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Simply adding a few material swaps to an object removes its navmesh - why, and how to fix?


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Hello, am a lapsed Fallout 4 modder who hadn't played since 2019 but have now started a new game, to find that a lot of new glitches exist that didn't before. Am guessing due to ongoing Creation Club updates, as patches to FO4 itself had ended back then? I just got a new comment on my concrete stairs recolours (material swaps) uploaded here in 2018 saying they are not navmeshed because NPCs won't use them. I'm pretty sure they did before, but now I note in my own game that they do not. It also seems, in my new game, that NPCs rarely even use the default concrete stairs.

 

But, they do happily use wooden ones. So I made a set of wooden stair material swaps in colours to match the concrete ones, in the expectation that players could use those instead. But on testing them, NPCs won't use those either, although they will use the unmodded wooden stairs. So apparently, just adding a set of simple material swaps to a vanilla item deletes its navmesh?? Does anyone know why? And, how best to fix it? Do I need to go and paint new navmeshes on every individual recolour, or is there a way to transfer the default navmeshes? I did see this one thread here but I don't know what 'delete the info map' means: https://forums.nexusmods.com/index.php?/topic/12578439-exportimport-navmesh/

 

Thanks in advance for any help!

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If the CK resets the navmesh when you change the material you can reset the changes.


Open the mod with FO4Edit, select both vanilla and your material-swapped records, and compare them (right click, compare), then in the right tab drag and drop the changes from the vanilla to your custom, except for the material swap.


On the other hand, the "info map" is a unique record that stores information about your plugin navmeshes so, if there's any, I'd remove it from the plugin as well. I don't think this record is directly accessible in the CK. But it is certainly in FO4Edit.

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Hi, thanks very much for the reply. Sounds good but unfortunately I know very little about using FO4Edit. I opened the plugin and Compared it with the default, and here's what I see. What do I need to edit? Could it be the Priority, which is 5 in the original and 0 in mine? Thanks for your help! ETA: Also, where does one find the 'info map'?

 

XNPbDrn.jpg

 

ETA2: Oops, if I change the Priority, lots of the details on my item's side of that list turn red, so I guess that's not what to do...

Edited by EsmeraldaF
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That's the constructible object, you should be looking at the static, WorkshopConcreteSteps02.

 

Also, make sure you are comparing the same object, the vanilla object and your copy or override (depending if you copied or modified the vanilla).

 

8xQoAh.jpg

Edited by DieFeM
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Ahhh, thank you, so we need to look at the static, not the cobj. Here's an updated pic of what I found (and sorry, I mistakenly compared with Steps02 in my last post, it should have been Steps01).

 

Now we can see a Navmesh section, and that my object doesn't have that. My mod is a copy, not an override - it simply adds a few new colours to the vanilla object, the vanilla object's texture/material remain untouched.

 

Do I copy all those details from the vanilla static to mine? If so, how do we copy them? If I right-click on any of the items in that list I get an option 'Copy to selected records', but I'm not sure how that works.

 

ETA: Oh I see you posted a pic in your last post while I was writing this. Is that Navigation Mesh Info Map category the 'info map' the other poster referred to? I did see that category but didn't know what to do with it.

 

yvKtPcz.jpg

Edited by EsmeraldaF
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OMIGOSH it works! THANK YOU so much! I wish I'd known about this fix years ago.

 

I found that you don't even have to drag & drop one setting at a time, I tried dragging the blank column heading to the right of 'NVNM - Navmesh Geometry", above the Version number "15", across to the same blank line on my item, and it auto-filled ALL the settings, I didn't have to drag & drop them one at a time. Amazingly quick & easy. So now I went back and fixed my floors & roofs that also didn't seem to want NPCs walking on them. All items are working as intended now.

 

Again, THANK YOU ! Very much appreciated. :thumbsup: :D

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You're welcome.

 

About "one setting at a time", that's what I meant by a setting, a type of entry, it copies all children objects.

Nice, I'm glad it worked as expected. :dance:

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