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acidzebra

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Posts posted by acidzebra

  1. That's... pretty massive. I think. It's kind of hard to judge scale. I don't have dawnguard active right now or I'd load it up and check.

     

    Still, I don't see why it wouldn't navmesh. The only odd thing I can think of is I think you said you scaled all the pieces to 3x. Have you tried creating a new mod, throwing in a couple of regular unscaled pieces (same type you're using), then doing the autonavmesh thing? Might be worth a shot to see if your CK is borked or whether it's something particular to your mod.

     

    If all else fails, navmeshing by hand isn't that much of a chore and in some cases (particularly with large empty spaces) will give you nicer/more efficient meshes), but still... odd.

     

    Anyway, if you're willing to try the "make a test mod" thing, do that, otherwise, here's a hand-navmeshing tutorial which covers some of the basic tricks to quickly and efficiently doing it by hand - I've actually become more of a proponent of fully manual navmeshing after seeing the automated process make a terrible hash of things in complex surroundings.

    http://www.youtube.c...d&v=ztzoEXTDrYk

  2. To add to what Ankh said, you probably want to have a look at this

    http://skyrim.nexusmods.com/mods/7723

     

    To add to what Ishara said, I think it's technically possible (after all, all the skyrim UI thingies are flash + scaleform and someone with sufficient skill in both could hack them up any which way) but I wouldn't hold my breath waiting for such a mod.

     

    I think the mod I linked to will do what you want.

  3. It's under worldobjects/static but you can just filter for "mapmarker" under "all.

     

    If you wanted to know where to find it in the object list, ask where you can find it in the object list, not "how do I place it".

  4. Don't worry about BSA (archive) and other files. That's just when you're packing textures, scripts, meshes and other things into a single archive instead of giving people loose files. For your purposes, a single esp file should be fine.

     

    Have you reset your navmesh settings to defaults? (navmesh > generation > recast-based and then hit "default settings" in the new window). I asked this before and I would like you to either do it or confirm the settings are at default.

     

    If yes, could you post a screenshot of the level you're trying to navmesh? For example, here's a recent fort level I did, it took about 2-3 minutes to auto-navmesh (and then hours to manually adjust) on PC specs similar to yours.

     

    http://i45.tinypic.com/10da13b.jpg

  5. I put on my necromancer's coat and hat and resurrect my own unanswered thread, for I... have found the answer. A while ago, actually. But I thought I'd share because I'm nice that way :whistling:.

     

    Okay, so, controlling dragons. It's actually dead easy. First, you need an custom worldspace/exterior cell. Dragons are just too awesome to be contained in your puny interior cells, no matter how epic. Seriously though, exterior cells. You need one. Create a new world space, create some land mass, add detail and objects, do your thing. I recommend making it at least 2 cells wide, give your dragon some breathing room. More is better. Now add a dragon. Don't remove the scripts on the dragon, it needs those. Save, load up skyrim, notice how your dragon happily flies through land and objects like mountains. This is bad.

     

    So load up your custom world again, and then click menu World > Generate max height data for world. Select your custom worldspace from the list provided, click OK. Yup, that's it. That's all there is to it. Save your mod. Load it up in Skyrim. Behold the awesomeness of a dragon behaving all proper-like and not, in fact, flying through terrain and objects. Do a little happy dance. Then kill the dragon.

     

    Note that if you change the architecture and terrain after doing this, you will have to regenerate the max height data.

     

    I'm so chuffed I made a little video showing off a tiny part of a mod I'm working on. Which doesn't really show off the dragon behaving well with regards to architecture and terrain, but trust me, it does. Huzzah!

     

  6. Don't know, I can't see your scene from here :biggrin:, but probably one of your temple exterior pieces, or an invisible marker - be sure to check if there aren't any markers where you're trying to build (press M to turn markers on and off)

     

    Anyway, glad it helped - I run into crap like this all the time too. Just fiddling around seems to solve most of it... most of the time.

  7. And both have proper yellow teleport markers (in "free space", not stuck in a wall/door?) does the door give you the (E) open door message at all? Are you sure you've selected a proper door and not a static?

     

    If all else fails, just delete the teleport, delete the doors, and set up again.

  8. Ah well, no changed records = no issue. Right? CK and it's weird error messages at odd times... :wallbash:

     

    I shouldn't complain really - mine has decided to stop all odd messages recently except for one about a navmesh having no parent (when loading skyrim.esm - without anything else loaded).

  9. hi i couldn't find skyrim creation kit on steam i wondered if you could help

     

    Here's how to get it installed:

    http://www.creationk...Getting_Started

     

    1. Launch Steam and log into your account.
    2. Ensure that your Steam client is up to date.
    3. Visit your Game Library
    4. Set the drop-down filter to "TOOLS"
    5. Locate the entry labeled: "Creation Kit".
    6. Right-click and choose "Install Game..."

    See the wiki page I linked to for more details and a screenshot.

     

     

     

  10. This happens when you're altering the Skyrim terrain (adding/removing bits, altering the landscape itself) but do not update the LOD, which are essentially low-res versions of the terrain/features to be used at various distances (for quicker rendering).

     

    Now I'm not altering skyrim itself, only new external worlds at the moment, but you will have to update the LOD. In the CK, this is a total PITA.

     

    Luckily, there are other tools available for free.

     

    Oscape (just one of them, but my fave)

    http://skyrim.nexusmods.com/mods/4727/

    Howto

    http://hoddminir.blo...eation-kit.html

     

    Maybe someone else can chip in on how to efficiently do this for Tamriel, because I don't see you regenerating all of Skyrim's LOD for changing just a little bit of landscape.

  11. i have a relay nice huge castle Dracula that when i recastbase navmesh i will ether do a small area or it will sit and hang and not respond. i just want a simple navmesh to get npc's running around inside. so for its only one floor and it don't hardly have any obstacles to go around. all the walls are finished and it uses the volkar interior castle parts and i resised them from 1.0 to 3.0.

     

    a) make sure you don't have any objects selected (with the render window active hit the D key to deselect everything)

    b) make sure you're not messing with the recast navmesh settings unless you know what you're doing (reset to defaults to be sure)

    c) be patient - it may take longer/shorter depending on the area, number of objects, scene complexity and your PC specs

     

    I'm not sure that resizing CK parts to >2 is a good idea, it may start to look blocky in-game but that's a different discussion.

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