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KodiSky

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KodiSky

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This redoes the Navmesh in cell 39 -1 so it is inline with better modding practices, making it compatible with other mods such as Clockwork, or even Beasts of Tamriel and Arthmoors Villages and my patch for clockwork/Arth's Villages. It also will make it easier for any modder who is looking to make a compatibility patch with other mods.

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Pit Fighter is a great mod. But it was made a long time ago, when people had less knowledge on how things can affect other things. There were less mods back then too. This simple .esp update still requires the original mod's assets found by downloading the original mod to function. It removes wild edits to neighbouring navmeshes of 39 -1 cell. It also completely remakes 39 -1's navmesh, building it properly from the vanilla nav so you dont have a bunch of nav islands and other horrible compatibility issues that will CTD ur game when you go there. 

Lastly it has an esm flag. But Quest relevant NPCS and objects have been made persistent so they will work. This is a minor thing but can have a big impact when you have a lot of mods. 

I will be making compatibility patches for more things in the area around this so stay tuned. But I found how messed up the situation was with Pitfighters navs whilst trying to make compatibility patches and decided for my own sanity and that of anyone else needing to do the same thing. An update to the ESP was needed. 

If you are not using Mod Organizer, do what you need to do to make sure this esp overwrites the original ESP.  You still need the original mod for the assets.

I tried contacting the original mod author in regards to this update so it is possible some day they will include it, or even improve upon it.  Making this one redundant. I will take this one down if that is the case. 

This is about as safely mergeable as the base mod, but slightly safer. It's the type of mod where you have to know what you are doing merge wise cuz of navmesh edits.


If you use any of the following: 
Clockwork 
Arthmoor's Skyrim Villages-Clockwork Entrance Patch 
Immersive Dungeons (Episode1)

and potentially others that affect the area you should use the Optional "Universal Compatibility Resolution". Load it towards the end of your load order and it will make sure nothing turns that nav to vanilla nav. For more context on why and what is going on here. This cell 39 -1 is like half at the bottom of a mountain edge and half above it. Some mods add navmesh to the mountain above it but they didnt delete the reference to the vanilla navmesh so. Pit fighter is saying "I'm modding the nav at the bottom of the mountain" and those mods say "we have a new pieces of nav that didn't exist in Vanilla at the top of the mountain AND we will replace yours with vanilla" The patch says "Fine keep what ever you add, but this "vanilla" nav is mine". So this patch works universally on anymod that conflicts with it in that particular way rather than making separate ESPs for all the different combinations of this type of  conflict. As the solution would be the same every time.

My LOOT automatically puts this optional plugin near the bottom anyway but incase yours doesn't.




If you have something that adds something right on top of it, this will not fix it. This wont fix the Forgotten Dungeons conflict with Pitfighter. The best thing to do in that case is flag that mod as ESM in xEdit temporarily, then open it in Creation Kit. Move the thing and any markers associated to it to the left of where the pit fighter cave would be. Hit save. Name your patch. Load again but with pitfighter loaded too, adjust the navmesh, hit validate and boom. If you did it right it should work. You'd need to NOT have my optional patch. And the compatibility patch you just made should be loaded after anything it conflicts with (check in xEdit) also, clean it in xEdit right after making it. And ya. If its working you could even release it for others to enjoy xD

Checkout my other patches and fixes.
Folkstead and the Border of Hammerfell 15.2.X
Nyhus and Immersive Dungeons Compatibility
Arthmoor's Skyrim Villages and Clockwork Compatibility
Legacy of the Dragonborn and TES Legendary Cities Vernimwood Compatibility
Technicolour Alchemy polypore fix
Gray Cowl of Nocturnal and Folkstead Compatibility
Arthmoor Skyrim Villages and TES Legendary Cities Amol Compatibility 
Gray Cowl of Nocturnal VS Folkstead And the Border of Hammerfell
Camels and new animals in Alik'r Desert 8.0 - Finalization Project
Camels and new animals in Alik'r Desert Vs Folkstead Compatibility

If you would like to join Project Dragonbreak, please read my "About Me" section on my profile.