Creation kit Cheat sheet

Creation Kit - Tutorial Article on Navmeshing

Creationkit site has little to no links on navmesh on the FO4 side, make sure to use the Skyrim side for the real content there.

Real Jenn did all the work, I am just making this list to make it easier to lookup stuff.
She has a second video that is a deep dive on repairing deleted navmesh.


Activating collision geometry also F4 - this helps keep the navmesh above the terrain t-74
List of timestamps to various topics:
Spoiler:  
Show

How to select triangles/points 131
View modes (over about 100 seconds) 170
What is a Precut or workshop objects connected to navmesh 272
What the different triangle colors mean 305
Navmesh text button 321
Finalizing and Find cover edge buttons (and some other button explainations too) 336
Selecting all triangles for a single navmesh (flood fill) 474
Selecting inverse of flood fill 510
Find triangle button 536
Create triangle (a key), drop vertices (f key, aligns mesh to ground/surface) 569
Merging vertices 608
Selecting all triangles for a single navmesh (flood fill) 2 728
What is water navmesh, how does it work 614
Preferred pathing (orange/gold navmesh) explaination 661
Make vertex at ground level - F key 754
Making vertices - right click 786
Create a Triangle 804
Check navmesh for errors 836
Clean in xEdit. As of this post Autoclean works too. 946
Look for skipping or deleted navmesh by loading the plugin into xEdit 955
Navmeshing basic stairs 1230
Using z key to move point/triangle up or down 1281
Navmeshing a doorway 1405
Navmeshing complex or Housek corner stairs 1419
How to create a precut 1597
How to remove precuts 1872
Do not delete a complete extra navmesh tuck it away 2008
Precuts sometimes do not stay, link precuts after finishing mesh 2182
Do not merge different navmeshes as it deletes one of them 2243
How to fix a deleted navmesh, done it FO4Edit/xEdit 2295
How to link navmesh for 2 different cells 2879
Finalize navmesh for 2 cells edges/borders (makes those green lines) 3093
Find a single error triangle and fix it (on edge) 3116
Don't let navmesh be beneath the ground 3398
Makes edges of multiple cell navmeshes meet, beginning 3413
When 4 different cells corners meet 3565
Different kind of error (non-fatal) related to portals/doors 3708
Navmeshing a door/portal to interior (about 100 seconds) 3749
Navmeshing a nif or static, could include workshop item 3928

Workflow list (adapted from video/direct advice from modders):
Spoiler:  
Show

Part 1:
  • open CK, set render to 1 cell for navmeshing (opening multiple creates redundant records)
  • open/create mod from base game, open cell, CTRL-E to activate navmesh mode
  • select mesh to replace (NEVER delete a mesh) select 1 triangle, hit f, CTRL unselect 1 triangle, delete the rest.
  • Right click to make new verts, "a" key to make new triangles.
  • Set autosave to 10 minutes and/or save a lot
  • Finalize every few minutes, save
  • Run check navmesh every few hours to get rid of random bad triangles (find triangle button works best for this)
  • Do not merge on existing mesh, any meshes you do not want, delete all but 1 triangle, shrink it, and use Z to move it far below the map.
  • Repeat steps 4-8 until cell is done, completing an entire cell by hand takes roughly 4-8 hours.
Repeat above until all cells for settlement are done.

Part 2:
  • Make sure the edges of the navmesh match to the 4 neighboring cells.
  • Will likely require loading neighbor meshes and moving/adding vertices
  • Do finalize in those cells, but expect to remove extra records in xEdit
Part 3:
  • Go thru and re-enable all the precuts (objects that can be scrapped unlocking the navmesh)
  • Always do this last, as random CK issues will remove these references for no known reason.
Part 4:
  • Load into autoclean xEdit (removes identical to master entries) and check for errors, re-enabled any deleted meshes, may require going back to Part 1!
  • Remove any references mentioned on Part 2
  • All cells you update will create a plus sign pattern, math language orthogonal changes.
  • Anything not adjacent to the cells you overhauled can be removed.
  • If it is just a navmesh update, make sure the cell record headers have no changes, as this can break previs.
Part 5:
  • Test the mesh by loading into game
  • Use a companion and command them around to verify mesh works.
  • If they cannot go somewhere than there is an issue, load the mesh back into CK Part 1, and check for errors.


Stuff not in video:
Vilance's Addendum/Tips:
Spoiler:  
Show

What is the easiest way to test my mesh?
Take a companion and use command mode to move them around. I like Dogmeat as he does not talk.

When about to load up a cell to do navmesh, prior to viewing the cell, make sure to change the Render Window Properties (right click in the Render Window), Preferences -> Grids to Load from 5 to 1.

This prevents loading up excessive navmesh information for cells you are not working on.

Prune/Trim out un-needed entries:
When completing a navmesh check it in xEdit/FO4Edit and remove the entries for cells you are not interested in updating, make sure to leave the 4 cells adjacent to the cell you are working in.

For example, if working on TaffingtonBoathouseExt, it is located at 1,11. You will need to keep the adjacent cells at:
(0,11), (2,11), (1,10) and (1,12).

Each navmesh makes a plus sign or an orthogonal set, so if you have multiples it will look something like this(TBH plus cell to the west of it):
(NA,NA), (0,12), (1,12), (NA,NA)
(-1,11), (0,11), (1,11), (2,11)
(NA,NA), (0,10), (1,10), (NA,NA)

Again, the above represents if you were to update 2 navmesh cells: 0,11 and 1,11. The NA cells are not needed in the final  release, so remove them once you are done rebuilding the meshes. Use lower "Grids to Load setting to reduce the occurrence of this.


Navmesh Types: (Courtesy of  Glitchfinder)
Red: Standard navmesh. NPCs can walk here.
Orange: Preferred pathing. Apply to selected triangles with P. NPCs find this "easier" to walk on.
Yellow: Float. Apply to selected triangles with ctrl+alt+F. NPCs don't like this one, but it gets used for pathfinding. Mostly found on places too steep to walk.
Pale/Grayish: No Large Creatures. Apply with ctrl+L. Large NPCs (as set with the "Use Large Actor Pathing" flag in the Race record) will not walk here. Check the museum of witchcraft (MuseumOfWitchcraft01) to see it in action.
Blue: Water. Apply with O. NPCs also don't like this one, but it will be used if they can swim.
Hot Pink: Precut. Applied by selecting an object and navmesh triangles, and then using the "Link Precuts for Selection" option in the Navmesh menu. This navmesh only exists if the linked objects do not. Do not use the "Precut All Scrappables" or "Create Precuts for Selection" options in the navmesh menu! All those options do is make a mess.



On workshop statics that have their own navmesh (see below tutorial video) added into a settlement location in Creation Kit, make sure to add linkref keyword WorkshopItemKeyword...If the workshop object is something like a tree without navmesh, do NOT link it using this keyword!


Navmeshing workshop objects video:

Vilance's Addendum(FAQ also):
What is the easiest way to test my mesh?
Take a companion and use command mode to move them around.

Why is my object mesh not working in game, it finalized fine?
Possible Reason 1: It appeared to finalize fine but actually finalize properly or parts of it got deleted.
Spoiler:  
Show

When re-navmeshing objects (workshop or otherwise), to finalize you have 2 choices:
  • Option 1 - Click -> Navmesh -> Finalize Cell Navmesh
  • Option 2 - Click -> Navmesh -> Generation -> Advanced, In new popup select finalize
A successful finalize of a mesh with change its edges from yellow to purple.

There are some pretty large differences between these 2:
  • On option 1, it will leave edges yellow if the mesh fails but not likely delete the triangles. It will NOT delete triangles that fail the finalize check.
  • On option 2 it will delete triangles that fail the finalize step. Deleted triangles means incomplete mesh so NPCs will not use it properly.

Possible Reason 2: Mesh finalized fine but its entry in the "Navigational Mesh Info Map" is failing.
Spoiler:  
Show

Whenever you create a navmesh for a static, it creates 2 objects/forms entries:
  • Cell ->Block 7 -> Sub-Block 3 -> 00000025 NavmeshGenCell -> Temporary -> (yourFormIDHere) Navigation Mesh
  • Navigational Mesh Info Map -> 00000FF1
Three possible problems could be occurring:
  • Problem A - Quite often the first entry with have a changed formID that might be set to all 00000000. If this is the case update it to a safe formID (not covering that here!)
  • Problem B - There might be multiple entries in the Info Map that are incorrect failing to point to the correct FormID from the NavmeshGenCell. Update any error entries to the FormID of whatever the FormID of the Navigation Mesh is from the Cell Block 7, if they are all 00000000, fix that first.
  • Problem C, you get both Problem A + B at the same time!

Article information

Added on

Edited on

Written by

VilanceD

0 comments