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How do we deal with the navmesh bug?


zenkmander

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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.
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  • 3 weeks later...

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?

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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.

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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.

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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.

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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.

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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:

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