Tobias44142 Posted December 4, 2019 Share Posted December 4, 2019 So I'm making a simple player home mod that brings only minor ascetics to the vanilla homes by replacing the interact-able junk with static meshes as well as trying a few simple one time scripts here and there. Hjerim: One thing that always urked me was that secret door cabinet that leads to the butcher's sacrificial "basement" room that will later become your enchanting/Alchemy lab. I never liked how it was located in the children's room so I simply decided to drag it out into the living room along with the trigger box (blue) needed to "investigate" as part of the quest. I also swaped the cut out wall with the solid one where my new entrance now sits (see screenshots below). Ahh Navmeshing. For me it was easy to learn and I have gone through and removed the original navmesh path from the children's room and created a path through where the new entrance Livingroom->Basement. Problem is even though that was done (and finalized!) the follower npcs refuse to follow me in through the new entrance and still insist on using the old entrance where the false cabinet used to be even though there is now a wall there and NO NAVMESH that connects to that spot. I'm not sure if there is some kind of script or something that is causing this to happen or not. -I also did run a navmesh test (again see screen shots) and cannot for the life of me figure out why the NPC/followers are ignoring the new navmesh.-I have also ran Xedit to verify there are NO CONFLICTS with the navmesh.-I have also tried this on a FRESH NEW GAME with NO OTHER MODS ACTIVE. Images------------------------------------------------------------------------------------------------------------Old Entrance: https://i.imgur.com/q5pBrQt.pngNew Entrance: https://i.imgur.com/oVBaHxP.pngNavtest: https://i.imgur.com/ZFlgUVO.pngRemoved Nav: https://i.imgur.com/OmH78ax.pngDumb NPC: https://i.imgur.com/QXD2Lc3.pngXedit: https://i.imgur.com/x848vwB.png------------------------------------------------------------------------------------------------------------- So there you have it. I hope someone out there knows whats going on and is able to help. Thank you. Link to comment Share on other sites More sharing options...
FiftyTifty Posted December 4, 2019 Share Posted December 4, 2019 Nav meshes are bugged when modified in .esp files. Try changing it into an .esm file, see if that works. Link to comment Share on other sites More sharing options...
maxarturo Posted December 4, 2019 Share Posted December 4, 2019 I'm guessing that by "Removing NavMesh" you mean moving it beneath the floor to not cause a "Dirty Edit" (if it's for a mod/public use), unless you actually delete the NavMesh (for your own use). If you moved the NavMesh beneath the floor, then place all around that NavMesh section a "Collision Box", be sure that it covers it completely and that it has a high relatively the same as an npc, now change the collision layer to "NAVCUT", and you are done. * If you actually delete the NavMesh, then i have no idea. Link to comment Share on other sites More sharing options...
soupdragon1234 Posted December 4, 2019 Share Posted December 4, 2019 Don't delete vanilla navmeshes and replace in interiors, ever, it causes no end of glitches/problems and it'll never work right. Edit the vanilla navmesh instead. If you screw up and want to start again delete the entire navmesh record from your mod with xEdit which will revert the navmesh to vanilla and start again. I you don't want to start your entire navmesh edit from scratch all over again copy the form i.d. of the vanilla navmesh and keep it safe. Delete the vanilla navmesh entirely from your mod so its gone with xEdit. Now edit the form i.d. of your new replacement navmesh whichever one is largest and change its form i.d. to the form i.d. of the vanilla navmesh you made a note of earlier. When xEdit pops up a couple of boxes asking if you want to update all connected records tick YES to everything. Save. You've now modified the vanilla navmesh instead of replacing it. Link to comment Share on other sites More sharing options...
Tobias44142 Posted December 5, 2019 Author Share Posted December 5, 2019 (edited) Don't delete vanilla navmeshes and replace in interiors, ever, it causes no end of glitches/problems and it'll never work right. Edit the vanilla navmesh instead. If you screw up and want to start again delete the entire navmesh record from your mod with xEdit which will revert the navmesh to vanilla and start again. I you don't want to start your entire navmesh edit from scratch all over again copy the form i.d. of the vanilla navmesh and keep it safe. Delete the vanilla navmesh entirely from your mod so its gone with xEdit. Now edit the form i.d. of your new replacement navmesh whichever one is largest and change its form i.d. to the form i.d. of the vanilla navmesh you made a note of earlier. When xEdit pops up a couple of boxes asking if you want to update all connected records tick YES to everything. Save. I think i would need a little more step by step information. I know how to kill the edits for the navmesh in Xedit but could you elaborate more on the form ID process? You've now modified the vanilla navmesh instead of replacing it. Success! Thank you! I went into the Xedit and deleted the Navmesh changes for the Hjerim Cell and went back and re did everything but THIS time I only modified and added to the navmesh. I did NOT delete any navmesh and i used Navcut Collision cubes to eliminate navmesh where it was not needed/wanted. THANK YOU AGAIN!!! Edited December 5, 2019 by Tobias44142 Link to comment Share on other sites More sharing options...
Tobias44142 Posted December 5, 2019 Author Share Posted December 5, 2019 (edited) Nav meshes are bugged when modified in .esp files. Try changing it into an .esm file, see if that works.If I do that, I can no longer edit the mod. Edited December 5, 2019 by Tobias44142 Link to comment Share on other sites More sharing options...
maxarturo Posted December 5, 2019 Share Posted December 5, 2019 (edited) If it is for personal use, then there isn't too much of a problem, although it's highly possible that you will encounter glitches & problems. If you intend to make it a mod (public use), then it is a big No No, there is a specific ways to handle vanilla NavMesh. * You should never delete/edit anything vanilla. Edited December 5, 2019 by maxarturo Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted December 5, 2019 Share Posted December 5, 2019 (edited) If it is for personal use, then there isn't too much of a problem, although it's highly possible that you will encounter glitches & problems.If you intend to make it a mod (public use), then it is a big No No, there is a specific ways to handle vanilla NavMesh. * You should never delete/edit anything vanilla. I know this is offtopic, but why does (nearly) everybody know about all of this?I have never seen or read a tutorial that said something like that ...Where does everybody get all of those basic rules from? And where can I (and any other new modder) learn about them? And isn't editing vanilla stuff the purpose of a esp file? Edited December 5, 2019 by YouDoNotKnowMyName Link to comment Share on other sites More sharing options...
agerweb Posted December 5, 2019 Share Posted December 5, 2019 The tesVedit cleaning guide has a section on navmesh and the problems of deletion. In general it is assumed every modder will have read this guide as using the CK without using TesVEdit is a recipe for In game CTDs Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted December 5, 2019 Share Posted December 5, 2019 Ahh, ok, thanks!The whole "TES5edit" thing seemed so intuitive to me that I didn't read any tutorials on it ;-) Link to comment Share on other sites More sharing options...
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