csbx Posted May 9, 2017 Share Posted May 9, 2017 Not so easy, right ? Navmesh shouldn't be altered by a mod, but not altering means npcs, creature pathing is messed up: they run into the new structure. Is this conundrum accurate ? What is the means of handling this generally ? How difficult is this ? Link to comment Share on other sites More sharing options...
Mktavish Posted May 10, 2017 Share Posted May 10, 2017 (edited) I myself have altered exterior navmeshes ... didn't know it was a no no. And I can't seem to find any posts saying not to.You just have to make sure to repair the cell borders if you edit them. Look at vanilla stuff for examples. I wouldn't use the "Remove Cell Navmeshes" option like you would do with an interior cell.Just delete them 1 triangle at a time. Edited May 10, 2017 by Mktavish Link to comment Share on other sites More sharing options...
csbx Posted May 11, 2017 Author Share Posted May 11, 2017 What happens if 2 mods are altering the same navmesh and one has deleted a triangle that is adjusted by the other ? I thought that that was instant CTD. A few threads I've seen indicate that that may be true (http://forum.step-project.com/topic/5101-how-serious-are-navmesh-conflicts/) I did hear of people 'burying' navmesh--that is, keeping the old but dragging it below the ground, then adding their own above it. I actually have done something similar with respect to the mod I'm working on as it relates to meshes. I added a building where the remains of a building was and simply dragged the older structure below the ground level. It's extremely unlikely that any other mod will be trying to access that remains structure--but if it does, it's at least still in the world, even if hidden. Link to comment Share on other sites More sharing options...
Mktavish Posted May 11, 2017 Share Posted May 11, 2017 (edited) Well following the laws of probability and eventuality ... mod conflicts are going to be part of life for mod users.And on the small chance of this or that load order ending up with navmesh conflicts ... I would say is to constraining to the creative process. And the reason you would have these navmesh conflicts in the first place ... is because your predecessors did in fact alter navmeshes.So I would say ... if you at least do some research on other mods of popularity that you can envision being in a users load order with your's. Then you can make an informed decision of placement to avoid conflicts possibly. And at the very least warn potential users of conflicts with certain mods. Yes moving existing items below the ground is preferable to deleting them. But I didn't think doing that with navmeshes would be necessary because you couldn't have that kind of problem arise ... where the object (form-ID) no longer exists. I'm assuming the problem with navmeshes is pathing , and where those blue triangles at doors need be to enter. Is your idea going to be a rather large area ? In which you might want to consider making a small world space for it ? Edited May 11, 2017 by Mktavish Link to comment Share on other sites More sharing options...
Recommended Posts