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EverhartMods

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EverhartMods

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15 comments

  1. Decaroidea
    Decaroidea
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    just a heads up. The 10th Anniversary version isn't actually ESL flagged 
    1. EverhartMods
      EverhartMods
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      Huh, thanks. I guess I uploaded the wrong file, I'll fix it
    2. Decaroidea
      Decaroidea
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      thank you, i really love the idea of connecting world spaces from other mods.
  2. macnitrolpost
    macnitrolpost
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    Is there a way to have followers go through as well? Mine don’t follow me through.
    1. EverhartMods
      EverhartMods
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      I'd have to adjust the navmesh, which isn't too hard. It may create weird compatibility errors, but I don't think any mod has anything going on in the cells where I'll have to change the navmesh. I'll just make sure there are versions with and without navmesh changes present. Thanks for the feedback!

      Edit: Update done!
    2. macnitrolpost
      macnitrolpost
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      Thanks. I will try it out today.
    3. macnitrolpost
      macnitrolpost
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      Thanks. Tested and looks alright. May I ask out of curiosity what effect could the Navmesh implementation have? I am trying to understand Navmesh better, it’s a weakness of mine., still. Endorsed of course. 
    4. EverhartMods
      EverhartMods
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       I've been told by reliable people that editing vanilla navmesh can cause CTDs, but I looked into it some more for both of us.

      Some guy on reddit 6 years ago says this: "If a deleted navmesh is either referenced (though references are usually not a problem for navmesh records, AFAIK) or, more commonly, overwritten by another mod, that will cause a CTD any time the game tries to load the navmesh into memory". I think the problem is mostly with deleting navmesh other mods edit.

      Generally when we edit vanilla navmesh we pull the whole cells navmesh far below the ground (effectively making it disappear without deleteing it) and then remake the navmesh. Alternatively you can navcut out the part which needs removing and pull that far below the ground. Check out this lecture by Kasala if you want to learn to do that: https://www.youtube.com/watch?v=xtKh6UhK5RQ

      I didn't do that here, I just edited the navmesh. I tried to avoid deleting triangles outright, but I think I did in some occasions. I believe this may cause problems if two mods edit the same navmesh triangles. I tried finding deleted navmesh records in xedit and didn't find anything, but I think xedit only finds entirely deleted records, I just changed the tris information located within the records. I did now clean the plugins with quick auto clean (can't believe I forgot that), I'll be updating the mod to a version with the cleaned plugins. 
    5. macnitrolpost
      macnitrolpost
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      Yeah, thanks for the reply. I am now doing a play through where I access alikr world and Hestra a lot. No problem so far. I got a fort with an interior cell that is very close to the exit gate from Hestra to gray cowl world, as expected with the navmeshed version of the border gate mod ,  my followers will not enter that door into the interior cell. So, I ll have a look at it., I ll move the door teleport so it will work again. 
    6. EverhartMods
      EverhartMods
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      If you're moving the teleport, don't forget to re-finalize the cells navmesh
  3. Tempulosus
    Tempulosus
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    can i esl it?
    1. EverhartMods
      EverhartMods
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      ESLing should work fine. I'll make an esl version myself and upload it to this page, for other people who want that
  4. dannydidit818
    dannydidit818
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    Immediately downloaded. With this and Journey to Baan Malur you can travel across half of Tamriel on foot. 

    Now we just need one for Beyond Reach at the High Rock Border lol
    1. Enodoc
      Enodoc
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      Beyond Reach - Tweaks and Enhancements already covers Beyond Reach's border IIRC.
  5. Lythca
    Lythca
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    Great idea! Thank you