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How to handle Navmeshes?


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Mods such as MME pumps, SD Cages, and POP add new objects on the map and modify the same navmeshes. I want to patch those conflicts.
Is it better to do map-based patches? So that CK doesn't have to open mods that mod Whiterun for just one door when I'm fixing Riften and also it's easier to deal with not having to open 15 mods.
Or if you have a better advice to handle navmeshes, I'm all ears.

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35 minutes ago, furel said:

Mods such as MME pumps, SD Cages, and POP add new objects on the map and modify the same navmeshes. I want to patch those conflicts.
Is it better to do map-based patches? So that CK doesn't have to open mods that mod Whiterun for just one door when I'm fixing Riften and also it's easier to deal with not having to open 15 mods.
Or if you have a better advice to handle navmeshes, I'm all ears.

 

You need to load all mods into the CK, then load the area you wish to patch and then manually fix the navmesh in these areas

 

On a side note:

When placing new objects into the world on existing navmesh, there is a fancy little something called Collision Boxes, which be very helpful to slightly tweak a NPCs pathing options (under the assumption NPC are NOT intended to walk on them (e.g. if the cage has a walk able interior this would not apply here))

 

To use them:

Click on the object you wish to disable navmesh on, then in the menu at the top there is a little cube with "C" on it, click on that and it should generate a yellow box around the object. If the box doesnt appear make sure you have markers enabled and collision boxes are allowed to render (they can be toggled off individually, look for a submenu in the "View" Menu bar for a menu to see which markers are displayed). When you have the box, click on it twice and there should be a menu appearing to edit the box

One of the menus submenus is called "Primitive" and one of the drop down boxes in this submenu has a option called "L_NAVCUT". Select that one and youre done. This will disable the Navmesh for the area the block covers without generating any hard collision

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@Scrab  When you say load all the mods you mean, all the mods that are affecting the area, didn't you?

I meant, in my list, Riverwood area is only affected by SOS_shop and SD Cages. WinterholdExterior is affected by POP, SD Cages, MME_Pumps and Mysterious breedeing Rooms.

Can I made a patch for Riverwood and then another patch for Winterhold? Or the CK has to compile all the navmeshes at the same time to be effective?

 

Navmeshes can be made .ESL?

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19 minutes ago, furel said:

Can I made a patch for Riverwood and then another patch for Winterhold

Yes

 

19 minutes ago, furel said:

Navmeshes can be made .ESL?

Yes

 

19 minutes ago, furel said:

When you say load all the mods you mean, all the mods that are affecting the area, didn't you?

Yes

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