Nimboss Posted March 7, 2017 Share Posted March 7, 2017 Playing around with Region Editor I notice when opening the .esp in FO4Edit the (in this case trees) are put in a "Temporary" structure, seen the same when playing with NavMesh Generation. Anyone figured out how to finalize things like this?I played around with Region Editor just some month ago and at that time rendered and visible things in CK was not visible in Game play, that was the first time I noted this "Temporary" thing with FO4Edit. For now it seems something has been updated sine my old tries playing with Region Editor started to show up in game, without me not done anything?! Still I don't like the "Temporary" structure, If I like what is created by Region Editor generation, I would like to finalize it to be permanent!Do we yet again have to create an .esm to get things saved and working properly? Any thoughts? Link to comment Share on other sites More sharing options...
greekrage Posted March 8, 2017 Share Posted March 8, 2017 What are you trying to finalize ?? A new worldspace or a location in the open world ?? In the navmesh tab you will find 2 options half way down the list... Finalize loaded area and Finalize worldspace... Link to comment Share on other sites More sharing options...
Nimboss Posted March 8, 2017 Author Share Posted March 8, 2017 Drop navmeshing! That is totally another thing that needs a separate thread when one needs to create that, because the usage of it has changed after Skyrim CK ( I might have been more aware of things regarding CK if I ever started mod Skyrim with new world spaces, but I never found the time or need to do that). So I'm a bit out of flow how to use the current FO4 CK regarding bugs/anomalies when creating stuff! What I try achieve playing around with CK for the moment is adding props (for a starter trees) with Region Editor. Of old it's told saving the mod will permanent the generation using Region Editor, but for FO4 CK it seems not that simple, it seems there is a distinct work flow with FO4 CK to proceed with when creating a new world space and if you not follow that way, you end up with a messed up mod. I want to know the correct work flow when playing with Region Editor for a new world space regarding props with FO4 CK, and after that we can move on to the new way of generating navmeshing for a new world space with FO4 CK. Link to comment Share on other sites More sharing options...
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