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Fixing Deleted Navmeshes 

Trosski
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This tutorial covers how to fix navmeshes that have been either deliberately, or inadvertently deleted.
Patreon: / beer_n_modding
GamerPoets: / gamerpoets
Bethesda's Navmesh Tutorial: • Creation Kit Tutorial ...
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22 сен 2018

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Комментарии : 51   
@gamerpoets
@gamerpoets 5 лет назад
It's the beginning of a new era = )
@Trosski
@Trosski 5 лет назад
That it is!
@thorssensgamesNCC1701
@thorssensgamesNCC1701 11 месяцев назад
FINALLY!!!! One of these videos with audio!
@Trosski
@Trosski 11 месяцев назад
Do my other videos not have audio?!
@diablopiotr6563
@diablopiotr6563 5 лет назад
There is easier way to find deleted navmeshes. right click on file (mod), apply filter, then select deleted (on the left) and find and select navigation meshes in the middle. Then click Filter. Find where those references are, write it down or memorize. Right click on file, remove filters. And u know where to find your deleted navmeshes
@SgtDreTecKeGamer
@SgtDreTecKeGamer 5 лет назад
A nice quick tutorial, Thank you for making it and sharing it. ^5
@SgtSabotage
@SgtSabotage 5 лет назад
Nice Intro.
@JRexRegis
@JRexRegis 3 года назад
Still holds up today. I've used this guide for SSE, to fix a mod - but run into a problem. One of the navmeshes seems to be replaced by a navmesh _in another cell_ - and if I try to update the Formid anyways, it starts to cascade upwards in the masters until it wants to update the TES4 Header of Dawnguard,esm, likely because that header contains a list of overriden forms.
@ToxicallyMasculinelol
@ToxicallyMasculinelol 4 года назад
i really don't get this step where you say "and find which new navmesh replaces the original navmesh." like the video doesn't show how you found it, at all. from my point of view it looks like you just randomly decided to click on a certain triangle, i don't have any idea how i'm supposed to pick
@armins1249
@armins1249 4 года назад
Same here...
@Grim12369
@Grim12369 3 года назад
yea, this tutorial is fucking useless
@wapperjaw8282
@wapperjaw8282 2 года назад
It marked in yellow boundaries at the bottom in the CK. He did say he assume that "you to have basic understanding of of the xEdit and the CK".
@Gungho73
@Gungho73 4 года назад
I'm hoping this is the cure to my issue: FO3Editv 4.0.2.e found 2 deleted navmeshes were found in the unofficial fallout 3 patch. I have eliminated all other issues in LOOT, this is the only issue I have left. So I'm watching your video/reading comments for advice. As I absolutely want to get this right.
@wuck2226
@wuck2226 4 года назад
Skyrim is becoming more like a game create simlulator.
@nenirouvelliv
@nenirouvelliv 4 года назад
The issue is that it remains unclear what we are actually doing when we copy the FormID of the deleted navmesh to the new one. What kind of data is actually being transferred here? And also figuring out which FormID should be replaced by the removed one also remains completely unexplained. EDIT: So if understand this correctly, the issue is about CK generating a wrong FormID for the new navmeshes, making the game/AI unable to recognize the new ID? And that's why we have to revert it back to the original one for new navmeshes? So in theory you could just remove the navmesh records from the mod in that problematic cell if you wanted to get rid of the CTD causing conflicts (but you would lose all the work done for the new navmeshes).
@wapperjaw8282
@wapperjaw8282 2 года назад
It also tells you which cells are bad in messages ... don't have to search. Tip: Copy the number to note pad before you remove ... sometimes the clip board goes kablooey.
@ssjplayerone8937
@ssjplayerone8937 5 лет назад
how do i find cell coordinates?
@theicedevil
@theicedevil 5 лет назад
Can this also be done on the DLC's after cleaning?
@Trosski
@Trosski 5 лет назад
Yes. Infact it should be done. FO3 is notorious for causing CTDs, because of deleted navmeshes. When you fix DLC navmeshes, you'll want your entire load order loaded into xedit, so any mod that relies on the DLC's formid can be updated with the fixed formid.
@wysiwygbill
@wysiwygbill Год назад
Kind of an old video, but what if the "new" navmesh covering the same spot has a formid which exists in vanilla? I can't change the new form id to the old one because it was changed and there is no new navmesh formid.
@Trosski
@Trosski Год назад
If the new navmesh already has the same FormID as the vanilla navmesh, then you don't have to do anything. This is only to correct navmesh FormIDs when the CK deletes the old navmesh instead of appending them. It happens sometimes and can cause crashes. It can also be used to fix deleted navmeshes in the official DLC.
@profesorresor123
@profesorresor123 5 лет назад
Hey, what if for some reason a navmesh would be flagged as deleted, but won't have any replacement meshes?
@Trosski
@Trosski 5 лет назад
First, you should find what navmesh in the vanilla game it is, and figure out why it was deleted. Someone could have placed a building on top of it, or any number of other reasons... possibly even and accidental deletion. After that, you can then make a new navmesh triangle, push it below the ground if it is truly unnecessary or re-position it if you need it to serve some purpose in the cell, and then fix the formid as suggested in the video.
@HoldenOversoul
@HoldenOversoul 4 года назад
Does anyone know if Bethesda updated the CK somehow to disallow opening multiple instances of it? Whether I put the bAllowMultipleEditors=1 line item in CreationKit.ini or CreationKitCustom.ini my PC refuses to open multiple instances. If I already have the CK open and double click the icon again nothing happens. It just acts as if it's already open and does nothing at all. Maybe it's Windows 10 causing it?
@Trosski
@Trosski 4 года назад
You may need to right click on it, and click on the open option from the context menu.
@HoldenOversoul
@HoldenOversoul 4 года назад
@@Trosski Yep, that was it. Was like, why the heck won't it open. I know I'd had multiple instances open in the past, but couldn't remember how I'd gotten them open. Accidentally, probably.
@KoRuTaKu
@KoRuTaKu 3 года назад
so your telling me, that the Navmesh i deleted in my Cell can just be Re-Navmeshed?
@Trosski
@Trosski 3 года назад
Yeah.
@geraltofrivia3012
@geraltofrivia3012 5 лет назад
Fo4 edit wont let me apply the filter for cleaning, it says that its been made obsolete by quickautoclean, i used quick auto clean and loot is still telling me the navmeshes are unchanged. What do i do?
@Trosski
@Trosski 5 лет назад
So using qac should work the same. I don't know why you're looking at loot, but it doesnt know if navmeshes have been fixed or not. It's not that smart of a program. If you are following the video, then everything should be the same with the exception of applying the filter.
@geraltofrivia3012
@geraltofrivia3012 5 лет назад
@@Trosski Loot works through mod manager 2 same as Fo4 edit, and it tells me exactly which mods have dirty edits, need cleaning, or has deleted navmeshes and how many. I can't imagine loot just randomly lying to me about what needs cleaning, the numbers are way to specific, seems its a smart enough program.
@geraltofrivia3012
@geraltofrivia3012 5 лет назад
@@Trosski Besides the fact that F04 edit found the same things that needed cleaning that loot found, I cant apply filter for cleaning so im just not using mods with deleted navmeshes, so im only missing out on the diamond city expanded mod.
@Trosski
@Trosski 5 лет назад
@@geraltofrivia3012 I haven't used loot in a long time, so maybe it's been improved. It used to only sort alphabetically. Since the feature was disabled in favor of qac, then just apply a manual filter to look at navm records, or I was told that there is also a script that will filter for deleted navmeshes. All of this is accessible from the same context menu as the cleaning filter.
@andreniki8864
@andreniki8864 5 лет назад
Ive found 17 deleted navmeshes in the nuka world Dlc, however, the moment i cleaned ITM´s and deleted references, i refreshed the list on LOOT and its not showing up anymore the navmeshes issue. Is this now a bug and i have to go manually in the DLC with FO4edit to search for te deleted navmeshes or are they solved? Im just starting to familiarize with this tools..
@Trosski
@Trosski 5 лет назад
Did you watch the video? Deleted navmeshes can't be automatically undeleted. I also don't use loot, and sorting your load order should be done before undeleting navmeshes.
@andreniki8864
@andreniki8864 5 лет назад
@@Trosski my load order was sorted. And ofc i watched the video. And its funny how you avoided completely my question to let hang out the smartass(did you watch the video?). it seems that your not able to even help a newcomer. And i know you said in the video you expect people to have basic knowledge of this tools, and well, im trying to. just saying that for someone who just started to mod and trying to get into it, having to read enlgish tutorials only on how to do it, not even being myself a native english speaker, its hard. I just was asking if Loot is maybe bugged, and its not showing me up the navmeshes error. You could just have answered ( Loot doesnt work well, use *random program in here* So its easyer to find. But who the hell am i to give you my opinion? You own the channel and you make the rules. fuck this
@Trosski
@Trosski 5 лет назад
@@andreniki8864 I am not avoiding your question. I said that I don't use loot. I manually sort my load order as I go. I don't know why loot wouldnt list something after cleaning it. You should ask the loot team. If you followed the video, and undeleted the navmesh references, then that should be all you need to do. The only problem that you might run into is if you install a mod that references the navmesh that you fixed. This is why you need yo have the load order sorted, and all mods that reference the navmesh loaded into xedit when you do this process. I wasn't trying to be a smart ass by asking if you had watched the video. I have been asked questions before that have been covered in the video. Nowhere in the video do I talk about checking anything in loot. You don't even need to open loot to do this process.
@andreniki8864
@andreniki8864 5 лет назад
@@Trosski Well i appreciate your time and effort to write me back. Im just gonna search a different solution to my problem. Its all ok, nvm
@AngelsModz
@AngelsModz 5 лет назад
@@andreniki8864 The Nuka worl was fixed when you cleaned it actually. It works fine after a cleaning, was just bad references. My trouble is actually with the 1 he is working on here. The one's that are not fixed after a clean are the only 1s to worry about.
@HoldenOversoul
@HoldenOversoul 4 года назад
I know deleted navmeshes are a problem, but what do you do with them when they were covering areas that were completely removed. For example. There is a mod called Nuka-World Glory that completely changes the way that the gauntlet works. It's kind of more like an amusement park attraction than what it is in the vanilla DLC. The area near the end where the vault dweller passes through an area where chain link fencing is overhead with raiders shooting down on them has been completely remade as well. Because of this you have two layers of navmesh, an upper and a lower with the upper one completely abandoned because the fencing is all gone. I'm not sure of what to do with it, other than delete. No NPC's should ever be trying to travel up there anymore. The only thing I can think of is to maybe add in small areas of floors in the cells those areas of navmesh go in way down below the level of the ground, navmesh them, then change the formID's of those newly created navmeshes to match the ones of the areas that need to be removed. Is that a viable option? Any thoughts?
@Trosski
@Trosski 4 года назад
You can grab the entire navmesh, and sink it below the ground, and just leave it. I don't think fo4 has the disable navmesh option. If you create new navmeshes in the area, then you can give the new navmesh the id of one that you don't need anymore, and delete the original. It's up to you. You could also just leave it where it is, and not do anything to it, if there is no way for NPCs to access that area. I usually go for whatever requires the least amount of work.
@HoldenOversoul
@HoldenOversoul 4 года назад
@@Trosski Of course you're probably right. I did wind up sinking a few of them way down below the ground, but the others are probably fine where they are. The lag on the tool for dragging them is just SO cumbersome and slow. Hold and draaaaaaaaaaag it down and it only moves about a quarter of the distance your mouse pointer moved. Rinse... and repeat. Thanks a ton for the advice. I really appreciate it.
@HoldenOversoul
@HoldenOversoul 4 года назад
Oh, the problem with creating a new navmesh in a cell is that it will have the same formid as the existing mesh. I’m sure there’s a way to create a new formid, as sometimes Bethesda has multiple meshes with differing formID's in the same cell themselves. I could have sworn I saw a create new formid, or create new navmesh, or something similar at some point, but couldn’t find it now.
@Trosski
@Trosski 4 года назад
@@HoldenOversoul I've never had that issue. The problem I run into most often is after adding a triangle and moving a navmesh, the ck will consider the original navmesh deleted, and assign a new formid to the modified navmesh.
@Trosski
@Trosski 4 года назад
@@HoldenOversoul When you finalize it should work all of that out.
@robm2749
@robm2749 4 года назад
You're a synth
@AngelsModz
@AngelsModz 5 лет назад
@Trosski, man I am working on the same diamond city expansion you are in this video Im not super savvy, I found the 8 deleted navmeshes I have the form id and location, yet I cant seem to open the file in creation kit, 1 it tells me you havent activated an active file, and then when i just continue it says multiple masters were found for this. Hvae you fixed Diamond city can you possibly upload what you fixed by chance? Or perhaps help me a little one on 1 through discord, we can screenshare or something you can tell me if Im doing it right. Would be awesome, I can give you about 12 subs.
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