SKKmods Posted August 25, 2023 Share Posted August 25, 2023 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. Link to comment Share on other sites More sharing options...
LarannKiar Posted August 26, 2023 Share Posted August 26, 2023 (edited) I don't know if they actually work but you can try changing these INI settings in Fallout 4/CreationKitPrefs.ini. [NavMeshGeneration]bRemoveIslands2=1bRemoveThinAreas2=1bRemoveOverlapping2=1bRemoveIslands1=1bRemoveThinAreas1=1bRemoveOverlapping1=1 Edited August 26, 2023 by LarannKiar Link to comment Share on other sites More sharing options...
SKKmods Posted August 27, 2023 Author Share Posted August 27, 2023 Appreciated ! Will make some new navmesh and see what happens ... Link to comment Share on other sites More sharing options...
greekrage Posted August 30, 2023 Share Posted August 30, 2023 (edited) 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 August 30, 2023 by greekrage Link to comment Share on other sites More sharing options...
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