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What the frack

General mod discussion and requests.
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Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

What the frack

Post by Senterpat » Wed Mar 12, 2014 11:46 pm

So I started having a problem with infinite loading screens on some cells, and the game freezing during Vault 101 after 3 years later. Since the only new mod in my load order is one I made, I deleted randomly until I found it was the Navmesh info for a single cell causing it. Deleted it in FNVedit and everything worked fine. I then go to redo the navmesh in the cell, only the navmesh is still there, so I save and try the game- same problem. So i delete it again in FNVedit, open the Geck and delete the Navmesh for the cell (via flood fill > delete). I then try to load up the game without any navmesh in the cell, and it still won't let me. Also tried drawing a single triangle and loading, same resuIts, I don't really want to rebuild the cell, can anyone thing of what would be causing this? been at it for almost 2 days now, I just can't figure it out.


 


Edit: its worth mentioning that the navmesh looks fine in the geck, reporting no errors, and I've navmeshed another 50+ cells in this mod without any other problems :/


 


Edit 2: Just tried duplicating the cell, deleting the first one, no navmesh in the new cell, same result.


 


Edit 3: Just did some testing, seems like deleting the Navmesh info in FNVedit, then not redoing it in the geck is working. Navmesh is still functional in the cell as well. Still, if anyone has any insight as to what caused this, I'd like to know to deal with it easier next time.


Call me Pat. Senterpat is too much to type.

sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Did you change the navmesh in

Post by sesom » Thu Mar 13, 2014 12:08 am

Did you change the navmesh in a existing cell (original game or another one in a esm)? Then yes that causes such problems. Editing original navmeshes is risky because geck has a bug with navmesh generation and the format of the navmesh isn't fully decoded so FNVEdit can't help here.


What may help is to convert the mod to a esm this solves at least the AI navmesh bug.


Edit: Ok Navmesh Info. This is the portal information. That means where door leads to the cell. Yes if you make big changes in a navmesh it's best to delete all doors, place and connect them new this should solve the problem.


 



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

It was a brand new cell.

Post by Senterpat » Thu Mar 13, 2014 12:15 am

It was a brand new cell. Actually the ONLY new cell, the other 50+ cells I edited were vanilla exterior cells, this one was a new interior. Kind of backwards :o but I'll update it to an ESM to be safe.


Call me Pat. Senterpat is too much to type.

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