There's another way to handle this whole thing.
TGBlank had mentioned the mechanics behind it, and I had been talking with Elminster about it, and I tested what he made and followed his directions pretty much.
He's now made a new version of FO3edit that adds in the needed ONAM records for navmeshes whenever you save an .esm. And then, he walked me through a process where a single .esp is turned into a co-dependent .esm/esp pair.
From what I can tell, when you do this process to your .esp, all of the weirdness caused by both 1.4 not handling navmeshes in .esps right, plus 1.5 making non-persistant-ref items vanish, is gone. Everything that I knew to test worked perfectly in-game.
What I tested was:
- - - 1.5 issue: Disappearing statics problem if you add a static. With my .esp/esm pairing combo, I unset as persistant refs the megaton campsite in my mod, and the items would not disappear on me after i left and then fast-traveled back. Checked several times.
- - - 1.4 - 1.5 issue: Disappearing navmesh in-game for player-added cells. I verified that this problem does not exist when this esm/esp pairing is done. It positively exists in all lone .esps that try to do this.
- - - 1.5 issue (don't know about 1.4): Ignored navmesh for player-made .esms that attempt to replace a Fallout3.esm navmesh. Because of Fo3edit now automatically popping the ONAM records in where they are needed, this problem is overcome.
- - - 1.5 issue: white skin on mod-added NPCs. Problem does not exist.
- - - It's not savegame compatible except by hex-editing the savegame file. But Eliminster said that Timeslip could maybe make a feature to FOMM to sorta do this on demand to savegames, creating this sort of compatibility for specific savegames.
There's a going back-and-forth process for creating the .esm/esp pair. I can't really type it all out right now. It belongs in a tutorial. Basically, the process causes your single .esp to be split into two. it becomes an esm that contains the things you added to the game as brand-new, and an .esp that contains stuff that you are changing that was already in the game. And, importantly, the .esp has the .esm set as a master. The process uses both the GECK and FO3edit to make it happen, going back and forth a couple times.
If 1.5 doesn't get these things fixed on its own, for some of us, this will be the way to proceed. In addition to that, understand, it FIXES the whole player-added navmesh problem. You will simply not be making a successful level that the AI can be expected to navigate repeatedly, in either 1.0 or 1.5 of Fallout3, without using an .esm.
Elminster is going to put up the version of FO3edit that handles the ONAM adds properly soon. And someone should do a tutorial on this thing. I'm not an expert at it, I've only been walked through it, once, I'ma newb at it.
I will write this tutorial for you if you send me the raw steps.
If you've seen my http://www.fallout3nexus.com/downloads/file.php?id=6107 http://www.fallout3nexus.com/downloads/file.php?id=4800, you'll get a sense of the kind of tutorial I would write for this.
An easy tutorial on how to make the conversion will help the community through this nightmare.
Let me know your thoughts,
M