I managed to solve this while ago, but just remembered this post and add answer here, incase someone else has this issue.
In my case I made Tile based pathfinding so:
When object finds path -> system repeat object.pathfinding.NodeCount times -> create pathnode(object) to position using object.Pathfinding.NodeXAt(loopindex) and NPCs.Pathfinding.NodeYAt(loopindex).
After that, that NPC has path nodes to walk to, but not moving.
Then every time its that NPCs turn, it moves toward pathnode using tilemovement.
of course, there are bunch little details like node numbering so NPC knows which node it should walk to, and so on.
I used example from one of the topics provided here... sadly, I didn't manage to find it just now.