kevkiev Posted October 7, 2018 Share Posted October 7, 2018 DAMMIT: I hit "post" instead of edit. I'll try to edit this quickly to get my point across. (Dam Dam Dam) I'm trying to make an old Breezehome Basement mod compatible with Hearthfires. Once I accomplish that, I can move on to my grander plans for the mod (fingers crossed). I suck at the CK and have zero navmesh experience, so I was hoping to do as much in XEdit as I could. With HF, the mod CTDs upon entering Breezehome. As anyone who can answer this query likely knows, this was because HF redid the navmeshing which resulted in missing door reference for a lot of basement mods. The base game had its navmesh records (and the door reference) in the 000CB4F3 record, while HF deleted all entries from that record and put the navmesh (and door reference) in 000CBF4 as shown in the below pic from XEdit. I was able to solve the CTD by installing a mod that added back the door record into 000CBF4. However, since the basement mod also had a couple entries in that record, it overrode the majority of the HF navmesh and resulted in stuck NPCs. For what I hoped would be a quick and hopefully not too dirty fix, I simply deleted the mod's navmeshing in these 2 records, and copied (i.e. "copy as override) the HF records into the mod. That indeed fixed both the CTD and general navmesh issue, so I could uninstall the crash fix mod and NPCs could navigate throughout the home. However, unlike in the mod without HF, companions will no longer follow into the basement when I activate the trapdoor and teleport there. Especially considering my fat finger moment, I'm going to leave it there for now. I would be happy to provide more info/screenshots. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted October 7, 2018 Share Posted October 7, 2018 You'll need to fire up CK with the mod in question and re-finalize the navmesh in Breezehome and in the basement so it re-links the doors to the navmesh. That should facilitate npc's traveling between the two. Re-finalizing in the basement may not absolutely be necessary but it's generally recommended for good measure. Link to comment Share on other sites More sharing options...
kevkiev Posted October 7, 2018 Author Share Posted October 7, 2018 Thanks for the reply. So, just to confirm, that's setting the mod as the active file, going into the main breezehome interior space and hitting "finalize cell navmeshes" in the dropdown box? Then, for good measure, doing the same thing but in the breezehome basement interior space? Link to comment Share on other sites More sharing options...
JonathanOstrus Posted October 7, 2018 Share Posted October 7, 2018 Pretty much. Yes. Link to comment Share on other sites More sharing options...
kevkiev Posted October 7, 2018 Author Share Posted October 7, 2018 Awesome, thanks. I'll give that try. Went to give you a kudos, but it looks like I've already done that :smile: Update: it worked, huzaah! Link to comment Share on other sites More sharing options...
Recommended Posts