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Fixing Deleted Navmesh


olha2

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Hello people of the Nexus.



i wanned to use this mod: http://www.nexusmods...im/mods/29824/? but there are deleted Navmesh. so i tried to fix that following this


http://afkmods.iguanadons.net/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/ but i diden't understand what to do at the 2e last part and after trying and failing i hoped some one could help me a bit with the last 2 steps.



Please note:


i am not the author of this mod. All credits go to the respective author "alaken"



Kind regards.


olha2


Edited by olha2
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Hello people of the Nexus.

i wanned to use this mod: http://www.nexusmods...im/mods/29824/? but there are deleted Navmesh. so i tried to fix that following this

http://afkmods.iguanadons.net/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/ but i diden't understand what to do at the 2e last part and after trying and failing i hoped some one could help me a bit with the last 2 steps.

Please note:

i am not the author of this mod. All credits go to the respective author "alaken"

Kind regards.

olha2

 

 

Basically what you are doing is looking for the original "vanilla" that was accidentally marked as deleted, and the new version of it with the author's changes, and then assigning the original navmesh's Form ID to the new one - but you have to actually totally remove the record for the original before you do that.

 

In those last two steps, you have already removed the record for the original navmesh which was accidentally marked as deleted, and you should have written down its FormID.

 

Now you are going to assign that FormID to the new navmesh that the author created. You have to right-click on the FormID of the new navmesh, in the left-pane of the TES5Edit window, and choose "Change FormID". Type in the FormID of the original navmesh record that you just removed.

 

Then you get another pop-up window, which shows all of the other records that make references to the FormID of the author's new navmesh. All of those need to be updated so they refer to the FormID you've just changed to. So that's why you right click on one of the items in the list, choose "select all", and then hit "Okay".

 

I hope that makes sense. Perhaps I will try making a video tutorial for this, since I recently got a new GTX 760 and Nvidia provides software that makes it pretty easy to do that.

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Hello people of the Nexus.

i wanned to use this mod: http://www.nexusmods...im/mods/29824/? but there are deleted Navmesh. so i tried to fix that following this

http://afkmods.iguanadons.net/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/ but i diden't understand what to do at the 2e last part and after trying and failing i hoped some one could help me a bit with the last 2 steps.

Please note:

i am not the author of this mod. All credits go to the respective author "alaken"

Kind regards.

olha2

 

 

Basically what you are doing is looking for the original "vanilla" that was accidentally marked as deleted, and the new version of it with the author's changes, and then assigning the original navmesh's Form ID to the new one - but you have to actually totally remove the record for the original before you do that.

 

In those last two steps, you have already removed the record for the original navmesh which was accidentally marked as deleted, and you should have written down its FormID.

 

Now you are going to assign that FormID to the new navmesh that the author created. You have to right-click on the FormID of the new navmesh, in the left-pane of the TES5Edit window, and choose "Change FormID". Type in the FormID of the original navmesh record that you just removed.

 

Then you get another pop-up window, which shows all of the other records that make references to the FormID of the author's new navmesh. All of those need to be updated so they refer to the FormID you've just changed to. So that's why you right click on one of the items in the list, choose "select all", and then hit "Okay".

 

I hope that makes sense. Perhaps I will try making a video tutorial for this, since I recently got a new GTX 760 and Nvidia provides software that makes it pretty easy to do that.

 

Thanks

ill give it a go again

also: " but you have to actually totally remove the record for the original before you do that." did you mean to write "remove the recored from the original" or am i just not understanding that?

Edited by olha2
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oke so after deleting the navmesh which where deleted by the author, i go and select the navmesh that was directly under the navmesh i just deleted and change its formID to the navmesh i just deleted and then select all in the popup window and press oke. is that the correct way of doing things?

 

.p.s. the following FormID's whered deleted in the original mod by the author:

000EB002

000FBFCC

000FF811

000FFDE3

Edited by olha2
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oke so after deleting the navmesh which where deleted by the author, i go and select the navmesh that was directly under the navmesh i just deleted and change its formID to the navmesh i just deleted and then select all in the popup window and press oke. is that the correct way of doing things?

 

.p.s. the following FormID's whered deleted in the original mod by the author:

000EB002

000FBFCC

000FF811

000FFDE3

Hmm, although that's the correct method, there's no guarantee that the navmesh record directly under the original one (marked as deleted) will be the correct replacement.

 

Looking at them in CK would be a better way to make sure of it.

 

I'll download the mod and take a look myself. Might take a day or two to get back to you, though.

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oke so after deleting the navmesh which where deleted by the author, i go and select the navmesh that was directly under the navmesh i just deleted and change its formID to the navmesh i just deleted and then select all in the popup window and press oke. is that the correct way of doing things?

 

.p.s. the following FormID's whered deleted in the original mod by the author:

000EB002

000FBFCC

000FF811

000FFDE3

Hmm, although that's the correct method, there's no guarantee that the navmesh record directly under the original one (marked as deleted) will be the correct replacement.

 

Looking at them in CK would be a better way to make sure of it.

 

I'll download the mod and take a look myself. Might take a day or two to get back to you, though.

 

Awesome, thanks sure take ur time. ill look into the navmesh in the CK and see if i can fiquir out which navmesh to use

Edited by olha2
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Hi again. Firstly, I have to admit that I am much more comfortable in TES5Edit than in CK, and I basically have no experience with working with navmeshes in CK, but hope to learn very soon.

 

So, when I've fixed deleted vanilla navmesh records in past, and there were more than two new navmeshes supplied by the mod in that same cell, I looked at the size of the original copy (in Skyrim.esm, etc) of the record and other aspects of it to help me decide which of the mod's navmeshes was accidentally set to "replace" the vanilla navmesh.

 

I looked at the CornerofTheSkyrim.esp plugin supplied by the main v1.2 download of the mod, with the note "With NPC ver. Dirty edits and NPC faces Fix".

 

Using my quicker but less effective method of deciding which new navmesh replaces the vanilla one with the deleted flag, I can recommend trying this for four of the five deleted navmeshes:

 

Remove 000EB002 and assign XX00BE3B to be 000EB002
Remove 000FBFCC and assign XX005274 to be 000FBFCC
Remove 000FF811 and assign XX010507 to be 000FF811
Remove 000FFDE3 and assign XX016369 to be 000FFDE3
(note that XX should be the hex prefix of CornerofTheSkyrim.esp as displayed in TES5Edit. Since it was the only 3rd party mod I loaded when I looked at it in TES5Edit, the prefix for me was 01....)
However, when I look at the cell with the deleted vanilla navmesh 00106CED, I do not see any new navmesh supplied by the mod that should replace it. So in this case, I suggest editing the flags for the copy that record in CornerofTheSkyrim.esp, and turn off the Deleted flag. I think it should work, in theory, because when I check that record in Skyrim.esm, there are no other records that refer to it.
Generally speaking, though, just from what I'm seeing in TES5Edit, it would be a much better idea to look at things in CK. But if it involves actually editing the navmeshes, be prepared for learning something new, and not very easy, from what I understand.
I hope that helps - best of luck with it!
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