Editing vanilla exterior navmesh - bad idea?

Post » Sun Jul 31, 2011 11:25 pm

I have a small exterior area I would really like to edit the navmesh a little. What's the consensus on that? OK to do or really bad idea? If it's not a good idea to do, how the heck do you add bigger collision items to exterior areas? Also, if it's generally accepted that it's OK to edit, add to or remove areas of vanilla navmesh, is there anything I should be particularly aware of other than the normal navmesh procedures? (I don't believe this area will border another.)

Thanks!
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Sasha Brown
 
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Post » Mon Aug 01, 2011 9:48 am

I have edited vanilla exterior navemesh, I had no problems and for what it's worth the changes ranged in size from a small hatch area to a large building space.

I hope that helps :smile:



wolf
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Alina loves Alexandra
 
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Post » Mon Aug 01, 2011 3:16 am

I have edited vanilla exterior navemesh, I had no problems and for what it's worth the changes ranged in size from a small hatch area to a large building space.

I hope that helps :smile:

wolf


Yup, that's exactly what I wanted to know. I thought that was the case as there are so many mods that add buildings and stuff. Thanks, that is good news!
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Rebecca Dosch
 
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Post » Mon Aug 01, 2011 8:12 am

I did a lot of these in my FO3 mods. Some important tips:

Make sure to deliver your mod as esm if you change original navmeshes. The good old navmesh bug could have a lot of bad consequences (disoriented quest characters or monsters of this area) for the main game if you don't.

Plan ahead. If you make a update of your mod and change the navmesh again it could lead to a CTD if the player is in the same area after he installed the update.

Clean your mod with FNV Edit after you are done. Original navmesh changes produce a lot of duplicate records which can produce troubles with other mods (that maybe do the same) that are in the same area.
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Ross Zombie
 
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