Username0815 Posted August 4, 2024 Share Posted August 4, 2024 (edited) I have created a doorway for my workshop kit and want to navmesh it. I followed Kinggath's tutorial (https://www.youtube.com/watch?v=3KFK7IRHJCw) I have set up a NG installment in order to use CK platform extended and load only my modfile, masters is just Fallout.esm. My .esl is set up, I load it in CK. First problem I encounter is my mesh is all black, missing texture paths in the .esp I suppose, I select the door, and choose navmesh object. Based on my comparison study of vanilla doors, 4 vertice points should suffice. I place the vertices, go to navmesh, advanced and finalize it, "all good". I then save the .esl and check the file in fo4edit. Where I immediately encounter the error I had it working previously and now I always get this error. I subsequently retried with an .esp, as ChatGpt claims, an .esl cannot hold navmesh data?, tried again, with the same result. I'm at a loss... Could someone please help me? Edit: This is the error message F4Edit presents me with: [00:00] Start: Checking for Errors [00:00] Checking for Errors in [FE 000] Cindercraft.esp [00:00] [NAVI:00000FF1] [00:00]Â Â Â Â NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [FE000FA7] <Error: Could not be resolved> [00:00] Done: Checking for Errors, Processed Records: 15, Errors found: 1, Elapsed Time: 00:00 Â Edit 2: First, I finally got it working. Turns out, if the doorway.nif is saved after navmeshing before finalizing it, the navmesh is not corrupted. Thats the one difference between what I did before and now. Second, .ESL files are indeed a no go for navmesh data. Once I fired up F4Edit and checked for errors, he reported an invalid file format for navmesh. Once the .ESL flag was removed, the error was gone. Third, reinstalling CK multiple times also fixed the black renderer issue. Tested in game and it works flawlessly. Edited August 7, 2024 by Username0815 Link to comment Share on other sites More sharing options...
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