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Also for people complaining about the "bugs" it's not a fault of this add-on. Garbage navmesh will always be garbage and auto generated one needs fixes!!!
With just a few touches results are very promising.
The lighthouse map in the HL2 campaign, when the first dropship lands, combines won't even come out unless this mod is disabled or deleted. Keep that in mind folks.
i think it's because of the code which handles intentions, i've modified this mod to use the movement method from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=313640441 (just tries to make them go towards their target using a simple calculation instead of navmesh if something goes wrong)
i tried to modify the npc ai within this mod but i realized it just isnt for that, and when playing around in the code that handles intentions, it only makes their schedule FORCED_GO_RUN if they have a target, maybe remove that check? and another bug is for melee attackers going really slow when within walkable distance but that might just be my changes, anyway, the fix for it is using IsCurrentSchedule, so as to not recall it too many times
tldr: check intentions code
i just can't really confirm or guarantee any fixes etc... like for example, i don't think that this bug is too much of a problem. but if i hear like groups of people mentioning it i will try and see if i can fix it in spare time.
otherwise i just add it to a bugs list for whenever.
if its mods conflicting
but i dont really have many mods so idk
unfortunately thats just how pathfinders work.
the best solution would be if you were to use nav_edit 1 in console and edit the mesh so there are no unreachable areas / chunks.
Probably to do with scripted movements, so I'd check how it works with those :3