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  1. Sigh honestly guys I just hate seeing errors in xedit when I click "check for errors". :) As to whether the navmesh conflict crashes the game the answer is no. At least now with your help I know a navmesh is mostly for NPC navigation and that makes me care a bit less about the errors. I actually stood around in Castledour for a while to see if any NPC would use the door but no one did. Although no one even went near the door to be honest. So at this point I'm just gonna ignore it. THanks all for your generous help.
  2. Only reason I took it apart was because the original question was pretty hard to answer unless you could read the mod author's thoughts. That's why I decided to learn about navmeshes myself and just try and figure it out. With all due respect I don't think anyone on the forums will be able to solve my original problem anytime soon as people are asking the same questions on the mod thread and it has yet to be answered after 2 weeks. :)
  3. OK. Thanks all that was really helpful. So if you would be so nice, [REFR:0007C3DF] (places RiftenDoorLoad01 Door [DOOR:0004D6ED] in GRUP Cell Persistent Children of [CELL:00016BE0] (in RiftenWorld "Riften" [WRLD:00016BB4]) at 42,-25) REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000F7E94] (in GRUP Cell Temporary Children of RiftenCitySouth [CELL:00042245] (in RiftenWorld "Riften" [WRLD:00016BB4] at 42,-25))"> Im guessing this kind of navmesh error would mean that any NPC other than the player would be unable to access or enter/exit the door.
  4. Not sure this is the best place but either way. HOW WOULD YOU DEFINE A NAVMESH and more importantly, what would missing navmeshes/conflicting ones cause to a game. Would entrances be blocked or worse a CTD?
  5. Thanks for the reply, I fixed it tho. I just ended up making it a standalone follower by copying all the meshes.textures into folders and going through the whole process in CK. Everything seems to be good for now.
  6. Hi all, So recently I ventured into some simple CK modding and decided to try my hand at adding a custom follower. I followed a recommended guide and did EVERYTHING exactly but in-game, my character has a mismatched head that is a dark brown color, eyes and hair always revert to default. Here is everything I have done: -Create a character preset in-game with ECE -use the console command to export preset as a .npc file. -Go into CK and build the follower and check with preview that everything looks PERFECT. (In CK at least) -use Ctrl+F4 and export facegen (check in data/mesh/.. that the nif files are correct and exist) -Save ESP -Activate ESP -Go in game and realize that my character has the brown face bug and every CUSTOM texture/mesh is nonexistent. (In CK, I had KS Hairs, Enhanced Character Edit, and The Witcher 3 eye as Masters so that I could use the custom eyes/hairs. -Load order stuff/Check xEdit for conflicts -Try in NEW GAME. Nope still broken -Use Wyrebash and set my ESP to link with masters - KS hair, ECE, and eye mod. Tl;DR CK = good, In-game = all hell breaks loose. AM I MISSING SOMETHING SUPER STUPID OR OBVIOUS. From what I can tell it seems like the game can;t find the custom ESP hairs/eyes and thus reverts to the vanilla default
  7. Hello first time on here. Just recently picked up xedit and got into the habit of sorting my mod list out because it is getting very large already at around 250 mods or so. I did a fresh install of everything and did the whole wyrebash-xedit-loot routine to make my game as stable as possible. I was sorting through xedit and just want to shed some light on a few errors a picked up. ANY help is appreciated to point me in the right direction. [00:00] Checking for Errors in [0C] Verdant - A Skyrim Grass Plugin SSE Version.esp[00:00] WhiterunExterior11 [CELL:000095BC] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,0)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >[00:00] WhiterunExterior09 [CELL:000095DB] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-1)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >[00:00] WhiterunExterior08 [CELL:000095DC] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-1)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >[00:00] WhiterunExterior06 [CELL:000095FA] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-2)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >[00:00] WhiterunExterior05 [CELL:000095FB] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-2)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >[00:00] WhiterunExterior03 [CELL:00009619] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-3)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >[00:00] WhiterunExterior02 [CELL:0000961A] (in Tamriel "Skyrim" [WRLD:0000003C] at 5,-3)[00:00] CELL \ XCLR - Regions \ Region -> [0500A92D] < Error: Could not be resolved >[00:00] All Done! [00:00] Checking for Errors in [0D] Phenderix Magic Evolved.esp[00:00] ZZTeleportPrimeEvilEff "Teleport Prime Evil" [MGEF:0D03BE6D][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0203BE76] < Error: Could not be resolved >[00:00] ZZTeleportManantisEff "Teleport Manantis" [MGEF:0DDACC2C][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [04019663] < Error: Could not be resolved >[00:00] ZZBelothStoreEnergyEffect "Beloth Store Energy Effect" [MGEF:0DDFE590][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0400928B] < Error: Could not be resolved >[00:00] ZZBelothWithdrawEnergyEffect "Beloth Withdraw Energy Effect" [MGEF:0DDFE592][00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0400928B] < Error: Could not be resolved >[00:00] zzDummyIngredient_ "DummyIngredient" [iNGR:0D02018E][00:00] INGR \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF[00:00] All Done! [00:00] All Done![00:00] Checking for Errors in [10] Valdmire.esp[00:00] aaaFireplaceTrophyActivator "Fireplace" [ACTI:1003DB78][00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [050F594B] < Error: Could not be resolved >[00:00] aaaPoleGateActivator01 "Gate" [ACTI:10047E17][00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05047E11] < Error: Could not be resolved >[00:00] aaaDisableVampireStuffActivator "Disable/Enable Vampire Clutter" [ACTI:1006B783][00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0503DB76] < Error: Could not be resolved >[00:00] aaaDisableVampireNPCsActivator "Disable/Enable Vampire Staff NPCs" [ACTI:1012D9DD][00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0512D9DE] < Error: Could not be resolved > [00:01] All Done![00:00] Checking for Errors in [11] Open Cities Skyrim.esp[00:00] [REFR:00077323] (places SHouseDoor01 "Door" [DOOR:000368CE] in GRUP Cell Persistent Children of SolitudeCastleDourTower "Castle Dour, Tower" [CELL:00077289])[00:00] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000772CD] (in GRUP Cell Temporary Children of SolitudeCastleDourTower "Castle Dour, Tower" [CELL:00077289])">[00:02] All Done! [00:00] Checking for Errors in [12] Palaces Castles Enhanced.esp[00:00] _CuNPCGuardWeak "Solitude Guard" [NPC_:121EECA5][00:00] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 24 not found in NordRace "Nord" [RACE:00013746]>[00:00] NPC_ \ Tint Layers \ Layer \ TINI - Tint Index -> <Tint layer index 31 not found in NordRace "Nord" [RACE:00013746]>[00:02] [REFR:0007C3DF] (places RiftenDoorLoad01 "Door" [DOOR:0004D6ED] in GRUP Cell Persistent Children of [CELL:00016BE0] (in RiftenWorld "Riften" [WRLD:00016BB4]) at 42,-25)[00:02] REFR \ XNDP - Navigation Door Link \ Teleport Marker Triangle -> <Warning: Navmesh triangle not found in "[NAVM:000F7E94] (in GRUP Cell Temporary Children of RiftenCitySouth [CELL:00042245] (in RiftenWorld "Riften" [WRLD:00016BB4] at 42,-25))">[00:03] All Done! Most common error I keep getting seems to be something about the temporary children of "". Also the verdant error report looks scary to me. Only conflcting mods around Whiterun I can think of would be Open Cities, Floral Overhaul, Jk's whiterun. Nothing seems out of ordinary in game tho and everything runs smoothly except when I look in the direction of Whiterun. (Open Cities + a bunch of 2k/4k textures loading in whiterun is fun :smile:)
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