The "Warning: Navmesh triangle not found" messages in xedit are exactly that... warnings. They mean "have a closer look at this because something might be wrong".
For example, suppose that EspX and EspY both edit the same door reference and navmesh. EspX places the marker on an XXX triangle which doesn't exist in the navmesh of EspY, while EspY places the marker on a YYY triangle which doesn't exist in the navmesh of EspX... xedit would always issue a warning for the plugin higher in the load order. It seems to me that xedit checks the Teleport Marker Triangle data from the first plugin using the navmesh data from the second one, so of course things don't match. Bug or intended? No idea.
So, when does such a warning show a real error? When the 'guilty' door reference is not overridden by another one that sets things right, or when the error is reported when checking the lowest-in-the-load-order plugin itself.
Hey tarlazo Theres a conflict with CC Sunder and Wraithguard, should I patch it? Your mod removes a lot of vertices and triangles from the abandoned cave.
I'm investigating the issue with the Hag boss appearing as "double" in HagsEnd01 when you try to kill her at her trône the second time. Note the player try to kill her at 4 instances and its the second instance at the trône near the old DB Assassin when her double appear. She is supposed to stay in a nearby hidden cell but maybe its the navemeshe edits of this mod that cause her to "jump" to main HagsEnd01 cell.
Me too in 10 years of play through I have never encountered this problem but in my two latest plays I encountered it. Then I remembered that I had installed recently Navigator.. I just removed Navigator and played with a previous save (before joining the DB) and the Hag boss worked flawlessly. Last time I remember having tried to displace the hidden cell far away from the throne but it didn't work.
It's not saying that the navemeshe of this mod are not done the right way but some times the developers of Bethesda do some scripting that works for a particular cell. (I imagine they have followed trial/errors so that their tweaks work)
I saw this question elsewhere, and thought someone here might know:
Do moving NPCs always try to stay on the lines of the navmesh, or will you sometimes see them crossing the interior of a triangle - say from the mid-point of one line segment to the mid-point of another?
I don't how that's coded in the game engine but, according to what I see (movement in-game and pathing tests in the CK), the navmeshes define a "surface" on which the actors can calculate a path, they don't have "lines" like in Oblivion. Just imagine how awkward would be the movement if they walked the sides and vertexes of triangles.
Since I mentioned Oblivion, another difference is that in that game they move along "path lines" while travelling or idling, but in combat they can move anywhere. In Skyrim they never walk on areas without a navmesh "surface", combat or not.
That's interesting. So if I build a large rectangular room, I could cover it with just two large triangles. Is there some reason I would choose to use many small triangles instead?
No reason at all, unless the room is not completely empty and you need to draw navmeshes around obstacles. But of course you might instead place 'navcut' markers around those obstacles so that they are avoided. It's a choice, although in vanilla the "draw around" method is the preferred one and navcut markers are used only on special occasions.
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They mean "have a closer look at this because something might be wrong".
For example, suppose that EspX and EspY both edit the same door reference and navmesh.
EspX places the marker on an XXX triangle which doesn't exist in the navmesh of EspY, while EspY places the marker on a YYY triangle which doesn't exist in the navmesh of EspX... xedit would always issue a warning for the plugin higher in the load order.
It seems to me that xedit checks the Teleport Marker Triangle data from the first plugin using the navmesh data from the second one, so of course things don't match. Bug or intended? No idea.
So, when does such a warning show a real error?
When the 'guilty' door reference is not overridden by another one that sets things right, or when the error is reported when checking the lowest-in-the-load-order plugin itself.
Theres a conflict with CC Sunder and Wraithguard, should I patch it? Your mod removes a lot of vertices and triangles from the abandoned cave.
Note the player try to kill her at 4 instances and its the second instance at the trône near the old DB Assassin when her double appear.
She is supposed to stay in a nearby hidden cell but maybe its the navemeshe edits of this mod that cause her to "jump" to main HagsEnd01 cell.
Unfortunately, that's all I can say because I've long since deleted Skyrim from my computer.
I just removed Navigator and played with a previous save (before joining the DB) and the Hag boss worked flawlessly.
Last time I remember having tried to displace the hidden cell far away from the throne but it didn't work.
It's not saying that the navemeshe of this mod are not done the right way but some times the developers of Bethesda do some scripting that works for a particular cell.
(I imagine they have followed trial/errors so that their tweaks work)
Meanwhile, anyone may feel free to issue a fix if necessary.
That side effect is admittedly unexpected.
All my mods must be considered, bugs allowing, "final version".
Do moving NPCs always try to stay on the lines of the navmesh, or will you sometimes see them crossing the interior of a triangle - say from the mid-point of one line segment to the mid-point of another?
Just imagine how awkward would be the movement if they walked the sides and vertexes of triangles.
Since I mentioned Oblivion, another difference is that in that game they move along "path lines" while travelling or idling, but in combat they can move anywhere.
In Skyrim they never walk on areas without a navmesh "surface", combat or not.
But of course you might instead place 'navcut' markers around those obstacles so that they are avoided.
It's a choice, although in vanilla the "draw around" method is the preferred one and navcut markers are used only on special occasions.