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Two of my mods are missing nav-mesh bounds... Solved


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Am trying to follow How to Repair deleted Navmesh by Dreifels. It's a fairly straight forward procedure. The only problem is my understanding of SSEedit, which I am currently learning to use... Regrettably, my technical knowledge is based only on what I've learned through watching videos on the kit, as well as wikis and forums like this. I had no previous computer skills before I began modding... It has taken me a long time to learn what most people consider common tech knowledge. I have overcome every obstacle in my way, mostly with the help of information coming out of this Community. Joining Nexus has been the best thing possible for me to grow my skills... I would like to take this opportunity to Thank everyone for their help on this issue, as well as the Nexus Modding Community as a whole. Soon this will be fixed, and I will gain much needed knowledge about the tools available to me.

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This involves four exterior cells. Including of course, a junction, where four cells come together. I believe this is where the problem began. From what I can gather from SSEedit, Navmesh sees this one cell as an island, with the original Navmesh as being deleted... Thanks for your help on this.  

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So, I am understanding that you only have 1 (of 4 cells) in your mod with a nav problem, which is a single vanilla nav was deleted?  In this cell, it is shown as an island (the whole cell?).  How many navs are in that cell?  Do you know enough to tell me that?  If you open your mod, go to the cell in the CELL VIEW area and count the navs.  Then open up Vanilla skyrim and count the navs.  You can compare the navs by opening up two CKs at once.  

This will get more involved as you work through this.

This is a very old guide, but still holds up.  XEdit is shown here, a much older version, but still the basic process is the same.

[Skyrim] Fixing Navmesh Deletion Using TES5Edit - Knowledge Base - AFK Mods

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OMG I got it!   A simple fix using SSEedit, once the light goes on. Remove unwanted Navmeshes, and give the right one the Form ID of the original... Would very much like to thank everyone for their help. This includes Driefels and Mnikjom's tutorials on Nexus of course. Not only was I able to fix the problem, but gained a valuable tool in the process. Looks like all I need to do now is learn how to use the Mod Organizer for overall best results. There is still an issue with an extra mesh showing in the kit, but quite sure I can fix that now. Would especially like to thank NexBeth for answering my biggest concern, which enabled me to focus on a fix... Now if someone could point me to info on how to make this update without messing that up, I would greatly appreciate it...     Kudos to all.    

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You should not have overlaying navmesh.  You need to find the overlayed one, be sure it is not vanilla and delete it.  It may take more adjusting in XEdit once you do this.  Be sure that there are only single navs, and not navs overlying each other.  You must have all navs named vanilla ID.  You can have unique navs you created, but not overlaying existing navs.

Once all is correct with no more errors, finalize each of you modded cells in the creation kit Nav Toolbar.

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1 hour ago, NexBeth said:

You should not have overlaying navmesh.  You need to find the overlayed one, be sure it is not vanilla and delete it.

Indeed, if both are enabled at the same time, NPC pathing can get confused. 

If I remember right, some overlaying vanilla or DLC navmeshes might exist where quests (etc) make changes to what's around (e.g., some of the player home furnishing options).  But if so, the quest scripts will keep only one navmesh enabled at a time where they overlap.

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Yes, have found and removed suspect Navmesh and NPC's are very happy... No more warnings, makes me happy. Am taking opportunity to clean up abandoned interior cell that I didn't know how to safely remove before SSEedit... Very excited to be able to clean and repair my goof-ups from now on...    Thanks again for all your help on this, will be updating in the near future if all goes well.  

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question is, do you know the original Form ID ? simple open  the Navigation Mesh info Map ➕ and right click the form ID then select "Change Form ID", if it fails, that means it is being used already  or OUT OF BOUNDS 😈😈

btw you need to enter a Form ID hexadecimal as a number  Example

D62

without the string addon FYI

0xD62

 Enter a number, not a string 

EDIT without the load order part OK, that one to get an OUT OF BOUNDS messages this the biggest value possible

FFFFFF

six characters NOT eight

EDIT #2 I am still recommending using the Kit, but I am trying to help you 

Edit #3 by opening an old mod of mine in xEdit with Nav-Mesh, I belatedly realised it is an original override record, inserted into Skyrim..  OGM stop this open the KIT and fix it.

image.png.f4f0556b0cf99c4f5a82073d9423d87a.png

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Thank you so much for taking the time to look at this problem. Have been able to successfully repair this situation, and this mod no longer has any warnings. So far it has been doing very well in testing, and I plan on publishing an update shortly... Your approach appears to be ingenious, and while I don' fully understand it at this point, will study it for future use. 

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