have the brain power to re-ignite my fallout obsession right now!
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thekuraning · 1 year ago
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me: i need to finish my perfworld week fic
brain:
me:
brain: have you considered reigniting your skyrim modding hyperfixation
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dog-ending · 2 months ago
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i wanna build another skyrim house mod (bc i already hate the one i made last summer lol) but A. i know i only got the 1st one as polished as i did bc i was unemployed at the time and B. the one i made has some weird issues i dont know how to fix and there's no guarantee i can avoid them in another
like the main reason i want to make a new one is the old one has an awkward layout and i think i can do better now BUT i can assign it as a home, but once i move npcs in it (like a spouse) and take them out of my party they just stand there. its navmeshed, they'll move around on their own and use the idles while theyre following me but once theyre dimissed they just stand in place, and i've never found a solution, and im sure id just have the same problem in another house
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fvmods · 5 months ago
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Sunshine Dream MLO Interiors: Mortain Mall fixes & Peds
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vault81 · 1 year ago
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really wanna repair the castles walls with the creation kit but god i don't wanna fuck with the navmeshing there
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askagamedev · 2 months ago
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What is your current opinion on Unreal Engine 5? Between Digital Foundry, content creators, and people on social media, everyone appears to be constantly attacking UE5 for performance issues (stuttering, frame rate, etc.). Is this criticism warranted, or is it more a case of developers still getting used to UE5 and its complexities (meaning it will likely improve in time)?
Everything improves with time as the engineers learn the details and optimize their work. This is true of every tech platform ever and won't be any more different with Unreal Engine 5 than it has been with UE4, 3, or anything else. That said... after having very recently worked with UE5 for enough time to get used to some of its foibles and having looked into some core engineering issues in a project utilizing some of the new tech introduced in UE5 (and the caveats and side effects of using that tech), I can say with fair confidence that (some) complaints about the performance issues are definitely warranted. These aren't global to all UE5 projects, but they are major performance issues we ran into and had to solve.
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One major issue we ran into was with Nanite. Nanite is the new tech that allows incredibly detailed high poly models, a sort of [LOD system] on steroids. The Entity Component System of the Unreal Engine (every actor is a bag of individual components) allows developers to glom nanite meshes onto just about anything and everything including characters, making it very powerful and quick to stand up various different visuals. However, this also requires significant time spent optimizing that geometry for lighting and for use in game - interpenetrating bits and pieces that don't necessarily need to calculate lighting or normals or shadows unnecessarily add to the performance cost must be purged from those nanite models. Nanite looks great, but has issues that need to be ironed out and the documentation on those issues isn't fully formed because they're still being discovered (and Epic is still working on fixing them). We had major performance issues on any characters we built using nanite, which meant that our long-term goal for performance was actually to de-nanite our characters completely.
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Another major issue I ran into was with the new UE5 World Partition system. World Partition is essentially their replacement for their old World Composition system, it's a means of handling level streaming for large contiguous world spaces. In any large open world, you're going to have to have individual tiles that get streamed in as the player approaches them - there's no reason to fit the entire visible world into memory at any given time with all the bells and whistles when the player can only see a small part of it. The World Partition system is supposed to stream in the necessary bits piecemeal and allow for seamless play. Unfortunately, there are a lot of issues with it that are just not documented and/or not fixed yet. I personally ran into issues with navmesh generation (the map layer used for AI pathfinding) using the World Partition that I had to ask Epic about, and their engineers responded with "Thanks for finding this bug. We'll fix it eventually, likely not in the next patch."
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Most of these issues will eventually get ironed out, documented, and/or fixed as they come to light. That's pretty normal for any major piece of technology - things improve and mature as more people use it and the dev team has the time and bandwidth to fix bugs, document things better, and add quality of life features. Because this tech is still fairly new, all of the expected bleeding edge problems are showing up. You're seeing those results - the games that are forced to use the new less-tested systems are uncovering the issues (performance, bugs, missing functionality, etc.) as they go. Epic is making fixes and improvements, but us third-party game devs must still ship our games and this kind of issue is par for the course.
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dw-flagler · 1 year ago
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i've done this 12 times
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i just wanted to install 2 mods
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sotgofficial · 1 year ago
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EDIT: HELP HAS BEEN FOUND! Thank you so much to everyone who reblogged and responded. :)
Looking for modding help!
I've finally managed to revive my broken creation kit, and am wanting to get back into the swing of things. Unfortunately my modding skill has not improved in my absence, and Auri and I are in dire need of some help. I'm looking for someone with experience using the creation kit, and with some understanding of scripting to help me with (read: do it for me) the following: -Moving Auri from the vanilla framework to a custom one, to fix incompatibility issues. - Fix some stupid decisions I've made with quests, to make them flow better. (Having to sit down for the romance quest, markers etc) -Fix my awful navmesh. Auri for the love of Y'ffre stop moonwalking against the table. And possibly in future: -Update Auri's appearance. She looks like a shovel. -Help me with the continuation of Auri's quest. It's about time. Please note that this is paid work! If you're not a modder, I'd be really grateful if you'd share this! <3
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the-sunlit-earth · 3 months ago
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Compatibility Patches for JK's Raven Rock, Raven Rock Reborn, and Northern Raven Rock
For those who are weirdos like me and want to use ALL the Raven Rock mods =D
What this does:
Fixes landscape tears, floating objects + land, navmesh issues, and moves things around so you can use other RR mods with JK's awesome mod. ESL plugins so they don't take up a space in your load order :)
Which plugin to use?
For Skyrim SE: If you want JK's Raven Rock and Raven Rock Reborn to work together, use the "Patch for RR Reborn+RR Bathhouse" (also need bathhouse and the RRR patch found here)
For Skyrim AE: Support for Tribunal quest is already built into base Northern RR mod, so you can use all 3 mods together (JK's/Northern/RRR), just use my Northern and RRR Patches.
If you have AE and only want RR Reborn with JK's, then just use my RRR Patch, then the Tribunal Addon.
Here's some before and after pics, feat. sad bantam guars and other ppl who can't reach their floating/buried homes:
BEFORE:
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WITH patch:
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Raven Rock Reborn changes:
Common Room and Guard House were moved to accomodate JK's additions. The RRR Npc's will now head down by the Earth Stone to go home
Boats in the docks moved so they aren't inside each other
Skaal Camp moved just outside the Earth Stone entrance; previously the poor Nords were trapped inside a wall.
Lighthouse moved to the opposite coast; was prev inside of JK's. Now there are TWO guiding lights to help bring ships in between them :D
Northern Raven Rock changes:
Fixed land around many houses, which were either buried or had floating objects. Citizens can now reach them, and
Most importantly the bantam guars can reach their little hay nests. This is the reason I made the patch. I love them
One of the Inns + farm were moved to fix clipping into JK's walls
Some walls were rearranged to better fit alongside Northern RR. I covered most of the seams which were left with clutter and ash, so you shouldn't really notice anything i think
Support for CACO (Complete Alchemy + Cooking Overhaul) is included by default; i just raised the land where necessary to avoid floating CACO plants, so no additional patch would be needed
If you decide to play these mods together with my patches, feel free to let me know how it works out for you!! I *think* I got everything, but it's hard for me to test thoroughly rn due to PC troubleshooting issues i need to deal with at some point. Also feel free to point out anything I missed, and have fun! :D
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venacoeurva · 1 year ago
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hmmm
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bluastro-yellow · 2 years ago
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In [the Frittte (sic) kiosk], we were experimenting with Kim-parking. Namely, for the longest time, we had trouble with Kim’s character model getting stuck in certain places on the navmesh in the game engine. One of the "hotfixes" we tried was giving Kim a parking spot in some of the smaller areas. When the player enters the map, Kim would step away from Harry and go to his spot and return to his side when Harry leaves. Kim-parking did not become a thing, though, because that navmesh issue was (almost) solved soon after.
- Disco Elysium Digital Artbook
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ms-katonic-of-tamriel · 1 year ago
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NEW LOTD IS OUT!
It's a BIG update too. New game is MANDATORY.
Also it's not compatible with pre 1.6.1130 versions of Skyrim, not without downpatching anyway. You also want BEES installed if you are on a pre-1130 version.
While the official patch hub, Curator's Companion, Creation Club patches and follower room displays have been updated, other 3rd party patches may need updating separately. That said, the main culprits will be things that update the museum - a compatibility patch that affects something LOTD puts elsewhere might be all right.
Check the Changelog on Nexus and official documentation to see full changes, but a lot of previously separate mods are now part of LOTD.
In particular, Safehouse Plus and the Erikur's Eviction gift shop mod are included now. Also uninstall anything claiming to fix issues with the museum exterior or interior, v6 probably sorted it. You don't want the EVGAT addon that puts ladders on the museum front to get to the safehouse either - v6 gives you proper stairs!
Dev Aveza overhauled completely - you can now park it at ANY map marker you discovered already! Remove anything adding airship locations, you won't need them any more.
Uninstall More Patrons for LOTD, v6 adds new ones AND brings vanilla NPCs to visit!
Fossil Mining now part of the mod as is New Treasure Hunt and Treasure Hunter.
NEW museum quest! Ability to skip Shadows of One's Past. Explorers Guild excavation quests now start when you want them to, they're not forced on you. I think we might have new explorers too. We definitely have a new explorer relic.
Follower rooms are no longer in the Safehouse, the Guildhouse will have a wing for them instead. The main follower room addon sorts this all out for you, and if you had the third-party Xelzaz addon, that's now in the official download (so is Grandma Shirley). But you want to remove anything third party for followers not in the official addon.
Sancre Tor and Rkund's navmesh fixed, remove any extra mods that did this for you.
Vampire coffin in the safehouse! Halloween Decorations! Banner displays when you learn all three words of a Shout! All-Maker Stones FINALLY have displays!
In short, it's looking good. Exciting, eh?
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dog-ending · 9 months ago
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girlballs · 2 years ago
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ouhg at least two people are actively working on navmesh/collision editing tools for elden ring. soon my dream of connecting all the mini dungeons together into an expansive underground network will be real
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