Sirandar888 Posted May 27 Share Posted May 27 You play witcher 3 and find a lovely little spot you think would make a nice campsite for Geralt You open the redkit and look for some way to navigate and drop a fire and some campsite amenities. ( Yes there are mods that can do this somewhat in real game time ) Its a little daunting because when you navigate to the spot ..... there isn't any obvious info on how much of the gameworld will be affected, how to do the navmeshing ..... Despite that I do this type of thing effortlessly in the Skyrim CK .... too much unknown to attempt his with the Redkit A tutorial would be welcome if this is even possible in W3 Link to comment Share on other sites More sharing options...
TurntLogic Posted May 27 Share Posted May 27 have you taken a look at the official wiki? It has a dedicated page for navmeshing in the REDKit that you can find here. Link to comment Share on other sites More sharing options...
Sirandar888 Posted May 28 Author Share Posted May 28 (edited) I had a look at the wiki .... and dropping down new items isn't much different than Skyrim. The question more relates to the complicated rules of making changes to the gameworld. A simple navmesh change in Skyrim could affect 4 full cells and overwrite the navmesh for a huge area ..... would this mess up vanilla quests and character pathing, and what happens if a navmesh chance deletes a triangle referenced by vanilla or another mod? ... It would in Skyrim especially if there are other mods. What is a cell in Witcher 3 .... all of Novigrad? What happens when 2 mods change the same cell? It is better these questions get answered early than later. And no I am not bashing the Witcher Redkit ..... the Skyrim CK was monstrously obtuse, and much of it didn't work at all. If the Witcher Redkit is to become as much of thing as the Skyrim CK, IMO modders need to include their projects files as part of the nexus download so modders can see how things are done (voluntarily of course) There needs to be tutorials on how to make simple changes to the Witcher game world to get people engaged. Making a gameworld that is as interesting than the Witcher vanilla gameworld is a daunting task .... I know as I did that myself for Skyrim. Few are going to make a gameworld when they can just wander the vanilla worlds, unless you can link your world to vanilla. One thing going for the Witcher is that the scripting language seems better, and the Script merger really is a work of art. Edited May 28 by Sirandar888 Link to comment Share on other sites More sharing options...
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