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[LE] need help fixing navmesh issues


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So i've been working on porting a big city overhaul mod from LE to SE, and while I've gotten the core functionality of it up and running, I've been having lots of issues with navmeshing specifically. For instance, many NPCs will just stand in random places and not move, and the navmeshes near the blue palace are overlapping the vanilla ones as shown here: L2QaCDq.pngI tried deleting the layer on top but I can't seem to do it without removing ones from the vanilla game which is a big no-no.

 

So I have a few questions about how I should proceed. The current navmeshing is so broken that I think I'll have to redo it entirely. I believe there's a function in the CK that auto generates or re-generates a navmesh for a specific cell that the player can then manually tweak to their liking, but I'm not sure if it works on exterior cells or those already with navmeshing from vanilla like in solitude. Is there anyway I can delete all the navmeshes from this mod and regenerate them using whatever function this is from vanilla and taking it from there? if so, how?

 

secondly, I'm fairly certain that there are some deleted vanilla navmeshes in this mod but I can't quite put my finger on it. How can I check if my mod has any of them and go about restoring any ones I might come across?

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1) Deleting NavMesh from a mod can easily be done with Tes5Edit.


2) Checking for deleted 'Vanilla Navmesh' can also be done through Tes5Edit.


3) When you are done with the above DO NOT auto generate NavMesh, you will need / have to do it yourself / manually, for better results.


4) To remove 'Vanilla NavMesh' you need to do the following:

a) Select all the 'Vanilla NavMesh' you need to remove and select from the upper tab NavMesh > "Move Selection to Separate NavMesh".

* You can also just move it down without "Move Selection to Separate NavMesh", but is preferable to do so for the reasons explained further down.


b) Now move ALL the selected NavMesh in an "Z" axe down bellow the floor, way down.


c) This is optional but very helpful to avoid npcs "Pathfinding Conflicts" when you will add your NavMesh.

- Create a 'Collision Box' to cover all the 'Vanilla NavMesh'.

- The 'Collision Box' should be set as "NavCut" layer.


d) Now create your NavMesh and link it to the remaining 'Vanilla Navmesh'.


You are done !.


* How to use Tes5Edit to check / remove NavMesh is a subject that has been posted many times here on Nexus forum over the years, doing some researching will provide you the answers you want.


Have a happy modding.

Edited by maxarturo
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1) Deleting NavMesh from a mod can easily be done with Tes5Edit.
2) Checking for deleted 'Vanilla Navmesh' can also be done through Tes5Edit.
3) When you are done with the above DO NOT auto generate NavMesh, you will need / have to do it yourself / manually, for better results.
4) To remove 'Vanilla NavMesh' you need to do the following:
a) Select all the 'Vanilla NavMesh' you need to remove and select from the upper tab NavMesh > "Move Selection to Separate NavMesh".
* You can also just move it down without "Move Selection to Separate NavMesh", but is preferable to do so for the reasons explained further down.
b) Now move ALL the selected NavMesh in an "Z" axe down bellow the floor, way down.
c) This is optional but very helpful to avoid npcs "Pathfinding Conflicts" when you will add your NavMesh.
- Create a 'Collision Box' to cover all the 'Vanilla NavMesh'.
- The 'Collision Box' should be set as "NavCut" layer.
d) Now create your NavMesh and link it to the remaining 'Vanilla Navmesh'.
You are done !.
* How to use Tes5Edit to check / remove NavMesh is a subject that has been posted many times here on Nexus forum over the years, doing some researching will provide you the answers you want.
Have a happy modding.

 

 

So sorry for the late reply, but I opened up my ESP inside xEdit and found that there were 106 deleted vanilla navmeshes! Naturally, I restored all of them inside of there, but I have a few questions about how I should proceed going forward.

 

Like I mentioned earlier, I plan on redoing all of the navmeshes for this mods exterior worldspaces myself from scratch, but I'm a bit confused as to how I should proceed with deleting all of the mods current added navmeshes. I want all of them to be deleted so just the vanilla ones are left over and I can proceed with rebuilding them myself. Can you tell me how that's done or guide me through it?

 

On top of that, this mod makes Solitude absolutely HUGE. Normally this wouldn't be a problem, but I'm quite concerned that I'll end up missing an out of the way or crucial part of the cells/worldspaces and screw up AI as a result. I thought the CKs autonavmesh generator would be a good thing to work off of, but despite no mention of it on the CK a few skilled modders have said to avoid it entirely and just do everything by hand. Can you tell me what exactly this automatic navmesh generator is and how it works? why do so many modders say it's not a good idea? is it workable for such a mod like this or not? cuz I'd really like to have some way to get a base for my navmeshes to work off of that I can tweak and improve to my liking so if you know of any way I could do something like that quickly be sure to let me know.

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The same way you restore the 'Vanilla Navmesh' can be use to delete NavMesh from the mod you load in Tes5Edit.

* I can not write you specifics on how to do it, since i only use Tes5Edit to clean my mods, but as i mentioned before this is a topic posted many time over the years.


The other way you can do this is:

- Since you know that the mod deletes the 'Vanilla NavMesh' from that cell, then the existing NavMesh belong to this mod, so just select it and delete it (in CK).

Then load the mod in Tes5Edit and restore the 'Vanilla NavMesh'.


The CK's "automatic navmesh generator" is a horrible tool, if you use it then you will need to clean and fix the auto generate NavMesh, at the end you will have spent at least 2x more time than by just doing it 'free handed' from the beginning.


Most of the times the 'auto generated NavMesh' won't even be a single entity (not connected), and the 'auto generated NavMesh' will be in multiple parts that you will need to search, find and connect.

By doing it yourself you can be 100% sure that npcs won't encounter 'Pathfinding' issues, and that the NavMesh will be 1 single unified entity.


Have a happy modding.

Edited by maxarturo
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