Aragorn58 Posted December 5, 2017 Share Posted December 5, 2017 @yuan well explained, I didn't have the time or patience to deal with nonsense. Link to comment Share on other sites More sharing options...
Evangela Posted December 6, 2017 Share Posted December 6, 2017 (edited) Well I'm certainly late to the party. It's "safe" to delete a vanilla triangle or two, or just keep it up, until the CK throws an error. But the general consensus back then in skyrim's early days were to simply, never delete a vanilla triangle. One huge reason for this is if someone downloads a mod that could possibly reference that deleted navmesh. This will crash the game. You can't create a new triangle and connect it to a vanilla triangle. It will hose a random number of adjacent triangles, or hose the entire cell's navmesh. You know it's hosed when the FormIDs for them change to 02. The CK just deleted the navmesh. Instead you have to create a new triangle from a vanilla triangle. You can safely split edges of vanilla triangles if you need a new vanilla triangle. You can also split edges on *new* triangles that were created from vanilla triangles. Lastly, avoid creating navmesh islands, i.e. editing the vanila triangles in such as way as to make some of them an island. I personally wouldn't mess with vanilla navmesh islands either. For me, at first I'd just move the whole thing underground and build a whole new navmesh. Tip toeing on an existing one is just too tedious. Then building a whole navmesh got time consuming, so I switched to a teleportation system. Navmesh deletions can be fixed: https://www.creationkit.com/index.php?title=Fixing_Navmesh_Deletion_Tutorial Also, imo, guides on this should be welcomed. Edited December 6, 2017 by Rasikko Link to comment Share on other sites More sharing options...
T0O00O0O Posted December 6, 2017 Share Posted December 6, 2017 (edited) redacted Edited December 8, 2017 by T0O00O0O Link to comment Share on other sites More sharing options...
soupdragon1234 Posted December 7, 2017 Share Posted December 7, 2017 (edited) It's "safe" to delete a vanilla triangle or two, or just keep it up, until the CK throws an error. But the general consensus back then in skyrim's early days were to simply, never delete a vanilla triangle. One huge reason for this is if someone downloads a mod that could possibly reference that deleted navmesh. This will crash the game. Deleted triangle or deleted navmesh? Referencing a deleted navmesh sure everyone agrees with that, but a triangle or two? Or three? Or four? Is it possible for another mod to access an individual triangle? If its linked to another navmesh at its edges, or its linked to a teleport marker then sure, but if your navmesh is finalized the surrounding navmeshes will be modified accordingly and said changes should be in your mod, it ought be fine, right? Same with the teleport marker. Not trying to argue and I get the whole better-safe-than-sorry angle, but I am curious. Arthmoor would know. Triangle. Deleting a whole navmesh ain't a good idea at all. You simply select the whole thing and move it way down(or way up) a build new one if you want. Yup I know that, and thats not really clearing anything up at all. I believe you only finalize an exterior navmesh if you need a door triangle Nope, if its not finalized none of the triangles at the borders will link up to the next cell's and therein lies pathfinding hell. If you really want to be sure, you can always go to afkmods forums: https://afkmods.iguanadons.net/ and ask. Looks like I'll have to do that. Edited December 10, 2017 by soupdragon1234 Link to comment Share on other sites More sharing options...
yian Posted December 7, 2017 Share Posted December 7, 2017 (edited) It is perfectly safe to delete a navmesh triangle. Edited December 7, 2017 by yian Link to comment Share on other sites More sharing options...
Evangela Posted December 8, 2017 Share Posted December 8, 2017 (edited) It's certainly not perfect. Delete only if necessary.That was the studio procedure I mentioned. It's not nonsense. I repeated the procedure to you all here best I could. If that wasn't good enough. I'm sorry you did not understand. I wasn't digging around in your post history to find ammo to use against you because you had completely bombed a newbie with information recently & it just fit right in here to allow my attempts to discredit you. Wait, you did that to me. You jerks. Right, I should just leave.If people want to take risks, then so be it. Even Arthmoor himself can attest to the navmesh practices being sound, as it was he and a few others who've told such things time again. The guide to fix deleted navmeshes? He created that. I also did this navmesh workflow procedure myself, it works, it's safe, and yes it is tedious and time consuming, hence why making a whole new navmesh is probably better. It's "safe" to delete a vanilla triangle or two, or just keep it up, until the CK throws an error. But the general consensus back then in skyrim's early days were to simply, never delete a vanilla triangle. One huge reason for this is if someone downloads a mod that could possibly reference that deleted navmesh. This will crash the game. Deleted triangle or deleted navmesh? Referencing a deleted navmesh sure everyone agrees with that, but a triangle or two? Or three? Or four? Is it possible for another mod to access an individual triangle? If its linked to another navmesh at its edges, or its linked to a teleport marker then sure, but if your navmesh is finalized the surrounding navmeshes will be modified accordingly and said changes should be in your mod, it ought be fine, right? Same with the teleport marker. Not trying to argue and I get the whole better-safe-than-sorry angle, but I am curious. Arthmoor would know. Triangle. Deleting a whole navmesh ain't a good idea at all. You simply select the whole thing and move it way down(or way up) a build new one if you want. I believe you only finalize an exterior navmesh if you need a door triangle. If you really want to be sure, you can always go to afkmods forums: https://afkmods.iguanadons.net/ and ask. Edited December 8, 2017 by Rasikko Link to comment Share on other sites More sharing options...
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