How do you make a dirty edit, and how do you fix a dirty edi

Post » Tue Jun 19, 2012 4:02 pm

When the CK finalizes NAVMs, it'll include necessarily altered overrides to connected NAVM forms (such as the ones through the door) as they'll include the new portal data connecting your cell's NAVMs to the pre-existing worldspace NAVMs. Same with the exterior NAVMs interconnecting, but it is possible 'dirty' NAVM overrides are unnecessarily tagging along and only being included over how the CK finalizes. The GECKs left a lot of 'dirty' NAVMs and, without TES5Edit, I can't tell with any degree of certainty if the CK is any cleaner about it.

From what I've seen though, even finalizing an untouched NAVM in an exterior made for the neighboring cells' NAVMs inclusion, probably 'dirt' as suspected unless the result of finalizing with the current CK somehow differs with the version used to finalize Skyrim.ESM.
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Ross Zombie
 
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Post » Tue Jun 19, 2012 6:48 pm

After a bit of trial and error I finally cleaned up my mod.

One night I made the dumb decision to do a bit of modding after stumbling home from a night at the pub. After doing a bit of interior work, stupidly I clicked on "finalise all interior navmeshes" and then saved. I am sure you guys can understand the shock I had when I loaded up the CK the next day with a sober head and realised that there was now an asterisk next to the names of EVERY interior cell. Basically, that button remade the navmesh's of all the interior cells and then included this data in my esp.

My first attempt at rectifying this failed. I researched a bit online to confirm what to do. I used the "details" button in the load data section of the CK to bring up the list of what was in my mod. I then proceeded to go through that huge list, deleting every vanilla cell that shouldn't have been included. The problem was that after I saved and then restarted the CK, all the cells that I actually added to the mod came up with a blank name in the cell list. This is either a bug in the CK or I did something wrong.

Good job I backed up my dirty esp file. I then downloaded tesvsnip from the nexus and used it to do the same thing. This time it worked perfectly. all I had to do was load the mod in the ck where it warned me that there was a change in the header and asked should it keep the new amount. Once I saved the changes I now have an asterisk-free mod, that is now 500kb big rather then the 7.3mb it was at before cleaning

- Hypno
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Taylor Tifany
 
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