Exterior Navmesh Issue

Post » Mon Nov 19, 2012 1:28 am

Based on what the CK is telling me, I've got some deleted navmesh. Which is, of course, not inherently false.

[img]http://i1265.photobucket.com/albums/jj502/missjennabee/deleted.png[/img]

The problem for me, is that it is not entirely the truth either.

The navmesh in the flagged areas was not actually deleted, at least not entirely. I did remove small portions (2-5 triangles) to accommodate houses, but the remaining navmesh was just rearranged a bit to function better in light of the exterior changes. Everything was finalized and looked properly connected-i-fied and all around just dandy, at least so I thought. It should probably be noted, or maybe not, who knows, that I never experienced any navmesh related issues in-game. Everyone moved about as normal and seemed totally unconcerned with the areas that had been changed. In any event - I removed ALL of the navmesh edits and started from scratch.

Obviously as long I don't let the count fall to 0 in any of the navmeshes then it doesn't flag any of the deleted. BUT! There are areas where I need to delete those 2-5 triangles and those 2-5 triangles are the only triangles in that particular navmesh. I suppose I could just sink them into the ground, but it seems ridiculous to have little bits of navmesh strewn about at different altitudes. *SIGH* which is fine I guess, I just feel like there is a better way to be doing this, except I have no earthly idea what it is at this stage lol and also :wallbash: So how do I get rid of a navmesh without getting rid of a navmesh?

Any help would be greatly appreciated. As always, thank you in advance.
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Haley Cooper
 
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Post » Mon Nov 19, 2012 7:17 am

It appears from your post that you aren't having any problems in the game from this. So I am guessing you are just seeing the error message in the CK telling you to refinalize the cell when you load it? That comes up when you delete islands of vanilla mesh, which is sometimes difficult to avoid doing. I have had two cells like that. The first one started giving that error on the last CK update a couple of months ago even though the edit took place some months before that. Somehow it eventually quit giving me the message but I now have a new one. I can't see that it has any affect in the game and I think of it as a CK glitch, much like the errors in Skyrim.esm that nobody every bothered to fix as they don't hurt anything. There are ways to cut the mesh out with navcut markers but it seems like a lot of trouble just to avoid the error message. They would probably also add an uneccesary load to an external cell, which is probably not a good idea. Just my 2 cents worth.
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Susan Elizabeth
 
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Post » Mon Nov 19, 2012 2:14 pm

I appreciate your 2 cents, as it does sort of ease my mind. Yes, that pretty much sums up the issue. The rest of the jumbled garble was essentially a run down of "random and unnecessary things I was attempting to resolve something that may or may not be an issue" I suppose I could have just said - "is it ok to have this sometimes?" and it would have conveyed my purpose just as well. My worry was sort of two-fold, in that #1 I realize having ANYTHING ticked "Deleted" is frowned upon; and, #2 Users of said mod noticed the "D" and promptly rioted. I would not feel comfortable telling them "Hey - it's ok. Your computer will not explode" until I am 100% confident that is the case.

But you are right, trying to avoid it after the fact is an unimaginable nightmare. SO, I guess that's what I want to know - is it ok to leave this like it is?
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NAtIVe GOddess
 
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Post » Mon Nov 19, 2012 6:41 am

If you are feeling pedantic about it, what you can do is this:
  • Open the Details for your plugin.
  • Find the Deleted flagged NAVM forms and toggle the Ignore flag on them. This will restore the deleted NavMeshes.
  • Go into the editor and find the now undeleted NavMeshes (they will be prefixed with 00 and not have an asterisk next to them)
  • Select a triangle on the NavMesh, then press F to select all triangles.
  • Sink the NavMesh into the ground far enough away from the one you want so for it to not interfere.
  • Refinalize
That will get rid of the error.
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Bethany Short
 
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Post » Mon Nov 19, 2012 11:49 am

Sinking the navmesh into the ground does not stop it from interfering. It just means NPCs are going to look like they are sinking into the gound when they use it. Sometimes you just have to get rid of it. You don't want to have multiple layers of mesh.
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He got the
 
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Post » Mon Nov 19, 2012 3:22 am

@ http://www.gamesas.com/user/581287-thomas-kaira/: Yes, I know *sigh* but it's so incredibly tedious. Particularly because doing so doesn't just restore the 2 triangles of deleted navmesh, but the whole darn thing. So then I have two separate GIANT BLOCKS of navmesh, and I can sink the one I don't want and "hide" it, temporary of course, but then I have to do that everytime I want to edit it so I don't get vertigo... Which is really just me whining (HI! Lazy.) I guess my problem with that particular method is that there was GOT to be a better way to go about it. One that isn't so messy.

...Or maybe there's not. I don't rightly know lol.

AND to http://www.gamesas.com/user/793970-ch0k3h0ld/: I think he meant WAY under the ground, but...

You don't want to have multiple layers of mesh.

You are right, I do not. :confused: hence my quandry. *huge HUGE sigh*
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Nicole M
 
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Post » Mon Nov 19, 2012 9:06 am

The first cell it happened to for me was the main location for the Dovahkiins Warehouse mod and it was like that for months without any affects I could tell. That cell no longer gives me the error but I can't recall whether I went in and fixed it or it just eventually fixed itself. I think it just fixed itself. The CK is like that sometimes. The current cell giving me that error is a mountainside behind the mod and it isn't used much but I took a follower up there before I continued with it and she followed me around better than it ever worked with vanilla mesh. I would be much more concerned about having mesh running somewhere under the ground where you don't need it. Deleting items causes issues when someone else comes along and edits the deleted item, but it doesn't appear to me that navmesh gives the same results. I would suspect that another mod that needs to edit the same mesh as you is going to have a lot more conflicts than the mesh.
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Mr. Ray
 
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