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RangerBoyd

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  1. Unable to accept invite, didn't say why... Am making progress though, quick clean says clean after repair, but xedit check for errors reveals more issues. Currently looking at those. Thanks for your help.
  2. Doesn't Look like it, but will try to reach her anyway... Just completed my third attempt and xedit says all squeaky clean. Neither game nor kit will start and run lol... Looks like this could be a lefty not talking to righty thing. Thanks for info.
  3. Wish I could ignore it. Mod has several locations, and the possibility for conflicts is a concern... Would it be possible to dump current meshes and start over? Understand original form ID must be transferred, is this a way forward? Really appreciate your advice on this issue.
  4. Thanks for responding... When I do that, I get a message that says I need to manually repair the navmesh. A tricky process that I just learned how to do. After manual repairs xedit says mod is clean, but kit hands out a new batch of warnings lol... Took Piper to check out changes and she was completely lost. Dumped changes, and now the mod works again with warnings... Am lost at this point, xedit is a great tool, and I have successfully cleaned navmeshes in another mod, so am sure I'm just overlooking something...Thanks again for your interest, will go back to poking and prodding now.
  5. Have recently become aware of the problems deleting objects cause. Been living under a rock for a while and missed this important detail in my old training videos... Currently learning how to use x-edit to clean up this mess, but having a hard time finding info on latest version. Have managed to clean a couple of my minor mods through dumb luck and old videos. Am looking to gain a better understanding of the tool before addressing larger and more complex issues in others... Any relative current info on version 4.1.5f, and how to use it to repair deleted objects would be greatly appreciated.
  6. Just uploaded the update... All squeaky clean, and free of warnings. XEdit is a great tool, especially the latest version... Thanks to you and everyone else who contributed, this mod now preforms exactly as intended. Me so very happy!!!
  7. Thank you so much for taking the time to look at this problem. Have been able to successfully repair this situation, and this mod no longer has any warnings. So far it has been doing very well in testing, and I plan on publishing an update shortly... Your approach appears to be ingenious, and while I don' fully understand it at this point, will study it for future use.
  8. Yes, have found and removed suspect Navmesh and NPC's are very happy... No more warnings, makes me happy. Am taking opportunity to clean up abandoned interior cell that I didn't know how to safely remove before SSEedit... Very excited to be able to clean and repair my goof-ups from now on... Thanks again for all your help on this, will be updating in the near future if all goes well.
  9. OMG I got it! A simple fix using SSEedit, once the light goes on. Remove unwanted Navmeshes, and give the right one the Form ID of the original... Would very much like to thank everyone for their help. This includes Driefels and Mnikjom's tutorials on Nexus of course. Not only was I able to fix the problem, but gained a valuable tool in the process. Looks like all I need to do now is learn how to use the Mod Organizer for overall best results. There is still an issue with an extra mesh showing in the kit, but quite sure I can fix that now. Would especially like to thank NexBeth for answering my biggest concern, which enabled me to focus on a fix... Now if someone could point me to info on how to make this update without messing that up, I would greatly appreciate it... Kudos to all.
  10. This involves four exterior cells. Including of course, a junction, where four cells come together. I believe this is where the problem began. From what I can gather from SSEedit, Navmesh sees this one cell as an island, with the original Navmesh as being deleted... Thanks for your help on this.
  11. Am trying to follow How to Repair deleted Navmesh by Dreifels. It's a fairly straight forward procedure. The only problem is my understanding of SSEedit, which I am currently learning to use... Regrettably, my technical knowledge is based only on what I've learned through watching videos on the kit, as well as wikis and forums like this. I had no previous computer skills before I began modding... It has taken me a long time to learn what most people consider common tech knowledge. I have overcome every obstacle in my way, mostly with the help of information coming out of this Community. Joining Nexus has been the best thing possible for me to grow my skills... I would like to take this opportunity to Thank everyone for their help on this issue, as well as the Nexus Modding Community as a whole. Soon this will be fixed, and I will gain much needed knowledge about the tools available to me.
  12. Thank you for your interest in my problem... Have used SSEedit to identify this problem... Video instructions say to find the deleted nav-mesh's original form ID, and to replace the current number with that one. This is a simple fix according to my research, yet I am stuck at this point in the process. SSSEdit
  13. Thanks so much for info.... Have not had this problem until latest massive update. Not new to the kit, but new to this problem. Really need help understanding how to use SSEEdit to fix deleted nav-mesh. Am a little bit slow to learn new tools but will persist until this error is repaired. Have always taken pride in producing mods without warnings, and my biggest concern is for those who have downloaded these mods. Thanks to post by NexBeth, will relax and get to work.
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