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donAllister
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OK, here is the Suran

OK, here is the Suran interiors, including the egg mine. Other than the navmesh, digital, I made the slave holding cell key work for the cells, and I dropped a few bottles on a shelf and accidentally moved a slave roll bed. Though the bed didn't need to be moved, like I saw someone else say, the sleeping position is perpendicular to the actual bed. Something that should probably be fixed, by someone.

-----------------------oops edit----------------------
I said I grabbed Surirulk in the spreadsheet, let me finish that first.

----------------------done now----------------------------------------
www.artforthemasses.us/Skywind/SuranNavmesh.esp

digitalparanoid
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donAllister, your esp is

donAllister, your esp is merged and will be available in 0.8.2

donAllister
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Hey, I just took a look at

Hey, I just took a look at the Suran exterior and it looks like an auto-generated mesh, do you know whether or not someone has cleaned it up yet? I will if not.

eloth
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yeah, if you want, clean up

yeah, if you want, clean up the suran navmesh :)

donAllister
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Can do.

Can do.

Mehh
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A lot of our auto gen navmesh

A lot of our auto gen navmesh is shit. It was also generated before the landscape changes, so have fun with it, and do as you please.

donAllister
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Love the new look, BTW, so

Love the new look, BTW, so much more colorful. Kudos to the person who did the layout, minus a few things. Does anyone mind if change out the overhanging tarp in front of the Slave Market? It doesn't fit right.

digitalparanoid
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screenshot ?

screenshot ?

donAllister
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I'll have to take one when I

I'll have to take one when I get home, I'm at work. If you check it out in world, or in the Creation Kit, it's pretty obvious.

digitalparanoid
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oh right. I think I pointed

oh right. I think I pointed out this earlier. Either find a placement solution or remove it (in latter case, just drop me a note about this when you post your esp ;) )

donAllister
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I like the idea, but the

I like the idea, but the particular object is shaped wrong for the space it's placed. I was just going to find something else that would work for it. There are other tarps holders in the object options that would work.

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oki.

oki.

donAllister
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Town of Suran navmesh. I

Town of Suran navmesh. I could not add a new overhead tarp, when I tried to copy and paste one that already existed it would crash CK, so I just moved the tarp in front of the slave market so it looked a bit better. Fixed door portals and navmesh.

www.artforthemasses.us/Skywind/SuranExteriorMesh.esp

digitalparanoid
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cool. It will be merged in

cool. It will be merged in the next version.

donAllister
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Sha-Shu Interior
donAllister
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I'm curious if you know how

I'm curious if you know how Solstheim is going to be handled, being that Dragonborn has Solstheim. Are there going to be two Solstheims?

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Solstheim is on the same map

Solstheim is on the same map as Morrowind, so you have to get to Morrowind to be able to travel to Solstheim.

digitalparanoid
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thanks for the esp. Will be

thanks for the esp. Will be merged in the next version.

For Solstheim, yes there will be two versions. If you only play Skywind there will be no issue. If you travel between skyrim and morrowind, you will have to use your imagination to make it work :)

Technically, there will be no conflict.

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@donAllister: We are happy

@donAllister:
We are happy to have you as another NAVMesher on the team. There are a lot of interior cells that need our attention. Hopefully with your help we can get it done.

Just one thing to point out, you need to finalize the NAVMeshes before uploading.

donAllister
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OK, then I will grab some

OK, then I will grab some more spots on the list. Can finalize, no problem.

------------------edit-------------------------------
While finalizing it appears I missed a spot, will re-upload when it's done. Will finalize them too.

donAllister
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Digital Paranoid, re-download

Digital Paranoid, re-download the Sha-Shu esp, got that last spot and finalized the mesh. Updated the file. Thanks.

digitalparanoid
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If it's the same link, it's

If it's the same link, it's ok for me. I just noted it down in the merge tracker ;) thanks

donAllister
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So, I'm wondering if

So, I'm wondering if everything on this list:
https://docs.google.com/spreadsheet/ccc?key=0Av7hawUyP1pJdHB...

..is up to date, in that all the people assigned to various parts are actually working on the parts. Seems like almost everything is claimed.

Sjors Boomschors
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Unfortunately that’s not the

Unfortunately that’s not the case! Most interior cells that have been merged already will need to be redone again. Apparently not everyone did a good job. Bad NAVMesh work can cause CTD, prevent NPC from moving and bring active quest lines to a stop.

At the moment I am already redoing all Aldruhn-interiors to support finished quest lines.

When the list with interiors is 100% completed we start over and redo all interiors that need to be fixed.

donAllister
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How about we add a mesh

How about we add a mesh confirmed column, so some of us can see what is actually done, or what may have to be redone. As the cell has been double checked we can mark off as finalized.

donAllister
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Do you think Ironman12345

Do you think Ironman12345 would mind if I grab Ebonheart?

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Ironman is around less

Ironman is around less frequently nowadays, so yes you can take over.

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I think Ironman12345 will be

I think Ironman12345 will be happy if we fix up what he started, that was the plan at least. In the beginning we where thinking it was better to have bugged NAVMesh then NO-NAVMesh at all.

He started making NAVMesh at a time we had allot of bad meshes around (meshes with corrupt collision). That caused a massive amount of CTD when auto-rendering NAVMesh and that resulted in allot of bad NAVMesh shapes. He did put a massive amount of effort into it, so we credit him for his work.

donAllister
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OK, I'll grab Eb-En including

OK, I'll grab Eb-En including the Ebonheart Exterior.

Doesn't appear any of the Ebonheart interiors have been done, not even an Auto-gen. The Exterior just needs to be cleaned up. I put my name on the spreadsheet for it.

donAllister
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OK, Eb-En including Ebonheart

OK, Eb-En including Ebonheart exterior.
www.artforthemasses.us/Skywind/Eb-En.esp

 

I also moved a torch in six fishes, it was floating in mid air.

donAllister
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Finalized Suran interior,

Finalized Suran interior, sorry for missing it the first time.
www.artforthemasses.us/Skywind/FinalizedSuran.esp

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I have redone all (59)

I have redone all (59) Aldruhn Interiors.

digitalparanoid
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cool

cool :)

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Hi, here is the skaal

Hi,

here is the skaal interior navmesh. I have tested it in-game with a flame atronarch and in the ck with the path-testing tool using a human npc, seems to work

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Binary Data SkywindSkaalinteriors.esp53.44 KB
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@Sanguinius1111: Welcome to

@Sanguinius1111:
Welcome to the NAVMesh team.
I checked your work and all looks perfect.
Keep up the good work, we can really use it.

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Everything up to this point

Everything up to this point has been merged. Congrats !

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Hey! I am CK noob but I want

Hey! I am CK noob but I want to help you at least a little so I did "SethanAncestralTomb" navmesh. It would be great if someone experienced check it. I did a in-game test and skeletons inside were attacking and moving without problems. If its good enough I will do some more.

By the way "SetusEggMine" crashes each time I try to load it in CK.

EDIT: Thanks for reply. Fixing right now.

EDIT2: All right, my navmesh sucks. I will do it again from scratch, try to use less verticles and make it better overall. Thanks for tips.

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Binary Data SethanAncestralTombNAVMESH_0.esp5.02 KB
ArchieVision
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masterofdisaster wrote: Hey!

masterofdisaster wrote:

Hey! I am CK noob but I want to help you at least a little so I did "SethanAncestralTomb" navmesh. It would be great if someone experienced check it. I did a in-game test and skeletons inside were attacking and moving without problems. If its good enough I will do some more.

By the way "SetusEggMine" crashes each time I try to load it in CK.

 

Looks good for a 1st try. Better than mine I have to say.

I did a little test and the mobs do get caught by the furniture and walls sometimes. If you look at the 1st Screenshot you will see where you have the nav mesh going through the seat on the floor and it is also really close to walls as well. In the second you will see where I changed it to go around the furniture and moved it back from the walls a bit. That will correct the issue with them getting stuck and make them move more fluid through the tomb. Never put a the nav mesh closer than about a foot from a stationary object, including walls and columns. 

Now, also there is something you can do with the nav mesh that will cut down the processing that the mobs and NPC's will need to navigate with the nav mesh. It is called "Preferred Pathing". Using it will reduce the NPC's AI processes by 50% and make the game run a lot smoother, and they will move more freely through the tomb. 

To use it is very easy. You Select the Poly's that you want the NPC to use most and that are a more of a direct path that have zero obstructions. And would be the more used parts of the tomb. And the just press the "P" key. This will change the color of the nav mesh Poly's you have selected to Orange. Now you have not only corrected the nav mesh, but you have optimized it for better and smoother gameplay. 

 

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Image icon NavMeshCorrect.png1.26 MB
Image icon NavMeshIssue01.jpg208.68 KB
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masterofdisaster wrote:By the

masterofdisaster wrote:

By the way "SetusEggMine" crashes each time I try to load it in CK.

I got it to load, so I went ahead and finished the Nav mesh for it. Since the halls were so tiny, it does not need Preferred pathing. The file is below. 

 

 

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Binary Data SetusEggMineNavMesh.esp9.38 KB
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Your nav mesh was really

Your nav mesh was really good. It just needed some tweaking that is all. Do not give up. Keep posting your progress. And never let criticism effect your disposition toward your work. 

masterofdisaster
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I am not sure is it legit to

I am not sure is it legit to move objects in order to let NPCs get to player so I made two versions:

1. NAVMesh only, nothing changed its place so there are few blindspots. I really couldnt fix them.

2. NAVMesh + I moved few objects a little so NPCs dont get lost.

EDIT: I forgot to finalize NAVMesh, lol. Fixed.

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masterofdisaster wrote: I am

masterofdisaster wrote:

I am not sure is it legit to move objects in order to let NPCs get to player so I made two versions:

1. NAVMesh only, nothing changed it place so there are few blindspots. I really couldnt fix them.

2. NAVMesh + I moved few objects a little so NPCs dont get lost.

Good Job that is more like it. A Couple of blind spots do not matter. It helps with a thief or when you are sneaking. Also, moving objects is ok as long as it A: does not break Lore, and B: improves the game. 

And the NPC's will chase you off of the Nav mesh when in battle, that is why I told you do not worry about being so close to walls. Plus they have a 2 to 3 meter range with melee weapons so they will still get you. 

And to say last. Awesome Job. I think we can use this. I will leave that up to the Nav mesh God here though... 

 

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Odirnirad Tower and Tomb is

Odirnirad Tower and Tomb is complete. ESP Attached below. 

 

AttachmentSize
Binary Data Odirnirad_Tower.esp7.73 KB
Binary Data Odirniran_Nav_Mesh_Final.esp7.13 KB
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Serano Ancestral Tomb NAVMesh

Serano Ancestral Tomb NAVMesh is done. Works good in-game but NPCs are bugged.

EDIT: Seran Ancestral Tomb done.

EDIT2: Senim Ancestral Tomb is done. I also started working on Sennanit but it is pain in the ass to navmesh

I hope my work is good enough.

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If you work on NavMesh then

If you work on NavMesh then please save more then just one interior cell per plugin, do a range of 10 cells. It just takes allot of time to reload the CK and TES5Edit over-and-over to check all uploaded files.

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donAllister wrote: Love the

donAllister wrote:

Love the new look, BTW, so much more colorful. Kudos to the person who did the layout, minus a few things. Does anyone mind if change out the overhanging tarp in front of the Slave Market? It doesn't fit right.

That was all me, and thanks.

Were you talking about the half-circle one on the balcony that was already fixed by the time this was merged, or the highlighted gap in this screen? If the former, that's because the mesh was changed for that particular overhang, as were many ground textures, which was why there was grass sticking out all over the place where it shouldn't have been. That and a couple of those overhangs sticking into walls.

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Everything up to this point

Everything up to this point has been merged.

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I haven't been able to

I haven't been able to download Skywind yet (it fails for some reason past midway) but hopefully it will be downloaded by tomorrow.

In the meantime I've tried to practice some navmeshing with easy environments (first time using the CK).

I deleted the old mesh and made a new one by hand. It would be nice to know which one is better and why. Also, if mine has any major flaws etc. I'm not really sure if it is preferable to make the mesh as simple as possible or is it better to have more smaller triangles rather than big ones.

(Didn't know one could disable the markers easily with "M" so sorry about the messy image)

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Image icon navmesh_test.png778.18 KB
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Edit 2: Lets scratch

Edit 2: Lets scratch everyting from before and get a tad bit more organized.

The first file includes:

  • SadryonAncestralTomb (rotated the first door to the left, not too important)
  • SalitCampZalitsYurt
  • SalitCampZelaysYurt
  • Salmantu
  • SalmantuShrine
  • SalothanAncestralTomb
  • SalothranAncestralTomb
  • SalvelAncestralTomb
  • SamarysAncestralTomb

In Salmantu Shrine the npcs can't get up the ramp too well because of the shape of it but they make there eventually. Though, as the new tileset kicks in, it probably needs to be edited anyway.


The second file includes a few interiors from Mournhold. As the the place is far from complete I was advised not to continue with these but maybe the meshes have some use:

  • MournholdAndorenManor
  • MournholdArmory
  • MournholdBookseller
  • MournholdClothier
  • MournholdCraftsmensHall (Crashes while finding cover edges so they are not included)

For the third file I have collected Seyda Neen interior fixes from happychappy's request to check all the navmeshes of the towns of Bitter Coast. The Seyda Neen meshes were pretty solid to begin with but there were a few contacts with static:

  • SeydaNeenArrillesTradehouse
  • SeydaNeenCensusandExciseOffice (Also fixed a wall that was off the grid)
  • SeydaNeenEldafiresHouse
  • SeydaNeenFargothsHouse
  • SeydaNeenFineMouthsShack
  • SeydaNeenForynGilnithsShack
  • SeydaNeenIndreleRathryonsShack
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You should probably ignore

You should probably ignore Mournhold/Bloodmoon stuff for now. A lot of the meshes are broken, and we aren't even bothering to fix them at the moment.

Honestly, with Ormin's collision program, we could probably fix them in one go. Sadly, the program crashes for me. But if anyone wants to give it a shot, and is willing to run the program on their entire mesh folder, and upload the meshes that the program fixes, then give me a little PM. I have dsl, so uploading meshes would take forever for me.

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