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[LE] Cleaning my mod.


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When checking my mod for errors it said I had a deleted navmesh in cell BYOHHouse1Exterior02 at location -3,-17.

The Navm is 000F0660.

 

I didn't do anything in that area so I loaded the CK with all the DLCs but NOT my mod and looked. There were 6 Navm but not that ID.

I reloaded the CK with just Skyrim and Update. The Navm, a big 225 triangle mesh was there. Why did it say my mod deleted it when it was Hearthfire that must have done it. Can I ignore that warning? If not how to fix it?

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Delete the Wild, or Dirty Edit in your Mod, with xEdit. If it in Hearthfire? Clean that too, after Update, & Dawnguard, but before Dragonborn.

 

Once in a while, browse the forums, all your future questions, will be already answered. That you won't ask for something, that has been answered 100,000 times. If you expect people to make effort & reply. How-about? It starts with you? Search the forums, before you post.

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The CK and Tes5edit are an absolute must and you should once save your work in the CK, close it and open the mod in tes5edit.

just check your mod, tes5edit will load it and any dependent Masters.

once loaded right click on your mod in the list and choose:

 

apply filter for cleaning.

 

Once the progeam has filtered your mod, right click on it and choose:

 

remove identical to master records

 

then right click and choose:

 

undelete and disable references

 

now then, IF you have deleted a navmesh, and the error in tes5edit says

 

"1 deleted mesh that cannot be undeleted" (something like that)

 

we can fix up your deletion, it doesn't mean you "deleted" it, just maybe edited it changing its form

or you DID delete it and made your own, we can fix this. whether in interiors or exteriors.

 

to fix it, you need to go to that co-ordinate and add a couple of new navmeshes as islands if you can find the space in exteriors

if its an interior, jusr create a navmesh, coupld of small islands in the "tree" (that grey space where nothing exists.)

 

back in tes5edit, to fix up that error, you need to select the form number and copy it.

in the worldspace, or cell, you should see several navmeshes, one colored (means you edited a vannila mesh) and a couple white/plain (new navmeshes)

when you look at it, the altered vanilla navmesh forms are on the left, and the yourmod forms will state clearly "deleted" on the right

that means you deleted the vanilla navmesh, we need to rename a new mesh (white/plain) to the old form.

 

to do this, go to the deleted edited navigationmesh, left click on it, and copy its form number from the very top window, the info bar at the top,

it will look something like this:

 

[03] RigmorDivineResurrection.esp \ Worldspace \ 022F4DB2 <RigmorCyrodiil> \ Block 0, 1 \ Sub-Block 0, 4 \ 022FB53F \ Temporary \ 025C68AF

 

 

We only need the 025C68AF

 

to copy it highlight the selected number and ctrl = c

 

then choose the edited vanilla "deleted" navmesh (yellow/coloured),right cick on it and choose to "remove" it.

 

then go to one of the NEW meshes (white/plain) right click on it and select "change formID"

 

paste the new formID (we just copied from the vanilla mesh) and make sure you check the boxes on both windows.

 

all done,

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I did a simpler fix. Since I had not made any intentional edits to that cell of any kind, I opened my mod in Tes5 expanded my mod until I found that cell, right clicked on it and chose delete. The entire cell was returned to vanilla and no longer starred as changed. Still learning TES5 but that worked.

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Sometimes all you have to do is go into a vanilla cell and click on something and that counts as an edit. Check the Cells in TesVEdit from time to time and do as you did for any cell you didn't mean to edit. That also applies to exterior cells, which often crop up as edited particularly if move around a lot in the render window.

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Sometimes all you have to do is go into a vanilla cell and click on something and that counts as an edit. Check the Cells in TesVEdit from time to time and do as you did for any cell you didn't mean to edit. That also applies to exterior cells, which often crop up as edited particularly if move around a lot in the render window.

 

Yes. Words of wisdom. I inadvertently edited so many things at the start while pulling cells apart to see how they are put together, or as you said just selecting something, and not being careful enough to NOT save when exiting the CK.

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