

So foxes aren't leading you to treasure - but the way they behave is leading them to areas that tend to HAVE treasure, because POIs w/loot have other attributes (lots of small navmesh triangles) that the foxes ARE pursuing. You know where it's easy to find 100 triangles? The camps/ruins/etc that we littered the world with, and filled with treasure to reward your exploration. You see where this is going? The Fox isn't trying to get 100 meters away - it's trying to get 100 *triangles* away. So Points of Interest = big number of small triangles. Added visual detail means added navmesh detail, and if we're placing NPCs of any kind, we also tend to add even more detail. When you stumble across something like a camp, however, navmesh gets way more detailed.

So wilderness = small number of big triangles. You don't need to add lots of detail in a space with basic topography, little clutter, or a low chance of combat. Swaths of the outdoor world have simple navmesh. This is where an understanding of how Skyrim uses navmesh comes in. Because of the way the fox's AI worked (always be fleeing!) it's basically ONLY using this process. There is a sort of 'Medium Process' for characters nearby, but who didn't need the complex pathing of combat. The bandit stabbing your face, however, is running nav stuff many times per second.

These are only updated every several minutes, and position is tracked very loosely. To contrast, there's also 'Low Process' - used for stuff like NPCs walking a trade route across the world. It uses the full navmesh and will do things like line of sight and distance checks. "If you're close to an AI, it's in 'High Process"' or the fanciest, CPU-intensive pathfinding.
