stevie70 Posted August 2, 2011 Share Posted August 2, 2011 (edited) i'd need to get a few things about exterior navmeshes straight, hope some of you can help...: geck vs. fnvedit - when i edit an existing ext navmesh, it shows up in fnvedit as "edited" only as long as i don't delete any vertices or triangles (not even ones i added myself before) and as long as i don't finalize. for obvious reasons, that's not too practical :-), but as soon as i do anything of the above, in fnvedit, it's no longer "edited" but a "deleted" and a "new" navmesh (even if i just finalize an existing navmesh without any further changes and then save it)if this all worked fine then, this would all be allright with me so far, but in some cells, a replaced navmesh will crash the game, so in wonder how the hell i can just edit a given ext. navmesh, deleting vertices etc included, _without_ having it marked delete (to get that straight, i do _not_ remove or delete them, i just _edit_ them)...? and, even worse than that, when finalizing an ext. cell, this obviously affects all the neighbour cell's navmeshes too (according to fnv-edit), even i _nothing_ has changed on any cell border with your edit, causing the same as above, they original navmeshes marked deleted and replaced by the new ones, causing the same trouble.in cases where cell borders haven't changed, i can just delete the changes out from the neighbour cells in fnvedit, but if they _did_ change, i can either leave them in, crashing the game, or delete them out, leaving me with f***ed up navmesh borders. any clues anyone...? edit...: wow, the forum engine won't let me write "f***ed" without ***ing it out... :-)=) Edited August 2, 2011 by stevie70 Link to comment Share on other sites More sharing options...
Quetzlsacatanango Posted August 2, 2011 Share Posted August 2, 2011 Try making your plugin a master and see if the crash goes away. Link to comment Share on other sites More sharing options...
stevie70 Posted August 2, 2011 Author Share Posted August 2, 2011 (edited) Try making your plugin a master and see if the crash goes away.gonna do that, thanks, got no crashing versions right now though so i'll have to set one up for that first (never thought i'd be doing such a thing :-)) still, even if there's no crashes when it's a master, what i'd actually really like to know would be how i can just _edit_ and not _delete_ it editing. crash or not, i just don't think that's good. :-), just don't see why i'd have to replace a whole navmesh if i just like delete a triangle out to place a tree in or whatever. Edited August 2, 2011 by stevie70 Link to comment Share on other sites More sharing options...
davidlallen Posted August 2, 2011 Share Posted August 2, 2011 A navmesh is a pretty complex structure. You may think of it as dozens or hundreds of separate triangles which could be edited, but that is not the way the game thinks about it. Perhaps simply moving one vertex could be "editing", but removing a triangle changes the data structure. Normally, a modder should not care whether the change made to a navmesh is a small one or a big one; I have edited outdoor navmeshes and the adjacent cells all show up as edited even though I did not touch the border navmesh triangles. And this makes no difference to gameplay. If you have crashing navmeshes, you need to fix that, and I don't think you need to worry about whether the navmesh is "edited" or "deleted and a new one added". Link to comment Share on other sites More sharing options...
stevie70 Posted August 3, 2011 Author Share Posted August 3, 2011 (edited) Normally, a modder should not care whether the change made to a navmesh is a small one or a big one; I have edited outdoor navmeshes and the adjacent cells all show up as edited even though I did not touch the border navmesh triangles. And this makes no difference to gameplay. If you have crashing navmeshes, you need to fix that, and I don't think you need to worry about whether the navmesh is "edited" or "deleted and a new one added".hm. well if your basically saying, as long as it's not crashing, leave as is, that'd be alright with me. i assumed if replacing it makes some cells crash, the replacing itself was a bad thing, but if it isn't, the better. just am up to quite some ext.navmeshing and remembered the nightmare that was last time (affecting the neighbour-of-gamestart-cell in goodsprings though) & wanted to spare me this this time :-) (@ quetz: that's why i ask that but have no crashing mod. have no crashing mod NOW. :-) Edited August 3, 2011 by stevie70 Link to comment Share on other sites More sharing options...
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