» Thu Nov 15, 2012 10:35 am
Amethyst Deceiver: I agree with RealmEleven in that the next step would be to discern the differences in the process you used versus my above test process which you said worked as expected. Theoretically, if you repeat the exact process in your mod as that successful test, and it still causes the bug, then something other than navMeshes may be to blame for your particular problem. I assume you didn't originally create the mod preCK, right?
Trainwiz: I had similar issues that you describe (regarding the game freezing at the loading screen and sometimes CTD)... my problem was usually caused by meshes (eg: NIFs containing collision data from the 'old' format, as opposed to the new havok system). PreCK, I had similar problems as well, regarding navMeshes... but that was because GECK didn't create all the necessary data (I think it never created the NAVI grup at all, as well as some missing subrecords). Unless your problem is caused by meshes, I doubt this helps.. sorry. If the navMeshes are the cause, it sounds like you may need to do a clean re-install of the game and CK cuz SOMETHING'S fubar (and few if any people report freezing, just CTD/broken AI).
JustinOther: I don't see an ONAM in the update.esm's header... is it embedded in a place where TESvSnip doesn't recognize it? That app sees ONAM subrecords in other records, but they usually are in sounds or loading screens. I have had SOME success altering ESM data with another ESM (without this ONAM thing), but the results were always unpredictable so not good enough to use. For those having problems with this type of plugin arrangement, the possibility of it causing the drama should be definitively ruled out by testing the mod with said data in the ESP not the ESM. As more comes to light about the ONAM thing (again, I never modded FO3 so am unfamiliar with this implementation), then we can work it into the plugin structure... but this is all just my opinion, stemming primarily from my lack of ANY knowledge regarding ONAM lists and how to use them (thus having no confidence in their efficacy).
Arthmoor: I'm not trying to sound elitist, and I don't think I ever said I have one answer or there is one bug... quite to the contrary. I keep saying that this 'navMesh bug' is most likely caused by several DIFFERENT things... only the results seem the same so everyone assumes it's caused by one thing (so that leads me to believe YOU are the one who claims there is only one bug... seeking one fix). Have you tried the aforementioned test yet, which Amethyst Deceiver successfully tried? That is as basic a navMesh system as there is - and if you can't get that to work then you probably have issues with something OTHER than navMeshes (or it's a bug specific to your system's particular installation/config). But if you CAN get that to work, then we can reverse engineer at what point things went awry in your or whomever's circumstance.
Also, symptoms don't constitute a bug. I found one cause for one bug, namely when doing a 'recast auto-gen' in an area already containing navMesh (and possibly any navMeshes in adjacent cells included) causes said existing navMesh data to become corrupted. That is A bug... but it may not be THE bug which affects your mod.
RealmEleven: Regarding your buggy mannequins, I released a fix for those problems weeks ago, located here - http://skyrim.nexusmods.com/downloads/file.php?id=10652. (it has since been improved to v2.0, with help from Daemonjax - who also released an alternate version which goes even further than my generic fix) Them mannequins acting a fool doesn't necessarily have anything to do with navMeshes, as my fix only alters the Vanilla script. That isn't to say buggy navMeshes aren't the cause of the actual 'wandering' (mannequins across the room or floating when you return)... but I know my fix works around the issue (as well as other issues). [if you want to fix it yourself, simply change "onCellLoad" to "onCellAttach" - but the other mannequin bugs will still affect you. The source IS included with that fix, if you want to mess with it or recompile for reassurance.]
It almost sounded like you got your mod's navMesh working though (by deleting a map-marker-linked object I think you said?). If you think the bug is still there because of the mannequins' strange behavior, try that Script Fix and then retest your mod. Also, thanks for jumping in here trying to help sort this out! Another rational and patient mind is always welcome.
Also, by deleting the navMesh data, I use TESvSnip; the entire NAVI grup, and each NAVM record contained in each one of your areas' cells. The areas' cells are located under the CELL and WRLD grups, just keep expanding the branches until you see REFs and NAVMs. I don't know if the CK deletes all the data, so I use the 'Snip' method to ensure thoroughness... should I have to resort to such measures. [one last thing: the CK crashing probably has little to do with anything... it crashes for many people - myself included. Usually it's when I compile a script several times... eventually it comes up with some error then CTD. Just fire it back up and save frequently! ..and for most script testing/tweaking, don't load any plugins or skyrim.esm - just open the CK and the Papyrus manager.. so much quicker]
EVERYONE: I know most everyone has problems with this, and that the issues which arise are seemingly identical (CTD with v1.5, broken AI pre1.5). But this doesn't mean that it's caused by some singular yet wild & crazy bug: I can guarantee this because I use a clean install of Skyrim and the CK (no injectors, no processors, no modman software, no INI tweaks, no mods other than my own)... and what I do works every time, without fail. So to say something is wrong with the game itself is a flawed statement, as obviously not everyone's game IS.
In order to help straighten this out, I believe everyone must be patient and start with common ground. Amethyst Deceiver has done that by trying a simple test method I posted on this thread (but may be a page or two behind by now); now we can see where her 'buggy' mod diverged from the working test mod... hopefully pinpointing what is causing HER problem. Some people's problems may be caused by simply not creating a viable navMesh, while others may not have finalized... but until people stop repeating the known symptoms and start trying solutions/alternatives, as well as giving details for how they made the mod, we (well you... my s- works) may be waiting a while for Ma Beth to resolve this (if ever... you have to consider that it MAY just be something that simply can't resolved).
Also, it would help if I/we had specifics regarding the process you used; namely whether your navMesh is contained in an ESM or ESP, whether you used auto-gen, does your mod work if all navMesh data is deleted, have you tried using a simple setup (the test method above for instance), etc etc. Your game itself may need to be cleanly re-installed if you EVER used any processors/injectors; more than one person on my mods' comment sections had very strange problems, even relating to crashing when going through certain doors, caused SOLELY by some injector. Even after they 'uninstalled' said software, the problems persisted until they clean re-install the whole game; added back in their mods, and no problems.
If you are just too exasperated by contributing to a solution, which can become frustrating at times, maybe it's best if you work on other aspects of your mod while waiting for a fix. I don't mean that in a bad way, but if comments start to get more inflammatory/repetitive rather than helpful... it's almost always better to take a few steps back, breathe deeply, and divert your attention away from the nuisance. You may have to resort to releasing a beta version of your mod sans navMesh; the preCK version of my navMesh-less Player-Home is probably still the single-most downloaded indiv file of any Player-Home. My point being that people may still find your mod enjoyable and useful, and are likely to cut you slack if they know it's a pre-release pending a bug-fix; that Player-Home of mine STILL doesn't have mannequins and weapon racks (heheheh) but MANY people still use it and/or keep up with it because they know/believe I'll add them in future updates.
[EDIT: type-o corrections... heheh I've been outta school for twenty years and the spell check doesn't work on the quick-post thingy for some reason.]