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MrManMain

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About MrManMain

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  • Country
    Sweden
  • Currently Playing
    Skyrim SE, Monster Hunter World: Iceborne (with ICE mod), Stardew Valley, Nier Replicant, Nier Automata,
  • Favourite Game
    Nier: Automata

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  1. Sorry for the late response. Thanks for your answers everyone. I'll try and follow your instructions. And Thandal, I apologize. This is the first time that I'm posting on the forum and since this is a place where mod authors speak, I thought that this would be a place that makes sense to ask about things related to mod making and such. I'll do better next time. The game I like to mod in is SSE btw, almost forgot to mention that >.<
  2. Hello, I am working on a new version for Less Crash Prone Beasts of Tamriel and I need some help as I'm certain I've done something stupid. I had an epiphany just now. Beasts of Tamriel adds new buildings and areas that, while the new cells are navmeshed properly, the new locales added to the Tamriel worldspace are not and this has caused issues for people. Extreme amounts of lag, characters not knowing how to navigate around all this new clutter, characters walking into clutter and I've even heard about crashing being a problem. My solution to this was to delete the navmesh belonging to places like the new Ashlander Camp and the edited Bannermist Tower and Lost Prospect Mine and replacing their navmesh with my own. The problem with this is that this can cause problems for my users were I to release this new version of my mod as is. What can I do to fix my screwup by having my new navmesh work together with the old so that users won't get crashes from incompatibilities?
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