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Nexus Mods Profile

  1. Just that mods which reference deleted NavMesh will cause endless, horrific CTDs apparently. I definitely don't know much about it, but I've heard enough that deleting NavMesh is a practice I'm trying to avoid. That said, my current practice definitely doesn't feel any better, not least for the reason you outlined. Even though I haven't run into issues so far, my gut tells me NavMesh outside the interior proper would just cause weird NPC behavior like you described. As for your advice, I'm not sure that really addresses the issue, but then I'm not sure of most things here. I figured the CTDs weren't caused by deleting the entire NavMesh, but rather by deleting even just one triangle. If you think deleting a few triangles isn't a big deal, I suppose I can just give it a shot and pray it doesn't make my mod totally gamebreaking (god knows if I'll ever even publish it at this rate). Man, I hate NavMeshing.
  2. Copy/pasted (mostly) from a Reddit post I made and got literally no responses to because Reddit is unhelpful. At the moment, I'm working on a needlessly ambitious mod that drastically overhauls many of New Vegas' vanilla interiors. Mostly in-door/out-door size/window/door handle inconsistencies, but also re-arranging furniture and clutter to just generally make the rooms look more lived in and convincing. I'm still kinda new to modding and have only just found out the dire implications of deleting NavMesh. But the thing is, I've overhauled these interiors to such a degree that I'm not sure it's practical or worth the effort of simply editing the vanilla NavMesh vertices to fit all the complicated new furniture arrangements. So I've defaulted to something that's very stupid... I simply drag the vanilla NavMesh off to the side, and make new NavMesh where it used to be. No deleting. This is basically a "brush it under the rug" solution. So far it seems to have no noticeable effect on sandboxing/pathing. But my instincts are telling me it's a terrible idea. Is this... fine? Am I good? Should I stop being lazy and just figure out a way to re-arrange the vanilla NavMesh to fit the new shape of the interiors? Is there literally any other option? Thank you! E: UPDATE! I think I may have figured out a cool way of addressing this. After moving the original NavMesh out of the way and adding the new NavMesh, I followed . Technically this is for removing deleted NavMesh, but it ended up working out that this method actually replaced the original NavMesh orientation with my own, no deletion necessary. This ended up working out so smoothly that I'm honestly suspicious it didn't work, but... it seems to check out so far! And no deleted NavMesh notification in FNVEdit, so I'm optimistic! Yay!
  3. Lord, my apologies for the extremely delayed response - life got in the way for a bit. Double apologies if necroing like this is bad form. It seems I had initially misunderstood how the GECK power up displays error messages. I replicated the syntax I used in the OP above and was finally able to determine the error. Simply: "Script command "SetIconPath" not found." Which is... something else. Because that would seem to indicate that NVSE does not in fact support that function, even though the wiki claims it does. E: Welp. Figured that out in a heartbeat. It seems that using the SetTexturePath function instead finally got things in working order.
  4. Upgrading the GECK didn't net me an error message unfortunately. For whatever reason, this function is just determined not to work in the manner directed on the wiki. I'm faintly suspicious that the provided syntax is incorrect. But I have no idea.
  5. I'm attempting to write a simple script to apply The 3rd Type and DekoMan91's misc item icons via script, rather than record edits. But I can't seem to get anything I try to compile. SetIconPath "interface\MiscItemIcons\Pipboyimages\Items\abraxocleaner.dds" AbraxoCleanerThe above code precisely follows the example provided on the wiki, but no dice. I've tried various other formats, and the one I managed to get to actually compile didn't even apply the icon. Any suggestions? What exactly am I screwing up here. E: Oh, and if it helps, I am using the GOG version of Fallout New Vegas. Furthermore, I know how to open the GECK via NVSE and have worked with NVSE scripts before, so it has nothing to do with that.
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