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DayDreamer

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About DayDreamer

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  1. Realistic Ragdolls fixes a lot of issues. So it could be I've never seen that paralysis bug. As I'm the guy who figured out the fix that Wiseman303 uses, we already decided not to include that undocumented xEdit hack in US*P. I've never seen a missile reach a target before firing. Count me as not knowing those others "really exists in the first place."
  2. DayDreamer

    Navmesh repair

    As mentioned in the OP, "Find Cover" will often renumber cell border triangles. The adjacent cells will no longer link. So must always Finalize. In this case, the vanilla navmesh 000EDB5E roadway is missing preferred flags. Touring Carriages fixes those. In addition, US*P did "Find Cover". Unfortunately, US*P didn't Finalize, so it's missing half of its border links. (I'll not illustrate, as this is easy to reproduce and surely US*P will be fixed soon.) Combining the two changes from scratch, cleaning navmesh, repairing the renumbered border triangles, Finalizing, cleaning navmesh again, you'll see the following somewhat interesting xEdit messages from the cleaning script: Have match (40) for triangle 298 in [NAVM:000EDB67] (in GRUP Cell Temporary Children of [CELL:000094D3] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,7)) via new Edge 0-1 link 40 Want match for triangle 298 in [NAVM:000EDB67] (in GRUP Cell Temporary Children of [CELL:000094D3] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,7)) via old Edge 1-2 link 40 ^^^ Check triangle 284 in [NAVM:000EDB6B] (in GRUP Cell Temporary Children of [CELL:000094F4] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,6)) Have match (0) for triangle 1 in [NAVM:00104FB9] (in GRUP Cell Temporary Children of [CELL:00009514] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,5)) via new Edge 0-1 link 0 Want match for triangle 1 in [NAVM:00104FB9] (in GRUP Cell Temporary Children of [CELL:00009514] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,5)) via old Edge 1-2 link 0 ^^^ Check triangle 423 in [NAVM:000EDB5E] (in GRUP Cell Temporary Children of [CELL:000094F3] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,6)) Have match (34) for triangle 233 in [NAVM:000EDB6B] (in GRUP Cell Temporary Children of [CELL:000094F4] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,6)) via new Edge 1-2 link 34 Want match for triangle 233 in [NAVM:000EDB6B] (in GRUP Cell Temporary Children of [CELL:000094F4] (in Tamriel "Skyrim" [WRLD:0000003C] at -23,6)) via old Edge 2-0 link 34 ^^^ Check triangle 519 in [NAVM:000EDB5E] (in GRUP Cell Temporary Children of [CELL:000094F3] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,6)) Have match (7) for triangle 430 in [NAVM:000EDB5E] (in GRUP Cell Temporary Children of [CELL:000094F3] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,6)) via new Edge 0-1 link 7 Want match for triangle 430 in [NAVM:000EDB5E] (in GRUP Cell Temporary Children of [CELL:000094F3] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,6)) via old Edge 1-2 link 7 ^^^ Check triangle 416 in [NAVM:000E879E] (in GRUP Cell Temporary Children of [CELL:000094F2] (in Tamriel "Skyrim" [WRLD:0000003C] at -21,6)) You really don't need to check triangles, unless you really want to see what changed. Note the only differences are the old and new Edge links. These are triangles that were rotated for Finding Cover, and that also happen to be on cell borders. (They also will be some of the triangles that you repaired.) Because reported triangle numbers and link numbers are the same, you can have confidence that the adjacent cells will jump into the correct triangle and vice versa.
  3. DayDreamer

    The Elder Scrolls VI

    Ha, I'm hoping to break level 20 for a change. And do the main quest line. I've yet to kill a dragon. In this (my only) run-through of SE, I started Feb 25, and am at level 19 after 174 hours. I've done a small amount of testing, but much of that is actual game playing time. Of course, I'm trying to role play it, spending many hours (game days) chopping wood to pay for 5 trainings per level, so that makes it a bit of a grind at first. Anyway, found myself a bit excited to watch the VI trailer. I guess I'm hooked.
  4. DayDreamer

    Feedback thread

    Yes, I know that shows me my forum attachments and some of my files. I was asking/mentioning that the bug report attachments might be permanent, and there's no way to delete/replace old ones. I've a got a few where after posting an attachment, then posted a better/updated one. So it might be better to post the file, where we can update and increase the file version, and link to it in the bug report. I've done some of those, too, but it's more work....
  5. DayDreamer

    Navmesh repair

    Having repaired nearly every cell in this area, we have a couple more nearby cells with missing Found flags: FortSungardExterior01 and FortSungardCourtyard. Both provide an example of another kind of pathfinding error, for example: PATHFINDING: Navmesh 000fb3ec Cell 'FortSungardExterior01' (00009A9B) (-18, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 419 Edge 2 and Triangle 421 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000fb3ec Cell 'FortSungardExterior01' (00009A9B) (-18, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 421 Edge 0 and Triangle 419 Edge 2 should be linked, but they are not. PATHFINDING: Navmesh 000fb3ec Cell 'FortSungardExterior01' (00009A9B) (-18, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 419 has a link to Triangle 421, but Triangle 421 doesn't have the matching link PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x020099ae, Tri 0, Edge 1) - Navmesh 0x000356b9, Tri 23, Edge mismatch, portals are: 1: Navmesh 0x000fb3ec, Tri 572 When examining FortSungardExterior01 with the 3rd navmesh view mode ('w') - navmesh only - it becomes apparent that there are two navmesh, but one of them has two disconnected parts. This should never happen! (But appears in a dozen or so cells.) Together with the single half-linked triangle, this is the reason that we have missing Found flags in this cell. When you save, the smaller part (hopefully) will be split into a new third navmesh (here named 0x020099ae, although that changes every repair attempt). There is nothing that can stop this problem. We are fortunate in that the smaller part also has the highest numbered border triangle, so the rest of the cell is unchanged. This new third navmesh will no longer have border links. So it must be Finalized. At which point all hell breaks loose, because the adjoining FortSungardCourtyard has no less than 8 disconnected parts!!! And they have doors, so all the connected interiors update, too. Here is the pathfinding error list: PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 83 Edge 0 and Triangle 200 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 137 Edge 0 and Triangle 357 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 187 Edge 1 and Triangle 429 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 197 Edge 0 and Triangle 431 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 200 Edge 1 and Triangle 83 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 357 Edge 0 and Triangle 137 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 429 Edge 1 and Triangle 187 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 431 Edge 1 and Triangle 197 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 83 has a link to Triangle 200, but Triangle 200 doesn't have the matching link PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 187 has a link to Triangle 429, but Triangle 429 doesn't have the matching link PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 197 has a link to Triangle 431, but Triangle 431 doesn't have the matching link PATHFINDING: Navmesh 000fb3ef Cell 'FortSungardCourtyard' (00009A9A) (-17, -7) in WorldSpace 'Tamriel' (0000003C), Triangle 357 has a link to Triangle 137, but Triangle 137 doesn't have the matching link PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 399, Edge 0) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 490 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 458, Edge 0) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 358 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 459, Edge 0) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 343 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 464, Edge 2) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 426 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 519, Edge 1) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 491 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 520, Edge 0) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 492 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 522, Edge 1) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 493 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 524, Edge 2) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 276 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 527, Edge 0) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 495 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 529, Edge 2) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 496 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 576, Edge 2) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 497 PATHFINDING: BSNavmesh::GetMatchingEdge() for (Navmesh 0x000fb3ec, Tri 578, Edge 2) - Bad matching triangle index: Navmesh 0x000fb3ef, Tri 494 So we have to start over. Fix all the half-linked triangles in both cells. Then save. Then Finalize both cells. Then save again. UPDATE: Further complicated in the 4 years since I'd originally figured out how to fix this, US*P has updated FortSungardCourtyard (the navmesh has already been split), probably during Finalize of adjacent FortSungardExterior04 (edge cover and removed triangles on mountainside and updated door). Nothing other than the door in the logs. Missing the border connections. So we get to do it all over again, with US*P as a base. Conflicting navmesh is hard.
  6. DayDreamer

    Feedback thread

    Hmmm, I must have missed it. But presumably they'll all be removed after they are installed. Just be very careful to install the final one, with the highest file number. OTOH, as bug report attachments, they'll be there forever? (I'm wishing for an attachment deletion capability, just as we have for forums.)
  7. DayDreamer

    Feedback thread

    I've been making a series of USSEP patch files based upon navmesh fixes that I'd done 4+ years ago for Touring Carriages. Never got around to making US*P versions. (It's a lot of work.) Anyway, while splitting them up into digestible documented submissions, sometime I change my mind about a previous version that I've already submitted. When I update the file, there doesn't seem to be any way to delete the older variants, whether as a "Files for Fixes" or an attachment to the bug report?
  8. DayDreamer

    Navmesh repair

    Let us examine FortSungardPath (navmesh 000798F0). This is the most pernicious navmesh problem that I've encountered, taking weeks to debug. We have non-Euclidean geometry here.... Also, there are no cover triangles generated. This Path cell (and the Edge cell in the previous demonstration) are home to the major forces for the battle. They must be having problems deploying. There are a large number of pathfinding errors here: PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 40 Edge 0 and Triangle 113 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 47 Edge 1 and Triangle 242 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 64 Edge 1 and Triangle 316 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 113 Edge 1 and Triangle 40 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 121 Edge 0 and Triangle 261 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 146 Edge 2 and Triangle 154 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 154 Edge 0 and Triangle 146 Edge 2 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 212 Edge 2 and Triangle 228 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 228 Edge 0 and Triangle 212 Edge 2 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 242 Edge 0 and Triangle 47 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 261 Edge 1 and Triangle 121 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 316 Edge 0 and Triangle 64 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 316 Edge 2 and Triangle 381 Edge 2 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 381 Edge 2 and Triangle 316 Edge 2 should be linked, but they are not. PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 40 has a link to Triangle 113, but Triangle 113 doesn't have the matching link PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 121 has a link to Triangle 261, but Triangle 261 doesn't have the matching link PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 154 has a link to Triangle 146, but Triangle 146 doesn't have the matching link PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 228 has a link to Triangle 212, but Triangle 212 doesn't have the matching link PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 242 has a link to Triangle 47, but Triangle 47 doesn't have the matching link PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 316 has a link to Triangle 64, but Triangle 64 doesn't have the matching link PATHFINDING: Navmesh 000798f0 Cell 'FortSungardPath' (00009A7B) (-19, -6) in WorldSpace 'Tamriel' (0000003C), Triangle 381 has a link to Triangle 316, but Triangle 316 doesn't have the matching link Not mentioned is Triangle #447. Count the sides between vertices. So we have a 5 sided "triangle"? No, the triangle you can see is actually #183, attached to the adjacent cell on the right. There is an invisible line connecting the 3 upper right vertices. That is "triangle" #447. It jumps to #50 (not #183) on one side (Edge 0-1): Its other two sides (Edge 1-2 -> Link #61 and 2-0 -> #70) are impossibly attached to two triangles in the next cell (via the three upper right vertices)! Triangle #50 is also invisible, attached to #183 and #447, and on its third side to the border cell above (via leftmost two vertices). As you can see, none of these triangles have been Found, so NPCs cannot walk here. I'm not going to do a step-by-step, it is just too much; every time I do it I get a different answer. Just wanted to illustrate one of the worst case scenarios....
  9. DayDreamer

    Navmesh repair

    I've now posted bug trackers for a fair number of the road navmesh issues that I'd found building Touring Carriages. But trying to fix a road segment near Fort Sunguard turned out to be one of the most challenging. Finalizing there found that nearly every navmesh in the area (more than 20) is badly broken. So many warnings that you have to copy and paste them into a document for analysis. Each interdependent with the others. Initially, I tried making all the fixes in the area, then Finalizing. But I always found another mistake. It's almost humanly impossible. It's been 4+ years, so I'll try to describe some of the methods that I used to fix them more independently. Let's start away from the road, the easiest: FortSungardExteriorEdge. This is full of missing Found flags. No NPC can cross this cell. The CK tells us: PATHFINDING: Navmesh 000e85c6 Cell 'FortSungardExteriorEdge' (00009A59) (-18, -5) in WorldSpace 'Tamriel' (0000003C), Triangle 13 Edge 2 and Triangle 409 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000e85c6 Cell 'FortSungardExteriorEdge' (00009A59) (-18, -5) in WorldSpace 'Tamriel' (0000003C), Triangle 193 Edge 1 and Triangle 242 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000e85c6 Cell 'FortSungardExteriorEdge' (00009A59) (-18, -5) in WorldSpace 'Tamriel' (0000003C), Triangle 242 Edge 0 and Triangle 193 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000e85c6 Cell 'FortSungardExteriorEdge' (00009A59) (-18, -5) in WorldSpace 'Tamriel' (0000003C), Triangle 409 Edge 1 and Triangle 13 Edge 2 should be linked, but they are not. PATHFINDING: Navmesh 000e85c6 Cell 'FortSungardExteriorEdge' (00009A59) (-18, -5) in WorldSpace 'Tamriel' (0000003C), Triangle 421 Edge 1 and Triangle 461 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 000e85c6 Cell 'FortSungardExteriorEdge' (00009A59) (-18, -5) in WorldSpace 'Tamriel' (0000003C), Triangle 461 Edge 0 and Triangle 421 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 000e85c6 Cell 'FortSungardExteriorEdge' (00009A59) (-18, -5) in WorldSpace 'Tamriel' (0000003C), Triangle 13 has a link to Triangle 409, but Triangle 409 doesn't have the matching link PATHFINDING: Navmesh 000e85c6 Cell 'FortSungardExteriorEdge' (00009A59) (-18, -5) in WorldSpace 'Tamriel' (0000003C), Triangle 193 has a link to Triangle 242, but Triangle 242 doesn't have the matching link PATHFINDING: Navmesh 000e85c6 Cell 'FortSungardExteriorEdge' (00009A59) (-18, -5) in WorldSpace 'Tamriel' (0000003C), Triangle 421 has a link to Triangle 2, but Triangle 2 doesn't have the matching link PATHFINDING: Navmesh 000e85c6 Cell 'FortSungardExteriorEdge' (00009A59) (-18, -5) in WorldSpace 'Tamriel' (0000003C), Triangle 461 has a link to Triangle 421, but Triangle 421 doesn't have the matching link So we take a look. T13 and T409 are the easiest. They are adjacent and T409 is simply missing a link. Skyrim.esm was corrupted somehow. T193 and T242 are above them. T421 and T461 are similar, nearby, but on two borders. Repairing is difficult, because we would have to Finalize afterward. But we don't want to do that..... Finally, T2 (incorrectly linked from T421) is on the far side of the cell next to a cliff. Its links seem OK, so we ignore it. Instead, use SSEEdit to correct the half linked triangles without affecting the border links. Copy navmesh 000e85c6 into a new .esp. Change Triangle #421 edge 1-2 from 2 to 461, and change Triangle #242 edge 0-1 from -1 to 193. Easy enough. But we still have a third half-linked pair that we've saved for last. Load the new .esp in the CK. Navmesh tool. Find ('^F') bad Triangle 409. Using the triangle tool ('T'), look very carefully at the vertex information: "Vert1 350, Vert2 361, Vert3 148". (I've not been able to figure out how to include it in a screen shot.) Switch to the vertex tool ('V'), and select (click or swipe over) vertex 350 followed by (control click/swipe) 361, then control right click a new triangle over the original. This new triangle is numbered higher than any other triangle, but shares 2 vertices. Find 409 again (just leave the dialogue box open from a moment ago), and Remove ('R') it. This changes the new triangle to the old triangle. (Thank heavens it doesn't renumber any others!) Then select the remaining vertices (showing green): Join ('Q') them. Tada! Then save. The CK will mark all the properly connected triangles as Found. (The reason we saved a CK repair for last.)
  10. DayDreamer

    Navmesh repair

    Turns out that this problem is present in vanilla. But in fixing another problem, US*P made the issue slightly worse for wear. US*P changed a single vertex (#186) of a border triangle, dropping it to the ground to match the adjoining cell. Presumably this was an issue for followers. (I cannot find it in the log.) This was likely done at the same time a number of placed objects were fixed (although this vertex is not near any of those objects). In so doing, two triangles (#185 and #422) were swapped. Blame it on the CK? But at the time of saving, the CK also gives these error messages: PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 185 Edge 0 and Triangle 401 Edge 2 should be linked, but they are not. PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 214 Edge 1 and Triangle 390 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 390 Edge 0 and Triangle 214 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 401 Edge 2 and Triangle 185 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 185 has a link to Triangle 401, but Triangle 401 doesn't have the matching link PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 214 has a link to Triangle 390, but Triangle 390 doesn't have the matching link Here's a demonstration of how to fix all these problems at once. First, we need to put the triangles back. We also want the CK to find the adjacent triangles at the same time. As mentioned in the OP, we Find ('^F') each triangle and make a new triangle on top of the old ones using 2 of their vertices. Use the vertex section tool. While there are 4 mentioned, they can be fixed by replacing only #185 and #214 (and swapping back #422 with #185). Then, one by one, lowest numbered to highest: Find ('^F') , Remove ('R') the old triangles, and join ('Q') the 3rd vertex. Here's a picture of #422 just before joining. Note the selected vertices are green: The triangles are back in place (#185 matches vanilla vertices), and they are joined to their neighbors. The Found flags are present throughout the cell, so NPCs can traverse the area: (Note #185 is a preferred road segment, but now also has a Found flag. This was probably the real reason NPCs had problems here. I'd already fixed this in Touring Carriages.)
  11. DayDreamer

    [RELz] Shor's Stone

    Some clever stuff, had no idea Grelka was involved here. There's also some mention in her Shor's Stone scene that she has parents in Darkwater Crossing. But having an inn is contrary to the vanilla commentary: Shor's Stone - pissant little town, not even an inn. Just a bunch of miners scratching in the dirt.
  12. DayDreamer

    SSE light sources casting no shadows

    For LE, there was also a Skyrim Project Optimization that blocked light going through some walls. It was for frame rates, but seemed to me to improve my visual expectations. When last I looked, it hadn't been ported to SE. If you want to see a really bad example, sit inside the Windhelm bridge at night, and watch the light sources move with the guards through the floor above. That's some very translucent stonework. Also, there are more than 4 shadow casting lights, so as you walk around lights flicker on and off.
  13. DayDreamer

    SSE light sources casting no shadows

    Relighting Skyrim has always improved things for me, and am using SSE variant.
  14. DayDreamer

    Navmesh repair

    Added parenthetical and italicized directions for your reading pleasure. The 5 navmeshes are a cell in the center, with the 4 bordering cells (nominally up, left, right, down, although SSEEdit by FormID can seem somewhat random; it's just the order they were initially created). The road edge is below the farm. The change is in the left panel.
  15. DayDreamer

    Navmesh repair

    Illustrated as requested. Vanilla has no green link on the road (yellow line below the farm), but there is one in the farm itself: Finalized (big check mark in the navmesh menu) with the CK (the yellow line has been replaced with green): SSEEdit shows us that the CK actually saved a lot of ITM navmesh (gray in left panel). And saved 5 changed navmesh (green on yellow in left panel). Note that a lot of indexes were apparently randomly altered in the target navmesh (right panel) obscuring the actual change to Triangle #147. Likewise in the 4 other adjacent navmesh: So we select our new .esp and Apply Script "Skyrim - Clean edge links in navmeshes". Now we have only the necessary changes (compare right panels); one changed Triangle, and its new Edge Link #45 appended at the end of the table: Quit and reload, filter and clean ITMs, and all the unnecessarily included navmesh are removed as well (compare left panels above and below). Only the 2 actual changed navmeshes are present, preventing neighboring conflicts with other plugins: Hopefully that's clear now. Questions?

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