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    Frostreaver
MQ2Nav

Release MQ2Nav Release Thread (2 Viewers)

Question, I’m using VV on Frostreaver and certain areas when on chase with rgmercs my guys get stuck running into a wall are they utilizing the mesh for guk on chase mode? Or is there certain areas it’s just best to use auto follow? I downloaded the mesh files 3 days ago if this isn’t the place for this please point me in the right direction
 
Question, I’m using VV on Frostreaver and certain areas when on chase with rgmercs my guys get stuck running into a wall are they utilizing the mesh for guk on chase mode? Or is there certain areas it’s just best to use auto follow? I downloaded the mesh files 3 days ago if this isn’t the place for this please point me in the right direction
Meshes/geometry in some dungeons can be a nightmare, especially older ones like that. There are times where afollow and stick may serve you better, but I wouldn't leave it on per se.
 
Meshes/geometry in some dungeons can be a nightmare, especially older ones like that. There are times where afollow and stick may serve you better, but I wouldn't leave it on per se.
Okay thanks a lot :) super green to all this watching sics old you tube videos and just reading forums to learn ty much
 
Hey y'all,

I'm having an issue in SolA with one of the doors/levers (playing on Frostreaver)...there's a lever that collapses a drawbridge right in front of it, and it seems that MQ2Nav is auto-clicking the lever and collapsing the bridge before moving over it. I can un-check the open doors automatically toggle and it'll stop, but there's a million doors in there that I have to open manually then (the horror).

I think I found some temporary fixes, but they seem to reset after some time. Is there any way to just permanently ignore a "door" or remove it from the database entirely? I tried deleting it from the nav files, but it seems to auto-repopulate. Let me know if anyone has any insight, thanks.
 
Release MQ2Nav Release Thread

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