In game, the changes made to the textures make the game seem as if you're playing Classic Skyrim with an increase of FPS while maintaining a good quality image Skyrim Project Optimization SE at Skyrim Special Edition #Skyrim se sseedit keep loading backup plugin modCan also scan textures for compatibility Optimizing the textures, the mod cuts Skyrim Special Edition's textures in half, reducing them to 1024x1024 and 512x512. #Skyrim se sseedit keep loading backup plugin how toA short tutorial on how to convert a SLE mod is hosted here A tool for mod authors that optimizes your LE.nif files for the new SSE format and back and fixes issues along the way. #Skyrim se sseedit keep loading backup plugin downloadDownload speeds Cathedral Assets Optimizer is a tool aiming to automate asset conversion and optimization for Skyrim Special Edition, Skyrim Legendary Edition, Fallout 3, Fallout New Vegas, and Fallout 4. #Skyrim se sseedit keep loading backup plugin fullSkyrim Project Optimization - Full Version: The main module containing both Skyrim and the DLC' SSE NIF Optimizer-1598206884.7z(SSE NIF Optimizer)folder 1.2MB. I have received permission from RGabriel15 to port this mod. Below is a description of the mod taken from the Oldrim Page. Once done, everything will be working as expected.Seeing that this fantastic mod had not been ported to SSE, I decided to port it myself. Once you are done fixing any other navmeshes you need to fix, you need to load the mod into the CK and save it so the internal navmesh info table is updated properly. Ideally of course we shouldn't have to do this at all but at least now it can be done safely. Once you've done a few of these it will become a lot easier to deal with. If you have more navmeshes to fix, repeat the procedure for those as well. All of your data will be perfectly preserved but will now be editing the proper navmesh. #Skyrim se sseedit keep loading backup plugin updateIt doesn't update all these records properly.Ĭongratulations, this navmesh is now fixed! If this was the only one you needed to correct, you can close the CK and TES5Edit now and save the file when prompted. It's this phase here that the CK doesn't handle correctly when removing navmeshes via its own details screen and results in the CK crashing trying to reload the mod. You'll get a second prompt saying they were successfully updated. This box is asking this because other records refer to the navmesh and need to be updated so they match. Right click on one of the entries that's showing and "select all", then hit OK. After pressing enter, you maybe presented with a box that looks like this: ![]() When asked to input the new ID, replace it with the ID of the vanilla navmesh you just removed (in this case 000F26C0). Now right click on the form ID for the navmesh you want to fix (in this case 01022CC9) and select "change form ID". You should be seeing something like this now: Say yes, and you'll get a second prompt asking if you're sure this record is the one you want to remove. You will be warned to think about what you're doing. Now on the left pane, right click on this entry and select remove. Notice in the righthand pane it is listed as deleted. In TES5Edit, note the form ID highlighted in yellow that starts with 00. In the case of the Pinewood example, you want the very first one that shows the largest number of triangles. This is going to take some knowledge of what you've done and will be the hardest part of all this. ![]() In the CK, look at the form ID for the navmeshes. You'll be taken to the location in Skyrim.esm where the ID exists.ĬTRL+Left Click on the name of your cell in your file and you'll be taken to the location in your mod where the form is edited.Įxpand the tree so you can see your navmesh data listed. Enter one of them into the box and press enter. At the top left is a box to search for form IDs. Keep the CK open and load the file in TES5Edit. You can get the form ID of a cell by hovering over the name in the left hand side of the cell window. The easiest way to go about this is to open the CK, find each of the cells you're working with, and gather up their form IDs. Note the cell(s) being reported in the warnings file. This can be fixed relatively easily with TES5Edit. In either case, if the error being shows is consistent, you have a vanilla navmesh that's been deleted. You accidentally merged two navmeshes the CK listed as islands. ![]() You deleted a vanilla navmesh using the cell window in the CK.Ģ. The errors will be listed in the EditorWarnings.txt file in your Skyrim folder.ġ. PATHFINDING: NavMesh in cell Pinewood (Tamriel) should be refinalized, there are navmesh bounds missing
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