Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Khrysinxs

Uploaded by

KhrysINXS

Virus scan

Safe to use

19 comments

  1. KhrysINXS
    KhrysINXS
    • premium
    • 158 kudos
    Locked
    Sticky
    RESERVED STICKY 01
  2. KhrysINXS
    KhrysINXS
    • premium
    • 158 kudos
    Locked
    Sticky
    RESERVED STICKY 02
  3. Mookeylama
    Mookeylama
    • premium
    • 88 kudos
    thanks so much for this! i'm back on oldrim , and i ran these nifs thru Cathedral and they work fine. in fact, it seems npcs avoid them with just the nif replaced and no esp used. i even used your guide to add to the nifs of some modded things npcs ran into, and using no esp flags, it seems npcs avoid the objects. 
    is an obstical flag added by an esp even really needed? thanks
    1. KhrysINXS
      KhrysINXS
      • premium
      • 158 kudos
      Yeh. Upon many test runs and based on my results, it was dead clear to me it was required or it just did not work.. The obstacle flag I mean. Yeh, I know what your thinking and the same is "damn".... Its the only straw that could be a reason why a plugin is involved unless the asset your replacing, its base already had that flag set.... Like, you would really have to thoroughly test yourself With and without the flag. I don't want my results to say "Its an absolution".. I am just sharing feedback based on my own fiddling around. If it does work without the flag you find than "hey, that is super awesome. no plugin modifications needed"
  4. seeloganrun
    seeloganrun
    • premium
    • 2 kudos
    If I understand this correctly, this is game changing. So, once someone covers all vanilla/SMIM objects, anything I place using something like Jaxonz, npcs will just know to move around it? And, say someone does the same for things like hearthcraft or campfire objects, same deal?
    1. KhrysINXS
      KhrysINXS
      • premium
      • 158 kudos
      So, once someone covers all vanilla/SMIM objects, anything I place using something like Jaxonz, npcs will just know to move around it?
      You would need to read all the limitations on it HERE but I think if someone moved something > exits the cell and re-enters, the navmesh may update to where the item is now placed and cuts there. This would need testing to be honest

      So, once someone covers all vanilla/SMIM objects << Lets say some madlad or madlad team does this
      Yes. I mean, to do all the SMIM models needs some very delicate decision making how one goes about utilizing this concept on a per model basis. For instance, a barrel could be laying sideways and upright depending how Beth placed all those references in the game, the implementer would not know how and which way to apply the navcut in the base-game replacer barrel model due to so many universal ways it could be placed by Beth.....
      If its a custom mod barrel and the modder knows how all their references layout, that is a total other story and would be a lot easier decision making how the implementer applies the navcut.... Trees though are intended to only be placed one way, easy to apply it to them all and in confidence it will work as trees with faceless shaped bottoms are only intended to be positioned upright or clipping out from another surface

      And, say someone does the same for things like hearthcraft or campfire objects, same deal?
      Any model with a NAVCUT will cut the navmesh where it is placed so long as its Baseform too has the correct flags (specified in the guide). Whether the user moves objects in game and the cutting updates to new places, again, needs testing
  5. Indominus113
    Indominus113
    • supporter
    • 18 kudos
    this is huge brother.
  6. bientje
    bientje
    • premium
    • 149 kudos
    This is pretty cool! 

    So, will you be doing all vanilla / SMIM meshes? That should already fix a lot of vanilla and modded navmesh problems, right? ;)

  7. DrMonops
    DrMonops
    • premium
    • 319 kudos
    It would definitely be great to see mod authors taking advantage of this. Thanks for putting these instructions together!
  8. Glanzer
    Glanzer
    • premium
    • 209 kudos
    I've never used blender and I've only dabbled with nifskope enough to be dangerous. But we REALLY NEED something like this to solve a huge problem.
  9. johnskyrim
    johnskyrim
    • premium
    • 6,012 kudos
    You made this a lot more complicated than it actually is
    1. KhrysINXS
      KhrysINXS
      • premium
      • 158 kudos
      The way its written out as technically specific as can be, in hopes younglings can pick it up, looks much scarier and complicated then it really is to actually do. Lol
  10. bosn889
    bosn889
    • premium
    • 73 kudos
    Very cool. I imagine mods like Lux Via or Northern Roads would benefit from this feature so hopefully this becomes a standard practice
  11. justcallmedots
    justcallmedots
    • supporter
    • 24 kudos
    I would take a 5 hour video tutorial over reading the text any day but thanks for the infos.
    1. KhrysINXS
      KhrysINXS
      • premium
      • 158 kudos
      You dont need to read the text if you can follow and understand the 3.5 minute video. I explain via text for folk that question what they do, when they do it and why. If you dont need it, you don't read it but at least it's there to jump to the progress stage if one does come up with a question. You read it, get your 'Aha' moment, and carry onward. 5 hr video, god. Thats long
  12. nicola89b
    nicola89b
    • premium
    • 664 kudos
    KhrysINXS nice job bro! As always everything you make is underrated . I will definitely test this method and integrate it into my future and past mods if it works properly.
    1. KhrysINXS
      KhrysINXS
      • premium
      • 158 kudos
      Thank you and glad you checked it out