Just a note to be added to the description - The Scrivener's Croft player home by solmyst is incompatible with this mod as it places the house in the same location. :)
I might do that.. But may be a little difficult with all those patches I make Maybe I'll put them all in a FOMOD. But in any case, all my mods + patches can be merged into one file
Pretty nice. Are your mods also not Navcut? I really feel like you should... it's much easier than navmeshing and i think that for your setup it works just as well.
Navcut ? Like just remove navmesh from the spot i build upon ? Without makeing a complete deleted navmesh.. ? Hmm, I did'nt think of doing that, but that should'nt be a problem to do.. Exept for Riverwood Burial Site - New Location as I put some fence right untop of cellborder.. Did'nt chech for that until I was finish with the mod... *big facepalm*
No, never remove a navmesh. if another mod references that navmesh/triangle it crashes the game.
A navcut is basically a collision box around an object that tells a NPC that it can't walk through/over something. It's not as good as doing a propr manual navmesh, but it definitely gets the job done for AI pathfinding. Once you the hang of it it will probably only take you around 20 minutes per mod to get all collision boxes set up properly, maybe even less :) You can get quite flexible with navcuts, actually! You can use planes, boxes, and even cubes. And change their sizes according to your wishes.
Here, check this out: https://www.youtube.com/watch?v=HgkH9gzbPjM
That tutorial is only 2 minutes long so you know it's an easy thing to do ;)
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Edit: Also while searching for this I realized it didn't pop up - easy to make typo in the mod title
Thanks for the update but unfortunately there doesn't seem to be any plugin in the main file.
Also, great idea making the navmeshes optional ;)
Yeah, think not all want it, alltough I don't think it will conflict with anything.
And thanks for repporting!
No, never remove a navmesh. if another mod references that navmesh/triangle it crashes the game.
A navcut is basically a collision box around an object that tells a NPC that it can't walk through/over something. It's not as good as doing a propr manual navmesh, but it definitely gets the job done for AI pathfinding. Once you the hang of it it will probably only take you around 20 minutes per mod to get all collision boxes set up properly, maybe even less :) You can get quite flexible with navcuts, actually! You can use planes, boxes, and even cubes. And change their sizes according to your wishes.
Here, check this out: https://www.youtube.com/watch?v=HgkH9gzbPjM
That tutorial is only 2 minutes long so you know it's an easy thing to do ;)
Just watched the link to gave.. Why did'nt I know this before, makes it sooooo much easyer! And for sure I'm gonna use it! Thansk alot for this !!