GisleAune Posted February 21, 2012 Share Posted February 21, 2012 Bethesda has finally decided to fix this annyoing bug. The CK Wiki at least say it, even the vid about it on YT says it's happening, but if anyone could post anything official from Bethesda themselves, it would be awesome. Link to comment Share on other sites More sharing options...
MysteriousMrBear Posted March 10, 2012 Share Posted March 10, 2012 Sorry to necro a thread, but its better than making a new one... Am I right in thinking that, having made a location (unaware of the bug) in an .esp, I can now create an additional .esp, create the navmesh, and then turn it into an .esm on which the .esp relies? Or is it just not that simple? Link to comment Share on other sites More sharing options...
Triaxx2 Posted March 10, 2012 Share Posted March 10, 2012 http://forums.bethsoft.com/topic/1354218-an-open-letter-to-bethesda-regarding-ck/ That's a link where Joel Burgess notes that they're working on it because the version they used had a couple of features just different enough from release that they didn't have the bug. So they're working to fix it because they didn't know there was one. Link to comment Share on other sites More sharing options...
screamingabdab Posted March 15, 2012 Share Posted March 15, 2012 I just got linked to this thread from another of my own where I listed a problem that sounds like this could be the issue. Quick outline - I took a wilderness cell, adjusted the landscape, made sure I didn't delete any vanilla objects just lowered them below the ground. Put down all the stuff I wanted and then hand adjusted the existing nav-mesh adding and removing where needed. Made some NPC's, dropped them into the cell complete with various packages which they use without error. However as soon as you travel away, upon return they are all spawned in one spot and refuse to move. The area they get spawned to is nav-meshed. I'm guessing if not the exact same issue being reported above, it sounds very similar.I'm hoping this fix from Beth comes quickly, because as a newbie modder all the talk of ESM's & ESP's is totally confusing & was hoping to not have to get into it too deeply to get my bleedin' stronghold working. Link to comment Share on other sites More sharing options...
Phoenixn Posted March 15, 2012 Share Posted March 15, 2012 Currently the only way to overcome this bug is with an esm. Link to comment Share on other sites More sharing options...
screamingabdab Posted March 15, 2012 Share Posted March 15, 2012 (edited) I read on another forum that another fix is to rename the nav-mesh Editor ID before you start to modify anything. Edited March 16, 2012 by screamingabdab Link to comment Share on other sites More sharing options...
screamingabdab Posted March 16, 2012 Share Posted March 16, 2012 OK so I tried the convert the .esp to an .esm fix and that didn't work either. So do you have to save it as an.esm from the very start? Is that even possible with the CK? Link to comment Share on other sites More sharing options...
Phoenixn Posted March 17, 2012 Share Posted March 17, 2012 Typically you will open your esp in TESVSnip and change the Header (checkbox) so the file becomes an esm (master). Then you open it in CK and save. When you save, you will be asked for an esp filename. At this point your esp will have nothing in it but it will "depend" on the esm. Now you have an esp with an esm master file containing your Navmesh (and anything else you had in there). Further changes can be done via the esp but your esm will contain the Navmesh. Never mess with the esm Navmesh because it'll go into the esp and your efforts will be for naught. Link to comment Share on other sites More sharing options...
SkjoldBjorn Posted March 17, 2012 Share Posted March 17, 2012 All these fixes only works on new cells, vanilla cells will not work with any of these fixes, at least not any exterior navmesh.I have tried a lot to get mine work, esm or esp it does'nt matter if you change a vanilla navmesh. I've had no problems with my own custom cells and navmeshes, those works with this workaround.And of course the reason why a vanilla navmesh does not work with this is because the vanilla .esm overrides yours, though in theory if you only add triangles without changing the vanilla navmesh it should, but i think you are screwed if you merge yours with the vanilla navmesh so that leaves you with islands and without those connected the whole point of having one is kinda gone.The vanilla mesh can be moved around though, as long as you don't add, merge or delete any triangles it works like a charm, had to do this in my drelas cottage mod, it was abit tricky on some places, but it worked. Link to comment Share on other sites More sharing options...
Tamb0 Posted March 17, 2012 Share Posted March 17, 2012 I was reading in another forum that you don't have to use TESVSnip to change a .esp to a .esm. It seems the CK will create a .esm for you if you change the file extension of the .esp to .esm. After changing the file extension, load up the CK and set it to the active file.Go through the normal motions and save it again.Your .esp will now be a .esm file. I tried it and it seems to work. Of course if you want to change it back, you need TESVSnip. Anyway, my point of posting. Could one of you guys make a vid and post it on YouTube ?I'm finding it pretty difficult trying to keep track of what you're trying to explain. (I'm quite sure others are as well) Especially SLuckyD's long post. It looks interesting, but some bits of it, I couldn't keep track of.How about a vid SLuckyD ? :biggrin: Link to comment Share on other sites More sharing options...
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