CK updated today

Post » Wed Jun 20, 2012 9:51 am

That navmesh warning has nothing to do with the problem.
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Ria dell
 
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Post » Wed Jun 20, 2012 6:32 am

I can fast-travel into my village the first time. All my interiors work without crashing and I even got rid of the grey-face bug. Happy day, I thought. On the second try I tried to fast-travel to my village in the same session, the game crashed. In my book, this is worse than the NavMesh bug.
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Eoh
 
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Post » Wed Jun 20, 2012 9:36 am

It's... Bride of Navmesh Bug!

Yep, painful to say the least. But while you're there your NPCs path perfectly well :)
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Monika Fiolek
 
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Post » Wed Jun 20, 2012 7:43 am

Would it be possible for someone to summarize what exactly is happening when, and how maybe to avoid it?

As far as I understand from posts here and there:
If a location has a new or altered navmesh, you go there, and after leaving you fast-travel back, the game crashes. Correct? I presume it only refers to the same game session - does reloading reset the issue?
Some people report broken savegames. Is it clear yet when that is happening?
Provided that before 1.5, I installed a mod with a custom navmesh and visited that area. What could I do? Delete the navmeshes in TESVSnip - which records would that be? (Which would, of course, result in the loss of navigation, but better than CTDs...) Open and resave the plugin in the CK? Editing it: what would I need to do?

It would be very helpful if someone could put that information somewhere (here, or in the Mods section) concisely. Thanks. :)
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Ownie Zuliana
 
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Post » Wed Jun 20, 2012 3:52 am

It seems to be an issue caused by esps that had altered/added navmeshes. Also, the face export bug is still not fixed. I'm getting the feeling we're never getting a proper fix for this one, at least not an official one (though you never know). Looks like I'm going to need to figure out HTF people are working around this glitch.

What face export bug? Gray faces? Because that's not a bug, you're just doing it wrong.
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Rodney C
 
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Post » Wed Jun 20, 2012 5:29 pm

note to self:

NEVER release your mod on the same day a major patch is released (mod does not work for people who have not yet updated)

*hides in shame
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Stace
 
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Post » Wed Jun 20, 2012 10:07 am

I still get a "navmesh" warning when opening the CK...

That was just one of my(many) theories.

Although it would be funny if that very theory prompt them to look into that.
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Madison Poo
 
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Post » Wed Jun 20, 2012 4:24 am

What face export bug? Gray faces? Because that's not a bug, you're just doing it wrong.
Yes, it is a bug, but it has a workaround. And no need to be rude about it either.
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Jeneene Hunte
 
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Post » Wed Jun 20, 2012 4:12 pm

If a location has a new or altered navmesh, you go there, and after leaving you fast-travel back, the game crashes. Correct?
Correct.

I presume it only refers to the same game session - does reloading reset the issue?
Also correct.

Some people report broken savegames. Is it clear yet when that is happening?
Probably due to mods that used some of the changed records the CK update brought about. I haven't had any trouble with this myself, other than this navmesh issue.

Provided that before 1.5, I installed a mod with a custom navmesh and visited that area. What could I do? Delete the navmeshes in TESVSnip - which records would that be? (Which would, of course, result in the loss of navigation, but better than CTDs...) Open and resave the plugin in the CK? Editing it: what would I need to do?
At most, redo your cover edges and refinalize all your navmeshes with CK 1.5. I have noticed that navmeshes done prior to 1.5 will load into the CK and will be missing large portions of the cover data as well as many edge connections to other cells. That suggests at least part of the information that used to be stored in the records was bad and the CK is filtering out the bad parts.

It doesn't do any good though to completely gut your navmesh records and rebuild them. So don't waste the time on that.
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Amy Melissa
 
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Post » Wed Jun 20, 2012 12:32 pm

Thank you very much. :)

Regarding that last sentence: "It doesn't do any good" = "it doesn't help"? If correcting and finalizing existing navmeshes fixes the issue, why would completely rebuilding them not fix it? Or do you mean that because it's enough to correct them, rebuilding would be taking things too far?
(Sorry if I misunderstood that, English is not my native language.)
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Abi Emily
 
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Post » Wed Jun 20, 2012 1:47 pm

Right, it doesn't help. So there's no point in spending that much time on it. Correcting and finalizing them again is enough, and that takes seconds.

None of this fixes the CTDs though.
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Sarah Bishop
 
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Post » Wed Jun 20, 2012 6:12 am

If someone uploads/links a plugin that crashes as described, I could http://i.imgur.com/VaIrx.png it, for science, and link it back.
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Ernesto Salinas
 
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