Has Vindasel (or even any of the Ayleid ruins) been navmeshed? I've already done Vindasel, and am tweaking it so that Umbra doesn't run into walls and so she goes up the stairs.
I noticed that the Havok based generation works better on the cells I tested (Vindasel and Talwinque) than Recast based. I can add an .esp of the finished navmesh if you guys want.
Got it. It says "In Progress" for the Ayleid ruins. What's been done and what hasn't? I can speed up the Ayleid ruins by autogenerating what hasn't been done.
Everything has auto generation already. No need to do the same work twice.
No one needs to autogen anything. All the interiors have been autogenerated by Cryogen and what we are doing right now is either fixing them or doing them by scratch. The sets of interiors that are in progress or up to be claimed have their autogenerated esps available on the spreadsheet.
Also, if you want to navmesh you need to take the navmesh test previously, and then you can tell either Yazza or myself what you want to claim and we will update the spreadsheet.
Hey everyone. I should have released all of these by the start of December, but then again, I procastinated.
During November, I have navmeshed all of the Oblivion planes (except for Kvatch's, that's Rejectedblueapp's claim), the Painted World and Pale Pass. There were only a few issues to fix in TES4MS13CheydinhalOblivionWorld and TES4MQ14OblivionWorld after my tests and a very clear bug with water height in TES4MS14World but I sorted them out.
Also fixed some issues regarding unmeshed doormarker in TES4ICTheArcaneUniversity, and redone the navmeshing in TES4SEVitharnWorld.
I forced-finalized full worldspace in both TES4Tamriel_navmeshes.esp and TES4SEWorld_navmeshes.esp, so we should have less problems regarding NPCs failing to get across cells in Cyrodiil and Shivering Isles (also applied the 0.3 script to copy CELL/WRLD changes from master).
A reminder: Whenever Ormin's scripts (GECK.esp) get merged to Skyblivion.esm, we'll need to add collision boxes to the wargates, so NPCs and creatures won't try to get across when they're closed. Same goes to triggered gates in the Imperial Sewers actually. Also, the Great Gate mesh in TES4MQ14OblivionGate has not been converted yet. I have navmeshed the worldspace as if it didn't exist. After it's converted, I can go back and remove the triangles where the gate stands.
Well, that's it. Down below a picture of the worldspaces that I navmeshed during November. 14 of them, 400 cells.
2) Finished and uploaded Quest interiors (havent done Henantier's dreamworld tests of courage and perception because no npcs are there)
3) Rechecked and removed all errors & warnings from every interior and exterior in the Imperial City, and combined into one .esp for easier use. Have also uploaded the fixed individuals in case more work does need doing to them in future.
TES4FortRedman01 *: Has a draw bridge, needs scripting
TES4FortRoebeck01 *: Has a draw bridge, needs scripting.
TES4FortScinia01 *: Issues with getting some ledge drops to work
TES4SancreTor03 *: Misplaced door markers?
TES4SancreTor04 *: Doors under the ground below door markers. Is it meant to be like this?
Hey guys sorry I haven't been around much. I'll have kvatchMQoblivion uploaded hopefully by the 10th. I am almost done with it, long story short building a house and a steady power source cause I'm 2 miles from the nearest grid hookup is tedious so I'm stuck with a generator that my PC hates.
@Rejectedblueapp Nice to know! Hope everything is going fine with you and your PC xD After you get KvatchMQOblivion uploaded we should have all the Oblivion world done, since there's only MQKvatch left. Join us in Discord anytime if you want!
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I'm just reuploading Harrock's IC worldspaces+interiors file here with refreshed navmesh info map, it should avoid some weird problems.
I have been testing the available navmeshes wityh Skyblivion 0.3, all are working fine so far except for the combined Cyrodiil exterior. When I activate this plugin my save won't load. Has anyone else experienced this? Is there a load order/plugin requirement?
32 cells, no warnings
32 cells, no warnings
32 cells, no warnings
How many cells did you do? Did you get any warnings?
yup.
yup.
Oblivion Planes B, done by Panfloetenheini. Corrected by me.
Not corrected by anybody, feel free to give it a look over before upload. Second pair of eyes is always great. Third even better.
HorseRider wrote:
Original post is outdated, I'll refer you to this
https://sites.google.com/site/porkbunsyum/elder-scrolls/skyb...
HorseRider wrote:
Everything has auto generation already. No need to do the same work twice.
No one needs to autogen anything. All the interiors have been autogenerated by Cryogen and what we are doing right now is either fixing them or doing them by scratch. The sets of interiors that are in progress or up to be claimed have their autogenerated esps available on the spreadsheet.
Also, if you want to navmesh you need to take the navmesh test previously, and then you can tell either Yazza or myself what you want to claim and we will update the spreadsheet.
Here you go.
Here you go.
Hey everyone. I should have released all of these by the start of December, but then again, I procastinated.
During November, I have navmeshed all of the Oblivion planes (except for Kvatch's, that's Rejectedblueapp's claim), the Painted World and Pale Pass. There were only a few issues to fix in TES4MS13CheydinhalOblivionWorld and TES4MQ14OblivionWorld after my tests and a very clear bug with water height in TES4MS14World but I sorted them out.
Also fixed some issues regarding unmeshed doormarker in TES4ICTheArcaneUniversity, and redone the navmeshing in TES4SEVitharnWorld.
I forced-finalized full worldspace in both TES4Tamriel_navmeshes.esp and TES4SEWorld_navmeshes.esp, so we should have less problems regarding NPCs failing to get across cells in Cyrodiil and Shivering Isles (also applied the 0.3 script to copy CELL/WRLD changes from master).
A reminder: Whenever Ormin's scripts (GECK.esp) get merged to Skyblivion.esm, we'll need to add collision boxes to the wargates, so NPCs and creatures won't try to get across when they're closed. Same goes to triggered gates in the Imperial Sewers actually. Also, the Great Gate mesh in TES4MQ14OblivionGate has not been converted yet. I have navmeshed the worldspace as if it didn't exist. After it's converted, I can go back and remove the triangles where the gate stands.

Well, that's it. Down below a picture of the worldspaces that I navmeshed during November. 14 of them, 400 cells.
Happy new year!
_____
skyblivion_tes4tamriel_navmeshes.esp
Hi all,
1) Finished and uploaded Ayleid ruins part B
2) Finished and uploaded Quest interiors (havent done Henantier's dreamworld tests of courage and perception because no npcs are there)
3) Rechecked and removed all errors & warnings from every interior and exterior in the Imperial City, and combined into one .esp for easier use. Have also uploaded the fixed individuals in case more work does need doing to them in future.
H
Shivering Isles Ruins B, done by Panfloetenheini, Shadowlink and myself.
Forts C, done by myself and Calinsoyyo.
Some notes
TES4FortRedman01 *: Has a draw bridge, needs scripting
TES4FortRoebeck01 *: Has a draw bridge, needs scripting.
TES4FortScinia01 *: Issues with getting some ledge drops to work
TES4SancreTor03 *: Misplaced door markers?
TES4SancreTor04 *: Doors under the ground below door markers. Is it meant to be like this?
@Rejectedblueapp Nice to know!
Hope everything is going fine with you and your PC xD After you get KvatchMQOblivion uploaded we should have all the Oblivion world done, since there's only MQKvatch left. Join us in Discord anytime if you want!
-
I'm just reuploading Harrock's IC worldspaces+interiors file here with refreshed navmesh info map, it should avoid some weird problems.
Mines A.
Fixed flooded mine, rest is the same.
Caves B
Notes:
TES4FyrelightCave *: Needs a ledge drop, CK won't let me do it.
here you go
Done
Caves E
Camorans Paradise, by VirtualViper.
He didn't not navnmesh water cells beyond the island border. Should otherwise be functional for the NPC's/quests.
Forts B
Notes:
TES4FortIstirus03 * has a draw bridge
Caves A completed
I'll be taking over the last two interior claims.
Caves D is completed. One last interiors claim left. Navmesh is finally going to be in stage one with no autogenerated cells.
Ayleid Ruins C is complete, and with that, all interiors are completed.
I will correct some interiors that need ledge drops, then we can add them to the master.
Replace old one
Entirely redone.
I have been testing the available navmeshes wityh Skyblivion 0.3, all are working fine so far except for the combined Cyrodiil exterior. When I activate this plugin my save won't load. Has anyone else experienced this? Is there a load order/plugin requirement?
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