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Exterior navmesh questions.


cumbrianlad

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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 by Rasikko
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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 by soupdragon1234
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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 by Rasikko
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