Greetings. This is my first post here. I would like to lend a hand with this project, and from what I gather, Navmeshing is the focus right now. Though I've hardly worked with the creation kit, I'm not a total novice when it comes to modding (mainly worked with Halo Custom Edition), and I am a fast learner when it comes to software and tech (as someone with Asperger's).
Edit: I should also add that I am good at testing and debugging. I can spot things that others seem to miss. I am already a tester for the Battlezone II mod, Battlezone Classic.
Thu, 05/26/2016 - 10:24
#1
Applying to help with Navmeshing
Edited by: austen1000 on 05/26/2016 - 13:51

I hate to say it but we aren't really at a point to have people help out with navmeshing that don't already have some experience.
I would suggest watching some youtube videos on it and then have a go at doing some navmeshing in CK and post the pictures here so you know how to do the basics already.
Hey austen!
Add me and Yazza on Steam. We'll send you tutorial videos from there =] Our usernames are LostJak and yazza1993.
My Steam ID is "yazza93".
yazza1993 doesn't come up in search results for some reason. Anyway add me on Steam, and I'll help you get started.
I'm willing to teach anyone new, even people without experience. This isn't a job ad, and it shouldn't be treated like one.
Hey mate, feel free to add me on steam as well (name is Harrock) - I might be able to give you a bit of help getting into it too :)
@LostJak
Accepted your invite on Steam.
@yazza2014
Invite sent.
@Harrock
I'm having trouble finding you on Steam.
Hej austen1000, sorry i might have been a bit blunt in the response to your post but it's kinda hard to gauge peoples level of commitment. If yazza and lostjak are willing to help you with the navmeshing then that's awesome.
And as far as the worldspaces go, we could definitely use the help :)
I'd actually like to jump on this myself. I'm currently in school and may get a job soon, but I still might have some time to navmesh here and there. Any progress is better than none, right?
I'd just like to see Skyblivion come out before TESVI does, because when TESVI comes out everyone will move on to modding it and then no one will care about the bigger Skyrim mods still in development. Navmeshing and converting quests is pretty much the only thing Skyblivion needs in order to be fully playable, right? I hear that it's going to use the original voice/sound/converted asset files anyways, so it should be much quicker and easier than Skywind.
Not really. First of all, scripts builds are pending testing ( and I estimate it might contain hundreds of bugs to be found in playtesting ), ai packages weren't tested at all ( need navmeshes ), quests and dialogues scripts still need builds to be done.
So still a long way - probably if we worked full time that would be a different story, but you can imagine noone is doing that.
"ai packages weren't tested at all ( need navmeshes )"
We are nearing a point of having a "working" navmesh, which will still probably be a few months off, and even after that, it will need quite a bit of bugfixing and optimisation. At least hopefully the guys working on AI and Quest stuff can continue with their work once something is in place.
"I'd just like to see Skyblivion come out before TESVI does, because when TESVI comes out everyone will move on to modding it and then no one will care about the bigger Skyrim mods still in development. "
That i don't think is true and probably a projection. There is still a fair bit of ongoing modding for Oblivion, Fallout 3/NV and morrowind. And usual the signal to noise ratio gets much better as time goes on, better more complete mods although less frequent.
Ah. But at least we don't need VAs for this.
Could I send in a sample of navmesh of a random dungeon that I make as an audition/proof that I know how to navmesh?
Yeah, go for it. If you've got some navmeshing complete post some pics or PM them and we'll take a look.
Agreed, the VA's seem like a huge amount of work.
I've actually never done navmeshing before, and I hear it just takes a long time but is easy. However, I'm having trouble moving the individual triangles. I left-click and hold + drag, but they don't move. What gives? Yes, select triangles is ticked in the navmesh toolbar.
Try this here: https://www.youtube.com/watch?v=Ihuedsk7QNc
To quote the video "This is boring, you are going to hate it, but you might enjoy it somehow, comment if you do because you are very strange"
There is a very good chance that TESVI will use almost the exact engine of Fallout 4, and it sucks especially for RPG games. Only 4 choices dialogue wheels? No, thanks. I can play Mass Effect instead.
Also Skyrim with ENB produces better visuals than Fallout 4 imho. But the way did you know that they truncated the max number of landscape textures even more? In Oblivion it was 8 textures per quad, when converting to Skyrim which allows only 6 we lost 2 layers and that's why you can see landscape texture seams around that need to be fixed. And now Fallout 4 engine allows only 4 textures.
People think that the newer engine is always better, and I generally agree with them excluding the one that Bethesda uses. It is rapidly getting worse. Converting to Skyrim's engine was a tradeoff - we lost some aspects of RPG game like attributes, but got better stability, visuals, animations and the like. Fallout 4 engine is not a tradeoff compared to Skyrim, it is simply worse in everything. The only feature is better optimization.
Care to speculate about the reason for reducing the landscape textures per cell quad? I haven't looked into it myself but that seems strange. Possibly just optimisation because the ground textures are larger by default in FO4?
I've always thought that the Beth Fallout games sold a large chunk to the broshooter BF/CoD crowd, people that may not necessarily buy ES or other fantasy RPG games, but will play Mass Effect, Doom, Wolfenstein.
I am hoping that they are trying to differentiate Elder Scrolls from Fallout, and hopefully TESVI will still retain many RPG leanings. Hope, hope, hope ...
But then maybe you could start the TESIV to TESV backport Zilav?
Why would they do that...? I just hope they never go further down, because I'd imagine it would be nigh on impossible to port Oblivion to TESVI already if they stay at 4 (if that will be a thing). Are the textures per quad what allow for more varied landscapes? That might explain why I find Oblivion's landscape more interesting.
I just hope TESVI looks better than FO4. While FO4 has higher visual fidelity than Skyrim, it doesn't look up to par with The Witcher 3, and it was released the same year. I recall that Todd Howard or one of the other devs saying, "Everyone is entitled to their own opinion" when talking about people complaining about the subpar graphics. That kind of attitude from the devs makes me worried.
By the way, I'll have those photos of navmesh in soon. I'm taking someone's dungeon, deleting their navmesh, and redoing it myself. Is that okay? I'm not going to upload it anywhere claiming that it's my dungeon, or even upload it at all.
Yeah that's fine ZeroSbr, just so you get some of the basics down.
I suspect that landscape textures were truncated for optimization, to free up resources for other parts of the engine.
Coming from someone who knows absolutely nothing about game design, what's keeping Bethesda from dropping Gamebryo entirely and going for something like UE4, or making something in-house?
Mcloganator wrote:
I guess the established workflow, they've been creating games in the same way for 16 years since Morrowind. It is hard to jump off that train as long as it is commercially successful and pays their bills.
Yeah i guess they probably have internal bug tracking systems, workflow/ticketing and other tools as part of their development eco-system.
zilav wrote:
I'd imagine it's a good thing they don't in a way, since it would be harder to do what Skyblivion and Skywind aim to do otherwise.