Those are the 2nd and third 'flags'. I too experimented with these, and thought I found something but it turned out not to make a difference. I'm fairly certain I posted the results a while back. I seem to remember one being changed to something in modded cells, but changing it back didn't help. An example is that vanilla cells have 003A6813 for flag1 and that is changed to all 0s.
I found another one of those Vanilla NVMIs... for Wilderness cell -9,14. Like Helgen's, it was identical to Vanilla. So I think it's safe to say that those ten NVMIs which are always written on a save, if the plugin contains navMesh, do not cause any problems.. and shouldn't cause any if deleted. Since they don't take up much space, I doubt there's an overwhelming need to do this, and would just leave them - especially if there's a risk of damaging other data by doing that (as it would have to be done in Snip or other 3rd party app).
But earlier today I did a little looking into the NAVM records. It appears as though the ones that are auto-gen'd when finalizing a cell (and/or saving the ESP when it contains navMesh,even unfinalized), are identical to Vanilla. I also have decoded nearly the entire NVNM subrecord's data structure. Check it out:
This is the original NVNM from HelgenExterior (one of the cells which has an NVMI always auto-gen'd by the CK). The NVNM subrecord is what the NAVM record consists of; as I said before, it's basically the geometry.
Spoiler
0C 00 00 00 3C A0 E9 A5 3C 00 00 00 ED FF 04 00 0A 00 00 00 BA F3 81 46 68 95 97 C7 01 89 00 46 2C 58 81 46 2A FF 97 C7 93 9B 00 46 D5 A0 83 46 27 FF 97 C7 14 82 00 46 1A 39 81 46 0F 62 97 C7 6A 8E 00 46 00 00 80 46 83 26 97 C7 4B A1 00 46 95 82 81 46 5C 47 97 C7 5A 8A 00 46 05 86 82 46 E6 75 97 C7 06 77 00 46 53 06 83 46 82 86 97 C7 C6 74 00 46 00 00 80 46 F6 6B 97 C7 25 9B 00 46 EE 45 81 46 1B A4 97 C7 91 4A 01 46 08 00 00 00 02 00 00 00 01 00 04 00 02 00 00 00 04 08 00 00 09 00 03 00 08 00 07 00 06 00 FF FF 00 08 00 00 09 00 01 00 00 00 FF FF 00 00 07 00 00 08 00 00 04 00 03 00 05 00 06 00 FF FF FF FF 00 08 00 00 02 00 06 00 00 00 05 00 FF FF 00 00 00 08 00 00 06 00 02 00 07 00 04 00 FF FF FF FF 00 08 00 00 03 00 04 00 08 00 03 00 FF FF 01 00 00 08 00 00 00 00 03 00 09 00 FF FF 01 00 02 00 00 08 00 00 01 00 00 00 00 00 00 00 90 8C 0D 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 40 35 E8 43 00 A7 D8 43 00 00 80 46 2A FF 97 C7 C6 74 00 46 D5 A0 83 46 83 26 97 C7 91 4A 01 46 08 00 00 00 00 00 01 00 02 00 03 00 04 00 05 00 06 00 07 00
Here's the breakdown of what it all means:
Spoiler
0C 00 00 00
?- dunno
- value of 12 if used as a short or int
- seems to be the same for every NAVM
3C A0 E9 A5
?- seems to be 2-2byte shorts, possibly a max/min of some sort
- values of -24516 (3C A0) and -23063 (E9 A5)
- not coordinates
*- seems to be the same values for every NAVM
3C 00 00 00
- FormID for Tamriel WRLD record
ED FF 04 00
- Cell coordinates in the worldSpace (listed Y, X); -19y (ED FF), 4x (04 00)
0A 00 00 00
- # of vertices in the NAVM, value of 10 short or int (0A 00/00 00)
BA F3 81 46 68 95 97 C7 01 89 00 46 2C 58 81 46 2A FF 97 C7 93 9B 00 46 D5 A0 83 46 27 FF 97 C7 14 82 00 46 1A 39 81 46 0F 62 97 C7 6A 8E 00 46 00 00 80 46 83 26 97 C7 4B A1 00 46 95 82 81 46 5C 47 97 C7 5A 8A 00 46 05 86 82 46 E6 75 97 C7 06 77 00 46 53 06 83 46 82 86 97 C7 C6 74 00 46 00 00 80 46 F6 6B 97 C7 25 9B 00 46 EE 45 81 46 1B A4 97 C7 91 4A 01 46
- Coordinates of vertices; listed XYZ, XYZ, etc
- uses 4bytes float numbers
- above has a starting value of 16633.86x (BA F3 81 46), followed by -77610.81y (68 95 97 C7), and ends with a value of 8274.642z (91 4A 01 46)
- above lists a total of 10 vertices' coords (total of 30 coords, 10-XYZs)
08 00 00 00 02 00 00 00 01 00 04 00 02 00 00 00 04 08 00 00 09 00 03 00 08 00 07 00 06
?- connected vertices (00 through 09 for a total of 10 vertices)
00 FF FF 00 08 00 00 09 00 01 00 00 00 FF FF 00 00 07 00 00 08 00 00 04 00 03 00 05 00 06 00 FF FF FF FF 00 08 00 00 02 00 06 00 00 00 05 00 FF FF 00 00 00 08 00 00 06 00 02 00 07 00 04 00 FF FF FF FF 00 08 00 00 03 00 04 00 08 00 03 00 FF FF 01 00 00 08 00 00 00 00 03 00 09 00 FF FF 01 00 02 00 00 08 00 00 01 00 00 00 00 00 00 00 90 8C 0D 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00
?- Specific edges, their cover data, and preferred/water flags
- FF FF FF FF then 11bytes
- 00 FF FF 00 then 13bytes
- 00 FF FF 01 then 10bytes
- it may be 00 FF FF FF FF 00
40 35 E8 43 00 A7 D8 43 00 00 80 46 2A FF 97 C7 C6 74 00 46 D5 A0 83 46 83 26 97 C7 91 4A 01 46
?- Seems to be a max & min of some sort
- then two sets of XYZ coordinates
- uses 4byte floats
464.416 (40 35 E8 43), 433.3047 (00 A7 D8 43)
16384.0 (00 00 80 46), -77822.33 (2A FF 97 C7), 8221.193 (C6 74 00 46)
16848.42 (D5 A0 83 46), -77389.02 (83 26 97 C7), 8274.642 (91 4A 01 46)
08 00 00 00 00 00 01 00 02 00 03 00 04 00 05 00 06 00 07 00
- # of tri's in the NAVM, value of 8 short (08 00)
?- 4bytes of 0s for buffer
- then lists each tri in the NAVM (01 00, 02 00, etc)
- total of 8 tri's listed 00 through 07
So there you have it... NAVM refs solved (for the most part.. heheh). I haven't tried manually adding vertices & tri's yet.. but I see very little reason this can't be done. Though I also see little to no reason to DO such a thing. I figured you guys might like to know what's in that record, and that it most probably has nothing to do with NavMesh Bug.
One thing I discovered while doing this.. if you try to r-click/edit a NAVM ref in the cellViewWindow, it pops up a little window which allows you to name it ("ID" and an empty box); but it also has a little checkbox with "Initially Disabled" next to it. I haven't fooled around with this yet, and I assume it's for areas which come into play later or earlier in the game (such as the ship, or if Helgen had wreckage that were later removed).
My point is that if there's a simple little toggle-box for disabling the NAVM, which is pointed to by the NVMI, could it be that this toggle is temporarily tripped for some reason to cause the NavMesh Bug? I say temporarily, because I proved that the navMesh remains intact and usable, but AI packages are broken during the onCellLoad (or similarly timed system event). If that switch was turned on then off again, that would cause the effects we see by NavMesh Bug. Question now is how do we test this, prove it, and/or make something feasible to correct it?
[EDIT: type-o and this addition.... I also looked at the same NVNM after adding a single tri to the NAVM. This is how I decoded it all. The point is that new vertices are simply tacked onto the end of the data block, as well as the couple other changes as noted.]