The "Warning: Navmesh triangle not found" messages are exactly that... warnings. They mean "have a closer look at this because something might be wrong".
For example, suppose that X.esp and Y.esp both edit the same door reference and navmesh. X.esp places the door's teleport marker on an XXX navmesh triangle which doesn't exist in Y.esp, while Y.esp places the same marker on a YYY triangle which doesn't exist in X.esp... XEdit would always issue a warning for the plugin higher in the load order.
So, when does such a warning show a real error? When the 'faulty' door reference is not overridden by another one that sets things right.
I was able to create one, it was just one navmesh in soul cairn, but checking the navmesh seemed to remove portals and finalizing looked fine without any issues. When you're back let me know if you'd like to double check it.
Forelhost seems to be very problematic for me. Phostwood's Skyrim Crash Analyzer suggests I install this mod (which I already have of course) except Forelhost is being a tad difficult with frequent crashes and doesn't appear to be supported ATT.
A rather silly question. But I didn't understand what you mean at this point. You had problems with cells from the VIGILANT SE mod.
In MO2 I'm missing a master (El vigilant). I think it's not associated with the mod I'm talking about. Decedi reinstall and decelect it. If you can explain me what you mean?
tarlazo I think I found the problem (from my bug report) NEXUS is having tons of issues lately not only server issues but the new vortex update messes up plugin load order so I think it may have crashed due to it not being sorted correctly
Yes, I noticed, unreachable profiles, garbled posts, missing notifications... Maybe Mr. Dark0ne had some fun sabotaging the site before selling it :) Glad you found the error.
I'm experiencing a bug in Goldenhills Plantation where the steward and the farmhands when entering the mainhouse suddenly teleports back to a spot near the well and they repeat walking again to the door and entering again and again back and forth but if I go inside the house when they're doing this then I can see them already inside the house. This bug only happens with stewards and farmhands and not adopted kids ( I never saw if this affects wife/husband because I never usually marry in my playthroughs). Does anybody have this bug if it does can anyone point me to a fix or something?
Hi. I ran into this and I think either of the following mods should address the bug by setting the Goldenhills Plantation cell as a "NoReset" zone. They vary in scope with Goldenhills Plantation (Farming CC) Reset Patch being more minimal. But you can use both together (patch available in CC Farming - Tweaks Enhancements and Quest Expansion)
Run xedit with the -veryquickshowconflicts parameter and see whether the Goldenhills Plantation plugin has conflicts that could likely cause such behaviour.
Checking my LO, are you also running Embers XD with the Goldenhills patch? That also seems to edit the Goldenhills cell (in xEdit) and does not appear to have the NoReset parameter. Hopefully that is the case and you can give priority to the reset patch to resolve it. Then you will probably need to forward the changes from Embers.
Update: I tried what you said and it seems USCCCP is overwritting a teleport marker of a door or something like that from BeAFarmer.esl I already reported to USCCCP page I hope garthand will take a look at it.
Neither Kolskeggr Mine nor Iron-Breaker Mine is on this list. Would you consider adding them? A huge fraction of my random crashes are suspiciously near to those two locations.
On the one hand, giving you a file for that is easy because I already have the edits and just need to copy them. On the other hand, you say 'near the locations', and that makes me think of outside the mines, which is not what this is about. On the third hand, IMO bad navmeshes shouldn't cause CTDs, just navigation issues for NPCs. On the fourth hand, here's the file. https://drive.google.com/file/d/1zakwqlXl3Ka1oN_SWILIIvCUT-02pFe5/view?usp=sharing And... no, I'm not a monkey :)
I have a question on Navmesh. I use Riverwood Revitalized which is a town overhaul and also Ashe which is a follower mod. They both conflict in navmesh in a few places. I have the CK and briefly looked at Riverwoods Navmesh. If I load up both Riverwood Revitalized and Ashe - Crystal Heart follower in CK how do I tell which mods Navmesh im looking at so that I can fix it and combine the two so that they work together?
If you load one of the two files as "active", its edits take precedence. If you don't, I suppose it depends on the order you see them in when selecting what to load. What I would do is copy the conflicting navmeshes with xedit to a new esp that will be your patch (you decide from which mod), add the two mods as master (if you use the vanilla CK, also flag them temporarily as ESM), load it as "active" in the CK, and adjust the navmeshes (and/or other things) to accommodate both mods.
Stupid question, does this conflict with the verified creation A tale of blood and snow? the description of it said that mods that affect Broken Fang cave, cronvangr cave and Pinemoon cave may conflict.
Why stupid? I can't take a look because I don't have the mod, but of course it depends on what such creative creation creatively creates. If it edits the cells' navmeshes, it does conflict. Loading both plugins in xedit would let you see the overrides, if any. Then you'd have a few options... You could remove the cells with the conflicting records from Navigator and resave it in the CK. Since the CK won't let you "load as active" and save an .esl, you'd need to remove the ESM flag in xedit, rename the file extension to .esp, load it in the CK, save, revert the file extension to .esl, reload it in xedit and re-flag it ESM. Or load the mod after Navigator. Or use the modular version and don't install the conflicting locations. Or ignore everything and hope for the best -- such conflicts are often inconsequential.
674 comments
They mean "have a closer look at this because something might be wrong".
For example, suppose that X.esp and Y.esp both edit the same door reference and navmesh.
X.esp places the door's teleport marker on an XXX navmesh triangle which doesn't exist in Y.esp, while Y.esp places the same marker on a YYY triangle which doesn't exist in X.esp... XEdit would always issue a warning for the plugin higher in the load order.
So, when does such a warning show a real error?
When the 'faulty' door reference is not overridden by another one that sets things right.
THANKS!
You had problems with cells from the VIGILANT SE mod.
In MO2 I'm missing a master (El vigilant). I think it's not associated with the mod I'm talking about. Decedi reinstall and decelect it.
If you can explain me what you mean?
It should be Vigilant.esm
If you don't have it, you don't need the patch and can't use it.
Maybe Mr. Dark0ne had some fun sabotaging the site before selling it :)
Glad you found the error.
Goldenhills Plantation (Farming CC) Reset Patch
CC Farming - Tweaks Enhancements and Quest Expansion
I use Embers HD
I'm gonna try this out
Update:
I tried what you said and it seems USCCCP is overwritting a teleport marker of a door or something like that from BeAFarmer.esl I already reported to USCCCP page I hope garthand will take a look at it.
Please let me know how it goes.
On the other hand, you say 'near the locations', and that makes me think of outside the mines, which is not what this is about.
On the third hand, IMO bad navmeshes shouldn't cause CTDs, just navigation issues for NPCs.
On the fourth hand, here's the file.
https://drive.google.com/file/d/1zakwqlXl3Ka1oN_SWILIIvCUT-02pFe5/view?usp=sharing
And... no, I'm not a monkey :)
I have a question on Navmesh. I use Riverwood Revitalized which is a town overhaul and also Ashe which is a follower mod. They both conflict in navmesh in a few places. I have the CK and briefly looked at Riverwoods Navmesh. If I load up both Riverwood Revitalized and Ashe - Crystal Heart follower in CK how do I tell which mods Navmesh im looking at so that I can fix it and combine the two so that they work together?
If you don't, I suppose it depends on the order you see them in when selecting what to load.
What I would do is copy the conflicting navmeshes with xedit to a new esp that will be your patch (you decide from which mod), add the two mods as master (if you use the vanilla CK, also flag them temporarily as ESM), load it as "active" in the CK, and adjust the navmeshes (and/or other things) to accommodate both mods.
I can't take a look because I don't have the mod, but of course it depends on what such creative creation creatively creates.
If it edits the cells' navmeshes, it does conflict.
Loading both plugins in xedit would let you see the overrides, if any.
Then you'd have a few options...
You could remove the cells with the conflicting records from Navigator and resave it in the CK.
Since the CK won't let you "load as active" and save an .esl, you'd need to remove the ESM flag in xedit, rename the file extension to .esp, load it in the CK, save, revert the file extension to .esl, reload it in xedit and re-flag it ESM.
Or load the mod after Navigator.
Or use the modular version and don't install the conflicting locations.
Or ignore everything and hope for the best -- such conflicts are often inconsequential.