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The thing to note about console commands is that when using COC, regardless of when you do it, bypasses a number of things when entering the cell. One of those could be some kind of unseen pathing routines. It's an especially bad testing method when used from the main menu as you are bypassing everything the game initializes in the run through Helgen or some other alternative start method.
That being said, yes, if the navmesh isn't finalized to the door marker that's a bug in its own right and if it happens to address this issue then so much the better. Just be aware that in every reported instance we've had of this before now, we've been unable to replicate the issue of Valerica not leaving the area. So I would like to thank you for being the only person so far who has provided potential test saves for us to look at. Without those we can only go by what those of us on the team are able to try.
That being said, yes, if the navmesh isn't finalized to the door marker that's a bug in its own right and if it happens to address this issue then so much the better. Just be aware that in every reported instance we've had of this before now, we've been unable to replicate the issue of Valerica not leaving the area. So I would like to thank you for being the only person so far who has provided potential test saves for us to look at. Without those we can only go by what those of us on the team are able to try.
Right, so in looking at this, it makes total sense why consoling directly to the Boneyard causes her to fail navigation. The connecting door won't be loaded into memory so path navigation would be relying solely on the navmesh info map. That info map has no link for the door because the triangle for it is not finalized.
However, if you walked there normally and went inside, it's possible that on MOST systems there is enough RAM available to cache the connection when the player enters and she's able to follow. So long as you don't quit the game while you're in there and then reload from the desktop - the cached connection would no longer be there and you're back to having no path out.
The navmesh inside the Boneyard is fine, its door is correctly finalized.
Haven't had a chance yet to check with the affected saves but I'd wager this is why it's so rare an occurrence. Most people don't play the game using console COC commands.
However, if you walked there normally and went inside, it's possible that on MOST systems there is enough RAM available to cache the connection when the player enters and she's able to follow. So long as you don't quit the game while you're in there and then reload from the desktop - the cached connection would no longer be there and you're back to having no path out.
The navmesh inside the Boneyard is fine, its door is correctly finalized.
Haven't had a chance yet to check with the affected saves but I'd wager this is why it's so rare an occurrence. Most people don't play the game using console COC commands.
I was thinking something like that too, but it wasn't entirely satisfying to me. It gets preserved in saves after a clean restart from desktop, and just going in and out of the Boneyard also doesn't fix it. On top of that, I've also had pathing work after COW'ing into the Soul Cairn, and had it fail when using the regular portal (but still having used teleport commands before, after starting a new game properly though).
I think it's ultimately academical anyway since it appears to be just corner case behaviour by the engine when given 'invalid' plugin data that's easily rectified.
It might also be worth checking through all these doors with missing navigation info, I did notice USSEP already fixes a bunch, but a few remain, including this one. I just used a custom scripted xEdit filter to look for door references with the XTEL field and without the XNDP field.
Also, I would usually definitely try find some way to reproduce a bug without using console commands but I just can't seem to here. It definitely should be reproducable without console commands or scripts if it happens on PS4 as well, right? But corner cases are just like that I suppose
I think it's ultimately academical anyway since it appears to be just corner case behaviour by the engine when given 'invalid' plugin data that's easily rectified.
It might also be worth checking through all these doors with missing navigation info, I did notice USSEP already fixes a bunch, but a few remain, including this one. I just used a custom scripted xEdit filter to look for door references with the XTEL field and without the XNDP field.
Also, I would usually definitely try find some way to reproduce a bug without using console commands but I just can't seem to here. It definitely should be reproducable without console commands or scripts if it happens on PS4 as well, right? But corner cases are just like that I suppose

Consoles have more limited memory than PCs so if it happens to be cache memory related, they may simply run out more often, which leads to it showing up there.
In the end it doesn't matter, because a door without a proper NAVM Portal link doesn't function correctly. Behavior is best described as undefined.
In the end it doesn't matter, because a door without a proper NAVM Portal link doesn't function correctly. Behavior is best described as undefined.
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