Sabat9 Posted February 2, 2010 Share Posted February 2, 2010 Hello everyone, I find that it would be ideal if I could change the navmesh in a particular wilderness cell, to accommodate some new structures i've put in place. Right now, my NPC's always try to walk through walls if they get off their patrol AI for any reason (attacking a random spawn creature, for instance.) Am I correct in guessing that I would need to convert my mod to an .esm if I want to change (and importantly, DELETE) some of the existing navmesh in the wilderness cell? Will converting to an .esm be all i need to do to make my mod not crash everyone's game if I make these navmesh changes? any guidance here would be appreciated. Link to comment Share on other sites More sharing options...
pkleiss Posted February 3, 2010 Share Posted February 3, 2010 Yup, you are going to have to redo the navmesh for the wilderness area that you modified to get your actors to move about properly. Just make sure to keep the cell boundaries (the thick green lines) right up against the cell edges (if you need to change a navmesh near a cell boundary, that is). You don't need to make your mod an ESM to accomplish this. Just make sure you click the "find Cover edges" & "finalize" icons on the navmesh toolbar after fixing the navmesh and before saving the mod. Note that the Geck takes a while to perform these tasks in the wasteland, so be patient. Link to comment Share on other sites More sharing options...
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