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How do I tweak another mod's new navmesh?

navmesh

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#1
Psithief

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As part of bug fixes I sometimes attempt, there's a bugfix I want to see if I can do.

 

Problem: Abandonware mod "Elianora's Breezehome" causes NPCs to activate the trapdoor to the basement constantly.

Assumption: Navmesh is broken.

Goal: Tweak the navmesh NPC behaviour is as-expected.

Note: Elianora's Breezehome marks the HeartFires.esm navmesh as deleted because it's an overhaul.

Questions:

  1. When editing with SSEEdit, do I change the form ID of the navmesh to the ID of the original mod? What does that actually do to Skyrim's loading of the navmesh?
    My assumption is it's a straight overwrite, but guides rarely mention to do this. (Currently I am doing this)
  2. If I load my game, the effect should be instant, correct? Since it's not a new navmesh, the cell shouldn't need to reset in order to use it over the base version.
    Navmeshes aren't saved in the save-game, are they?
  3. I feel like I'm missing something that lets NPCs path through narrow spaces. What am I missing?
  4. What more can I do beyond use the test function of the Creation Kit for debugging the navmesh?
  5. Is there any way to hot-load this navmesh so I can get a faster trial-and-error development cycle?

I've had mixed results so far.



#2
Psithief

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On a side note, I'm also curious to see if I can mod one of the exterior navmeshes - not by changing any triangles, but just the height of the navmesh vertices. I hope this will allow NPCs to path over the bridges from Skyrim Better Roads ( https://www.nexusmod...ition/mods/2640 ) better. I will, of course, abandon this idea of the creation kit tries to renumber triangles even if I didn't modify any edge connections. I will also abandon the idea if the part where Delphine takes the player from Riverwood to Kynesgrove isn't actually using standard navigation.


Edited by Psithief, 27 August 2018 - 03:54 PM.


#3
ben446

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ok so if you want to change the navmesh  of an existing location either a mod that's been made or a vanilla location you need to go in and load the mod in the ck as normal remembering to set it as active file. go to the cell you wish to edit and click on the nav meshing button and make the adjustments.

 

if your just looking to higher and lower the vertices click on the line or the dot and either hit f (to floor it) or the z button and then scroll with your mouse and this should adjust the height of the nod or line. if  you need to click somewhere on the line to add another nod. then lower that nod. so this will allow more freedom to manipulate the nav mesh so it lays on or just below the floor

 

I hope this has been of some help.



#4
Psithief

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I did not know that about the Z key. I was wondering where the UI for the vertical axis was.  :thumbsup:



#5
ben446

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the F button will work on the node and lines of the triangles to floor it just the same way it does with other objects. this is the way I prefer. with caves as they a bit more funky and not straight lines I use the F key to floor it. Some times it comes off the floor in places as the shape of the floor aint flat. When this happens I tend to add another node or two and then use the F key to floor the new node. I hope this is of some help. I cant remember if the E key will offer the chance to move the nod as it does with other objects within the rendor window. Just remember to have nodes selectable within the Nev mesh tool bar







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