» Fri Nov 16, 2012 9:24 pm
Yup - the CTD stopped after I deleted that ref.
First I tried to assign an actual model to that custom Activator object, but it still CTD. I also saw some unfamiliar data in your mapMarker, and deleted it - but that didn't work either. So I looked at the ref that causes an error when loading the CK; and it uses that 'blank' Activator baseObject. It's set up like a trigger would be, but I think because it's got that strange baseObject assigned to it (rather than a box-T trigger box), it causes drama.
I try not to cut/paste ANYTHING Vanilla as I've heard dozens of instances where this causes problems that shouldn't really be happening. The only things I copy/paste are non-actor, non-marker refs which aren't linked to anything... such as the statics and loose items in the interiors of two Vanilla ships (for my Gokstad mod). If you copy/paste anything that is linked or has special/'unique' data attached to (eg: a certain questline or non-generic script), the odds of it not working as you want it skyrocket.
But that ref is actually in 0,0. The game will crash as soon as that cell is loaded - so any time you come near that vicinity, depending on how far your cellGrids are set to load, it'll crash (-2,2 being right 'down the street', it get's loaded). I used Snip to delete the ref, then used "cow tamriel -2,2" from the Title/Main Menu to test it quickly... because of ongoing contention with 3rd party apps (which I am a proponent of), I recommend you use the CK to do all your modding and adjustments. (at least until you are experienced enough to make your own decision, and potential bugs have been ironed out of the apps)
[EDIT: I think I know what you did now... you said you copied that trigger from the nilla warehouse, correct? Rather than copying the REF (actual thing placed in the renderWindow), it seems you copied the baseObject then placed a ref of THAT in the renderWindow. TriggerBoxes are generic and ALL use the same baseObject; then one would edit the ref and change the collision layer to suit one's needs. Next time, either copy/paste the actual ref next time, or create an entirely new one with the box-T thing.]
[EDIT2: I just remembered that ref that needs to be deleted seemed invisible in the renderWindow.. so you have to select it in the cellViewWindow. Sort the cells by coords, go to 0,0, and just look for the name 'DovKroniidAdvancedCampBanditTrigger' and delete it.
Also, about the navMesh; doing a check doesn't seem to work ALL the time. When you first load the plugin in the CK, write down those two tri's that show you errors, then manually find them. Of course there may be an easier way, or the 'check' may actually work.. sometimes I tend to do things the 'hard way', but my mods never have the obvious problems others do so...]