DocMoebius Posted October 3, 2020 Share Posted October 3, 2020 (edited) Hi guys, I'm currently workiung on a small quest mod and I've never touched the commonwealth as of yet. Yesterday I placed a load door within the commonwealth which leads to the interior of my questgiver for my mod. I had all layers blocked and only worked on my custom layer. Unfortunately, I had to enable the default layer in order to move the teleport door marker. After that I checked my esp via xEdit and got 2 errors. I assume that I broke precombines during the process. So my questions are 1.) can I just delete all the records in my esp regarding the commonwealth except for my load door and 2.) is the second error somehow linked to the first one because it's complaining about a navmesh, altough I never even touched any navmesh related stuff? Edited October 3, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
DiodeLadder Posted October 4, 2020 Share Posted October 4, 2020 Hello Doc, The error looks to be actually from another cell, with the ID being 000000025? It says, "NavMeshGenCell", and the ID being so early, I suspect it's something used internally by CK : Breaking pre-combined meshes/visibility actually should not give you any errors. At least, I've never seen one here. Maybe looking at this NavMeshGenCell and see if there's anything weird in your .esp would help? Link to comment Share on other sites More sharing options...
MissingMeshTV Posted October 4, 2020 Share Posted October 4, 2020 (edited) Hey DocMoebius! From the screenshot you have it doesn't seem you've broken precombines. You can check the previs timestamp of the cell(s) in your .esp and compare them to vanilla. If you're just adding items the timestamps should be the same and you'll be fine. As DiodeLadder said, xEdit won't give errors if you've broken precombines. AFAIK anyway...have never seen such a thing. You can generally tell if that's the case by looking at the STAT records for your cell(s). If you see any vanilla items listed as [Placed Object] as an override, then you've likely broken them by doing something to that ref. Even just clicking it in the CK can get recorded as an edit, hence locking the default layer and adding items to your own is a good idea. The brackets around the "Placed Object" text designate a ref that's part of a precombine. If an object just appears as "Placed Object" (without the brackets) it is not part of a precombine. I don't see any such records in your screenshot, so your precombines are likely intact. What you have for your load door is exactly how they should appear if you are just adding new objects to a cell. The CK will put door markers on the default layer, but you can easily move them to your own "new items" layer without hurting anything. Markers are never going to be added to a precombine, so no harm in touching them after you done your precombine/previs generation. Edited October 4, 2020 by RedRocketTV Link to comment Share on other sites More sharing options...
DocMoebius Posted October 4, 2020 Author Share Posted October 4, 2020 (edited) Hello Doc, The error looks to be actually from another cell, with the ID being 000000025? It says, "NavMeshGenCell", and the ID being so early, I suspect it's something used internally by CK :Breaking pre-combined meshes/visibility actually should not give you any errors. At least, I've never seen one here. Maybe looking at this NavMeshGenCell and see if there's anything weird in your .esp would help? Thanks for your reply. I checked the cell and it seems that I somehow altered it? I can't even remember that I ever touched any commonwealth stuff. The only thing I can remember is that I accidentally clicked "navmesh object" instead of "create pack-in" when I right clicked on an object, which opened up an interior cell with the object as far as I can remember. I don't know if this somehow caused the error. Anyhow, is it possible to remove this change or can it cause any problems? Hey DocMoebius! From the screenshot you have it doesn't seem you've broken precombines. You can check the previs timestamp of the cell(s) in your .esp and compare them to vanilla. If you're just adding items the timestamps should be the same and you'll be fine. As DiodeLadder said, xEdit won't give errors if you've broken precombines. AFAIK anyway...have never seen such a thing. You can generally tell if that's the case by looking at the STAT records for your cell(s). If you see any vanilla items listed as [Placed Object] as an override, then you've likely broken them by doing something to that ref. Even just clicking it in the CK can get recorded as an edit, hence locking the default layer and adding items to your own is a good idea. The brackets around the "Placed Object" text designate a ref that's part of a precombine. If an object just appears as "Placed Object" (without the brackets) it is not part of a precombine. I don't see any such records in your screenshot, so your precombines are likely intact. What you have for your load door is exactly how they should appear if you are just adding new objects to a cell. The CK will put door markers on the default layer, but you can easily move them to your own "new items" layer without hurting anything. Markers are never going to be added to a precombine, so no harm in touching them after you done your precombine/previs generation. Thanks for your response as well, red. I checked the time stamps and everything seems to be fine. You're totally right with the possibility of adding things to by custom layer, lol. I totally forgot that, altough I already added things to my layers in my worldspace, because I was so obsessed with precombines that I brain farted there. This will definitely come in handy again when I create the exit for the dungeon. Edited October 4, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
DiodeLadder Posted October 5, 2020 Share Posted October 5, 2020 There should be no problem removing the overriding records in your .esp, since they will just fall back to the original records. I've never used that navmesh object function (I suppose it's for the settlement pieces?), so I wouldn't know exactly how your problem happened. Project Cathedral is looking great, by the way. Good luck with your project! :smile: Link to comment Share on other sites More sharing options...
DocMoebius Posted October 7, 2020 Author Share Posted October 7, 2020 There should be no problem removing the overriding records in your .esp, since they will just fall back to the original records. I've never used that navmesh object function (I suppose it's for the settlement pieces?), so I wouldn't know exactly how your problem happened. Project Cathedral is looking great, by the way. Good luck with your project! :smile:Thanks again for the help :). But how do I delete said overriding records? I've already removed certain objects(a courple of weeks ago), that where in the wrong cell, from my esp manually by right-clicking and hitting remove, but I want to be 100% sure before I screw anything up. Link to comment Share on other sites More sharing options...
Blinxys Posted October 7, 2020 Share Posted October 7, 2020 Yes, "Remove".I don't know much, but do know that works fine.Have cleaned a bunch of mod's "wild edits" that way. If in doubt; look at the bottom for references(#) to make sure item isn't linked to any thing else. Link to comment Share on other sites More sharing options...
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