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greekrage

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About greekrage

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    Fallout 4
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  1. Always finalize... It literally takes 3 secs... Why not do it ? If the navmesh goes close enough to the door/target so npc can interact...No finalizing isnt an issue..BUT since i personally finalize all my work i havent tested it.
  2. Personally i do all my navmeshing in CK... Im curious what you are making cuts for ?...Is it a building like a house ? with removable stuff like furniture ?
  3. doors dont need navmesh.... Navmesh is always on the surface a NPC walks on... Hence if the door is a trigger to teleport the npc has to be able to touch it.... OFC there are other types of triggers like spheres that teleport you if you get to a certain proximity of the target....
  4. There is a very extensive guide on Gimp and texture exports to Fo4... Use the search....
  5. You have to extend the navmesh as much as possible and as close to the door as you can. and then FINALIZE
  6. A) never delete.....WE disable and hide from local map......and then sink the object to -30.000 If you simply delete ...it will cause chaos with precombined meshes. We basically do the above mentioned and then when the mod is done and we have no more changes to do...we re-generate precombined objects and previs. B) you picked one of the worst locations to mod...because its very complicated and needs a bit of knowhow... c) are you sure the esp you are loading is the right one? (any chance its being saved in another directory ? and you keep loading the original esp ?) It has to be saved in the data folder...and enabled by your mod manager to work in game. Unless youve done something really bad and its resetting the changes (hasnt happened to me but anything is possible). Have you checked the warnings to see if there is a relevant message while loading ?
  7. Personally i delete navmeshes all the time since i do location mods... I even delete 15-20- cells of navmesh and re-do it from scratch... Sometime changes are very complicated and editing the existing navmesh isnt an option so i delete the whole cell and regenerate using the CK's various options. Then i make certain edits that auto generation doesnt do correctly like passages ,doorways ,stairs etc... In over 60 mods ive made not once did i have a crash from the navmesh.....Ofc everything has to be done correctly like finalizing,connecting cells,preferred paths etc.. Example below.. 12 cells re-done from scratch...
  8. Ofc there is a harder approach .. Like using nifskope to make the extra object part of the nif(door)...but it does require a bit of know how since this is a moving object.
  9. Just a heads up.. Sometimes you need to test with a save prior to certain changes to be able to see them.... I think it has to do with persistence...
  10. yes precomb generation does that for various objects.. In this case ... a) grab all the farm plots and make them into a scol (static collection). This way precomb gen...keeps the swap b) place the plots AFTER the precom generation .
  11. yes this is a golden rule...we NEVER edit anything vanilla...Always duplicate and rename...
  12. I looked at a few in nifskope... most containers are the same so i looked at bsx flags...again the same... Then i looked at a pool ball....and noticed it has the Dynamic flag enabled...
  13. hmmm But its a container... I cant test right now....but try doing a suitcase,trunk,medkit etc... They will probably act the same... Have you tried making new collision for it in 3dsmax with the havoc tools...(maybe its collision isnt havoc based) ?
  14. when generating navmesh in CK for an object it takes you to a virtual location ( navmesh cell)... Navmesh data is tied to the object not the cell . In any logical sense removing the entry should not effect anything (it even says temporary)... Leaving it wont cause issues either...since its basically a empty cell with no data and players dont have access to it. In any case backup the ESP before doing anything.
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