GrumpGamey91 Posted January 22, 2017 Share Posted January 22, 2017 Having an issue with Navmesh Map Infos for interiors Created a worldspace, no issues with the exterior worldspace. Created interior spaces, houses, cave, et am having issues with those. HistoryBefore working on interiors, created the exterior terrain, placed objects, manually Navmeshed the worldspace with preferred paths and water (b) pathing and have no issue at all with the exterior. Works like a dream, nothing in TesEdit that conflicts or maps wrong. Upon duplicating interior spaces I started having problems with the Navmesh Map Info mapping to Tamriel, even after deleting all the markers, and changing ownership to any placed items. I tossed the .esp at that point and used a backup prior to interior spaces. CurrentNow creating interior spaces from scratch, empty space, start adding statics when I save, Navmesh Map Info has many references to Tamriel. I know my issue has to do with setting proper location information, I just can't figure out what I am not adding or improperly naming or something. Here's are the steps I do1. From the Object Window / WorldData / Location I create a location, give it an ID and name. Under Editor ID, add LocType(s). 2. In the creation kit I select the menu World/Cells, place my cursor over the listed cells and right click create new. 3. Click the created space on the left, rename the space. 4. From the World/Cell, Common Data tab I select the location created in step 1. 5. From the tab Interior Data I name it similar to the name created in the Cell. 6. In creation kit, Cell View Menu, select the World Space Interiors drop down list, which shows my created interior space below. I click view to bring up the window, add my static items, navmesh around those and save. 7. Close creation kit, open Tesedit, look through it and Navmesh Map Info has mappings to Tamriel. If I delete the navmesh map info's from Tamriel all the navmesh from my interiors is missing. What am I missing? What step have I missed? What location information am I not mapping, is there a marker I should have added to map WorldData/Location to the cell? Appreciate any tips, help, advice, link that can helpThanks in advance Link to comment Share on other sites More sharing options...
zilav Posted January 22, 2017 Share Posted January 22, 2017 This record is merged at runtime across all mods, forget about it's existence. Link to comment Share on other sites More sharing options...
GrumpGamey91 Posted January 23, 2017 Author Share Posted January 23, 2017 This record is merged at runtime across all mods, forget about it's existence.Can I also ignore all the pathfinding data at the bottom of the same ? Link to comment Share on other sites More sharing options...
zilav Posted January 23, 2017 Share Posted January 23, 2017 This record is merged at runtime across all mods, forget about it's existence.Can I also ignore all the pathfinding data at the bottom of the same ? Yes. Link to comment Share on other sites More sharing options...
GrumpGamey91 Posted January 23, 2017 Author Share Posted January 23, 2017 This record is merged at runtime across all mods, forget about it's existence.Can I also ignore all the pathfinding data at the bottom of the same ? Yes. Appreciate the responses. Location and Navmesh are the two areas that the various tutorials out there don't give a lot of depth or clarification on. --Ignored the navmesh and pathfinding, worked a bit on interiors creating fresh navmesh and if I attempt to play the .esp in game it locks the game up. Looked at it again in TESedit and now in addition to previously described Navmesh Info Map Tamriel references there's Cell override (green) Tamriel info added. No conflicts, the only record change is water height (my .esp used a different water height) which the override reflects. Could the problem stem from Parent Worldspace vs. Parent Cell locations?For interiors the reference used for the Parent Cell, is the name of the Interior worldspace (they're both the same - the Parent cell is the same as the interior name as some tutorials described. ... What information do I need to present here to aid in the discovery of what I am doing the wrong way? Still learning, thanks in advance for any information. Link to comment Share on other sites More sharing options...
GrumpGamey91 Posted January 24, 2017 Author Share Posted January 24, 2017 Problem no longer applicable. I discovered that I had been working from dirty .esm's. After cleaning the main esm files with Tesedit the problem solved itself. Interestingly, the cleaning process for the esm's reflected the same locations and navmesh that had been sticking to my created world .esp. Link to comment Share on other sites More sharing options...
zilav Posted January 24, 2017 Share Posted January 24, 2017 Navmeshing is a tricky process in Skyrim, especially when you hit Finalize and it reorders cell edges for no reason. Link to comment Share on other sites More sharing options...
GrumpGamey91 Posted January 26, 2017 Author Share Posted January 26, 2017 Problem no longer applicable. I discovered that I had been working from dirty .esm's. After cleaning the main esm files with Tesedit the problem solved itself. Interestingly, the cleaning process for the esm's reflected the same locations and navmesh that had been sticking to my created world .esp.Related to my original request for help on this topic, I found this informationRecords that merge at runtime Location Records LCTN - Location record: As displayed in TES5Edit, everything from ACPR all the way down to LCEP will merge with each other at runtime. Conflict resolution for these subrecords is not necessary. All LCTN Subrecords from FULL [Name] to the bottom of the list DO require conflict resolition, as well as everything from EDID [Editor ID] up to the top of the record. Worldspace Records NAM0, NAM9 subrecords: Used to determine the in-game cell dimension of a worldspace. These have been confirmed to be exempt from the Rule of One. *ANY* mod making changes to these sets of values will have those changes propagated into the game WITHOUT conflict management. Be aware of this if you are running two mods together which intentionally change these values for a worldspace. The outcome will not be predictable and you may end up with a worldspace size much larger than you're expecting. This can lead to huge amounts of stuttering in the game that have no other identifiable cause. If you have mods which are altering vanilla worldspaces, chances are these edits were NOT intentional unless the author specifically states they have done so. They can appear in a mod unintentionally and the author may not be aware it has happened. Navigation Mesh Info Map NAVI - This is a special case record that will exist in any mod which has navmesh edits. Each mod will have this record listed as form ID 00012FB4. All of the data in each mod that has a NAVI entry will be merged at runtime. Conflict management is therefore not necessary, and likely wouldn't be possible anyway due to the complexity of the record.Hey Zilav, I agree. Reading the link above, I see you've been down this road before. Navmesh and what the CK does, is like trying to understand how the mind of a squirrel works - sometimes it just wants a nut, sometimes it wants to drive you nuts. Link to comment Share on other sites More sharing options...
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