I've got a bad game breaking problem, need guru advice

Post » Sat Nov 17, 2012 10:37 pm

I don't know how much you have invested in your navmeshes but the only clean way to remove ALL of the edits would be to have the CK detail screen remove all of the NAVM records and the NAVI record.

Unfortunately, that crashes the CK. But I have it deleting the navmesh without crashing... just narrowing it down Balok. But yes, I think you will need to just redo all the navmeshing, but for 7 cells, that's hardly anything compared to the month you put in to the mod.
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Sat Nov 17, 2012 5:17 pm

Ok, here's a solution Balok:

If you delete the:
NAVM entries
NAVI entry
and corresponding CELL entries, the intro works AND you can load your plugin in the CK.
User avatar
Jessie
 
Posts: 3343
Joined: Sat Oct 14, 2006 2:54 am

Post » Sat Nov 17, 2012 3:19 pm

The funny thing is that all I did was connect ONE little section to another. But I think what happened was that one of those sections was flagged as an island, and when I connected that to the main navmesh it looked at the previous island as deleted? Vanilla shows a 64 tris island, and another 350 tris regular section. Now, I have that 64 tris island missing (I'm assuming that is what is flagged as deleted) and a 421 tris regular section.
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Sun Nov 18, 2012 1:29 am

Ok, here's a solution Balok:

If you delete the:
NAVM entries
NAVI entry
and corresponding CELL entries, the intro works AND you can load your plugin in the CK.

OK, great! But you might need to walk me through that if you have time? I assume you mean delete these in the CK?

EDIT: OK, I see the NAVM entries and the NAVI, how do I know which are the corresponding CELL entries you refer to? Sorry to be so noobish, but I'm in uncharted waters now, lol.
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Sat Nov 17, 2012 11:56 am

Probably not a good idea to trash the CELL entries because those function as parents for all of the other content as well. You'd lose all the references, landscaping, and everything else.
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Sat Nov 17, 2012 8:34 pm

Probably not a good idea to trash the CELL entries because those function as parents for all of the other content as well. You'd lose all the references, landscaping, and everything else.
The problem is, if I don't delete the corresponding CELL entries, I can't load the plugin. So I'm looking to see if maybe it's just one of the cell entries that needs to be deleted, and not all of them.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Sat Nov 17, 2012 11:54 pm

I pulled up the details window, found the navi and navm entries and hit delete, and got a little warning for each of them and told it ok or whatever. Then tried to load and got a million masterfile warnings and told it yes to all and crashed, lol.
User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Sun Nov 18, 2012 1:37 am

I pulled up the details window, found the navi and navm entries and hit delete, and got a little warning for each of them and told it ok or whatever. Then tried to load and got a million masterfile warnings and told it yes to all and crashed, lol.
Yeah...
The only way I've found to NOT crash the CK is to also delete the CELL entries. But, as Arthmoor pointed out, you'll loose a LOT of stuff with it. This would be so simple with a working TESSnip program.

Maybe a better solution is to just rebuild your ESP. Now that you know what is causing the problem, just load your plugin (but not active) and make a new active plugin and move everything except the navmesh changes to your new active plugin and save.

I did that to track down a problem I was having and it worked fine.
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Sat Nov 17, 2012 10:35 pm

OK this is going to be really stupid, but I have made a new clean plugin I named Helgen Rebuilt Rebuilt. (Fate has a sense of irony it seems) And I have it checked as active and a check in the box for my other plugin I want to get the data from. It's loaded, and I can see all my stuff, but how do I now copy what I want and save it in the new plugin?
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Sat Nov 17, 2012 2:14 pm

OK this is going to be really stupid, but I have made a new clean plugin I named Helgen Rebuilt Rebuilt. (Fate has a sense of irony it seems) And I have it checked as active and a check in the box for my other plugin I want to get the data from. It's loaded, and I can see all my stuff, but how do I now copy what I want and save it in the new plugin?
Any edits you make to anything will be saved in your active plugin. When I did it, I had a new cell so I selected everthing and did a Cut & Replace. Everything was then "edited" and saved in my new plugin. (Remember, you can select things in the Cell View, which made it pretty easy for me.

I figured I'd help you find the problem, maybe someone else has a better solution for fixing it :) I was hoping Arthmoor would have a way to deal with the CELL record problem so you'd just lose the navmesh.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Sun Nov 18, 2012 1:44 am

I had this problem of the CK crashing if I deleted the navmesh from the details window. So what I did was to go to the cell view window. It lists all of the objects in the cell. The navmesh entries are usually at the top of the listing. I deleted ALL of the navmesh entries from that window (for that one cell) then saved the plugin. After that I was able to load the plugin without crashing the CK. I found that the vanilla navmesh was back. It seems that deleting the navmesh entries from that window removed them from my plugin and let the navmesh from the skyrim.esm take over again.

Obviously, make a backup first. But it sounds like you are really good about doing that anyway :smile:
User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Sat Nov 17, 2012 1:59 pm

I had this problem of the CK crashing if I deleted the navmesh from the details window. So what I did was to go to the cell view window. It lists all of the objects in the cell. The navmesh entries are usually at the top of the listing. I deleted ALL of the navmesh entries from that window (for that one cell) then saved the plugin. After that I was able to load the plugin without crashing the CK. I found that the vanilla navmesh was back. It seems that deleting the navmesh entries from that window removed them from my plugin and let the navmesh from the skyrim.esm take over again.

Obviously, make a backup first. But it sounds like you are really good about doing that anyway :smile:

That works great DonB312!!

Balok, just follow DonB312 instructions. Since I already tracked the problem down to HelgenExterior (4,-20), just go that cell and delete all the navmesh records. Save.

I just tested and no problems reloading in the CK and the intro works!
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Sat Nov 17, 2012 9:19 pm

I had this problem of the CK crashing if I deleted the navmesh from the details window. So what I did was to go to the cell view window. It lists all of the objects in the cell. The navmesh entries are usually at the top of the listing. I deleted ALL of the navmesh entries from that window (for that one cell) then saved the plugin. After that I was able to load the plugin without crashing the CK. I found that the vanilla navmesh was back. It seems that deleting the navmesh entries from that window removed them from my plugin and let the navmesh from the skyrim.esm take over again.

Obviously, make a backup first. But it sounds like you are really good about doing that anyway :smile:

I would love it to be that simple, but that only deleted the navmeshes, and they didn't come back for me, lol. lemme try again.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Sun Nov 18, 2012 1:07 am

I would love it to be that simple, but that only deleted the navmeshes, and they didn't come back for me, lol.

Make sure you save and reload. After I reloaded, I have a navmesh with 436 tris. (I'm guessing this is correct as I deleted everything.)

And nothing to stop you from doing the navmesh yourself (that's what you were doing in the first place, just connecting that island seemed to cause your problems). Since the intro is working fine now, it should just be back to what you originally intended.
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

Post » Sun Nov 18, 2012 3:35 am

Just to clarify, after deleting the navmeshes and saving the plugin I exited the CK and went back in. At that point the vanilla navmeshes were back.

Edit: looks like Sollar beat me to it :smile:
User avatar
Nicholas
 
Posts: 3454
Joined: Wed Jul 04, 2007 12:05 am

Post » Sat Nov 17, 2012 11:57 am

Just to clarify, after deleting the navmeshes and saving the plugin I exited the CK and went back in. At that point the vanilla navmeshes were back.

Edit: looks like Sollar beat me to it :smile:
That's just because I tested your suggestion before I posted that it worked. And thanks for that, I've tried to figure out how to restore the original navmesh, even asked the Bethesda Dev in the other thread and never got an answer. Knowing how to restore the vanilla navmesh makes me day!
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Sat Nov 17, 2012 10:55 pm

Just to clarify, after deleting the navmeshes and saving the plugin I exited the CK and went back in. At that point the vanilla navmeshes were back.

Edit: looks like Sollar beat me to it :smile:

Yep, that's exactly what I did, and I promise you that entire cell is completely void of any navmesh. See this pic:

http://ypdesign.com/skyrim/helgen/navmesh01.JPG

and this one:

http://ypdesign.com/skyrim/helgen/cell.JPG
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Sat Nov 17, 2012 7:46 pm

Yep, that's exactly what I did, and I promise you that entire cell is completely void of any navmesh. See this pic:

http://ypdesign.com/skyrim/helgen/navmesh01.JPG

Want me to send you my edit?
User avatar
Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Sat Nov 17, 2012 6:33 pm

Blalok, when you look at them in the details windows now do you see all of that cells navmeshes showing a "D" flag. If so, you could try hitting Delete to ignore those. It was a while ago that I did this so I can't remember for sure if I had to do that or not. But the more I think about it, I seem to remember that after deleting from the cell view window I had to go back in and delete the "D" navmeshes from that cell in the details window. And I think at that point they deleted successfully and didn't crash the CK.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Sat Nov 17, 2012 5:07 pm

If you've gone ahead and deleted those in your plugin, you should be able to use the CK details screen to tell it to ignore ONLY the deleted navmeshes. I've done that myself when the CK decided to pull it's duplication bug and leave me with a deleted vanilla navmesh for my efforts.
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Sat Nov 17, 2012 5:24 pm

Want me to send you my edit?

No, but it you will, edit this one. If it fixes it, this is a much more recent version than the one you have.

http://ypdesign.com/skyrim/helgen/HelgenRebuilt.7z
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Sat Nov 17, 2012 2:44 pm

Blalok, when you look at them in the details windows now do you see all of that cells navmeshes showing a "D" flag. If so, you could try hitting Delete to ignore those. It was a while ago that I did this so I can't remember for sure if I had to do that or not. But the more I think about it, I seem to remember that after deleting from the cell view window I had to go back in and delete the "D" navmeshes from that cell in the details window. And I think at that point they deleted successfully and didn't crash the CK.

aha, lemme try that!
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Sat Nov 17, 2012 10:13 pm

If you've gone ahead and deleted those in your plugin, you should be able to use the CK details screen to tell it to ignore ONLY the deleted navmeshes. I've done that myself when the CK decided to pull it's duplication bug and leave me with a deleted vanilla navmesh for my efforts.

Yes, Arthmoor's suggestion is the final icing on the cake :smile: After I followed his suggestion, I now see 13 different navmeshes for that cell! No wonder you accidently connected something!
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Sat Nov 17, 2012 6:40 pm

Never mind Sollar I GOT IT! Doing the ignore in the details did it!!! :banana: :bunny:

I cannot thank you three enough! In fact, it you will PM me your email addresses, I will gift each of you a copy of Dawnstar when it comes out - and I'm absolutely serious about that. This has saved me so much work, you wouldn't believe. It's the least I can do!

Thank you, thank you, thank you!

(I figured Dawnstar would be better than hokers and blow...)
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Sat Nov 17, 2012 2:03 pm

Never mind Sollar I GOT IT! Doing the ignore in the details did it!!! :banana: :bunny:

Glad it's working! 9am here... time for me to go to bed!
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

PreviousNext

Return to V - Skyrim