Your tutorials are always so immensely helpful. Working on my first player home mod and I need to re-do some exterior navmesh in the cell. So thank you for this. I know it's a bit late, and you don't particularly enjoy it, but more navmesh tutorials would always be appreciated.
Right on! Just what I needed. I am redoing some Navmesh in Ivarstead to make ETaC compatible with my personal mod changes to the area. Your tutorials for Navmesh have been a great help.
Well this is a timely posting. Novice modder here, making mini mods and patches for my own entertainment and utility. I was just about to start on a patch to fix some shonky vanilla navmesh and knew about not deleting the old stuff but didn't realise you could clip out just a small piece and push it out of the way. Many thanks for saving me time and headaches :)
Thank you, I just made a tavern to practice some CK basics, and this tutorial saved my bacon when it came time to stick the inn in the world. :) Appreciate it.
Damnit DarkFox, wish I knew this beforehand XD... have to do a lot of revisiting now! Thanks for the tutorials as always though. Edit: maybe that's a good tutorial video idea: "fixing deleted navmeshes".
Very Interesting I've been trying to work out how to navmesh my floating tower, this seems to be the fix for that Thanks Darkfox. May have to watch a few times to make sure I get all the little stuff you miss when watching it for the first time but now I've Bookmarked as well once again thanks.
Nice, thanks. Did find that the recent update for SKyrim SE to AE (Nov2021- update ver 1.6.323.) caused navs to move higher or mess some mods navs up, found dogs float in air near doors in Riverwood. (Since I have been updating mods to AE, I only made it to Riverwood and usually restart so I do not know about other areas.)
Does this method work when selecting Navmesh that has been marked as Preferred Pathing? I've noticed that some areas where I move the navmesh under the map and attempt to connect a new navmesh to what remains ends up getting deleted navmesh errors.
You can edit (move around) existing navmesh but of you want to redo it, you should use this video method to shift it out the way and do an area fresh from scratch. Just don't delete navmesh from the vanilla game.
Anyone have a ballpark on how far up or down in relation to the actual traversable surface a NavMesh can go and still be functional? I'm trying to build traps in Fallout 4 using NavMesh helpers from a mod. They unfortunately have collision.
I don't get the whole "Don't delete the navmesh". If you deleted all those triangels, the navmesh there were is is still there undeleted, it just has fewer triangles. Does this mean you can't change a navmesh? But if you take some of it's triangles and put them on a new navmesh, you are deleting them and effectively just creating a new navmesh. Also, the blue lines, do you create your new triangles on the old navmesh, or do you make them adjacent to the blue lines like you did the border? It would be really helpful if you actually did remesh and show us this, because I am just having to guess on how to procede.
You shouldn't delete navmeshes because if a mod or anything tries to reference the deleted navmeshes, the game will crash. Cutting them out like this prevents that problem because the vanilla navmeshes remain present in the world.
Fantastic tutorial, navmesh is one of the trickier things for mod authors to work with, and I had no idea how to do any of this, thanks much!
Your tutorials are always so immensely helpful. Working on my first player home mod and I need to re-do some exterior navmesh in the cell. So thank you for this. I know it's a bit late, and you don't particularly enjoy it, but more navmesh tutorials would always be appreciated.
I needed this video. Just made some mods and didn't not know it was a big no-no to delete navmeshes. Now I can redo them the right way. Thanks.
Right on! Just what I needed. I am redoing some Navmesh in Ivarstead to make ETaC compatible with my personal mod changes to the area. Your tutorials for Navmesh have been a great help.
Well this is a timely posting. Novice modder here, making mini mods and patches for my own entertainment and utility. I was just about to start on a patch to fix some shonky vanilla navmesh and knew about not deleting the old stuff but didn't realise you could clip out just a small piece and push it out of the way. Many thanks for saving me time and headaches :)
Thank you, I just made a tavern to practice some CK basics, and this tutorial saved my bacon when it came time to stick the inn in the world. :) Appreciate it.
Damnit DarkFox, wish I knew this beforehand XD... have to do a lot of revisiting now! Thanks for the tutorials as always though.
Edit: maybe that's a good tutorial video idea: "fixing deleted navmeshes".
Very Interesting I've been trying to work out how to navmesh my floating tower, this seems to be the fix for that Thanks Darkfox. May have to watch a few times to make sure I get all the little stuff you miss when watching it for the first time but now I've Bookmarked as well once again thanks.
You can also reduce the separated NavMesh to a simple quad before or after moving it away (down or up).
Nice, thanks.
Did find that the recent update for SKyrim SE to AE (Nov2021- update ver 1.6.323.) caused navs to move higher or mess some mods navs up, found dogs float in air near doors in Riverwood.
(Since I have been updating mods to AE, I only made it to Riverwood and usually restart so I do not know about other areas.)
Very useful video, thanks!!! ;)
Love your videos
Does this method work when selecting Navmesh that has been marked as Preferred Pathing? I've noticed that some areas where I move the navmesh under the map and attempt to connect a new navmesh to what remains ends up getting deleted navmesh errors.
This video is very helpful. Open world navmesh are badly done and I always want to fix them. Do I understand correctly that this should not be done?
You can edit (move around) existing navmesh but of you want to redo it, you should use this video method to shift it out the way and do an area fresh from scratch. Just don't delete navmesh from the vanilla game.
@@Darkfox127 Thank you! This is exactly what I wanted to know.
Anyone have a ballpark on how far up or down in relation to the actual traversable surface a NavMesh can go and still be functional? I'm trying to build traps in Fallout 4 using NavMesh helpers from a mod. They unfortunately have collision.
Hey bro im having trouble with CREATION KIT After ANNIVERSARY Update. CK Crashes before Opening. PLS HELP
I don't get the whole "Don't delete the navmesh". If you deleted all those triangels, the navmesh there were is is still there undeleted, it just has fewer triangles. Does this mean you can't change a navmesh? But if you take some of it's triangles and put them on a new navmesh, you are deleting them and effectively just creating a new navmesh.
Also, the blue lines, do you create your new triangles on the old navmesh, or do you make them adjacent to the blue lines like you did the border? It would be really helpful if you actually did remesh and show us this, because I am just having to guess on how to procede.
You shouldn't delete navmeshes because if a mod or anything tries to reference the deleted navmeshes, the game will crash. Cutting them out like this prevents that problem because the vanilla navmeshes remain present in the world.
Спасибо
Это было очень полезно.
i found this after almost deleting 10 cells navmesh