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Question Settlement Navmesh and Terrain Editing in CK

NukaZoid

New Member
Messages
1
Hello,
I am making a mod for Red Rocket that adds a small diner and parking lot to the settlement. I have everything built, furnished and decorated, but I am having an issue getting npcs to enter the diner section/ walking into the walls.

I had to raise/flatten the terrain in several places, and noticed that the Navmesh was now underground. I had read in an old Skyrim thread that said to leave the old mesh under the terrain and go over the new area with fresh mesh.

I assume that is why NPCs are trying to walk through the structure/not finding the entryway? Is there a better way to handle this situation?
 
IIRC in the window for choosing a cell, right click the cell name. There should be a Navmesh option in the context menu.

But -

I'm not positive, but I think editing the terrain will break the precombine for that cell. A better solution would be to use Static terrain objects and create a SCOL (Static Collection) with all your placed Static objects. (hopefully you have all your placed objects in their own layer) You would need to add a PivotDummy (Static) before you create a SCOL as it is used to establish the 0,0,0 origin of the SCOL. (write down the x,y,x position and rotation coords also note that ONLY Static objects can be turned into a SCOL) Open the SCOL and select the Create Nif button. in ...\fallout 4\data\meshes\your mod name\SCOL there will be a nif. You can rename this to something more intuitive. Then create a new Static and point the model to the location of the nif you created. Now you can right click the created static object in the object window and select navmesh. Then place this Static in the cell and use the x,y,z coords previously written down to put this object in the location of the original placed objects.

This link is for building plots, but it also explains the above procedure with pictures. Just ignore the SS2 stuff.

TL;DR the above method is much better as it will not break precombines and will merge many many triangles together for better performance. This translates to better compatibility with other mods.
 
If you edit anything in a cell you break precombines. You'll have to regenerate those too. But only do it for the current cell or you'll break the world around you.
 
If you edit anything in a cell you break precombines.
You can add, but not subtract.
(unless the removed objects are not part of the precombine, have a script, linked to other objects or are attached to a quest. Its easier to just not touch anything.)
Then you need to look in xEdit to make sure the CK didn't record something you touched but didn't change. (dirty edits)
 
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