Thanks. :-) The pathfinding extension works using the pathnodes generated by 5v3n extension https://5v3n.itch.io/coppercube-new-pathfinder-plugin and a Breath-First algorithm.
If you want to used it, it's this way
1) You will need to generate the pathnodes and their connections using that extension.
2) Once you have the txt file with all connections (by default it creates it as 'Lvl1.txt' i think) you have to load it inside a var when the scene starts.
3)You can trigger the extension 'NPC Pathfinding' from anywhere (character or other things in the scene), in the extension's property 'NPC' is to indicate the character's scene node and in 'ConnectionsVar' you indicate the name of the var from step 2.
4) 'StartNodeVar' Optional, indicate the node (the little cubes the 5v3n script generates) from where the NPC starts walking, or leave it blank to automatically calculate the closes one. You have to put the node's name inside a var, do not use the node's name directly.
5) 'EndNodeVar' as before, inside a variable indicate the destination node where the NPC should go. If 'RandomizeEnd' is true, it ignore it and just choose a random node to go.
6) 'RandomRange' is a little range variation from node to node. Basically IRL when people walk to a place, you don't just walk in a perfect straight line (specially in long walks), you deviate a little from the path, to one side and to the other. So this is to mimic that very same deviations.
7) 'ActionWhenFinished' Optional, There you assign any action to execute once the NPC reach it's destination (starting another loop, spawing enemies, changing an animation, anything). If empty, the NPC just stop.
Sorry for the wall of text. Hope it's clear.
:-)