kitcat81 Posted May 14, 2017 Share Posted May 14, 2017 (edited) Hey dear forum users. I`v got a question for those who have navmeshed any craftable objects. I have navmeshed a few things in my mod and it seems to work fine, but I have noticed that now I`ve got 2 additional files - one is a cell file and another one is navmesh info file. The weird thing is that other mods mostly have only one of these files. Some mods have only the same looking cell file and another mods have a similar looking navmesh info file. I`m not sure why I`ve got 2 files and if this is normal. By the way, deleteting them both in FO4edit seems to make no visible effect, It does not delete the navmesh from the object. I`ve got stuck trying to decide if I should delete one or both of them or leave them as it is. Edited May 14, 2017 by kitcat81 Link to comment Share on other sites More sharing options...
greekrage Posted May 15, 2017 Share Posted May 15, 2017 (edited) did you create this object at a location ?If so it has the location properties. You may also want to "clear masters " after you removed those files. Question... Isnt there any constructible object /static object etc files as well ? Edited May 15, 2017 by greekrage Link to comment Share on other sites More sharing options...
kitcat81 Posted May 15, 2017 Author Share Posted May 15, 2017 Hey GreekAge, thank you for the respose. I don`t have any cell or location files, but I do have constructible static and other objects. I created navmeshes for stone floors and guard posts. But I have tried to create a navmesh in another esp, it ends up the same way. The cell file is not for some cetrtain cell. It`s called someting like "temporary cell block 7 " or so on. I think I saw the same cell file in "Better stores" and "cww redux mods". I have cleared masters apart from one dlc that I need because of some nif files. Link to comment Share on other sites More sharing options...
zilav Posted May 15, 2017 Share Posted May 15, 2017 I assume that the way the CK works is it places your object in a special hardcoded NavmeshGen cell and runs autogeneration which also creates NAVI record by default, then it copies navmesh data into your STAT record but does not clean up that CELL and NAVI afterwards. Yes you can simply delete them yourself. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted May 15, 2017 Share Posted May 15, 2017 I assume that the way the CK works is it places your object in a special hardcoded NavmeshGen cell and runs autogeneration which also creates NAVI record by default, then it copies navmesh data into your STAT record but does not clean up that CELL and NAVI afterwards. Yes you can simply delete them yourself.This...and it's kinda fun to pull up that cell in the Creation Kit...lines everywhere! =P(I'm easily amused) Haven't (noticed) an issue yet with cleaning any/all of it afterwards. Link to comment Share on other sites More sharing options...
kitcat81 Posted May 15, 2017 Author Share Posted May 15, 2017 Great thanks guys. I had a thought that they might be redundant but I was not sure that it`s ok to delete them. Link to comment Share on other sites More sharing options...
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