Skyrim Special Edition

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Byku

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Byku12345

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About this mod

A set of xEdit scripts that automatically fix deleted navmeshes in mods. No need to use Creation Kit. 2 options available.

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Hey there!

This is an automated version of this guide or this guide.

If you are an experienced modder I suggest trying this first before using my tool. If not this tool is best for you.

What are deleted navmeshes?
Mostly an unintended effect of using Creation Shit(tm) when editing navmeshes. Navmeshes are used to tell NPC's where can they move. While editing them via CK sometimes instead of editing the navmesh it deletes it and creates a brand new duplicate in its place. Sometimes it deletes 2 or more navmeshes and creates a combined version in its place aka 'merged islands'.

Why this is bad?
When something tries to reference the navmesh in the game and it is deleted it the game will crash as Bethesda doesn't use sanity checks in their programming. Same as deleted references.

How to know if a plugin has deleted navmeshes?
When you use the cleaning procedure in xEdit it will tell you if there are any in the mod. Sadly it can't automatically fix them (but we are about to change that). Another way is to run a script called Apply filter for deleted navmeshes. This will let you see all deleted navmeshes in your load order.

How to fix a deleted navmesh?
AFAIK up till now this could only be done manually. Relevant guides that describe the problem in depth are in the links above.
A new way I hope will prove better is by an automated 1 click script. This mod contains 2 scripts you can use to do it.

What are the differences between the 2 scripts?

  • Navmesh - Undelete and Sink will undelete the navmesh and instead move it deep below the map so it does not conflict with an existing navmesh grid. This is 100% safe.

  • Navmesh - Undelete Sink and Crop does all the above plus it will also crop the navmesh only leaving triangle number #0. This replicates exactly the procedure from the 2 guides. It should also be safe (had no problems while using the script myself) but is a more complicated process.

Installation:
Place both provided pascal scripts in Edit Scripts folder of xEdit.

How to use:
1. Run xEdit Quick Auto Clean.
2. Select a plugin you want to clean.
3. Look for warnings of deleted navmeshes in the message tab. If there are none you are done and don't need to run this tool. But let's assume the mod contains deleted navmeshes to continue.
4. Right click on the mod esp. Select 'Appy script...'
5. Select either 'Navmesh - Undelete and Sink' or 'Navmesh - Undelete Sink and Crop'. (difference outlined in mod description)
6. Script runs.
7. Exit xEdit. Save the plugin when asked on exiting.

How not to use:
- don't run this script outside of Quick Auto Clean mode
- don't use this script on official DLC's