@SIVAINU999: If you don't approve of this, please inform me and I will remove the links. You also have my permission to use my edits in a future version of this mod.
My edits involve the following: All deleted Navmeshes have been restored. NPCs can now navigate around the affected areas again. All edited doors restored to the originals (including a large number in Riften's exterior). These edits were solely due to the deleted navmeshes. Breezehome and Honeyside, for some reason, had 2 ladders placed one on top of the other. I deleted the duplicate ladder in both cases as this can cause Z-buffer fighting (flickering textures).
My edited plugin now contains only 8 repositioned ladders and some stone steps added to the secret Thieves Guild entrance, presumably to stop the player getting stuck at the top of those stairs. After my edits, the plugin was reduced from a size of 28KB to 9KB.
Finally, someone said that the USKP already fixes this problem. As far as I can tell, the USKP only fixes Breezehome and not the other places this mod changes (Merryfair Farm, Bee and Barb, Drunken Huntsman, Bannered Mare, Honeyside and Secret Thieves Guild entrance). Also, I've found that the USKP fix isn't perfect as I usually get stuck at the top of Breezehome's ladder for half a second or so with the USKP whereas I don't get stuck at all using this mod.
It would be nice to mention in the description that this was fixed in USKP, as this mod would mostly be interesting for those who do not want the whole USKP.
I run into a weird problem in Riften, don't know if this has been reported yet, but NPCs are gathering around a lampost (and some are even on top of it), they didn't move, they were just standing there (and Sapphire and Maven Black Briar were even in the lower part, just standing under the water).
I activated/deactivated mods until I saw it fixed, and this mod 'seemed' to be causing it. I think it was caused by incompatibility between this mod and Riften Smelter, here are a couple of screenshots: linklink
I opened up this mod using Tes5Edit and I see there are several edits to Riften, though I'm not familiar enough with Cell and Worldplace edits.
Solution: Placing Breezehome Ladder Fix before Riften Smelter in the load order seemed to solve the problem, after loading the save all NPCs resumed their normal behaviors.
I second the comments from tsmith47201. I tried cleaning the esp with TESEdit, but it cannot undelete the deleted NavMeshes. This is a great mod, but I'm going to remove from my load order. I hope the author hasn't abandoned this mod and will address this issue.
BOSS: Warning: This file contains 32 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 http://skyrim.nexusmods.com/mods/25859 is located http://www.iguanadons.net/Skyrim-Fixing-Navmesh-Deletion-Using-TES5Edit-511.html Going back through the comments I saw CTDs blamed on NavMesh, so this issue should be addressed. Do I or do I not clean?
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http://share.weiyun.com/76457eb1d17640a3c79323a55c556ac3
https://app.box.com/s/a3w8mdyqswm78hoa1tffl8bgb2al0thq
@SIVAINU999: If you don't approve of this, please inform me and I will remove the links. You also have my permission to use my edits in a future version of this mod.
My edits involve the following:
All deleted Navmeshes have been restored. NPCs can now navigate around the affected areas again.
All edited doors restored to the originals (including a large number in Riften's exterior). These edits were solely due to the deleted navmeshes.
Breezehome and Honeyside, for some reason, had 2 ladders placed one on top of the other. I deleted the duplicate ladder in both cases as this can cause Z-buffer fighting (flickering textures).
My edited plugin now contains only 8 repositioned ladders and some stone steps added to the secret Thieves Guild entrance, presumably to stop the player getting stuck at the top of those stairs. After my edits, the plugin was reduced from a size of 28KB to 9KB.
Finally, someone said that the USKP already fixes this problem. As far as I can tell, the USKP only fixes Breezehome and not the other places this mod changes (Merryfair Farm, Bee and Barb, Drunken Huntsman, Bannered Mare, Honeyside and Secret Thieves Guild entrance). Also, I've found that the USKP fix isn't perfect as I usually get stuck at the top of Breezehome's ladder for half a second or so with the USKP whereas I don't get stuck at all using this mod.
I activated/deactivated mods until I saw it fixed, and this mod 'seemed' to be causing it. I think it was caused by incompatibility between this mod and Riften Smelter, here are a couple of screenshots: link link
I opened up this mod using Tes5Edit and I see there are several edits to Riften, though I'm not familiar enough with Cell and Worldplace edits.
Solution: Placing Breezehome Ladder Fix before Riften Smelter in the load order seemed to solve the problem, after loading the save all NPCs resumed their normal behaviors.
Going back through the comments I saw CTDs blamed on NavMesh, so this issue should be addressed. Do I or do I not clean?
I tried to speak to you in Japanese, but it turned it into all question marks...