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 How to transfer a full interior to a new esp

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Orth



Posts : 92
Join date : 2014-12-04

PostSubject: How to transfer a full interior to a new esp   Wed May 20, 2015 9:26 pm

Hey guys, so I've been working on a house mod I'm developing for New Vegas, I put a lot of hours into it, but yesterday at some point, while navmeshing the exterior of the house I deleted some of the vanilla exterior navmeshes ( without knowing that the game starts ctding with deirty navmesh edits).

So basically my esp is broken, but I really would like to save the interior at least ( it took a lot of hours to setup all those lights and stupid clutter), now the thing is I don't really know how would I go about copying the totallity of the interior cell and transfering it into a new esp that doesn't relly on the previous one ( the one that has the broken navmesh).

Is there any way to do this? Do you know of any solutions for this issue? If possible I'd like to also save the interior ( I can redo the navmesh in 30 mins no problem from scratch, but I'd like to save the static stuff and my patrol markers,etc.

That's about it, please if you know any solutions help me out. If I have to restart from scratch I'm fairly sure I will abandon the mod since it's no fun redoing everything again.

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Sentience



Posts : 604
Join date : 2015-04-23
Location : New Vegas

PostSubject: Re: How to transfer a full interior to a new esp   Wed May 20, 2015 10:59 pm

I'm racking my brain trying to think of a way, but I'm not sure how you'd get an interior to fully move to a new esp. That sounds like any scripts, unique ID's and activators would have to be converted over too.

I have an Idea but I don't want to fry my own mod if it backfires. I thought of opening the file in FNVEdit (with all of it's masters, etc.) and removing the navmesh from the world cell in your mod, opening back up in Geck and seeing if the Fallout.ESM replaces the area with the games default navmesh map.

I know that the only really hard part of exterior navmeshing is getting the intersecting X lines to match up to turn green on finalization of the cell, so maybe this would restore the integrity of the default navmesh map so you can possibly start again?

If I ever accidentally delete exterior vanilla navmesh triangles, I just rebuild them to form fit the terrain and match the existing vertices that are pre-placed. I've never ran into a ctd problem caused from my own edits as long as it all links when finalized, and my last released house mod actually utilized an exterior cell w/o any interior cells, and I've received no complaints or problems with the edits I was forced to do to the vanilla navmesh.

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Orth



Posts : 92
Join date : 2014-12-04

PostSubject: Re: How to transfer a full interior to a new esp   Thu May 21, 2015 2:25 am

Hey man! thanks for the advice! I think your last method of rebuilding the navmesh so it's complete seems to be the better choice.

Now, if I have to be fully honest, I don't wanna risk working on the mod another +20 hours to find out in the end that it causes some "mambo-jambo.glitch" and it ends up being a waste.

I already started working on a diferent house and I think I'll park this up in the "might be" folder for now, thanks for the input though, it helped me make my choice easier! Smile
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PostSubject: Re: How to transfer a full interior to a new esp   Thu May 21, 2015 2:35 am

Happy to help! I know what you mean about sinking time into projects that go bust unfortunately...I wish I had more concrete answers, but I can only advise what I know first hand from trial and error. Good luck with your next endeavor, I hope it presents less problems for you in the long run. If you ever need help feel free to contact me. Goodday Thumbs Up

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Orth



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PostSubject: Re: How to transfer a full interior to a new esp   Thu May 21, 2015 11:33 am

Yeah, when in doubt, better scrap it ( specially if we're talking geck related stuff) but whatevs , the new house will be cooler....eventually closed eyes smile
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PostSubject: Re: How to transfer a full interior to a new esp   Today at 4:25 am

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