Regarding moving exterior vanilla navmesh out of the way

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templeofninpo
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Regarding moving exterior vanilla navmesh out of the way

Post by templeofninpo » Sat Mar 13, 2021 7:59 am

Once I have the selected area outlined in blue I can move unneeded vanilla navmesh. Is there a 'best practice'? Move it down and out of the way or up? I am taking up about 2 and a half cells in the wasteland and have lots of triangles to adjust.

On that note, is squeezing a bunch of vertices into a line going to affect performance?

PS: Would anyone know how to 'override' navmeshes? Should I clean the mod inbetween navmeshing sessions?
My New Vegas Garbage Guru mod- https://www.nexusmods.com/newvegas/mods/58996

'Right to Sleep' Data Hub (The Process of How It Is That It Is Legal to Have a Tent, at Night, in a Park in the City of Victoria, BC, Canada)- http://goo.gl/maps/5P9ZU

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RoyBatty
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Re: Regarding moving exterior vanilla navmesh out of the way

Post by RoyBatty » Sun Mar 14, 2021 5:48 pm

Do not follow Skyrim guides for navmeshes, doesn't apply to F3/NV.

Just edit the navmesh to override, if GECK deletes it in your plugin, note the navmesh formid that gets deleted, remove the deleted navmesh, renumber the new navmesh with the deleted navmeshes formid.

Be careful where you edit, removing any triangles use for door links in other mods will cause a CTD.

Do not make tiny/long thin triangles.

Your mod will need to be an ESM or the navmesh will stop functioning if they player dies and the game is reloaded.
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templeofninpo
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Re: Regarding moving exterior vanilla navmesh out of the way

Post by templeofninpo » Sun Mar 14, 2021 8:33 pm

Your mod will need to be an ESM or the navmesh will stop functioning if they player dies and the game is reloaded.
An actual ESM or an ESP that is flagged as a master?
Just edit the navmesh to override, if GECK deletes it in your plugin, note the navmesh formid that gets deleted, remove the deleted navmesh, renumber the new navmesh with the deleted navmeshes formid.
I could only find two guide vids and both did not go into 'overriding'. Are you saying to go ahead and remove/edit vanilla navmesh in the geck and add my own, then load my plugin in xedit, filter 'deleted', get the formids of the edited/removed vanilla navmaesh, remove the deleted files, then rename my new edits to match?

Just now realizing how dirty my first big mod was.

update- I talked with Roy a bit and he pointed out how to 'initially disable' groups of navmesh (right click in the cell window). I've yet to get to the point of 'overriding', which I will have to research. I have days of setting up my navmesh ahead of me, and I know xEdit like I know cars... that they need gas and oil and a friend who is a mechanic. I digress, I'm learning. Does anyone here have an 'in' with Michael from Gamerpoets? I think a video on manipulating and disabling vanillia navmesh groups and adding custom ones could be important... I have a feeling its going to require note taking.
My New Vegas Garbage Guru mod- https://www.nexusmods.com/newvegas/mods/58996

'Right to Sleep' Data Hub (The Process of How It Is That It Is Legal to Have a Tent, at Night, in a Park in the City of Victoria, BC, Canada)- http://goo.gl/maps/5P9ZU

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