Hangman4358 Posted August 12, 2012 Share Posted August 12, 2012 Hey guys, I was wondering if anybody else is getting this, when I load up the Ck it tells me for the exterior cells i have nav meshed that they need to be refinalized because of missing bounds. I have refinalized a million times. And from the looks of it, when i load up the game the NPCs in those areas walk around like the old navemesh is still there. Anybody have this happen to them and were they able to fix it? I was doing some google fu but did not find anything. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted August 12, 2012 Share Posted August 12, 2012 This must have something to do with the navmesh fixes in game version 1.6 and CK 1.6. I had this too, and in fact, the old navmesh is still there, although it's deleted in CK. I fixed this by un-deleting the old navmesh in CK and moving it under ground. Link to comment Share on other sites More sharing options...
tetradite Posted August 12, 2012 Share Posted August 12, 2012 Hey guys, I was wondering if anybody else is getting this, when I load up the Ck it tells me for the exterior cells i have nav meshed that they need to be refinalized because of missing bounds. I have refinalized a million times. And from the looks of it, when i load up the game the NPCs in those areas walk around like the old navemesh is still there. Anybody have this happen to them and were they able to fix it? I was doing some google fu but did not find anything. I find the navmesh is very twitchy like this. Sometimes it seems to lose the bounds between two adjacent cells BECAUSE you've just finalised another cell that joins them. (And it doesn't finalise the mesh of every cell which is loaded in the render window when you click finalise either, just the cell it has currently selected, which is often not the one you'd expect or the one you think you're looking at in the render window). Get a top view and zoom completely out, looking for any non-green boundaries. These will be the problem. But you might not even be able to spot any. Best way I've found around this when totally baffled by more delicate approaches is to turn off Render Window Cell Loads (if you haven't already) and go around the whole loaded area viewing it from lots of different angles and keep clicking finalise like a madman until the CK shuts up about it. Get a top view and zoom right out, looking for any non-green boundaries. Sometimes it can be also that there are genuinely bounds missing because of user error in not lining things up well enough, or a whole host of other things though. Link to comment Share on other sites More sharing options...
Hangman4358 Posted August 12, 2012 Author Share Posted August 12, 2012 so i was messing with the nav meshes and i found something really weird. First, most of the time when I hit finalize in the CK it just deletes the entire cells nav mesh. Same if I hit "find cover" or "clean up". But somehow by saving all the time and trying to get it right like 20 times I finally got it to finalize and have the green boundries, but it still gives me the "missing navmesh bounds" error. Then, i loaded up the game and somehow it all worked but all me NPCs were double. I checked and I still had a back up .esp i had made active. I then disabled this .esp and all of a sudden the NPCs would not register the navmesh edits, i tried both versions and neither worked. Then I ran what essentially are two identical .esp files again and all of a sudden they worked again. I am really confused now. @tetradite: I did not actually edit any of the edge vertices of the cell. I only edited the middle of the cell. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted August 12, 2012 Share Posted August 12, 2012 Read this. Link to comment Share on other sites More sharing options...
Hangman4358 Posted August 13, 2012 Author Share Posted August 13, 2012 I wonder why i never found that thread when i was searching for this problem..... Thanks for the link. I also did some more testing and found that if you make your mod an .esm the game will deal with deleted navmeshes fine. Link to comment Share on other sites More sharing options...
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