I did an quck auto clean, manually removed the bad navmeshes with SSEEdit, then esl compressed and flagged the mod. I did not have any of the errors I see mentioned below.
I think this is a lovely idea. A handful of merchants, in a comfy space, and a few crafting stations as well.
I don't know why, but this mod had made changes to two houses in Riverwood, the doors have been moved from where they are, so npcs end up clipping through the house to get to the cell. I checked TES5EDIT and found out a lot of areas outside Dawnstar have been changed for some reason?
For folks still experiencing NPC routing/navigation issues, it's probably related to the deleted navmesh problem. I strongly recommend using Arthmoor's procedure here to repair it:
You will need both CK and TES5Edit to repair the deleted navmeshes.
VIP NOTE: In the final step after you delete the navmesh in TES5Edit, you'll need to select the corresponding FormID navmesh in CK (in the final popup window) and enter the vanilla navmesh FormID that you just deleted (in the previous step above). This should permanently resolve the issue.
Once you've verified this has been fixed (loading a save in game), MAKE A BACKUP SAVE AS A ZIP OR RAR of this repaired navmesh version of the mod esp (and its supporting texture etc. files). Doing this will save you a considerable migraine in the future as I found out the hard way. I repaired this issue a while back pre 1.9, then redownloaded the latest version of the mod. Unfortunately the new mod version had the navmeshes deleted again (I'm thinking this is a CK issue). So I had to repair them again. >.<
I imagine a deleted navmesh in this instance means the author added a door to the exterior and had to delete part of the navmesh in order to make the navmesh line up with the door. If he hasn't fixed it it probably means there's nothing to fix. You can "fix" it using TES5edit but you're probably just restoring the portion of the navmesh that was meant to be removed.
@Jetmouse: Just a heads up: the navmesh deletion message reported by BOSS still hasn't been fixed yet. Also when you load the mod in CK, you get an error in the masterfile: MASTERFILE: Errors were encounterd during InitItem for reference:
Base: AutoLoadDoor01 (00031897) Ref: (00015E1D) Cell: YngolBarrowExterior (0000B452) (38,11) in world Tamriel (0000003C)
Not sure if that is navmesh related or not. But I didn't notice it again after repairing the navmesh issue. You might want to look into this when you get a chance. Thanks again for such a terrific lore immersion mod!
Hello, BOSS gave me this message : Warning: This file contains 2 deleted NavMesh records that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author. A guide to repairing NavMesh deletions with TES5Edit is located here.
That's what BOSS says, I haven't encountered any sort of issue and I also have another mod that heavily alters Dawnstar yet this is perfecty compatible so ...yeah ! Very nice mod.
As far as I'm aware there's nothing going on that's as serious as BOSS seems to believe, I think it's been over sensitive to be honest haha. I've tried my best to stop it saying what it is, but I either haven't done it right or it's too much work for me to bother when nothing's really happening. Thanks for using my mod and letting me know
I can also verify that whatever hissy fit errors BOSS is reporting appears to be a false positive. I didn't have any problems accessing the indoor market area, and all NPC vendors were present and able to access their stalls.
This broken navmesh issue was a problem before the 1.8 patch. But just like the Northern Bathhouses mod, this problem appears to have been resolved since the 1.9 update. You should be able to ignore whatever flags BOSS is throwing. Have you actually tried visiting and entering the marketplace cell after loading your save game?
edit: forgot to add: I'm also concurrently running several global makeover mods in Dawnstar. The major ones include Dawnstar Expanded, N. Bathhouses, JAWS, and Better Docks besides this Indoor Market one. Haven't had any issues with CTD, lags or freezes with all of these running to date.
108 comments
I did an quck auto clean, manually removed the bad navmeshes with SSEEdit, then esl compressed and flagged the mod. I did not have any of the errors I see mentioned below.
I think this is a lovely idea. A handful of merchants, in a comfy space, and a few crafting stations as well.
Kudos to Jetmouse, and endorsed as well.
http://www.iguanadons.net/Skyrim-Fixing-Navmesh-Deletion-Using-TES5Edit-511.html
You will need both CK and TES5Edit to repair the deleted navmeshes.
VIP NOTE: In the final step after you delete the navmesh in TES5Edit, you'll need to select the corresponding FormID navmesh in CK (in the final popup window) and enter the vanilla navmesh FormID that you just deleted (in the previous step above). This should permanently resolve the issue.
Once you've verified this has been fixed (loading a save in game), MAKE A BACKUP SAVE AS A ZIP OR RAR of this repaired navmesh version of the mod esp (and its supporting texture etc. files). Doing this will save you a considerable migraine in the future as I found out the hard way. I repaired this issue a while back pre 1.9, then redownloaded the latest version of the mod. Unfortunately the new mod version had the navmeshes deleted again (I'm thinking this is a CK issue). So I had to repair them again. >.<
Anyhow, hope this helps!
MASTERFILE: Errors were encounterd during InitItem for reference:
Base: AutoLoadDoor01 (00031897)
Ref: (00015E1D)
Cell: YngolBarrowExterior (0000B452) (38,11) in world Tamriel (0000003C)
Not sure if that is navmesh related or not. But I didn't notice it again after repairing the navmesh issue. You might want to look into this when you get a chance. Thanks again for such a terrific lore immersion mod!
That's what BOSS says, I haven't encountered any sort of issue and I also have another mod that heavily alters Dawnstar yet this is perfecty compatible so ...yeah !
Very nice mod.
This broken navmesh issue was a problem before the 1.8 patch. But just like the Northern Bathhouses mod, this problem appears to have been resolved since the 1.9 update. You should be able to ignore whatever flags BOSS is throwing. Have you actually tried visiting and entering the marketplace cell after loading your save game?
edit: forgot to add: I'm also concurrently running several global makeover mods in Dawnstar. The major ones include Dawnstar Expanded, N. Bathhouses, JAWS, and Better Docks besides this Indoor Market one. Haven't had any issues with CTD, lags or freezes with all of these running to date.
EDIT: Why does this add a dock?