Zor2k13 Posted October 19, 2016 Posted October 19, 2016 Dam that sucks it means you can't create new places without fucking up vanilla areas unless you do it the DLC way and just make a new land somewhere else with a portal of some kind plopped down for the player to interact with but even then the portal has to be something that won't require screwing up navmeshes?
Guest Posted October 19, 2016 Posted October 19, 2016 Dam that sucks it means you can't create new places without fucking up vanilla areas unless you do it the DLC way and just make a new land somewhere else with a portal of some kind plopped down for the player to interact with but even then the portal has to be something that won't require screwing up navmeshes? Navmeshes are really hard to finalize (for exterior cells.) When editing an exterior cell, keep in mind what the original one was. Create your one (brand new.) Delete the old one (TES5Edit.) Fix the boundaries of the newly created navmesh to merge with the navmeshes of the neighboring cells.
Content Consumer Posted October 19, 2016 Posted October 19, 2016 Dam that sucks it means you can't create new places without fucking up vanilla areas unless you do it the DLC way and just make a new land somewhere else with a portal of some kind plopped down for the player to interact with but even then the portal has to be something that won't require screwing up navmeshes? Navmeshes are really hard to finalize (for exterior cells.) When editing an exterior cell, keep in mind what the original one was. Create your one (brand new.) Delete the old one (TES5Edit.) Fix the boundaries of the newly created navmesh to merge with the navmeshes of the neighboring cells. It was deleting the old one that caused my problems, actually. I *think* I managed to fix it. I tried cliftonjd's fix and it didn't seem to work, but I think all I did was mess up one of the steps. Eventually I just hit "ignore" (file/data/details) on the deleted navmesh when loading the mod so the CK would recognize it, then I took the whole thing and resized and moved it so it wasn't in any of my walkable areas (under a building, actually) and refinalized. Now xedit says everything's fine with that. Now my only problem is the fact that ITMs are apparently being automatically created in neighboring cells every time I load, no matter if I don't even look at those cells. Anyway, the moral of the story is - probably best not to delete the old navmesh entirely. You might be able to get away with deleting everything but a single triangle, though, and make the triangle an island somewhere, like under a rock or something.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.