Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission or crediting me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 1.0
Initial release for Requiem of the Brotherhood 4.1
Requiem of the Brotherhood has some fairly major navmeshing issues. The navmesh in the new interiors has been auto-generated without any manual tuning. In some interiors this has left the navmesh completely dysfunctional. The exterior locations edited by the mod haven't had their navmeshes changed to match the new layout, and none of the navmeshes have been finalized, leading to NPCs being unable to travel through the doors linking the interiors to the exterior cells. This mod addresses all of these issues, and it should make all the interior locations fully accessible to followers.
What has been done:
Cleaned up and fixed the auto-generated navmeshes in interiors. Finalized the cells so the load doors can be used by NPCs.
Edited the exterior navmesh in locations changed by the mod so it matches the new layout.
Finalized the cells to make the doors leading to the interiors accessible to NPCs.
As an addendum, the vanilla navmesh in the area surrounding the entrance to the Desolate Sanctuary is a bit spotty. This is because this area doesn't have any actual content in vanilla, so the navmesh is just auto-generated without any manual touch-ups. I stitched it together a bit in the cells which Requiem of the Brotherhood edits, but if you see strange NPC pathing in the area it's likely not because of this mod, just poor quality vanilla navmeshing.
Compatibility: Great care was taken to ensure that only the cells edited by Requiem of the Brotherhood have had their navmeshes changed. This was done to minimize the conflict surface of the mod. However, it's still possible the exterior navmesh edits conflict with other mods changing the same areas. I didn't have any in my load order though, so I'm personally not aware of any.