Issue Data
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Issue #27309: Navmesh missing in random encounter zone near trigger 0023A9EC
Got this on the papyrus log:
[08/21/2019 - 03:01:20AM] error: (FF011C8E): No Navmesh found, object not moved. stack: [ (FF011C8E)].Actor.MoveToNearestNavmeshLocation() - "<native>" Line ? [DLC01RETravelSC03 (0101097D)].DLC01:Fragments:Quests:QF_DLC01RETravelSC03_0101097D.Fragment_Stage_0010_Item_00() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\Fragments\Quests\QF_DLC01RETravelSC03_0101097D.psc" Line 25 [08/21/2019 - 03:01:20AM] error: (FF011FFE): No Navmesh found, object not moved. stack: [ (FF011FFE)].Actor.MoveToNearestNavmeshLocation() - "<native>" Line ? [DLC01RETravelSC03 (0101097D)].DLC01:Fragments:Quests:QF_DLC01RETravelSC03_0101097D.Fragment_Stage_0010_Item_00() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\Fragments\Quests\QF_DLC01RETravelSC03_0101097D.psc" Line 27 [08/21/2019 - 03:01:20AM] error: (FF011DE2): No Navmesh found, object not moved. stack: [ (FF011DE2)].Actor.MoveToNearestNavmeshLocation() - "<native>" Line ? [DLC01RETravelSC03 (0101097D)].DLC01:Fragments:Quests:QF_DLC01RETravelSC03_0101097D.Fragment_Stage_0010_Item_00() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\Fragments\Quests\QF_DLC01RETravelSC03_0101097D.psc" Line 29 [08/21/2019 - 03:01:20AM] error: (FF011C97): No Navmesh found, object not moved. stack: [ (FF011C97)].Actor.MoveToNearestNavmeshLocation() - "<native>" Line ? [DLC01RETravelSC03 (0101097D)].DLC01:Fragments:Quests:QF_DLC01RETravelSC03_0101097D.Fragment_Stage_0010_Item_00() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\Fragments\Quests\QF_DLC01RETravelSC03_0101097D.psc" Line 31 [08/21/2019 - 03:01:20AM] error: (FF011CB2): No Navmesh found, object not moved. stack: [ (FF011CB2)].Actor.MoveToNearestNavmeshLocation() - "<native>" Line ? [DLC01RETravelSC03 (0101097D)].DLC01:Fragments:Quests:QF_DLC01RETravelSC03_0101097D.Fragment_Stage_0010_Item_00() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\Fragments\Quests\QF_DLC01RETravelSC03_0101097D.psc" Line 33 Because I'm logging the RE sctivity, I could identify the affected trigger by the time stamps: 8/21/2019 - 03:01:19AM] [retriggerscript < (0023A9EC)>] State = On: OnTriggerEnter: Calling StartEncounter ... [08/21/2019 - 03:01:19AM] [retriggerscript < (0023A9EC)>] State = Triggered: StartEncounter - Starting encounter ... [08/21/2019 - 03:01:19AM] [retriggerscript < (0023A9EC)>] State = Triggered: StartEncounter - Player distance from trigger: 2742.348145 [08/21/2019 - 03:01:19AM] [retriggerscript < (0023A9EC)>] State = Triggered: QuestStarted - New quest = [rescript <DLC01RETravelSC03 (0101097D)>] |
This is the trigger for RETravel type encounters on the road north of Wildwood Cemetery, in cell WildwoodCemeteryExt05 (-4, 17).
There's nothing wrong with the navmeshes in that area. Most likely, the NPCs for the encounter were placed while the markers (where they are placed at) were in unloaded area. RETravel type encounter zones have two clusters of markers at a large distance, usually on two sides of a long stretch of straight road. In this case, these two clusters are more than two cells apart and the trigger itself sits on a cell boundary. RE triggers send a story event when they load, Starting the quest and setting up the enemies takes some time, and while you approach, the distant part of the encounter zone is eventually loaded. When you turn around and move away from the zone, the trigger unloads and the quest shuts down. When you stop however after the trigger has just loaded, a situation where NPCs are placed in unloaded area should not be too difficult to reproduce. I only wonder now why I haven't seen such errors in my game more often.
There's nothing wrong with the navmeshes in that area. Most likely, the NPCs for the encounter were placed while the markers (where they are placed at) were in unloaded area. RETravel type encounter zones have two clusters of markers at a large distance, usually on two sides of a long stretch of straight road. In this case, these two clusters are more than two cells apart and the trigger itself sits on a cell boundary. RE triggers send a story event when they load, Starting the quest and setting up the enemies takes some time, and while you approach, the distant part of the encounter zone is eventually loaded. When you turn around and move away from the zone, the trigger unloads and the quest shuts down. When you stop however after the trigger has just loaded, a situation where NPCs are placed in unloaded area should not be too difficult to reproduce. I only wonder now why I haven't seen such errors in my game more often.
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