zenkmander Posted February 11, 2012 Share Posted February 11, 2012 I created a mod that adds some buildings to Ivarstead and thus modifies the Ivarstead cell navmeshes to compensate for the building locations. I've gone through all the warnings, made sure the cells are connected, finalized, etc. However, every time I run out of town a few cells and run back, the NPCs seem to bug out. The Ivarstead cow ends up glitched in the wood mill, wild animals are running into walls, and so on. Any idea why this is happening? I've checked the navmeshes and they seem fine. We're allowed to edit exterior cell navmeshes right? Or does doing that bug everything out? I initially thought this was the navmesh bug (and it might be), but when I convert to ESM to try and fix it all the vanilla objects that I set to 'initially disabled' come back, like the Skyrim.esm is overwriting my mod's esm. I'm at my wit's end here :( Link to comment Share on other sites More sharing options...
Sunnie Posted February 11, 2012 Share Posted February 11, 2012 This is the same issue that crops up when navmesh data is in plugins. The problems seem to go away if the esp is converted into a master (esm). Link to comment Share on other sites More sharing options...
zenkmander Posted February 11, 2012 Author Share Posted February 11, 2012 Yes, but doing that reverts all vanilla objects to their default positions. So if I hid a huge rock or set it to 'initially disabled' in its object properties, by running my mod as an ESM all those objects come back and cause insane clipping with my additions. Link to comment Share on other sites More sharing options...
Sunnie Posted February 11, 2012 Share Posted February 11, 2012 (edited) Actually, if your esm is loaded after the skyrim.esm and update.esm, it should override vanilla.If that doesn't work (like it is supposed to) then put your navmesh changes in an esm and then move your rocks with an esp. Edited February 11, 2012 by Sunnie Link to comment Share on other sites More sharing options...
zenkmander Posted February 11, 2012 Author Share Posted February 11, 2012 Any idea why the ESM load order wouldn't be working? Otherwise yeah, I guess I'll have to split them up like that, once I figure out how to do that exactly. Talk about a huge pain any time I want to update the mod though and merge them back together :| Link to comment Share on other sites More sharing options...
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