I cant answer this. First point is, my patch contains no BA2. Second point, I didnt update and honestly I have no clue if Ashland and SRR will work with it or not :)
This was fun :) I really like when there are options to use perks for repairs . However, it seems like the option to "repair" the platforms breaks something in my game installation. ( i am unable to load any saves where i have done the repair action, every other save game in the station loads as it should, thought)
[NAVI:00000FF1] [00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [D9033883] < Error: Could not be resolved > [00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #0 \ Door Ref -> [D90448CB] < Error: Could not be resolved > [00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #1 \ Door Ref -> [D9033888] < Error: Could not be resolved > [00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Parent -> [D9033882] < Error: Could not be resolved > [00:00] [REFR:D90090A0] (places HitDoorSm01Load "Door" [DOOR:000E1C42] in GRUP Cell Persistent Children of 0SubTunRoxburyToGlowingSea02 "Abandoned Subway" [CELL:A9033882]) [00:00] REFR \ XNDP - Navigation Door Link \ Navigation Mesh -> [D9033883] < Error: Could not be resolved >
EDIT: I also tried using the Loose version just now just to check, and still getting similar errors in the Navigation Mesh. I have the most recent versions of both mods.
That's caused by the door not having a navmesh to link to, such that npcs may not be able to travel between Ashland and the Subway Runner tunnels. Worth testing by spawning a ghoul in, turning on god mode (tgm), and then seeing if it can chase you too the door to Subway Runner's tunnels and then seeing if it'll follow you through the door as you load.
To fix it make sure the navmesh extends to the door in both cells and then finalize the navmeshes in both cells.
Ah yeah companions are nice because they can teleport. And fortunately both sides of the tunnel don't normally have npcs around them so the likelihood of being chased is also low, so not a big issue at all.
1 Go into CK 2 Open the first cell 3 Hit Strg+E click finalize (navmesh cheat sheet) 4 Open the second cell 5 Hit Strg+E click finalize 6 Save 7 Patch done
Sort of, that’ll only work if the navmesh reaches to somewhere near the door, which it sort of would on the subway runner side, but would not on the Ashland side without action on the patch’s part.
Thank you for making this, but just a heads up: we are planning on releasing a new update later today. So you might need to copy the updated cell data into this patch once its released. Cheers!
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First point is, my patch contains no BA2.
Second point, I didnt update and honestly I have no clue if Ashland and SRR will work with it or not :)
Should be fixed by Qrsr today as he said
Has no consequences....
I assume and hope he will switch back to the "normal" naming with next update
However, it seems like the option to "repair" the platforms breaks something in my game installation. ( i am unable to load any saves where i have done the repair action, every other save game in the station loads as it should, thought)
Which file do you use?
[00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [D9033883] < Error: Could not be resolved >
[00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #0 \ Door Ref -> [D90448CB] < Error: Could not be resolved >
[00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Linked Doors \ Door #1 \ Door Ref -> [D9033888] < Error: Could not be resolved >
[00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Parent -> [D9033882] < Error: Could not be resolved >
[00:00] [REFR:D90090A0] (places HitDoorSm01Load "Door" [DOOR:000E1C42] in GRUP Cell Persistent Children of 0SubTunRoxburyToGlowingSea02 "Abandoned Subway" [CELL:A9033882])
[00:00] REFR \ XNDP - Navigation Door Link \ Navigation Mesh -> [D9033883] < Error: Could not be resolved >
EDIT: I also tried using the Loose version just now just to check, and still getting similar errors in the Navigation Mesh. I have the most recent versions of both mods.
You can remove those lines if you want.
I remove it for the next update and keep if for now.
To fix it make sure the navmesh extends to the door in both cells and then finalize the navmeshes in both cells.
(Heather and Nick followed me both times I tried this morning)
I need to watch first a CK „howto“ cause I worked only with xedit and RobCo so far…
2 Open the first cell
3 Hit Strg+E click finalize (navmesh cheat sheet)
4 Open the second cell
5 Hit Strg+E click finalize
6 Save
7 Patch done
Thank you