Makes it so both navmesh changes come out, and actually improves the Hammet entrance navmesh because in the hammet mod it is just placed there with no edit to navs which could cause npcs to try walking through a wall.
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Just a basic lil navmesh fix so both mod's changes come out right. Arthmoor added a path navigation mesh to a road. I suppose he wants near by NPCs to use that road. Hammet added a dungeon to the cell. It has a reference marker which has to be linked to the navmesh so NPCs like followers can follow you in and out of the dungeon. Depending on which of the two mods won in your conflict, you would be missing of the two changes.
But in a way this is better than the hammet dungeon entance because it is properly edited to allow NPCs to know they should walk up the ramp. Turn, walk up again turn, and they are in the dungeon. They might've tried to not use the ramp or walk through a wall otherwise. It also has cover edges set up, so say a dragon attacked you near the dungeon entrance (its a dwemer lift you have to activate) your follower might take cover in the lift's lobby area. NPCs will use the walls as cover in ranged combat etc.