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Showing results for tags 'navmesh'.
It's been 4 years and I cannot remember where (or even which forum) we had the old thread, so here's a new place to discuss. AFAICT, this hasn't been improved in the SE CK. The first principle of navmesh modding is: never delete or merge navmeshes! That way lies CtD (crash to desktop). The second is like unto it: to reduce the number of conflicts, border triangles should not be renumbered! Every adjacent cell navmesh has a link table with pointers into these border triangles. If a navmesh is deleted, or merged, or a border triangle is renumbered to be anyplace else, creatures/NP
Has anyone investigated the UFO Crash site with a follower / companion of the two legged human variety, and experienced odd behaviour of the companion ? In the following screenshot I have llamaRCA's new companion Heather in company. She avoids the "bowl" of the crater which is just before where the ship is (behind me in the screenshot) And occasionally when she sandboxes away to the other side of the crater bowl, she will launch into the air and then drop back to earth I am guessing that after the crash maybe the game is supposed to set a new navmesh fo
This is another fairly strange discovery, made again while working on my mod. Cell 19,-9 was the perfect location to place some objects, so I arranged everything, then adjusted the navmesh, finalized it without problems, saved, and got the well-known annoying editor warning on reload. Nothing too unusual, actually, but read on. Inspection of my mod in TES5Edit revealed, that I did not accidentally delete a navmesh, but only modified it, as expected. There was however another navmesh in the cell, and this was marked as deleted. Back in the CK with only Skyrim loaded, the cell view windo