dizietemblesssma Posted January 8, 2020 Share Posted January 8, 2020 In my mod(s) I create a trigger box and attach scripts. Yet for some of these esps there is navmesh info that I can see in xedit that I wasn't expecting, I deleted it in one esp and it hasn't seemed to make a difference. But since I don't know why it is there in the first place it would be nice to track that down so that I can know if it is indeed safe to delete. Also in just one esp there was worldspace, but I wondered if that might be because I was adding a trigger box to someone elses player home mod - on the inside though. diziet Link to comment Share on other sites More sharing options...
Evangela Posted January 8, 2020 Share Posted January 8, 2020 (edited) navmesh info is always applied to cells which have a navmesh. I asked about this years ago and I was told to not worry about it. Edited January 8, 2020 by Rasikko Link to comment Share on other sites More sharing options...
dizietemblesssma Posted January 8, 2020 Author Share Posted January 8, 2020 navmesh info is always applied to cells which have a navmesh. I asked about this years ago and I was told to not worry about it.Ah, okay.So I guess that the times my trigger boxes didn't get navmesh was when the cells I was adding them to didn't themselves have nav mesh.This makes sense, the reason I wanted to query was because a user on my mod page reported some navmesh errors and I wasn't sure what ti think about that, since I'm totally not doing anything to with pathing:) Link to comment Share on other sites More sharing options...
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