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Fixing deleted navmeshes that I have made?


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Hello, I am working on a new version for Less Crash Prone Beasts of Tamriel and I need some help as I'm certain I've done something stupid.

 

I had an epiphany just now. Beasts of Tamriel adds new buildings and areas that, while the new cells are navmeshed properly, the new locales added to the Tamriel worldspace are not and this has caused issues for people. Extreme amounts of lag, characters not knowing how to navigate around all this new clutter, characters walking into clutter and I've even heard about crashing being a problem.

 

My solution to this was to delete the navmesh belonging to places like the new Ashlander Camp and the edited Bannermist Tower and Lost Prospect Mine and replacing their navmesh with my own. The problem with this is that this can cause problems for my users were I to release this new version of my mod as is. What can I do to fix my screwup by having my new navmesh work together with the old so that users won't get crashes from incompatibilities?

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Those are the steps AFAIK:

 

1. Recast generated navmesh from Navmesh toolbar

2. fine tune by hand to have a coherent mesh.

3. Find cover from toolbar to autogenerate covers. May need manual tuning.

4. Create preferred path if required, manually.

5. Finalize Navmesh from toolbar, may need manual tuning of meshes to have proper connections.

6. Load into xEdit and remove deleted flag from original navmesh. Now you can either use originals formid for your new mesh or just drag and drop the content from your navmesh into the originals one. Either way the result is that the original navmesh has the data from your custom made navmesh.

Edited by SeinSchatten01
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This document for fixing deleted Navmeshes should cover every Bethesda game that uses them: https://www.afkmods.com/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/

 

The example in that tutorial is for Skyrim LE, but it applies just as well to Fallout 3, NV, 4, and Skyrim SE.

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  • 2 weeks later...

Sorry for the late response. Thanks for your answers everyone. I'll try and follow your instructions.

And Thandal, I apologize. This is the first time that I'm posting on the forum and since this is a place where mod authors speak, I thought that this would be a place that makes sense to ask about things related to mod making and such. I'll do better next time. The game I like to mod in is SSE btw, almost forgot to mention that >.<

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I don't know 'Beasts Of Tamriel'.

 

Does the original mod drag the exterior navmeshes way down under the terrain and add new navmesh, or is it leaving the vanilla navmesh and adding collision cubes (with the primitives set to L_Navcut)? It sounds to me like it's maybe missed some areas.

 

You can always open up the mod you're working on in SSEedit and delete all the navmesh edits. That will restore them all to vanilla. Back up the esp before doing this to be safe, but SSEedit will save a backup if you let it. Once the vanilla navmesh is back in place, take a look at it and decide if you need to alter it and by how much. From what you say, you may need to alter the mesh itself, but not necessarily. If you see barrels/trees/rocks/anything that's static and can't be navigated by an NPC, you may get away with selecting the barrel/tree/rock etc adding a collision cube, edit the cube and navigate to 'primitive', then select L_Navcut from the drop down menu. This stops NPCs from trying to use the navmesh in the area of the collision cube. I use that a bit (and so do Bethesda: a typical example are the nets around fish hatcheries in Hearthfire. Rather than editing the entire navmesh, they just enclose each net part as I described.)

 

If it's full of things like this and worse, and you think it's a basket case, Select every bit of navmesh in the cell (including islands) and drag the whole lot way down in one go. (Don't use 'Flood Fill' to select most of it, then drag the islands down separately... you'll end up with edited navmesh). Then you can hide this navmesh in the render window while you add your own new mesh. Hiding it avoids problems if you're manually navmeshing by stopping CK from trying to attach points to the mesh you just dragged down. Some people say you can remove triangles, as long as you don't make new 'islands' or delete any islands that are already there (this last is classed as deleting an entire navmesh. I know that for sure by past mistakes). I don't know about editing bits is OK. I just settled on: drag down, make new, link new to vanilla, job done! It seems to work.

 

if there are lots of exterior cells involved, I'd recommend taking a note of them all first. So, if the mod edits 'Tamriel 30,20' which you'll see in the cell view when you're in that exterior cell, and you want to delete this mesh, note it down so that you know which navmesh edits you want to delete in SSEedit.

 

Arthmoor's link is bound to be useful, too. In fact, I'll take a good look at it myself!

 

Edit: what does the original author say about this? Are they still supporting the mod? If this was my mod, I'd be trying to sort out issues like this myself and not expect anybody else to make a patch. They maybe don't expect this.

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