Mebantiza Posted April 23, 2019 Share Posted April 23, 2019 (edited) Is there a command to completely delete\reset a worldspaces navmesh? I went through the menus and, while there is delete for individual CELLS, I do not see anything for the entire worldspace. Is there a feature to do this buried someone in the CK? I could not find anything in xedit either that would accomplish what I am after. Thank you Deletion Ugh.... Edited April 23, 2019 by Mebantiza Link to comment Share on other sites More sharing options...
Evangela Posted April 23, 2019 Share Posted April 23, 2019 Mass select all triangles and then right click delete. By mass selection, I don't mean individually selecting them. It's same as you would do with objects. An alternative way is the select the navmesh in the cellview window and just delete it.A cleaner alternative is to remove the navmesh entry from the worldspace via TES5Edit. Link to comment Share on other sites More sharing options...
Mebantiza Posted April 23, 2019 Author Share Posted April 23, 2019 LoL, IoW, no, you dont have anything like an answer to question that was actually asked. I can see you have no experience or actual first knowledge of xedit or the CK, or you would realize that A) I already know all that and you are not telling me anything new, and B), you would realie how slow and tedious everything you mention actually is for a large worldspace. Link to comment Share on other sites More sharing options...
Ghaunadaur Posted April 24, 2019 Share Posted April 24, 2019 LoL, IoW, no, you dont have anything like an answer to question that was actually asked. I can see you have no experience or actual first knowledge of xedit or the CK, or you would realize that A) I already know all that and you are not telling me anything new, and B), you would realie how slow and tedious everything you mention actually is for a large worldspace. Wow, responding to an answer like this a real dickish, but good luck with whatever you are trying to do... Link to comment Share on other sites More sharing options...
Evangela Posted April 24, 2019 Share Posted April 24, 2019 LoL, IoW, no, you dont have anything like an answer to question that was actually asked. I can see you have no experience or actual first knowledge of xedit or the CK, or you would realize that A) I already know all that and you are not telling me anything new, and B), you would realie how slow and tedious everything you mention actually is for a large worldspace. First of all, you're forgetting something really important here. I am human. And I mistakenly was thinking about a single cell, even then I throw a worldspace in there, and I somehow missed the part you mentioned about xEDit. Usually I check over my posts because you know, I am human, and I don't deliberately offer bad/misleading suggestions to anyone, however I didn't check over this one. Thirdly, I have experience with world building as well as dungeon building, I do it quite often and it's way more fun than fooling around with scripts, and I do know a good deal about navmeshing, especially the do's and don'ts. You're right about "xEdit" as I only use it for cleaning and removing records that are otherwise unsafe to do through the CK. Fourthly, I have over 5,900+ hours of CK experience and have contributed plenty to wiki over the years, I know my way around it and definitely know how to use it. Finally, I don't know you. I don't know what you know or do not know, I have not read all 3,122 posts of yours. It also appears you misunderstand what I meant about the selection, but whatever. Apologizes, that I did not correctly process the information you have provided. What you can do is try "Remove Cell Navmeshes". This will not delete the entire worldspace navmesh at once, only the currently loaded ones in the render window, but it'll be faster than the methods you want to avoid. If that does not work for you, I don't know another way, and maybe someone knows. Link to comment Share on other sites More sharing options...
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