The Dungeons Revisited one hardly call be called a patch, I just check it in SSEEdit and it only carries Revisited records for the most part.
When the records are identical to vanilla (9/10 of the entries) Navigator should take priority except for Revisited new navmesh data (for the areas added at the dungeons) or specific changes to vanilla. Otherwise you're just forwarding a copy of the vanilla records and throwing away all the improvements Navigator makes to that
Merging the two different edits is much more difficult than it sounds. I started with this approach and it was basically unworkable so that's why it forwards mostly Revisited's navmesh.
If they were just vanilla records, then they'd be ITMs in Revisited. I'll take a look but I'm pretty sure there was a reason not to mix and match.
I've mixed navmesh edits before - for the Lost Passages dungeon pack) without encountering any - visible - problems, enemies never got stuck or any of that
But touching navmesh data is opening a can of worms and you never know. plus is super tedious, I was actually trying to patch both mods myself and almost died of boredom, so I totally understand you
ps: I think that when a mod forwards data from vanilla but also edit it someway (like, even changing a couple lines), that entry won't get flagged as ITM
Hi there, is there a reason these patches need CC-content as Masters? None of the patched mods need CC-content, nor does Navigator itself. A version without this requirement would be great for SE users. Thanks!
You can clean those yourself in xEdit. Just take a plugin, copy-paste and rename it to whatever master is required, load them up with the mod/patch that has dirty masters leftover, right-click it, and select "Clean Masters." That's all, problem solved.
It would be convenient if everyone took the extra minute or two to clean dirty masters, and it's worthy of some thanks when they do, but the patch creator already took the time to make and share their work freely, so I wouldn't suggest waiting for them to cater to your setup on top of that. Plus, waiting takes a lot more time than doing it yourself, and it's so simple in this case that it's more than worth getting the hang of.
Technically you may be right that I could "clean" the plugin myself. But to do so I first would have to be sure that the plugin is indeed having "dirty masters". I am not sure of that. That´s why asked a question in the first place. My knowledge of these things is still growing and far from perfect. And even if you are correct and I did clean the plugin myself, then the download would still contain, like you say, "dirty masters" for everyone else, maybe preventing other less experienced mod users from using this mod. Which would be sad for them and for the author, who took the time to build this mod in the first place. I would not assume that he didn´t have the "extra minute" to clean the file, maybe it was an oversight. Such things happen. And maybe we are even both wrong and there is a reason for these CC-Masters. Then, too, I would like to hear that from the author, - if he is inclined to answer my question.
I'll get an update out soon to tidy up the masters. Since these are regular ESL flagged esps, they must by definition load below the recommended .esl Navigator AIO, so a strict master isn't needed. It'll be up to users to load them below the espfe version of Navigator. The only problem is that by doing so, some records become "identical to previous override" when loaded up with only the mod they patch, so please don't manually clean these (ITPOs will not be removed by xEdit Quick Auto Clean however).
The installer isn't working. This is what happens when trying to install, and yes I have the ESL AIO version of Navigator. Here's a link to the screenshot: https://ibb.co/Fg50Lrj
I removed the check for the Navigator .esl that would hide the install options completely in 1.02, so please try it again. If this is MO1 or Wrye it's possible it wasn't reading that FOMOD code correctly.
Thank you for making this! Installed great for me. Good timing because I was just reading comments on Dungeons Revisited yesterday and saw some complaints about navmesh, so thanks.
Ok, so for anyone having the espfe AOI installed: the patches are actually not depending on either navigator.esl or esp, which is why I'm finding the fomod requirement for the AOI esl a bit of an odd decision... You can simple copy the patches to your data directory by hand, including navigator.esl, then open xedit, clean masters and if you are feeling uncertain manually add navigator.esp as a master. The esp and the esl are both overwriting the same entries, so it doesn`t matter at all and the editing takes 2 minutes.
31 comments
When the records are identical to vanilla (9/10 of the entries) Navigator should take priority except for Revisited new navmesh data (for the areas added at the dungeons) or specific changes to vanilla. Otherwise you're just forwarding a copy of the vanilla records and throwing away all the improvements Navigator makes to that
If they were just vanilla records, then they'd be ITMs in Revisited. I'll take a look but I'm pretty sure there was a reason not to mix and match.
But touching navmesh data is opening a can of worms and you never know. plus is super tedious, I was actually trying to patch both mods myself and almost died of boredom, so I totally understand you
ps: I think that when a mod forwards data from vanilla but also edit it someway (like, even changing a couple lines), that entry won't get flagged as ITM
It would be convenient if everyone took the extra minute or two to clean dirty masters, and it's worthy of some thanks when they do, but the patch creator already took the time to make and share their work freely, so I wouldn't suggest waiting for them to cater to your setup on top of that. Plus, waiting takes a lot more time than doing it yourself, and it's so simple in this case that it's more than worth getting the hang of.
And even if you are correct and I did clean the plugin myself, then the download would still contain, like you say, "dirty masters" for everyone else, maybe preventing other less experienced mod users from using this mod. Which would be sad for them and for the author, who took the time to build this mod in the first place. I would not assume that he didn´t have the "extra minute" to clean the file, maybe it was an oversight. Such things happen.
And maybe we are even both wrong and there is a reason for these CC-Masters. Then, too, I would like to hear that from the author, - if he is inclined to answer my question.
Here's a link to the screenshot: https://ibb.co/Fg50Lrj
The installer works now, so thanks for the fix.
These are just a good cross-section of common mods that came up in my own modlist and I thought I'd share with the class.