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[LE] Can't move navmesh vertices


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I was happily modding away in the 32-bit CK for a few weeks but have run into a problem I can't figure out.

 

I'm creating a player home that's two stories with a great room in the middle, using the RifRmSm kit. I finished cluttering the first floor so did the navmeshing by hand, added an NPC, observed some issues, edited the navmesh and it was fine.

 

I added the second floor then decided to change a few things on the first floor that required I move the navmesh a bit, but now it won't move.

 

I even tried deleting the entire navmesh in the Cell window objects list. That worked, including in TES5Edit there were no navmesh objects listed. There's no navmesh visible in the cell anymore in the CK. But when I try to place vertices now, they'll only go where the old navmesh vertices were and once the verts are down, where I can't really control where they go, they can't be moved.

 

I've been googling around on this for about two weeks now and it's ground my budding modding career to a halt. I can't find any mention of the issue other than I know at least one other has run into this, as per the post here. I didn't close the CK on a navmesh check, which is likely irrelevant. Everyone makes wild guesses about everything when we have no idea what's causing problems like this. (Must be the video driver, is always a popular one.) Someone must know why this is happening. It's likely something simple, as always.

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Try this :

1) Delete all NavMesh, the cell view editor ID should be completely empty.

2) Save > Exit CK > Reload CK > Load your Mod.

3) Open NavMesh and do a "Recast - Based Generation". Snap to Grid & Snap to Angle should be turned off before generating the NavMesh.

4) Save > Exit CK > Reload CK > Load your Mod.

This should fix the issue, but i recomend to edit the Recast NavMesh and to not do a NEW one.


* I came across this issue a few years back and this fixed it.

Edited by maxarturo
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