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!
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.
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.
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.
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Edit: Update done!
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.
Now we just need one for Beyond Reach at the High Rock Border lol