Shad0wlife Posted October 12, 2016 Share Posted October 12, 2016 Hey guys!I have kind of a situation at the moment.I'm trying to create a patch involving Solitude Reborn, and it seems like that mod supplied own navmeshes for areas of solitude instead of altering the normal ones. Other mods editing the same area use the vanilla one though and thus the navmeshes overlay each other it seems. I now would like to simply delete the Reborn navmesh and set up the original one so it works for all mods together in the patch file.But deleting the Reborn mesh would throw a Deleted Navmesh record error, would'nt it?Now, what can I do to fix this without breaking stuff or getting errors? -Shad0w Link to comment Share on other sites More sharing options...
agerweb Posted October 12, 2016 Share Posted October 12, 2016 Select one of the triangles in the overlayed navmesh you don't want then press F which will select all the triangles in that overlay. Then lower (Z) the selected navmesh below the surface out of the way. Link to comment Share on other sites More sharing options...
Shad0wlife Posted October 12, 2016 Author Share Posted October 12, 2016 Alright thank you! Link to comment Share on other sites More sharing options...
Acerac Posted October 14, 2016 Share Posted October 14, 2016 nvm. Link to comment Share on other sites More sharing options...
mattwoodmansee Posted August 6, 2018 Share Posted August 6, 2018 agerweb...thank you from 2018. Link to comment Share on other sites More sharing options...
Skybroom Posted May 20, 2019 Share Posted May 20, 2019 (edited) Select one of the triangles in the overlayed navmesh you don't want then press F which will select all the triangles in that overlay. Then lower (Z) the selected navmesh below the surface out of the way.Can I do that (lower the whole navmesh) via Tes5Edit? I already have several navmeshes flagged as 'deleted', so it will be the pain in the arse to 'enable' them and then try to edit in CK again. P.S. If I understand it right navmeshes can't be deleted at all if they come with mod and not with original game. Is that right? It's such a terrible thing to spend hours on making a navmesh patch for a mod keeping an eye on whether it finalized properly etc, and then launch the game to see how your follower gets stuck here and there. Edited May 20, 2019 by Skybroom Link to comment Share on other sites More sharing options...
agerweb Posted May 21, 2019 Share Posted May 21, 2019 Can't see you can easily lower navmesh in TedVEdit. If you already have got to the stage that TesVEdit is showing deleted navmeshes you need to go to each of them in TesVEdit individually and delete them. Then go back into the CK and tidy up (this may require lowering overlaping Navmesh). Link to comment Share on other sites More sharing options...
Skybroom Posted May 22, 2019 Share Posted May 22, 2019 (edited) Okay, I guess so. Thanks for reply. Do you know if the lowered below the ground, useless but yet persistent navmesh provides any performance impact and how much is that impact, probablly it's insignificant? Edited May 22, 2019 by Skybroom Link to comment Share on other sites More sharing options...
agerweb Posted May 22, 2019 Share Posted May 22, 2019 I'm guessing its insignificant. Link to comment Share on other sites More sharing options...
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