My Mod touches the following cells, and all show cell borders green, checks result in no errors, cover checked and finalized: priority navmesh to Labyrithian (Beth started but didn’t finish it to Whiterun road)(-3,7)// Main DovKroniid Redoubt fortification: (-2,7) north walls; (-3,6)city gates and priority navmesh; (-2,6) center of fortification and manor house;(-1,6) eastern towers; (-2,5) barbican; (-1,5)south edge of towers// Priority navmesh road to DovKroniid Advanced Camp: (-3,5); (-3,4); (-2,4); (-3,3)// DovKroniid Advanced Camp (-3,2)//Completed Priority navmesh road connecting to Whiterun road (-3,1).
When I load the mod I get bogus warnings about navmesh bounds in -3,6; -1,5; -3,2; -2,6; -2,7; -2,4; -2,5.
All of those except -2,4 have multi-story navmesh (stockade or imperial tower statics). At least that is all I can tell they have in common.
All of the above seems fine to me. I have patrol and adventurer and traveler mods and they are using the priority road from the Whiterun Road past my fortification (when I remember to open the city gates for them, lol) and through the Labyrinthian ruins. It is beautiful and immersive,
Now, here’s the problem. Initially the entire fortification and advanced camp are taken over by a faction of bandits lead by a boss calling himself, “the Bandit King.” In order to flank the advanced camp, it is desirable to travel from the Whiterun road bridge through cell -2,2 – which I have not modified.
However, just north of the little gully in that cell and around the ore site in a neighboring cell (-2,1) there is a CTD area that I cannot explain.
>>Any ideas on how to fix this or what would cause a CTD in a neighnoring vanilla cell?
Of note – if my mod is unchecked this area can be freely traversed w/o CTD.
