Thingy Person: nice narrative on 'The Life and Times of Family NavMesh-Bug"... I may have to put that post in an EasterEgg book somewhere in my Player-Home. heheh
JustinOther: Is someone working on TES5Edit? Have you tried asking TheFigment to add the ONAM capability to his TESvSnip?
RealmEleven: I agree that Notepad++ is phenomenal, and I already use it the way you say (a must-have, if you don't already, is the Papyrus language plugin, linked from the CK wiki I think). I also agree moving the script editor external was a good move to prevent the crashes deleting unsaved work (yet there IS still an internal editor if need be). I actually used NP++ for Obliv script too... then copied it over to compile. I only use the CK to assign properties with the mod actually loaded, but for trouble-shooting and tweaking I just load plain CK and recompile after making changes in NP++... that way you don't have to wait however long for skyrim.esm to load (and whatever else).
And I don't think anyone said my chipset was outdated... just that if it WAS, it would preclude the theory of lowering detail level fixing the bug. Since my system isn't THAT old I don't think it applies (i5 2.27, 4gig ram, with gtx350m 1gig dedicated vid ram), and I run on med-high settings (at 1366x768). Personally, I prefer frame-rate over ultra-graphics... the game moves too fast most of the time to notice some super-hires piece of flora or life-like shadows/etc... I ain't tryin' to notice how realistic the fur is on a bear which is mauling me ya know? (I use my 'Faster Woodland Creatures' mod, so they get pretty vicious sometimes... heheh)
Also, not for nothin, but why did you link a map marker to a static? (so it would only appear after Player discovered the area?) Just wondering... sounds like some avant garde technique... heheh. But the early versions of my mannequin script didn't have the source... only v2.0 does, since it's as close to bug-free as I am willing to push mannequins right now. You don't really need to ADD to the moveTo code, it just needs to be placed in certain spots AND it must be called while enableAI is true (if not, wandering or other buggy behavior occurs). Take a look at the script though - I redacted most of the whiteSpace, but kept my comments in I think... so you should be able to see everything pretty self-explanatorially. (ya like that word? heheh) A couple people have complained about it not fixing the 'naked bug', but I think those are isolated incidents caused by saveGame corruption or conflict.... myself and most everyone else (thousands) use it uneventfully. The slot system fixes and repairs the 'dupe bug', since it was caused by a faulty setup in the Vanilla slot code. But I've gotten VERY sick of talking about mannequins and their bloody code the past couple weeks... sooooo moving right along..
You said that you can fix your navMesh problem EVERY time by reducing the detail level? I think you said for both the in-game slider settings, AND/OR the amount of objects/detail in the modded area? Has anyone verified this? If that's the case, it may be a memory management issue as you or someone else suggested. I think that's the problem with the CK and my script recompiling... eventually it always comes up with the same error then crashes - though it takes maybe a dozen recompiles or so to trigger it. But NOTHING is loaded (plugins or Skyrim.esm), so it seems to be a 'garbage removal' function or some such thing may be the cause. This may be affecting the game-engine as well, seeing as people say it works initially but then when you return it triggers.
Arthmoor: I actually agree with you on something! I agree that using 3rd party software, especially in early-stage development (as Skyrim apps currently are), is asking for trouble regarding corrupt data in the plugin files. I was the first to use GECK to mod Skyrim (at least the first to successfully upload working mods using it), but I needed to use FO3Edit and Snip. NONE of those apps could read ALL of Skyrim's data completely, so any mod made with them was/is apt to cause strange problems... and none of them fully worked; oftentimes because the old software didn't know how to do some of Skyrim's new features... which left gaping holes in the plugin files strewn with corrupt data.
That's why I completely remade (or will remake) all my preCK mods using the newCK. Already, my Player-Home hasn't had any problems at all.. whereas the preCK version had unpredictable yet isolated problems for a few people. Also, some mods which are still based on the actual preCK files (built off previous versions of the mod) are STILL causing problems... despite all their efforts to fix them. MY point is that using ONAM lists may not be the way to go just yet, as you suggest. But not because the theory is flawed (which I believe it's not), but because the software needed to implement it correctly isn't capable of pulling it off yet, at least (apparently) without making things disappear or whatever other corruption is going on we don't know about yet.
As for waiting for Ma Beth to fix the problem... you can if you want, I certainly don't have to because my mods work with all versions (except seemingly that test ESP above...), but others aren't willing to hold out - so why not let them continue THEIR plight, irregardful of your prognosis or despair. Others use to say the same when i was pioneering preCK moddery... "just wait for the newCK" - but as it turns out, I had something to practice with and keep me busy for several months... and I warned people using those mods would have inevitable problems (because the old data stuff); but the game got played out faster than the real CK was released... myself and others filled the mod-less void by not heeding the nay-sayers. Perhaps this navMesh thing won't be resolved for months from now... in the meantime there is a void that needs filling.
Amethyst Deceiver: To summarize your findings - you tried modding that test yourself with v1.5 and it worked; but when you tried the test file I linked to (the actual file I made for that test, with v1.4) it triggered the bug? And when you delete ALL your navMesh data from your mod it does NOT trigger the bug; and when you rebuild the navMesh using 1.5 it also works correctly? But the problem you have is that you already have a released mod that you need to fix for people experiencing the v1.5 Family-Navmesh Bugs? You said the F'd in the A theory was proven... but you said my v1.4 didn't work when you tried it before 'porting' it up to 1.5, so the theory doesn't hold up just yet (in that 1.5 CK isn't what breaks things, but that it's 1.5 the game-engine).
You said that you had the CK open and running while you tried to update the game? MAYBE that has something to do with it; the install code should have forced the app to close, or Windows wouldn't have allowed certain files to be overwritten (giving you a hybrid-mutant CK maybe?). If you haven't already, I'd do a 'verify content' or whatever that thing is on Steam to correct any corrupt or still-old files. I doubt this would be a problem, as I've noticed precious little is actually updated in the CK (the un-writable-while-in-use EXE is always one, though)... also, what are the odds of like everyone being under the same circumstance.
Can you tell me EXACTLY how you triggered the bug while using that linked-to ESP above, I need to recreate your exact steps... I'll even make a video of it to show I'm not crazy (unless it finally triggers heheheh
I dunno - I re-read the way you used that ESP to trigger the bug, and I tried what you said, exactly - and in other ways. I'll make a vid and post it later to show what it is that I do to test for this, and that it doesn't trigger. There has to be SOMETHING we can find that makes my system magic!!! (even if what we find is that it wasn't really magic, and that it was my ineptitude all along... heheh)
And your statics disappearing... I dunno. If it WERE exterior, there's that LOD bug.. but you said it happens inside, correct? I agree with whomever that it sounds like a corrupted saveGame or another mod interfering somehow. It may be related to whatever is causing this navMesh thing - as you said it was caused by the test ESP (with false this that & the other thing). I made that test ESP in under 15min, just for this forum... so keep doing with it as you guys like. (grey faces because I didn't take the time to auto-gen the head meshes for the custom Delphine) It didn't have ANYTHING that could cause conflict with a surrounding area (the dissapearing), EXCEPT the navMesh; but I don't know what that ONAM contained, maybe it somehow causes certain surrounding elements to be flagged as deleted/disabled/whatever?
Everyone: sorry for the long-winded posts... I'm not always online, and I have quite a bit to say sometimes so I have to catch up while I can.