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Posted

Try it, copy 000A46FC <WorkshopCaravanHitchingPost> into a plugin as override, but don't change anything. Unless this is something particular to just my setup, the game will crash before reaching the main menu, and the Buffout log will mention NavMesh*, that form and the plugin you changed it in a lot. 

I'm not seeking a fix for this per se, because I don't really have a need to change it, but does anyone know *why* this happens? Does it happen with any furniture that has navmesh geometry in it, like this one does? Or is it like dialog sound files, so that you maybe have to copy some navmesh files to a folder named like the plugin? Or is it flat out impossible to override this form?

I'm really just curious, hoping to maybe learn something, and who knows, maybe this topic will help someone who is stumped by this crash in the future :)

Posted

Try to do it with Creation Kit and test, report.

Posted

I can't even get the CK to load up with anything resembling my load order. Am I correct in in assuming it would work, because xEdit misses out on something crucial?

Posted
1 hour ago, NeinGaming said:

Am I correct in in assuming it would work, because xEdit misses out on something crucial?

Correct.

xEdit is not able to fix the FormIDs when cleaning a plugin, or when sorting plugins or when renumbering plugins for the Navmesh.

[NAVI:00000FF1] is the culprit.

Anything related to Navmesh must be done in CK.

  • 1 month later...
Posted (edited)
On 4/7/2025 at 4:28 PM, NeinGaming said:

Or is it like dialog sound files, so that you maybe have to copy some navmesh files to a folder named like the plugin? Or is it flat out impossible to override this form?

That Post is referenced from inside a NavMeshGenCell, maybe that's culprit and maybe try to delete that entry from cell (or clear the ONAM link?). Their data mismatches actually, which is correct then and used in game? And what is purpose of such contraption when objects that have navmesh data in self only still work fine, can copy Navmesh Geometry between items of comparable size or freely delete whatever extras CK adds to file when navmeshing a base object. But i don't have vast experience, only did it twice for my needs.

Edited by hereami
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