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Removing/disabling navmesh from ported mod? // batch change mod npcs


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Posted

1)

So i ported over the old a bit messy made but visually very pleasing furniturelab mod from LL.

CAO complete and CK resave. The mod loads up fine and works but with it in my LO i get repeatable ctd in dragonsreach aroundmthe fire place and the mages room.

i use JKs aio, AI Overhaul, PaCe, high poly npcs and all the patches. 
 

i assume the mods own AI sandboxing is clashing with the other AI changes.

 

i want to ideally remove all AI / navmesh from the mod and in the old testing topic the auther said one could  activate "ignored by sandbox" - checkbox in Creation Kit.

 

would that be enough or need to go into deeper navmesh editing? Or any other recomendation?

 

 

 

 

 

 

2) i also would like to change npcs in batches from mods like Ambient slaves, Hydra slaves, maybe slaverun.

I think about batch changing races, hair distrebution and the like.

Whats the best way to go about that?

Posted

Some mods seem to be hard or unable to convert.

 

Sseedit shows an error with the saddlerack from furniturelab mod, no idea how to fix, couldnt find it in ck.

 

Tried to convert horrifiedfemale prisons, but it actually stops skyrim from launching

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