Jazwind Posted October 14, 2020 Share Posted October 14, 2020 so I'm currently trying to port over an excellent city overhaul mod for Solitude to SE but unfortunately, the mod's navmeshes are really screwed up and practically unusable at this point. I want to delete all the exterior navmeshes added by this mod (and just leaving the vanilla ones intact.) so I can rebuild it all from scratch to get rid of these issues How exactly can I go about doing this? because I haven't been able to find any guides or resources online that have been able to explain how to do this easily... Link to comment Share on other sites More sharing options...
maxarturo Posted October 14, 2020 Share Posted October 14, 2020 Use Tes5Edit to clean / delete all the NavMesh added by the mod. Link to comment Share on other sites More sharing options...
cumbrianlad Posted October 16, 2020 Share Posted October 16, 2020 Maxarturo is correct. However, if I was just starting modding, I may still be confused. If you've not already done so, download and set up SSE Edit, according to their instructions.Open it, right click and select 'None' to clear the list of all your esp files.Find this esp for your Solitude mod and check the box. Load it. Right at the bottom is the 'Worldspace' stuff.Expand it and you'll see all of the cells edited for landscape and navmesh.Find and delete all the dodgy navmesh here. Just Right-click and select 'Remove'. It will warn you, but it's fine, honest. You're going to back this up anyway in SSEedit and you can always revert to the save before you did this.Once you've trashed all the modded navmeshes that you're worried about, exit SSEedit. Make sure you set it to back up your esp. Job done. What this does is to force the game to load the vanilla meshes for those cells*. If another mod edits these meshes, your game may still load the edits made by those mods, but not the Solitude overhaul. Now you may have a tough task ahead! I don't know what this mod does, so I can't comment on what, if any alterations need to be made to the vanilla mesh. In CK, once you've got rid of the original mod's meshes, open Solitude world and show the navmesh. Scan around for navmesh running underneath statics, or not leading to any new load doors. If you see some you now have the joy of re-navmeshing any cell where these clashes occur, or adding collision cubes/planes with their 'Primitive' set to 'L_Navcut'.*2 If there are only minor tweaks that you can correct by dragging individual points around, that should be OK. Personally, if masses of triangles need to be deleted or moved, I'd rather start from scratch. It works every time and causes no AI issues. To redo the navmesh in any cell (Hint: in CK, use the 'B' hotkey to show dotted yellow lines around the borders of each cell), select one triangle, hit 'F' for Floodfill to green-highlight all connected triangles. Look for islands (triangles not connected to the rest of the cell navmesh... they'll still be shown as red), CTRL click in all island triangles untill all the triangles in the cell are highlighted green... drag them way down, I mean way down hundreds of yards/metres. Now follow tutorials for navmeshing and re-do the entire cell! Don't forget to path-test and finalize! *SSEedit removing records Removing records in SSEedit is not harmful in one sense. It only removes them from the mod you are editing. It never removes them from Bethesda's game files. The game looks for loose files first, then files added in a BSA, then its own files. If you remove files added by an esp, it simply loads the vanilla files. It is harmful to your mod, if you remove essential records. This could make the mod fail. What you are doing here is removing broken records added by the mod and fixing them... so just torch the lot!...Pesky records...) *2: L_Navcut add a collision cube to surround a static that is in the middle of some navmesh. Right-click and edit it. Go to the 'Primitive' tab and select L_Navcut from the drop-down. This will tell all NPCs not to try to walk on any triangles that lie within the collision cube. Adding a collision plane and setting that to L_Navcut acts like a knife, cutting a line through the navmesh so NPCs won't walk across the 'knife cut' line. There are many useful ways to use collision cubes and planes but they are never explained well anywhere I've found. L_Static is one I love...It may work better than L_Navcut in some of your cases. Simply put, it makes the cube/plane a static object. NPCs would still bang into it, though. Link to comment Share on other sites More sharing options...
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