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Avoiding deleteing navmesh


SKKmods

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Whenever I ADD new navmesh to an existing worldspace the CK always ends marking some of the original navemesh as deleted, which is clearly not good for stability.

 

As I am far to lazy to do the tedious old > new formid comparision and transposition, I tend to just remove any new navmesh if xEdit reports any deletes.

 

Is there a mechanism to TOTALLY AVOID the CK deciding to mark original navmesh deleted ?

 

I would have expected it to be where the new joins the exisitng, but thats not always the case as I get deletes even when the new is not joined to the exisitng and never even touched any of the existing stuff.

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I don't know if they actually work but you can try changing these INI settings in Fallout 4/CreationKitPrefs.ini.

 

[NavMeshGeneration]
bRemoveIslands2=1
bRemoveThinAreas2=1
bRemoveOverlapping2=1
bRemoveIslands1=1
bRemoveThinAreas1=1
bRemoveOverlapping1=1
Edited by LarannKiar
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interesting...

But arent these values you change in CK ?(auto generation/ advanced )..

I think the navmesh that gets flagged is the one we edit manually when fixing mistakes done by auto gen.

I get tons of these warnings since i basically redo 10-20 cells in a modded location .

I have yet to see any issues....

Edited by greekrage
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