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navmesh issue


darkone999

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Have a vault mod that is hidden now on the nexus so I came here to see if I get some help as could not get info from mod page. In the Geck My issue is no cell is navmeshed for the vault cells but when you pan out from top view of cells real far you can see all the complete navmeshes for the cells sitting off to the left outside the matching cells in the render window. The complete navmesh list for the cells is also listed under cell view for the vault. I can navmesh on a -novice to moderate level but is it possible to merge the cells with the matching navemesh when they our intact but not together in the render window like this I do not have the skill to understand this issue so any help would be great.

 

Thanks

Tim

Edited by darkone999
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open the geck with fallou3.esm only enabled, no mods

open the settings under files and enable snap to functions, there are 2 boxes. check them both.

 

open Data, choose fallou3.esm and [X] and go.

open any world space and edit any thing, this is a throw away project file ,just edit something, does not matter what.

save this plugin edit as "Junk.esp" save it exit

 

Now delete that Junk plugin file. load your Plugin back into the GECK. run the Advanced navmesh verification on that plugin, select remove all navmeshes.

 

Now hard save and exit so it does do what you need it to do, remove the incorrect Snap references you made Prior.

 

reload the plugin and this time run navmesh edit on the plugin, you should now see things are aligned correctly.

 

The big offset you see is called Snap ref and you did not have that set.

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On your system, there sits a Config file for this application, it was never set so you have no settings Enabled.

 

just like say a plugin.txt file holds data you choose to load in game, you need to choose data to load into the editors settings.

 

this is where custom things the geck can do takes place, before hand, before editing anything, you set your tables.

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