Changes in world space cells

Post » Wed Jun 20, 2012 10:22 am

Hi.

In my mod I've made a few changes to a world space cell and I have a few questions:

1. I deleted a little navmesh and added some of my own (to suit the shack I put in the world space) could this be an issue with save games? (Dirty edit.)
2. I changed some texture to get rid of some annoying grass. The grass is gone in-game, but still shows up in CK. Is it possible to make it not show up in CK?
3. The changes I made were in one of the many "Wilderness" cells in Tamriel. Is it possible to add my area in the Cell View window - so that it is easier for me to find when I need to edit it?

Thanks.
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Alexandra walker
 
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Post » Wed Jun 20, 2012 5:46 am

*bump*
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C.L.U.T.C.H
 
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Post » Wed Jun 20, 2012 12:24 pm

  • Deletion of any Skyrim.ESM form is a bad idea, but the CK replaces NAVMs with ones native to the active plugin anyway unless you assign the pre-existing NAVM with an EditorID. I'd File > Data > Details > Del to "Ignore" and remove the new NAVM and the "Deleted" one, then revisit the restored one, give it an EDID, and alter it to your liking rather than replace it as if other mods reference a "Deleted" NAVM (they'll definitely not be referencing yours), nothing good can become of it.
  • I believe that one's been reported and hopefully being worked on. I recall another posting that toggling grass in the CK didn't work, that is.
  • If it's an exterior cell, it can be accessed from the Cell View window via choosing the parent worldspace in the dropdown box up top.

FYI: A 'dirty' edit is not a deletion, but an unnecessary override that is no different than its original, Skyrim.ESM iteration.
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Jay Baby
 
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Post » Wed Jun 20, 2012 8:50 am

1. Is it possible to get the deleted navmesh back, after already saving the mod file?
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kennedy
 
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Post » Wed Jun 20, 2012 6:06 am

If it's native to Skyrim.ESM, yes, as it will have been marked "Deleted" and after "Ignored" and removed, the Skyrim.ESM iteration of it will again be read by the game. If it's native to your plugin, no, unless reverting to a backup as the NAVM form will be removed from the plugin upon saving.
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Wayne W
 
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Post » Wed Jun 20, 2012 2:58 am

If it's native to Skyrim.ESM, yes, as it will have been marked "Deleted" and after "Ignored" and removed, the Skyrim.ESM iteration of it will again be read by the game. If it's native to your plugin, no, unless reverting to a backup as the NAVM form will be removed from the plugin upon saving.

It's from Skyrim.esm.
How do I un-delete it?
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Blessed DIVA
 
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Post » Wed Jun 20, 2012 12:52 am

Load your plugin as "Active", File > Data > Select your plugin > Details > Sort by "Deleted" > Hit delete key on the "Deleted" NavMesh, then save/close. Done.

Note: With it reinstated, you'll want to refinalize the NAVMs around it that NAVI will be rebuilt.
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P PoLlo
 
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Post » Wed Jun 20, 2012 3:42 am

If I flag the NAVM changes as "ignore" Creation Kit crashes. I unflagged them again and it works fine again.

EDIT: Strangely enough the original navmesh seems to have returned (just like I wanted), but the navmesh added by me is still around.
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Tyrel
 
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Post » Wed Jun 20, 2012 5:20 am

Try the same method, but w/o loading your plugin?
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~Amy~
 
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