KiokothePirate Posted March 19, 2021 Share Posted March 19, 2021 I'm looking for someone to take a look at my mods .esp file. I'm getting CTDs that, according to the crash log, are being caused by a few triangles in the navmesh around the exterior of my player home. I've tried deleting and remaking the navmesh, resizing the problematic triangles, and moving bits of unneeded navmesh beneath the map. Nothing has worked. The latest crash log lists the triangles causing problems. Crash Log Link to comment Share on other sites More sharing options...
AnishaDawn Posted March 20, 2021 Share Posted March 20, 2021 (edited) When load the mod up in the CK, do you get PATHFINDER errors on start up? The form ID/location that error gives is in important. Compare them to the ones reported in the crash log:{ [ 0] NavMesh(FormId: 010030A2, File: `MarasRespite.esp`) [ 0] NavMesh(FormId: 00106EAA, File: `MarasRespite.esp`) [ 1] NavMeshInfoMap(FormId: 00012FB4, File: `MarasRespite.esp <- Unofficial Skyrim Special Edition Patch.esp <- Dragonborn.esm <- HearthFires.esm <- Dawnguard.esm <- Update.esm <- Skyrim.esm`) [ 1] TESObjectCELL(Name: MarasRespiteExterior, FormId: 0000BDC9, File: `MarasRespite.esp <- Update.esm <- Skyrim.esm`) [ 63] NavMesh(FormId: 00106E94, File: `MarasRespite.esp`) [ 133] NavMesh(FormId: 00019EB6, File: `MarasRespite.esp`) } Bare in mind, editing vanilla navmeshes or even deleting vanilla triangles will usually yank the whole cell of the navmesh. Sometimes the CK will silently delete or duplicate the entire navmesh as well. Edited March 20, 2021 by AnishaDawn Link to comment Share on other sites More sharing options...
KiokothePirate Posted March 20, 2021 Author Share Posted March 20, 2021 I saw no pathfinder errors upon loading the file. I am aware of the duplicate navmesh issue as that was the original cause for my headaches. Anytime I approached the house the game would CTD. This was caused by duplicated navmesh which I then moved beneath the map. I can now approach the house with no issue, but if an NPC approaches the house it crashes. Link to comment Share on other sites More sharing options...
AnishaDawn Posted March 22, 2021 Share Posted March 22, 2021 I wish I could help you but the solution I have would probably be double work for you. I was thinking you could delete the dupe and move the vanilla navmesh(for that cell only) down (or up, doesn't matter as long as it's out of the way) and rebuild the entire navmesh by hand. The only thing that is important is that the cell borders are green and the verts along them are lined up so that it happens. Another some what hackish and not completely ideal for a house mod, is to keep the vanillan navmesh as is, but use navmesh cuts(I think this has to be set on the refs: L_NAVMESH_CUT, or something) along the perimeter of the house. Link to comment Share on other sites More sharing options...
KiokothePirate Posted March 23, 2021 Author Share Posted March 23, 2021 Frustrating thing is, I've done all that already. Now I don't know if it was the vanilla navmesh that got moved down, but I did move practically a cells worth of navmesh down below the map. As far as the cell borders, where there is navmesh the borders are marked green. One of the triangles that is giving me grief is beneath a mountain (I didn't put it there and seems to have appeared when I ran the mod through SSEedit). The other troublesome triangle is located on the piece of navmesh that I sank beneath the map. That's why I'm looking for someone to look at the .esp itself. Maybe someone else can spot the problem. Link to comment Share on other sites More sharing options...
KiokothePirate Posted April 2, 2021 Author Share Posted April 2, 2021 It would seem the solution was so simple that I never considered it. I made a clean install of my mod on a new save file and there have been no CTDs. I'm going to play around with it some more, but so far everything seems to be fixed. Link to comment Share on other sites More sharing options...
KiokothePirate Posted April 2, 2021 Author Share Posted April 2, 2021 Spoke too soon. The crashes are happening again and the reports continue to mention the same two navmesh triangles. So I think I'm still going to need someone to take a look at the file. Link to comment Share on other sites More sharing options...
KiokothePirate Posted April 17, 2021 Author Share Posted April 17, 2021 (edited) Still looking for someone to take a look at my file. If anyone wishes to help I'll send a link to the latest .esp file I've been working on. Looking at the .esp in SSEEdit I can see one of the problematic navmesh pieces was deleted by one of the official updates and then restored by my mod. Screenshot below. Screenshot Edited April 17, 2021 by KiokothePirate Link to comment Share on other sites More sharing options...
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