2 deleted nav meshes, I think the author said they don't care about it but it annoys the hell out of me cos it constantly comes up in LOOT as a dirty edit. Not a recommended mod.
The 2 deleted navmesh are the ones replaced by the mod with two identhical navmeshes to allow to connect the Windhelm lighthouse and the rest of the worldspace. Otherwise your follower(s) won't follow you and I had to edit the navmesh to allow the NPC to go upstairs to the lighthouse. This is a common "issue" seen in all the mods that EDIT navmeshes for fitting the new contents in the edited cell(s) and ALSO are connected to an adjiacent cell in the worldspace but is not such a big trouble for your gameplay unless you don't have the very very very very rare case where THAT navmesh (a triangle) is used by a door teleport. The two deleted navmeshes on this mod doesn't refer to anything in vanilla Skyrim.
- make a new savegame - open the console - click on it and number will appear on the screen - write disable and press enter - now the bridge will disappear. If not then you have clicked a wrow object, so write enable and press again enter
Do the same thing with the light post and the lantern too, if you want.
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This is a common "issue" seen in all the mods that EDIT navmeshes for fitting the new contents in the edited cell(s) and ALSO are connected to an adjiacent cell in the worldspace but is not such a big trouble for your gameplay unless you don't have the very very very very rare case where THAT navmesh (a triangle) is used by a door teleport. The two deleted navmeshes on this mod doesn't refer to anything in vanilla Skyrim.
I wait you coverstion this to SSE soon.
Will you be porting this to the Special Edition ?
Thanks
- make a new savegame
- open the console
- click on it and number will appear on the screen
- write disable and press enter
- now the bridge will disappear. If not then you have clicked a wrow object, so write enable and press again enter
Do the same thing with the light post and the lantern too, if you want.
Alternatively, use TES5Edit to delete it.