Whiterun Navmesh - Modders

by EEK·v1.0·Updated 2019-02-06

This is a resource for modders used to make Whiterun Overhaul.

Screenshots 2 screenshots

About this mod Machine translation

This is a resource for modders used to make Whiterun Overhaul.

This is a modders resource not a mod

  • although if you have navigation issues it might help

This is an esp with a redesigned/cleaned Whiterun navmesh. I removed all navmesh except walkways and doors and added navmesh where necessary. Any problem islands are reduced to a triangle and placed underneath the terrain so that they are fine and no longer a problem. All other removed navmesh issues have been resolved and read cleanly and without errors in SSEedit.

The reason I've removed the navmesh for any possible building locations so far is that I don't have any issues/problems while building. You'll have to add navmeshes if necessary, and possibly change the form ID in SSEedit, but no matter where you add them, there shouldn't be any non-removable navmeshes.

If starting a new mod I recommend changing the name and details of this esp to your mod's name and details. Or convert it to master in SSEedit and use esp to load it into CK and remash the navmesh and save it. I recommend finalizing in each cell of the Whiterun so that all edges connect properly.

Don't delete the navmesh triangles under the terrain or you will get undeletable navmesh issues in SSEedit. Also don't connect any individual islands or you will have non-removable navmeshes.

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This is a modders resource not a mod

  • though if you are having navmesh problems it may help

This is an esp with a reworked/cleaned nav mesh for Whiterun. I have deleted all the navmesh except for walkways and doors and added navmesh where necessary. Any problem islands have been reduced down to one triangle and placed under the terrain so they are out the way and no longer a problem. All other deleted nav mesh issues have been resolved and it is reading clean and error free in SSEedit.

The reason I went so far in deleting the navmesh on any possible building location was so that there would be no concerns/problems when building. You will have to add navmesh where necessary and probably go through changing the form id in SSEedit but there shouldn't be any undeletable navmeshes now no matter where you add to.

If starting a new mod I recommend changing the name & details of this esp to that of your mod and going from there. Or convert it to a master in SSEedit and load it up in the CK with your esp and refinalize the navmesh and save it. I recommend finalizing in each cell of Whiterun so that all the edges connect properly.

Do not delete the navmesh triangles under the terrain otherwise you will have undeletable navmesh issues in SSEedit. Also don't connect any seperate islands or you will have undeletable navmeshes.

Install & use Install: follow the bundled instructions

  1. Unzip the archive from playbuff and read the bundled readme / instructions first.
  2. There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
  3. Place the files exactly as the readme says; mods with listed dependencies need those installed too.
  4. Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.

Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.

File & checksum

Filename
EEKs Whiterun Navmesh - Modders资源
File size
105.0 KiB