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Fixing Deleted Navmesh


olha2

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I had a deleted navmesh error myself once.

In the end the fix was very simple and related to the name of the cell.

If I recall I had duplicated aaamarkers cell as a base for my own, had renamed it in the cell window but not under interior data

Somehow that gave me a deleted navmesh error

 

 

So yea, check the interior cell names, worth a look

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  On 10/28/2014 at 5:28 AM, ambria said:

I had a deleted navmesh error myself once.

In the end the fix was very simple and related to the name of the cell.

If I recall I had duplicated aaamarkers cell as a base for my own, had renamed it in the cell window but not under interior data

Somehow that gave me a deleted navmesh error

 

 

So yea, check the interior cell names, worth a look

Kind of forgot about this thread. yeah ill see if i can make time tomorrow or this weekend. haven't had mutch time lately.

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Hmm so I was bored so I took a look at this myself. I counted 18 UDR's and 87 ITM's. ITM's don't matter so much unless they happen to conflict with another mod but UDR's will cause crashes. So it definitely needed a clean.

How to fix a deleted navmesh? Remove deletion with TES5edit then change Form ID of new navmesh to match Form ID of the original navmesh so it overwrites when mod is loaded by game.

 

  On 9/19/2014 at 5:01 AM, sqweloookle said:

Is there a walkthrough for fixing Nav Meshes? That is a little more detailed and in a idiots-guide-to-modding language with pictures somewhere?

http://afkmods.iguanadons.net/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/ it looks absurdly complicated but is in fact extremely simple. Although that tut won't quite work as stated in this instance so we have to do a little extra work. Read on...

 

  Quote

sadly MO nor LOOT gives the exact details of what mesh is marked as deleted which is annoying to say the least.

 

This is biggest problem I have, a mod I'm working on myself has a deleted navmesh in a wilderness cell I want to fix but I simply can't find the thing. CK and TES5edit both list the deletion but neither mention where it is...

 

Alright, lets get on with it then...

  On 9/2/2014 at 2:32 PM, keithinhanoi said:

 

Remove 000EB002 and assign XX00BE3B to be 000EB002

Remove 000FBFCC and assign XX005274 to be 000FBFCC
Remove 000FF811 and assign XX010507 to be 000FF811
Remove 000FFDE3 and assign XX016369 to be 000FFDE3
(note that XX should be the hex prefix of CornerofTheSkyrim.esp as displayed in TES5Edit. Since it was the only 3rd party mod I loaded when I looked at it in TES5Edit, the prefix for me was 01....)

Keith's done most of the hard work for you, just open TES5edit and replace each of the 4 deleted with the new one i.e.

 

TES5edit > top left of window > type EB002 in "Form ID" box > press "Enter", Navmesh record EB002 will be highlighted for you

 

In the right window pane, 4 slots down, see "Record Flags" - in the "Corner of the Skyrim" column (2nd column) you'll see "Deleted". So Right click > Edit > in "Edit Value" window that pops up > untick box marked "Deleted", hit OK. Both columns should now be highlighted green. If not go back and untick any other boxes until both columns are highlighted green. Congratulations, you've now undeleted the deleted navmesh and it'll show up in the CK should you decide to fire it up. But for now right click on navmesh entry in left pane, and hit "Apply Filter for Cleaning" on "Corner of the Skyrim.esp", let it do its thing, then hit "Remove Identical to Master Records", Save, Quit, and restart TES5edit) But we're only halfway there so -

 

Next thing you need to do is change the Form I.D. of the new navmesh to match i.e. replace the old one so type 0100BE3B in Form ID search box (top left of the main window, remember?) and you'll see the new navmesh highlighted. So right click on entry > Change Form ID > in New Form ID window that pops up replace it with the navmesh we undeleted earlier i.e. replace 0100BE3B with EB002 so do that > click "OK". If a box marked "Please Select Records to Update" pops up, select all > click OK. Congratulations, you've now completely fixed a deleted navmesh.

 

That all there is to it. Replace the remaining 3 deleted navmeshes in the same way. The 5th deleted navmesh 106CED is more tricky since theres no replacement navmesh. So undelete it as before and either leave it as is and hope for the best or remove/zero its Vertices and Triangles so it exists but has no data. Or fire up the CK and find the navmesh and delete its triangles in the navmesh editor to the same effect.

 

n.b. got stuck somewhere? Take a look at the tutorial in the link above although you'll have to ignore the part where it says to remove the navmesh entry in the left pane as it won't work in this instance hence we have to use > apply filter > clean on it.

 

edit: reply to below:

 

  On 11/4/2014 at 1:01 PM, zilav said:

 

  On 11/4/2014 at 10:05 AM, soupdragon1234 said:

This is biggest problem I have, a mod I'm working on myself has a deleted navmesh in a wilderness cell I want to fix but I simply can't find the thing. CK and TES5edit both list the deletion but neither mention where it is...

Apply filter in TES5Edit, check "deleted" and uncheck everything else.

 

 

THANK YOU! I knew there was something useful to be had out of my ridiculously long post :D

Even if it did turn out to be deleted by Hearthfires.esm and not me :pinch:

Edited by soupdragon1234
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  On 11/4/2014 at 10:05 AM, soupdragon1234 said:

This is biggest problem I have, a mod I'm working on myself has a deleted navmesh in a wilderness cell I want to fix but I simply can't find the thing. CK and TES5edit both list the deletion but neither mention where it is...

Apply filter in TES5Edit, check "deleted" and uncheck everything else.
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  • 4 weeks later...
  On 11/10/2014 at 8:06 AM, afonik said:

CTD right in the middle of Riverwood (ETaC) with the 'fixed' esp. I've tried to fix the deleted navs but no luck... Yet...

 

 

EDIT: mod needed also to be cleaned. everything seems to be fixed

Hey could you share the fixed version?

 

.p.s. sorry for my unactivaty

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  • 3 weeks later...
  On 11/4/2014 at 10:05 AM, soupdragon1234 said:

Hmm so I was bored so I took a look at this myself. I counted 18 UDR's and 87 ITM's. ITM's don't matter so much unless they happen to conflict with another mod but UDR's will cause crashes. So it definitely needed a clean.

 

How to fix a deleted navmesh? Remove deletion with TES5edit then change Form ID of new navmesh to match Form ID of the original navmesh so it overwrites when mod is loaded by game.

 

<snip>

 

That all there is to it. Replace the remaining 3 deleted navmeshes in the same way. The 5th deleted navmesh 106CED is more tricky since theres no replacement navmesh. So undelete it as before and either leave it as is and hope for the best or remove/zero its Vertices and Triangles so it exists but has no data. Or fire up the CK and find the navmesh and delete its triangles in the navmesh editor to the same effect.

 

Since the time I last posted on this thread, I have learned that after making these kinds of edits to navmesh records, it would also be a good idea to rebuild the Navigation Mesh Info Map (NAVI) record.

 

The only way to do this is to open up CornerofTheSkyrim.esp in CreationKit and then save it.

 

Using the "finalize navigation meshes" tool may also help with that 5th deleted navmesh record, but as soupdragon1234 explains, an even better solution is to do some editing to the navmesh triangles in CK - still something I haven't tried yet, despite having read up on it and watched some tutorial videos.

 

Even if someone fixes it, the real issue seems to be how to get permission to share a fixed version with others, because the author, alaken, seems to have gone inactive. S/he was last online a month ago, and still hasn't replied to my PM to her/him.

 

I suppose if a fixed version is made, then the author could be contacted to ask permission to distribute a fixed replacement or patch .esp plugin.

 

EDIT: Also with regards to TES5Edit not showing where deleted NavMesh records are, if you are using the latest svn release of v3.0.33, obtained here, then when you use the Apply Filter for Cleaning, followed by Undelete and Disable References, you will see output like this in the Messages tab:

[00:00] All Done!
[Filtering done]  Processed Records: 890323 Elapsed Time: 00:02
Skipping: [NAVM:000FFDE3] (in GRUP Cell Temporary Children of [CELL:0000BBF2] (in Tamriel "Skyrim" [WRLD:0000003C] at 33,-17))
Skipping: [NAVM:000FF811] (in GRUP Cell Temporary Children of [CELL:0000909A] (in Tamriel "Skyrim" [WRLD:0000003C] at 18,9))
Skipping: [NAVM:000FBFCC] (in GRUP Cell Temporary Children of [CELL:00009625] (in Tamriel "Skyrim" [WRLD:0000003C] at 25,-4))
Skipping: [NAVM:000EB002] (in GRUP Cell Temporary Children of [CELL:000096D3] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,-9))
Skipping: [NAVM:00106CED] (in GRUP Cell Temporary Children of [CELL:00009236] (in Tamriel "Skyrim" [WRLD:0000003C] at -14,27))
[Undeleting and Disabling References done]  Processed Records: 1643, Undeleted Records: 0, Elapsed Time: 00:00
<Warning: Plugin contains 5 deleted NavMeshes which can not be undeleted>

That should tell you everything you need to know about where to find the deleted NavMesh references.

 

EDIT #2: Looking at it again in TES5Edit, I see that I probably choose the wrong replacement for the 4th deleted NavMesh:

  Quote

 

 

Remove 000FFDE3 and assign XX016369 to be 000FFDE3

 

Actually record XX016368 in CornerofTheSkyrim.esp has very little NavMesh triangle data in it, while XX016368 is very similar to 000FFDE3.

 

Therefore, I'm quite sure that after removing 000FFDE3 from CornerofTheSkyrim.esp, the FormID of XX016368 should be changed to 000FFDE3.

Apologies for that error!

 

I have a couple days off from work in this coming holiday week, so I will try opening up a "fixed" copy of CornerofTheSkyrim.esp in the CK, and take a look at those four areas to make sure there aren't any breaks between the changed NavMeshes and the surrounding vanilla ones.

Edited by keithinhanoi
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