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tarlazo

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  1. tarlazo
    tarlazo
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    The "Warning: Navmesh triangle not found" error messages in xedit are exactly that... warnings.
    They mean "have a closer look at this because something might be wrong".

    For example, suppose that X.esp and Y.esp both edit the same door reference and navmesh.
    X.esp places the teleport marker on an XXX triangle which doesn't exist in the navmesh of Y.esp, while Y.esp places the same marker on a YYY triangle which doesn't exist in the navmesh of X.esp... xedit would always issue a warning for the plugin higher in the load order.

    So, when does such a warning show a real error?
    When the 'faulty' door reference is not overridden by another one that sets things right.
  2. Hailek
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    I haven't used the mod (yet). Just wanted to commend you for how often you reply to comments and questions here! Mark of a great mod author.
    1. tarlazo
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      Thank you, but now I'm left wondering whether one should actually reply to comments about replying :)
    2. Hailek
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      Well, I thought it was nice :P
  3. Bentocat
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    Thanks for the mod. Would you mind if you also can make the patch for Wyrmstooth in the future?
    1. tarlazo
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      I still try to keep my old mods in good working order but new content is out of the question, sorry.
  4. Textolyte
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    Hey, could you please tell me where is the best location to test your navmeshes? 😁
    Regards
    1. tarlazo
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      Well, I last played two years ago so I can't really recall much.
      As a general rule, tortuous and cluttered locations with many enemies are your best bet, especially if you also have followers.
      If you recognize the place in the pictures (I don't), you might start there.
      An old video posted here shows Gloomreach, and that could be another possibility.
      But mostly this doesn't address specific issues, it just improves things to lower the risk.
      Although I loathe word and concept, you might consider it "optimization".
    2. Textolyte
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      Yep, I checked this place. Falmers do get stuck in it, but they pass through it without any problems in combat mode. Followers also pass through it in a calm state (without mod). 😁
    3. tarlazo
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      Maybe your followers do, but I'm afraid I don't quite follow.
      What's your point, exactly?
      What's with all the "laughing"?
      Are you just trolling, by any chance?
    4. Textolyte
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      No way, sorry. I was just trying to figure out if I needed this mod in my modlist or not. And so far I haven't found any issues with my navmeshes in dungeons. I really appreciate your work and didn't want to mislead you.
  5. Kulharin
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    When you have a chance would you be able to have a look at the changes in Temple of Xrib ?  I am trying narrow down/diagnose an issue I am experiencing in that cell with freezing and crashing.  The logs have not been very helpful/consistent.   I thought it may have been due to a creature but I have tried spawning them in isolation outside of the zone and haven't been able to replicate the problem.

    There are a few mods adding encounters to this zone so I am trying to narrow it down.  I notice BSPathingCellManager is popping up once in awhile... but it's hard to replicate aside from the crash or the freeze
    1. tarlazo
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      To my knowledge, if a creature can't navigate, it just doesn't, no reason for CTDs/freezes.
      I suppose that the 'pathing thing' is there because it's part of what was happening at the last moment.

      Not sure I understand how you tested and what the result has been, but it should be straightforward.
      You disable a mod and if you still get the issue without it, the mod is innocent.
      Then disable another one, and so on.
      When the problem stops, the last disabled one must be the culprit.
      Speaking of this mod, this can't be "randomly faulty" because there's nothing random, dynamic, or whatever in it.

      I checked this with the latest version of Steam AE and CK, and it looks fine.

      If the paid CC content adds another door, it's obviously incompatible, but still I can't see reasons for CTDs/freezes (and I notice you edited that away, which makes sense since you said you don't have it.)
      Anyway, I don't own it, and never will, so the only workaround would be to remove the Sightless Pit from the main file and make it optional for those who don't have such content (I'd need to know which one).
    2. Kulharin
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      Thanks, sadly it didn't help either.  Frustrating.  I've tried like 20-30 different things but no closer to diagnosing it or narrowing it down.  I cannot replicate it outside of the temple of xrib currently... seems to happen at random after less than a minute or after a few minutes, with varying/inconsistent crash logs, or a full graphic freeze where i can still hear audio and music as if the game is still going.  It seems to happen when engaging falmer, chaurrus and/or mihail's dwarven colossus.

      hardware monitor indicates everything well within thresholds, even tried spawning 10 colossi and 50 various falmer + chaurrus variants in the forsets by riverwood (which eat a lot more resources on it's own) and couldn't get it to crash or freeze. 

      edit: it seems to be due to the infighting in this cell between dwarven and falmer faction.   only at this location though, if i set em as friendly, I can't seem to recreate the crash or freeze.  No clue why though typically this cell would not have dwarven automatons in vanilla.  pretty much 100% of the time it'll freeze or crash when the colossus and falmer/chaurrus start fighting each other... so far only been able to replicate it in this dungeon.
  6. ChildofDragons
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    For some reason, using the ASLAL patch causes my character to die within seconds of opening the new game screen. Maybe it needs updated for newer versions?
    1. tarlazo
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      Well, the patch only edits navmeshes and cell doors -- I can't begin to imagine how they could kill you.
      Besides, I see that ASLAL has been updated eight months ago, but you're the first user reporting issues.
      Anyway, I can certainly resave it using updated versions of mod, game and CK, just in case.
      I'll let you know when I'm done.
    2. ChildofDragons
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      I found it odd, also. But I didn't die with the patch deactivated.
    3. tarlazo
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      This has been re-finalized, resaved, and rechecked with the latest version of Skyrim, USSEP, ASLAL, CK, and xedit.
      https://drive.google.com/file/d/1MNIOVMNV9XEmNx2VA61MIIijZfgbMvqy/view?usp=sharing
      Let's hope for the best and prepare for the worst  :)
    4. ChildofDragons
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      Seems to be good now! No insta deaths
    5. tarlazo
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      I've seen things you people wouldn't believe.
      Computers on fire off the shoulder of Orion.
      I watched CTDs lurking in the dark near the Tannhäuser Gate.
      All those moments will be lost in time, like tears in rain, because THAT beats them all.
    6. ChildofDragons
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      Who knows... maybe something weird with my specific setup? Either way thanks for hearing me out lol
  7. alexpinya
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    It must be loaded after or before USSEP?
    1. tarlazo
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      After.
  8. kalidhos
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    Hi and thank you for this mod!!!

    I'm using Interesting NPCs version 3.4.2 (from the old 3DNPC website) and not the latest one (for Legacy of the Dragonborn reasons, staff suggested that version instead of the nexus one for various reasons I don't even remember, been a while lol, I'm still on LotD v5)), should I use your patch for 3DNPC since my version is so old?

    Thank you in advance!
    1. tarlazo
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      I do think so.
      Although the patch has been checked against the latest version, I made it and always played with 3.4.2 myself.
      No idea about LOTD.
    2. kalidhos
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      Thank you for the reply, so switf :D
      I'll use it then and concerning LotD, I'll do conflict resolution with it and all my other mods making sure your navmesh win every conflict, as far as I understand navmeshes are super important to avoid CTDs

      Have a great day!
    3. tarlazo
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      Broken or poorly designed navmeshes hamper the movement of NPCs.
      "Deleted" navmeshes crash the game when they are overwritten by "not deleted" ones.
    4. kalidhos
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      Thanks for the explanation!
      Need to remember to rerun xedit when I finish my modlist to undelete and disable references!
      I'm making lots of additions :D
    5. tarlazo
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      Well, since you seem to like explanations...  :)
      ...unfortunately, you can't undelete and disable navmeshes.
      You could remove the 'deleted' flag in xedit, fix the navmesh in the CK (for example, moving it away -- usually downward), then run autoclean to remove unnecessary ITMs that the CK might have added.
      If the 'deleted' navmesh (typically, a vanilla one) has been replaced by a new form in the same cell, you could instead take note of its FormID, remove it from the esp, replace the FormID of the new navmesh with that of the removed one, and let xedit update the referencing records (if the faulty mod has patches, better have them loaded as well and let xedit update their records if necessary.)
      If you're not comfortable with editing, at least make sure that the plugin with the deleted navmesh(es) is loaded after the conflicting ones, if any (but that's not what I would recommend).
      Of course, the simplest solution would be to ditch such a sloppy mod.
    6. kalidhos
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      Oh I see, thanks once more for the details!

      I'll check if I still have any mod with deleted navmeshes then and either remove them or patch them accordingly to your explanation!
      I'm pretty comfortable in xEdit editing (I'm using The Method patching for my LO since 2021) but I'm not experienced at all with CK (the only thing I've ever used it for is to convert some LE mods to SE by opening them and saving them lol) but I think I can manage to learn that in case.
      Hopefully it will not be the case, I think my modlist is already clean of navmesh problematic mods but it's worth to double check xD

      Cheers!
  9. deleted241587251
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    Tarlazo the fixer of Tamriel.
    1. tarlazo
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      "I'm Winston Wolfe. I solve problems."
  10. NonoLifeOFG
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    iam not advanced with navmesh,

    i have cdt problem after load game and walk like 30meter, no crash while iam still standing or walk around not walk to far.

    RBP 0x7FF6707F9330     (NavMeshObstacleManager*)

    this my crash logger 

    [​spoiler]
    Skyrim SSE v1.6.1179
    CrashLoggerSSE v1-15-0-0 Oct 12 2024 11:33:37
    Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x000000000000
    Exception Flags: 0x00000000
    Number of Parameters: 2
    Access Violation: Tried to execute memory at 0x000000000000
    SYSTEM SPECS:
    OS: Microsoft Windows 11 Pro v10.0.22621
    CPU: AuthenticAMD AMD Ryzen 5 5500G with Radeon Vega Mobile Gfx  
    GPU #1: AMD Raven Ridge [Radeon Vega Series / Radeon Vega Mobile Series]
    GPU #2: Microsoft Basic Render Driver
    PHYSICAL MEMORY: 9.49 GB/11.91 GB
    GPU MEMORY: 4.12/5.87 GB
    PROBABLE CALL STACK:
    [0] 0x7FFD2E1C28EF CrashLogger.dll+00B28EF
    [1] 0x7FFD2E1C12B2 CrashLogger.dll+00B12B2
    [2] 0x7FFD2E1C0AC0 CrashLogger.dll+00B0AC0
    [3] 0x7FFD9B74BAAC  KERNELBASE.dll+015BAAC
    [4] 0x7FFD9E138ABD       ntdll.dll+00A8ABD
    [5] 0x7FFD9E11F197       ntdll.dll+008F197
    [6] 0x7FFD9E13441F       ntdll.dll+00A441F
    [7] 0x7FFD9E0AE466       ntdll.dll+001E466
    [8] 0x7FFD9E13340E       ntdll.dll+00A340E
    REGISTERS:
    RAX 0x1CE974645E0      (void*)
    RCX 0x1CE974656C0      (void*)
    RDX 0x1CF4D4647C0      (void*)
    RBX 0x1CEC39A0C10      (void*)
    RSP 0x768C1FF3C8       (void*)
    RBP 0x7FF6707F9330     (NavMeshObstacleManager*)
    RSI 0x0                (size_t) [0]
    RDI 0x0                (size_t) [0]
    R8  0x0                (size_t) [0]
    R9  0x0                (size_t) [0]
    R10 0x0                (size_t) [0]
    R11 0x768C1FF510       (void*)
    R12 0x7FF6708C9508     (void* -> SkyrimSE.exe+3259508add [rax], al)
    R13 0x7FF6708C9500     (void* -> SkyrimSE.exe+3259500add [rax], al)
    R14 0x1CE974656C0      (void*)
    R15 0x7FF6707B63F0     (void* -> SkyrimSE.exe+31463F0test al, 0x29)

    IAM SORRY for my long post
    i have bad english sorry
    and thx for reminder
    1. tarlazo
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      All I can tell you is that the player character doesn't use navmeshes to move around, they are only for NPCs.
    2. NonoLifeOFG
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      so how i can fix that? 

      i really dont know about navmeshes
    3. tarlazo
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      I meant that if the CTD happens when YOU move, it shouldn't be because of navmeshes. 
      No idea how you can fix your issue, apart from disabling all the mods and re-enabling them one by one till you get the error again.
      Hopefully someone will be able to tell you more. 
    4. NonoLifeOFG
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      I found a problem is seasonal landscape, after rerun xlod texgen dyndolod the problem is solved,
      Then i used another landscape mod
      (cathedral landscape) Game back to crash .
      The point of the problem is the landscape mod,
      How i fix that ,i
      cant sleep well before resolved that 😭 
      I cant enjoy without landscape mod.
    5. tarlazo
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      You'd better ask on the landscape mods' pages.
      Don't let the bedbugs bite  :)
    6. LordMudge
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      may i ask that you edit the initial message or make a link to a separate text document for it so that there's not a HUGE wall of text in the posts section?
    7. D1Z4STR
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      +1 to spoiler tag
  11. deleted116638948
    deleted116638948
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    Owner of Inns don't show me my bedroom, after installing your mod. Beside your mod, only USSEP and AI Overhaul change Navmeshes. 
    1. tarlazo
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      Do you see any mention of inns in the description?