CyniclyPink Posted April 21, 2015 Share Posted April 21, 2015 I have a great house mod in my load order that was created a while ago, and is no longer being updated by the author. The mod doesn't allow followers to come into the house, so I want to add nav mesh to the doors areas so that can happen. I have never used the CK so this will be a learning experience for me. I have found some videos on how to nav mesh, but they don't show how to find the house and bring it up to modify it. Most are about creating a new house. Can someone kindly tell me how to do this or where a video is that will show me. I asked the mod author and he is fine with it. Thanks for any help :) Link to comment Share on other sites More sharing options...
Deleted31005User Posted April 21, 2015 Share Posted April 21, 2015 (edited) If you know where the house is located in-game then it should be easy to find it in the creation kit as well, for example if it is near whiterun then go in "cell view", do "worldspace = TAMRIEL" (tamriel is basically the exterior), then search for whiterun and double click on it, now the CK will start rendering and it will be up to you to move to where the actual modded house is located. I'm gonna copy paste some basic stuff on how to move around and how to do navmeshes in exterior (navmeshes in exterior is a completely different beast than doing interiors): --PROGRAMS--CreationKit.exe - program to create and edit .esp files(mods)TES5Edit.exe - clear mods from various errors and deleted references caused when editing in the creation kit.Archive.exe - make .bsa files.BSAUnpack.exe - read and unpack .bsa files.BSAopt x64.exe - read and unpack .bsa files(better then BSAUnpack).NifSkope.exe - edit .nif files and change the textures on them.PaintDotNet.exe - edit .dds files(I use PAINT.net software to edit textures)Autodesk 3ds Max 2012 - edit the meshes for .nif files.ChunkMerge.exe - merge the "mesh" and the "collision" .nif files together into one single .nif file after editing them with Autodesk 3ds Max 2012.--CREATION KIT KEYBINDINGS--SHIFT - rotate around object.SPACEBAR - move map with mouse.V - slowly zoom on object while moving mouse.F5 - reload cell.1 - press twice to make object invisible.ALT+1 - make all invisible object re-appear.CTRL+F4 - extract facegendata for selected characters. (prevent grey face bug)2 - open scale change on x, y, z for objects.A - create a navmesh after selecting 3 other navmesh dots.CTRL+F - search for navmesh errors.F - Place object on ground.SHIFT+W - toggle water on and off. And now a small tutorial on how I fix navmeshes in the exterior to avoid them from causing issues or CTDs:"I always delete navmeshes as I see fit and place my own instead, after which I press CTRL-F to check for navmesh errors and then finalize the cell.This of course will give you deleted navmesh references.(no good)To fix this I open the creation kit and where you select the mod you see a "details" button, click on it and search for any navmesh(NAVM) that is deleted, select that reference and press " DEL " button. Now you should get to see a " | " next to it, this indicates that the deleted navmesh will be put back in the mod after you load it.Now load up the mod again, go search for that original navmesh that is back in the mod.In essence, you will now have 2 layers of navmeshes there, the one you edited yourself and the original one put back in place, select a navmesh of the original layer and press "Flood fill", now you have the entire original navmesh selected.You do not want this one to be used by the npcs, so drag that entire original navmesh way way down on the map.Save your mod and your done. You now have the original navmesh so far down that npcs cannot use it, it will not have deleted references since its still ingame, and your edited navmesh layer is now on the surface so npcs will use that one.This is tedious but necessary for clean modding and I don't want to see you go trough all the modding pains like I did and give you fair warnings/procedures in advance." If you need more help on how to work with the CK then send me a PM and give me your Skype user name, make sure you have a microphone so we can talk, also tell me where you live and at what time you prefer to talk through Skype.With Skype I can share my screen with you and explain some basic stuff while you can visually see it, you literally see my own computer screen and the stuff I am doing, you can also ask real-time questions on stuff you don't understand, this makes for a super efficient "learning" session.(though you cannot record or take any screenshots during this session, if you want my assistance on Skype then you have to respect my privacy.) I made 2 big house mods so I know pretty well on what I'm doing, especially with navmeshes. Edited April 21, 2015 by Guest Link to comment Share on other sites More sharing options...
CyniclyPink Posted April 21, 2015 Author Share Posted April 21, 2015 hi Ac3s, thankyou for the reply. I'll copy your instructions and print them out. really nice of you to help. I don't have Skype or a microphone, so I'll just follow what you have said here and with the vids I found, I hope I'll be able to work it out. It is daunting I admit. I know squat about the CK :D Thankyou very much. Link to comment Share on other sites More sharing options...
Aragorn58 Posted April 21, 2015 Share Posted April 21, 2015 On 4/21/2015 at 1:24 PM, CyniclyPink said: hi Ac3s, thankyou for the reply. I'll copy your instructions and print them out. really nice of you to help. I don't have Skype or a microphone, so I'll just follow what you have said here and with the vids I found, I hope I'll be able to work it out. It is daunting I admit. I know squat about the CK :D Thankyou very much. A little something to help find the location http://www.nexusmods.com/skyrim/mods/27855/? Link to comment Share on other sites More sharing options...
soupdragon1234 Posted April 21, 2015 Share Posted April 21, 2015 (edited) Its easy to find the cell names just type help <mod name> in the console in-game, that should list all the cells associated with the mod. The look them up in the CK (interior cells will be easy to find as they're listed by default in the CK Cell View window, any exterior cells unless they're in a specific city area will almost certainly be listed under Tamriel worldspace. The house exterior and interiors will be there. If you delete exterior navmeshes, accidentally or otherwise, I find it easier to fix them up with TES5edit, and essential for interior navmeshes: http://afkmods.iguanadons.net/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/ also this should help get you started: Edited April 21, 2015 by soupdragon1234 Link to comment Share on other sites More sharing options...
CyniclyPink Posted April 21, 2015 Author Share Posted April 21, 2015 (edited) Thankyou so much soupdragon1234 and Aragorn58. I really appreciate your help :smile: @ soupdragon... I downloaded that vid from yutoob. TY :) @Aragorn58..that mod is awesomel! Thankyou. That will be a huge help. Edited April 21, 2015 by CyniclyPink Link to comment Share on other sites More sharing options...
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