├── Cheat Sheets ├── Creation Kit Interface Cheat Sheet.md ├── Creation Kit Keyboard Mappings.md ├── Creation Kit Landscape Hotkeys.md ├── Creation Kit Landscape Tools.md └── Creation Kit Navmesh Cheat Sheet.md ├── Guides ├── Basics of Navmeshing.md ├── Cleaning files & Merging with Merge Plugins.md └── rskyrimmods - Merge Plugins - A simple guide on fixing Navmesh Conflicts.md └── README.md /Cheat Sheets/Creation Kit Interface Cheat Sheet.md: -------------------------------------------------------------------------------- 1 | # Creation Kit Interface Cheat Sheet 2 | 3 | 4 | 5 | | **Menu Shortcuts** | | | 6 | | ------------------------- | ------------------------------ | ------------------------------------------------------------ | 7 | | Save | **Ctrl+S** | Save the active plugin. | 8 | | Undo | **Ctrl+Z** | Undo the last action in the current window or field. | 9 | | Redo | **Ctrl+Y** | Redo the last Undone action. | 10 | | Cut | **Ctrl+X** | Cut the current selection. | 11 | | Copy | **Ctrl+C** | Copy the current selection. | 12 | | Paste | **Ctrl+V** | Paste the copied item. | 13 | | Paste in Place | **Ctrl+Shift+V** | Paste the copied item with no offset. | 14 | | Move | **Ctrl+M** | In the Render Window, move the copied item instead of creating a new reference. | 15 | | Move in Place | **Ctrl+Shift+M** | In the Render Window, move the copied item instead of creating a new reference. Maintains the same coordinates. | 16 | | Duplicate | **Ctrl+D** | In the Render Window, duplicate the selected item. | 17 | | Find | **Ctrl+F** | Open the Find/Replace Window. | 18 | | Find Next | **F3** | Find the next item in the current search. | 19 | | Find Prev | **F2** | Find the previous item in the current search. | 20 | | **Camera Controls** | | | 21 | | Pan | **MMB+MouseSpace** | Hold the middle mouse button and use the mouse to pan the camera (or hold the spacebar) | 22 | | Orbit | **Shift+Mouse** | Hold shift and use the mouse to orbit around a selection | 23 | | Zoom | **Scroll Wheel**or **V+Mouse** | The Scroll wheel will zoom in/out from the selection | 24 | | Focus Camera | **Shift+F** | Snap Camera position to selection bounds | 25 | | Top View | **T** | Force a top-down view | 26 | | Cycle Views | **C** | Cycle through pre-set camera angles | 27 | | Orthographic Projection | **0** (zero) | Toggle between Orthographic/Perspective projection *(advanced users only)* | 28 | | **Object Manipulation** | | | 29 | | Movement | **Left-Click+Drag** | Click and hold to drag to move the selection on the horizontal XY axis | 30 | | Rotation | **Right-Click+Drag** | Click and hold RMB to rotate the selection | 31 | | Axis Constraint | **Z/X/C** | Hold Z, X, or C to constrain movement or rotation to the Z, X, or Y axis. | 32 | | Grid Snap | **Q** | Toggle snap-to-grid for movement and rotation | 33 | | Scale | **S** | Hold S and left-click drag to scale the selection. Uniform scaling only. | 34 | | Drop to Ground | **F** | Drops the selected object to the nearest surface. | 35 | | De-Select | **D** | Removes all objects from current selection | 36 | | **Gizmo Helpers** | | | 37 | | Move Gizmo | **E** | Enables gizmo w/Handles for XYZ axes and bi-axis planes | 38 | | Rotate Gizmo | **W** | Enables gizmo w/Handles for XYZ rotation | 39 | | Scale Gizmo | **2** | Enables scaling Gizmo w/XYZ handles for non-uniform scaling of primitives | 40 | | **Visibility Toggles** | | | 41 | | Refresh | **F5** | Refreshes the current cell and unhides all hidden objects. | 42 | | Unhide All | **Alt-1** | Unhides all hidden objects. | 43 | | Toggle Hidden | **1** | Makes the current selection visible/translucent/invisible in the editor. | 44 | | Toggle Markers | **M** | Toggles Markers on/off. | 45 | | Toggle Light Radius | **L** | Toggles Light Radius on/off. | 46 | | Toggle Bright Light | **A** | Toggles the default light on/off. | 47 | | Toggle Sky | **Y** | Toggles the sky and sky lighting on/off. | 48 | | Toggle Wireframe | **7 / W** | Toggles Wireframe on/off. Render view / Preview window | 49 | | Toggle Collision Geometry | **F4** | Toggles collision geometry on/off. | 50 | | Toggle Toggle Water | **Shift+W** | Toggles Water on/off. | 51 | | Toggle Cell Borders | **B** | In the Exterior, toggles Cell Borders on/off. | 52 | | Toggle Grass | **8** | Toggles Animated Grass on/off. | 53 | 54 | ------ 55 | 56 | Origin: https://www.creationkit.com/index.php?title=Creation_Kit_Interface_Cheat_Sheet -------------------------------------------------------------------------------- /Cheat Sheets/Creation Kit Keyboard Mappings.md: -------------------------------------------------------------------------------- 1 | # Creation Kit Keyboard Mappings 2 | 3 | 4 | 5 | The **Creation Kit Keyboard Mapping** is used when working in the [Render Window](https://www.creationkit.com/index.php?title=Render_Window). 6 | 7 | Keyboard mapping for [Navmesh](https://www.creationkit.com/index.php?title=Category:Navmesh) editing can be found in the [Navmesh Cheat Sheet](https://www.creationkit.com/index.php?title=Navmesh_Cheat_Sheet). 8 | 9 | 10 | 11 | | Function | Key | Notes | 12 | | --------------------------------------------------- | ------------ | ------------------------------------------------------------ | 13 | | Anchor the camera | SHIFT+F | Anchors camera based on current selection | 14 | | Clear selection | D | Clears current selection (deselect) | 15 | | Copy selection | CTRL+C | Copies current selection | 16 | | Create a multibound reference | CTRL+B | Creates a multibound box encasing the currently selected object | 17 | | Cut selection | CTRL+X | Cuts current selection (CTRL+V pastes what was cut) | 18 | | Cycle camera view | Y | Cycles through the different camera views | 19 | | Cycle the visibility of selected objects | 1 | Cycles the currently selected object between normal, transparent, hidden | 20 | | Delete selection | DELETE | Deletes current selection | 21 | | Drop camera | ALT+Z | Drops the camera to the bottom of the currently selected object | 22 | | Drop selection to ground | F | Drops current selection to nearest collision | 23 | | Duplicate selection | CTRL+D | Duplicates selection and automatically selects the duplication | 24 | | Edit landscape | H | Opens the landscaping editor | 25 | | Edit navmesh | CTRL+E | Toggles [Navmesh](https://www.creationkit.com/index.php?title=Category:Navmesh) editing mode on/off | 26 | | Enter rotation manipulation mode | W | Toggles the Rotation Gizmo on/off | 27 | | Enter scale manipulation mode | 2 | Toggles the Scale Gizmo on/off | 28 | | Enter selection manipulation mode | R | Hides all currently visible Gizmos | 29 | | Enter translation manipulation mode | E | Toggles the Translation Gizmo on/off | 30 | | Freeze the camera | 3 | Freezes camera and shows view frustrum | 31 | | Link/break planes/rooms | ALT+L | Links/Breaks Link between two Occlusion Planes or two Room Markers | 32 | | Load selected object's parent cell | CTRL+L | Centers on the currently selected object and force loads its cell | 33 | | Move clipboard references | CTRL+M | Moves current selection, does not create a copy or duplication (same FormID) | 34 | | Object palette | SHIFT+O | Opens Object Palette window | 35 | | Paste clipboard contents | CTRL+V | Pastes clipboard contents | 36 | | Paste clipboard contents in place | CTRL+SHIFT+V | Pastes clipboard contents in place | 37 | | Picking preferences | / | Opens the Picking Preferences dialog | 38 | | Place camera above selection | T | Top-down view of selection | 39 | | Raise selection | ALT+G | Raises selection 3 units (on the z axis) | 40 | | Redo | CTRL+Y | Redo last action | 41 | | Refresh | F5 | Reloads the current cell | 42 | | Reset rotation | CTRL+K | Resets current selection rotation to 0,0,0 | 43 | | Resnap references | SHIFT+K | Snaps current selection to current grid snap reference | 44 | | Save | CTRL+S | Saves plugin | 45 | | Scale a light's fade distance | CTRL+ALT+S | Dragging will increase/decrease a light's area of effect | 46 | | Scale a light's depth bias | ALT+B | Dragging will increase/decrease a shadow light's depth bias | 47 | | Scale a light's intensity | CTRL+ALT+S | Dragging will increase/decrease the intensity (brightness) of a light | 48 | | Scale a reference | S | Hold down "S" and move mouse to scale reference. | 49 | | Search and replace | CTRL+F | Opens the Search and Replace window | 50 | | Show land borders | B | Toggle exterior cell boundaries on/off | 51 | | Show scene graph | F10 | Opens Scene Graph window | 52 | | Swap editor water | CTRL+W | Not supported | 53 | | Toggle batch dialog | - | Opens the Batch Dialog window | 54 | | Toggle bright lights | A | Toggles lights on/off | 55 | | Toggle cell window loads | ALT+A | Toggles whether new exterior cells will automatically load whilst changing cell | 56 | | Toggle collision geometry | F4 | Toggles collision geometry on/off | 57 | | Toggle debug geometry | 4 | Toggles debug geometry mode on/off (useful for checking Room Markers and Portals | 58 | | Toggle flycam | ` | Not Supported | 59 | | Toggle fog | CTRL+5 | Toggles fog on/off | 60 | | Toggle gizmo orientation | G | Toggles gizmo orientation between world and local | 61 | | Toggle grass | 8 | Toggles grass on/off | 62 | | Toggle grid | = | Not Supported | 63 | | Toggle havok | ALT+H | Toggles havok simulation on/off | 64 | | Toggle land culling | SHIFT+L | Toggles Land Culling on/off | 65 | | Toggle light markers | CTRL+I | Toggles light markers on/off | 66 | | Toggle light radius | L | Toggles light markers radii on/off | 67 | | Toggle location snap | Q | Toggles Grid Snap on/off | 68 | | Toggle markers | M | Toggles markers on/off | 69 | | Toggle non-land culling | SHIFT+C | Hides all references (useful to check Room Markers and Portals) | 70 | | Toggle occlusion planes | U | Toggles Occlusion Planes on/off | 71 | | Toggle orthographic perspective | 0 (zero) | Toggles Orthographic Perspective on/off | 72 | | Toggle picking against trees | CTRL+T | Toggles picking trees on/off (useful when working in areas with a lot of trees) | 73 | | Toggle portal mode | CTRL+P | Toggles Portal Mode on/off (when on, only portals can be selected) | 74 | | Toggle reference snap | SHIFT+Q | Brings up a crosshair and when a reference is selected, all other references will snap to that reference's orientation | 75 | | Toggle rotation snap | CTRL+Q | Toggles Grid Rotate Snap on/off | 76 | | Toggle selection culling | CTRL+SHIFT+C | Hides/Unhides current selection | 77 | | Toggle shadows | 5 | Toggles shadows on/off | 78 | | Toggle sky | 6 | Toggles Sky on/off | 79 | | Toggle sound markers | CTRL+N | Toggles Sound Markers on/off | 80 | | Toggle trees | ALT+T | Toggles Trees on/off | 81 | | Toggle visibility of enable state children | CTRL+1 | Toggles culling of the selected reference's enable state children | 82 | | Toggle visibility of enable state opposite children | SHIFT+1 | Toggles culling of the selected reference's enable state opposite children | 83 | | Toggle water culling | SHIFT+W | Toggles water on/off | 84 | | Toggle wireframe | 7 | Toggles wireframe on/off | 85 | | Undo | CTRL+Z | Undo last action | 86 | | Unhide all hidden objects | ALT+1 | Unhides all hidden references | 87 | 88 | ------ 89 | 90 | Origin: https://www.creationkit.com/index.php?title=Creation_Kit_Keyboard_Mapping 91 | 92 | -------------------------------------------------------------------------------- /Cheat Sheets/Creation Kit Landscape Hotkeys.md: -------------------------------------------------------------------------------- 1 | # Creation Kit Landscape Hotkeys 2 | 3 | 4 | 5 | | Default HotKey | Notes | 6 | | -------------- | ------------------------------------------------------------ | 7 | | **b** | Show Cell Borders (when in worldspace) | 8 | | **h** | Toggles Landscape Edit Mode | 9 | | **s** | Toggles Smooth Mode | 10 | | **f** | Toggles Flatten Mode | 11 | | **r** | Toggles Drawing Mode | 12 | | **e** | Toggles Vertex Color Mode | 13 | | **i** | Display Texture list for Cell Quads (only works in render window, in the cell where the cursor is located) | 14 | | **[** | Decrease Brush Size | 15 | | **]** | Increase Brush Size | 16 | | **Ctrl + [** | Soften Brush | 17 | | **Ctrl + ]** | Harden Brush | 18 | | **1 - 9** | Change to preset brush sizes | 19 | 20 | ## Default 21 | 22 | | Left Click | Notes | Right Click | Notes | 23 | | --------------------- | ----------------------------------------------------- | ---------------------- | -------------------------- | 24 | | **Left-Click** | Select Terrain to be Raised/Lowered by mouse movement | **Right-Click** | Paint Texture on landscape | 25 | | **Ctrl + Left-Click** | Not Used | **Ctrl + Right-Click** | Pick Texture from terrain | 26 | 27 | ## Smooth Mode 28 | 29 | | Left Click | Notes | Right Click | Notes | 30 | | --------------------- | -------------- | ---------------------- | -------------------------- | 31 | | **Left-Click** | Smooth Terrain | **Right-Click** | Paint Texture on landscape | 32 | | **Ctrl + Left-Click** | Not Used | **Ctrl + Right-Click** | Pick Texture from terrain | 33 | 34 | ## Flatten Mode 35 | 36 | | Left Click | Notes | Right Click | Notes | 37 | | --------------------- | --------------- | ---------------------- | -------------------------- | 38 | | **Left-Click** | Flatten Terrain | **Right-Click** | Paint Texture on landscape | 39 | | **Ctrl + Left-Click** | Not Used | **Ctrl + Right-Click** | Pick Texture from terrain | 40 | 41 | ## Drawing Mode 42 | 43 | | Left Click | Notes | Right Click | Notes | 44 | | --------------------- | ------------- | ---------------------- | --------------------------- | 45 | | **Left-Click** | Raise Terrain | **Right-Click** | Paint Texture on landscape? | 46 | | **Ctrl + Left-Click** | Lower Terrain | **Ctrl + Right-Click** | Pick Texture from terrain? | 47 | 48 | ## Vertex Color Mode 49 | 50 | | Left Click | Notes | Right Click | Notes | 51 | | --------------------- | ------------------------------------------------------- | ---------------------- | -------------------------------------------------------- | 52 | | **Left-Click** | Paint Landscape with specified Left Color | **Right-Click** | Paint Landscape with specified Right Color | 53 | | **Ctrl + Left-Click** | Fill Left Color with vertex color picked from Landscape | **Ctrl + Right-Click** | Fill Right Color with vertex color picked from Landscape | 54 | 55 | ------ 56 | 57 | Origin: https://www.creationkit.com/index.php?title=Landscape_Hotkeys -------------------------------------------------------------------------------- /Cheat Sheets/Creation Kit Landscape Tools.md: -------------------------------------------------------------------------------- 1 | # Creation Kit Landscape Tools 2 | 3 | 4 | 5 | Used to edit the local landscape in the render window. 6 | 7 | To access this window, use the "**H**" hotkey from the Render Window. Only useful in exterior cells. 8 | 9 | Hotkeys can be found on the **Landscape Hotkeys** Page. 10 | 11 | - Height 12 | - **Edit Radius:** Controls size of the editing brush. Can also be controlled with "[" and "]". 13 | 14 | 15 | 16 | 17 | 18 | - - **Edit Falloff %:** Controls the softness/hardness of the edge of the editing brush. Can also be controlled with "Shift + [" and "Shift + ]". 19 | - **Flatten Vertices:** When checked; Brush will flatten terrain. 20 | - **Soften Vertices:** When checked; Brush will soften terrain variation. 21 | - **Show Edit Radius:** When checked; Brush Radius appears in the Render Window. 22 | 23 | - Drawing Mode 24 | 25 | 26 | 27 | When in Drawing mode, holding down Left-Click will sculpt terrain changes wherever the cursor is moved. 28 | 29 | - **Value Field:** Specify in positive or negative [units](https://www.creationkit.com/index.php?title=Unit) the value for various Drawing Modes. 30 | - **Raise To/By:** Raises terrain at or below the initially clicked terrain height by the number of [units](https://www.creationkit.com/index.php?title=Unit) specified in the Value Field. 31 | - **Lower To/By:** Lowers terrain at or above the initially clicked terrain height by the number of [units](https://www.creationkit.com/index.php?title=Unit) specified in the Value Field. 32 | - **Delta:** Increase/Decrease height by Value Field amount. 33 | - **Absolute Height:** Used with Raise To and Lower To to set the landscape height to the value specified in the Value Field. 34 | 35 | - Texture 36 | 37 | 38 | 39 | Used to specify the texture to paint when Right-Clicking during normal edit mode. 40 | 41 | - **Texture List:** List of available Textures by ID and Filename 42 | To add or change textures, go the the Object Window. Textures are under Miscellaneous/Land Texture. 43 | - **Selected Texture:** Preview of Currently Selected Texture. 44 | - **Max Opacity:** Controls Strength of brush when painting texture. 45 | - **Applying Textures:** Right click on the terrain to apply the selected texture. "Ctrl + Right-Click" in the render window to select a texture already applied to the heightmap. 46 | 47 | 48 | 49 | - Vertex Color: 50 | 51 | 52 | 53 | Clicking the Edit Colors checkbox switches to Color Painting Mode. This allows painting of color tints on the heightmap vertices. 54 | 55 | - **RGB:** Manual entry of Left/Right-click Shading colors. 56 | - **Select Color:** Select shading shading colors from palette menu. 57 | - **Rows of color Swatches**: Two rows of swatches to store custom colors. 58 | - **Edit Colors:** Toggle Vertex Color Paint Mode. 59 | 60 | ------ 61 | 62 | Origin: https://www.creationkit.com/index.php?title=Landscape -------------------------------------------------------------------------------- /Cheat Sheets/Creation Kit Navmesh Cheat Sheet.md: -------------------------------------------------------------------------------- 1 | # Navmesh Cheat Sheet 2 | 3 | 4 | 5 | The **Navmesh Cheat Sheet** is used when working in the [Render Window](https://www.creationkit.com/index.php?title=Render_Window) while [Navmesh Editing](https://www.creationkit.com/index.php?title=Category:Navmesh) is turned on. For the default keyboard mapping, see [Creation Kit Keyboard Mapping](https://www.creationkit.com/index.php?title=Creation_Kit_Keyboard_Mapping). 6 | 7 | | Function | Default Key | Icon | Notes | 8 | | --------------------------------------- | ----------- | ---- | ------------------------------------------------------------ | 9 | | Create Triangle | A | | Creates triangle if three vertices are selected or a quad if four vertices are selected | 10 | | Change Draw Mode | W | | Toggle view modes (normal view) | 11 | | Change Draw Mode | W | | Toggle view modes (transparent view) | 12 | | Change Draw Mode | W | | Toggle view modes (navmesh-only view) | 13 | | Clear Selection | D | | Deselects | 14 | | Delete Selection | R | | Deletes Selection | 15 | | Drop Vertices | F | | Drop selected vertices to the ground | 16 | | Toggle Object Visibility | Shift+C | N/A | Hides everything but the Navmesh | 17 | | Finalize Cell | CTRL+1 | | Finalizes cell navmeshes | 18 | | Find Cover Edges | CTRL+2 | | Run automatic Cover Search | 19 | | Hide Selected Navmesh(es) | H | N/A | Hides selected navmesh(es) | 20 | | Unhide Navmesh(es) | CTRL+H | N/A | Unhides navmeshes | 21 | | Flood Fill | F | | Select all triangles connected to the selected triangle | 22 | | Inverse Flood Fill | I | | Selects all triangles not in the selected triangle's navmesh | 23 | | Merge Selected Vertices | Q | | Merges selected vertices | 24 | | Open Edge Properties Dialog | E | | Manually define Cover Data | 25 | | Check Navmesh Dialog | CTRL+F | | Used to check for errors and lookup tri by index | 26 | | Flip/Swap Edge | S | | Rotates selected edge | 27 | | Toggle Edge Select Mode | G | | Toggle Edge Selection Mode | 28 | | Toggle Preferred Triangle | P | | Selected Triangles preferred when building paths | 29 | | Toggle Triangle Select Mode | T | | Toggle Triangle Selection Mode | 30 | | Toggle Vertex Select Mode | V | | Toggle Vertex Selection Mode | 31 | | View Loaded Navmesh Only | N | N/A | Toggle Rendering of navmeshes outside loaded cell (exterior) | 32 | | Toggle Water Triangle | O | | Marks Triangle as underwater | 33 | | Enter/Exit Navmesh Editing | CTRL+E | | Toggle navmesh mode | 34 | | Test Path | N/A | | [Test Paths](https://www.creationkit.com/index.php?title=Pathing_Tests) on navmesh based on actors size]] | 35 | | Balance for Optimization | N/A | | Balance for Optimization | 36 | | Cut Selected Object | N/A | | Cut Selected Object | 37 | | Open Navmesh Generation Dialog | N/A | | Open Navmesh Generation Dialog | 38 | | Open Advanced Navmesh Generation Dialog | N/A | | Open Advanced Navmesh Generation Dialog | 39 | | Create an Edge Portal | P | N/A | Creates an edge portal between two selected edges | 40 | | Create a Negative Navmesh Box | N/A | | Creates a box primitive attached to the base object's navmesh and cuts navmesh (grayed out unless navmeshing a base object) | 41 | | Create a Negative Navmesh Sphere | N/A | | Creates a sphere primitive attached to the base object's navmesh and cuts navmesh (grayed out unless navmeshing a base object) | 42 | | Create a Negative Navmesh Plane | N/A | | Creates a plane attached to the base object's navmesh and cuts navmesh (grayed out unless navmeshing a base object) | 43 | 44 | ------ 45 | 46 | Origin: https://www.creationkit.com/index.php?title=Navmesh_Cheat_Sheet 47 | 48 | -------------------------------------------------------------------------------- /Guides/Basics of Navmeshing.md: -------------------------------------------------------------------------------- 1 | # Basics of Navmeshing 2 | 3 | Note: Sorry for the poor grammar and this is intended for newbies who've no idea what they're doing as far as Navmesh goes. 4 | 5 | ## Introduction 6 | 7 | There're two ways you can go about Navmeshing the cell. One way is to just autogen it.. The other is to Navmesh it yourself (manually). There're benefits to doing both despite the end result being mostly same-ish. 8 | 9 | 10 | 11 | ## Utilities of Navmeshing 12 | 13 | ### Preferred Pathing 14 | 15 | This is really useful when you've auto-generated the Navmesh; as it still gives you control over where the NPC will path without having to spend a long amount of time Navmeshing it manually. So how do you do this? Hit CTRL+E to open Navmesh mode in the cell you desire. And then you should click on a triangle you've navmeshed as so: 16 | 17 | > Hide contents 18 | > 19 | > ![HbAs0RJ.png](http://i.imgur.com/HbAs0RJ.png) 20 | 21 | If you did everything correctly you should simply press 'p' and it will make that triangle a preferred path. To make actual use of the preferred path you set out however, you'll need to check "Prefer Preferred Path?" in packages. 22 | 23 | ## Water 24 | 25 | Sometimes you'll want to navmesh over water to indicate swimming, for example. The way to do this is to navmesh normally and just select the triangle and hit the 'O' button. 26 | 27 | ## Creating a Navmesh 28 | 29 | ### Manually 30 | 31 | Find a good starting area for the cell you want to Navmesh and have the mode open (hotkey to open navmesh mode is CTRL+E). Then simply hold control and left click three times against broad areas as so: 32 | 33 | > Hide contents 34 | > 35 | > ![BdwDJZv.png](http://i.imgur.com/BdwDJZv.png) 36 | 37 | You can continue working off that triangle or make a new one and later connect it. Personally I find it easier to work off of an existing triangle and just make new ones when I've too. If when working you find your triangle getting too small you can left click on the edge of a triangle (while holding control). If you click long enough away from the other 38 | 39 | #### Working with open word cells 40 | 41 | Kind of needs a subsection of its own. Essentially you'll run into an issue when navmeshing in Open world cells that you can't navmesh to a cell nearby. What you'll want to do is drag the edge of the navmesh as far as you can to the invisible border and then line up the vertices. An example of this: 42 | 43 | > Hide contents 44 | > 45 | > ![KlSn42z.png](http://i.imgur.com/KlSn42z.png) 46 | 47 | After lining it up correctly you'll want to finalize your navmesh (Hotkey: CTRL+F1) if you lined up correctly the border of the cells will have green lines like this: 48 | 49 | > Hide contents 50 | > 51 | > ![Xz4l409.png](http://i.imgur.com/Xz4l409.png) 52 | 53 | The green lines show that an NPC can make passage between the two cells navmeshes. You also should finalize the navmesh in every cell you're working in. 54 | That about covers the basics of manually navmeshing.. 55 | Authors Note: 56 | I did mention that you can create new triangles instead of working off of the one you initially created; which is true. But for the Navmesh to work they need to eventually connect. 57 | 58 | ### Auto-Generating Navmeshing 59 | 60 | If you wish to get it done quickly just hit CTRL+E, then click Navmesh on the top toolbar, Then Generation, Recast and finally on the new window that popped up hit "include landscapes" and select okay. Then Navmesh will be generated by your computer. You'll need to do this in every cell you want to Navmesh in. 61 | 62 | That about covers it.. Any questions or feedback could be put below. 63 | 64 | ------ 65 | 66 | Origin: https://www.darkcreations.org/forums/topic/9744-basics-of-navmeshing/ 67 | 68 | -------------------------------------------------------------------------------- /Guides/Cleaning files & Merging with Merge Plugins.md: -------------------------------------------------------------------------------- 1 | # Cleaning files & Merging with Merge Plugins 2 | 3 | Hello, BS Teams and Skyrim fans, 4 | 5 | there are a few merging procedures, Version Control and Merge Plugins are the most common ones. 6 | I find it straightforward and intuitive, and I think simplicity amplifies performance in a hobby community, 7 | so when I was asked I was happy to share what we found out about merge scripts using it the last 2 years. 8 | 9 | ## 1) Preparations (Installation & Pre-Merge-Fixing) 10 | 11 | - you carefully downloaded and installed Merge Plugins (and set it up with the settings at bottom of this post) by Mator: https://www.nexusmods.com/skyrim/mods/69905 12 | - you have TS5EDIT(you always need to check what you are actually doing): https://www.nexusmods.com/skyrim/mods/25859/? 13 | (check at the bottom for settings and link to the script compiler download. Don't worry, just copy paste...) 14 | (you can use Merge Plugins outside of Mod Organizer, too. only I don't really appreciate handling mod files with NMM and I would never dare to touch the steam folder, 15 | because of all the dirty edits that potentially arise when you consistently overwrite permanently the vanilla files. I even reinstall the game vanilla from time to time and have zero mods on the profile I use for development to keep it clean. Note that MO runs on a 32-bit basis, so any application based on the 64-bit technology will not run. ) 16 | - you have an esm 17 | - you have espsthat had been built on that esm, and now you want to merge these records into the esm. 18 | - you have carefully checked every esp loaded with the esm at the same time; (pre-merge fixing) 19 | (exactly in the order it will be merged, and you really have an idea about the 7 or so most common error types; 20 | and how to treat all occurring things within TS5edit; and resolved already all! unexpected errors. No critical errors are left. This is not optional,  21 | it can break your esmcompletely after the merge. Pre- and post-merge fixes should get its own thread and we should discuss it deeper at another point. 22 | It´s a central matter of quality control that modders releasing themselves on Nexus or working in big teams that they care for the quality of their contribution. 23 | It can practically freeze a big teams development if the management staff has to clean and redo all the contributors work; and Nexus mods have a high chance of breaking games or creating conflicts if not cleaned.) 24 | 25 | 26 | "How do I clean my files?" 27 | - load all files in order, apply filter for checking errors, check errors. Don't get shocked, read the explanation of colours. Dark red = looses conflict, bright red = wins conflict. 28 | -"remove identical to master records" (i always do that) will remove entries that are there and overwrite but do not fill new content. Unnecessary dirty edits. 29 | - "undelete deleted references" will remove the delete flags that had been set inside an esp to delete references within an esm. (not recommended if stuff was deleted on purpose!) 30 | - if a reference is missing, it must be either filled in TS5edit or CK OR you completely remove it. This can cause CTD ! 31 | - If things get overwritten, you can actually drag and drop the correct entries onto the "wrong" one, or simply enter IDs. This can be super convenient when resolving conflicting Level Design! 32 | - you should always remove any Navmesh record if your contributor/you didn't navmesh on purpose. Auto-generated navmesh is a big source of trouble, and manually deleting it in TS5edit will cost you time. 33 | - the VMAD error is a reference deleted (trigger box for example) like the usual "reference deleted but contains base object" - those can be deleted on purpose. If so, ignore them.  34 | I recommend you to read this very important, very short and condensed and easy to understand CK wiki page, defining errors and treatment: 35 | https://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit 36 | and this YouTube tutorial by the developer of Merge scripts/Plugins himself:  37 | 38 | *but for now, let's* *assume our build and the* *esps* *are clean.* 39 | 40 | ## **2) Merging the Files** 41 | 42 | ### a) Loading merge plugins (i am a MO user) 43 | 44 | [![1.jpg](https://cdn.discordapp.com/attachments/305129046839263235/425328504260001812/1.jpg)](https://cdn.discordapp.com/attachments/305129046839263235/425328504260001812/1.jpg) 45 | 46 | 47 | 48 | **b) let it locate your game folders, load the correct profile** 49 | 50 | **![2.PNG](https://cdn.discordapp.com/attachments/305129046839263235/425328500015235082/2.PNG)** 51 | 52 | 53 | 54 | **c) check which files you want to be loaded in. (my files are a bit empty because the new cycle just started right now)** 55 | 56 | **![3.PNG](https://cdn.discordapp.com/attachments/305129046839263235/425328502821355522/3.PNG)** 57 | 58 | 59 | 60 | **d) check the esps you want to merge for errors (yes, I didn't convert the esm here, because I don't execute the merge right now).** 61 | 62 | **![4.jpg](https://cdn.discordapp.com/attachments/305129046839263235/425329035921326090/4.jpg)** 63 | 64 | 65 | 66 | 67 | 68 | **![7.PNG](https://cdn.discordapp.com/attachments/305129046839263235/425329497655738369/7.PNG)** 69 | 70 | 71 | 72 | **e) Go in the "merges" tab and add a new merge.** 73 | 74 | **![8.jpg](https://cdn.discordapp.com/attachments/305129046839263235/425329718955343872/8.jpg)** 75 | 76 | 77 | 78 | **f) "Overwrites" and "conflicting" always worked without any issues, all Form-IDs match afterward.** 79 | 80 | **![9.PNG](https://cdn.discordapp.com/attachments/305129046839263235/425329871351316491/9.PNG)** 81 | 82 | 83 | 84 | **g) Add the esps you want to have to your merge. Mind the order, start with your old esm (which should formally be an esp at this point, but I mean your main file).** 85 | 86 | **![10.jpg](https://cdn.discordapp.com/attachments/305129046839263235/425330322557763585/10.jpg)** 87 | 88 | 89 | 90 | **f) If your esps have errors you need to set "ignore errors" to be able to merge the esp in. (that can be normal if you deleted references from the esm within your esp for example; but for that reason, its absolutely essential you UNDERSTAND the errors! (see links on top))** 91 | 92 | **![11.jpg](https://cdn.discordapp.com/attachments/305129046839263235/425330704461856788/11.jpg)** 93 | 94 | 95 | 96 | **g) Now, you can simply click on "build merge" (The same command like the hammer button in the top menu, you can push it, if the text does not show up!)** 97 | 98 | **![12.jpg](https://cdn.discordapp.com/attachments/305129046839263235/425330929809096704/12.jpg)** 99 | 100 | 101 | 102 | **f) Hands off! Patience! Do not touch it, it happened that the process broke upon wild clicking ;-) (might have been my system...)after the successful merge, you should click done, and then (AFTER you also close the Merge Plugins!) it will only create the newly merged esp (your new esm to be)in the output folder/****e****xamplemerge folder (see the name I gave it above). Talking about Output folders, it is set up in settings as shown below:g) Settings for the Merge Plugins** 103 | 104 | ![13.PNG](https://cdn.discordapp.com/attachments/305129046839263235/425331312845520896/13.PNG) 105 | 106 | 107 | 108 | 109 | 110 | ![14.PNG](https://cdn.discordapp.com/attachments/305129046839263235/425331316125597707/14.PNG) 111 | 112 | 113 | 114 | **...check these settings, download the Champollion compiler who can handle the scripts!** 115 | *(update: the exact paths, because hard to read in the screenshot, are.../Skyrim/PapyrusCompiler/PapyrusCompiler.exe.../Skyrim/Data/Scripts/source/TESV_Papyrus_Flags-**flg* *(you need to create this folder and unpack and insert vanilla scripts!)* 116 | 117 | **You can download Champollion here: (32bit only for classic Mod Organizer users!):https://www.nexusmods.com/skyrim/mods/35307?tab=filesAlso, you need to have the unpacked vanilla scripts at hand, in your steam folder.** 118 | *(simply download the unpacker for BSA files of your liking from nexus and then create a \**scripts/source/...** folder in your steam folder;copy in the scripts of the vanilla game. Check the screenshot above, its "**Papyrus flags path**".)* 119 | 120 | **Set this up carefully, or your scripts do not get handled the way they have to, to be recompiled, and there is a chance you can throw away your Quests if IDs got renumbered on Merge!h) The disadvantage of this merging method:** 121 | 122 | *Also note that the \**Dialogue views tab** (first screenshot below) Branch locations (yellow and gray boxes) on the interface aren't saved,so that gets screwed up. Dialogue Views Branches will all be sitting on top of each other at the top left corner. You can drag and drop them out of each other again;but it would cost you a few minutes extra.However, we talked a while ago if there is the option to export an excel from CK and then re-import. There may be a clever workaround to store that coordinates of the Branch windows.But in reality, I prefer working with the excel-chart like **Player dialogue tab** (second screenshot below);especially when handling many topics, so I don't really think it changes anything or is a real downside myself.* 123 | 124 | 125 | 126 | [![900px-QuestDialogueViewsWindow.png](https://www.creationkit.com/images/thumb/4/44/QuestDialogueViewsWindow.png/900px-QuestDialogueViewsWindow.png)](https://www.creationkit.com/images/thumb/4/44/QuestDialogueViewsWindow.png/900px-QuestDialogueViewsWindow.png) 127 | 128 | 129 | 130 | *(This is* *more handy* *for me:)* 131 | 132 | [![900px-QuestPlayerDialogueViewsWindow.png](https://www.creationkit.com/images/thumb/8/8a/QuestPlayerDialogueViewsWindow.png/900px-QuestPlayerDialogueViewsWindow.png)](https://www.creationkit.com/images/thumb/8/8a/QuestPlayerDialogueViewsWindow.png/900px-QuestPlayerDialogueViewsWindow.png) 133 | 134 | i) Finalising the esp before flagging it as esm again. 135 | 136 | You should open your esp now in CK first, and click save; so all the "deleted flags" set by newly merged in esps regarding esm content actually do delete finally. 137 | 138 | (The "esm" being a protective flag against edits on an esp, did hinder this process previously. After that, the "Deleted base" error on your esm in TS5edit should be gone. This is one of the error types when checking in TS5edit that are non-critical, if you know what you deleted and you did it on purpose.) 139 | 140 | And finally, you only have to rename it so it has the same name as the old build (Southernatmora for us) and flag it as ESM in TS5Edit again. After that, the esp is ready. 141 | 142 | 3. ## Post-merge Fixing 143 | 144 | (here is where I would usually start my post-merge cleanup directly on the esm or even create a new esp and then merge again; so i can read out editor warnings with done fixes and effectively reduce all CK error warnings step by step. You can find them in a notepad doc inside your steam folder, called "EditorWarnings.txt". I strongly recommend to copy paste all content in an excel chart, filter it and auto-mark with colour all entries with the ID of your masterfile; you will sometimes have thousands of warnings, but that's no problem, it simply prints this warning each time its appearing, so if you have an error on a mesh; and that mesh has 3 nitrishapes with wrong shader settings, and you have that mesh 100 times in your dungeon, you already get 300 errrors, however, you only have to repair 1 mesh eventually). 145 | 146 | I hope this gives you a good help and we can update this with your feedback. 147 | 148 | thanks, for Tascani who worked with me on this. Good Fixing and Merging all of you! 149 | 150 | ------ 151 | 152 | Origin: https://www.darkcreations.org/forums/topic/13480-cleaning-files-merging-with-merge-plugins/ 153 | 154 | -------------------------------------------------------------------------------- /Guides/rskyrimmods - Merge Plugins - A simple guide on fixing Navmesh Conflicts.md: -------------------------------------------------------------------------------- 1 | # r/skyrimmods - Merge Plugins - A simple guide on fixing Navmesh Conflicts 2 | 3 | If you merge two mods that add Navmeshes, they may conflict with each other, and you'll have to rebuild the meshes in the Creation Kit. I've looked at many tutorials but none of them really helped me. I recently found a decent tutorial, but I still had to jump through a lot of hoops since 1. all the tutorial's screenshots weren't showing (fuck you, Photobucket) and 2. Skyrim's Creation Kit was created by, and for, crab people. So I figured I would make a guide for everyone who's shared my struggle. And I'm gonna make it as simple to understand as humanly possible :) 4 | 5 | ------ 6 | 7 | ## PREPARATIONS 8 | 9 | (You only need to follow these steps once, then you're set) 10 | 11 | 1. [Learn how to Merge Plugins correctly.](https://www.youtube.com/watch?v=0S6cpCwTezE) If you don't already, I don't know why you're here. 12 | 2. Open SkyrimEditor.ini (in your Skyrim folder, where TESV.exe is located) and find the line SResourceArchiveList2. Now edit it so it looks exactly like this: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa, Unofficial Skyrim Legendary Edition Patch.bsa 13 | 3. Open Wrye Bash, with these plugins loaded in this order: Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfires.esm, Dragonborn.esm, Unofficial Skyrim Legendary Edition Patch.esp. In the left pane, click on Skyrim.esm. In the right pane, you should see a "Modified" text box with a date in it. Erase what's there and paste this into it: 11/11/11 12:00:00 then hit "Save". Now do the same for the other plugins I mentioned, but add one second to the time for each sequential plugin. For example, Update.esm is next, so it will say 11/11/11 12:00:01. Do the rest of the plugins in the order I stated earlier. We're doing this because the Creation Kit loads plugins in the order they were modified (for some reason), and doing this will assure the actual game gets loaded before any mods. 14 | 15 | ------ 16 | 17 | ## FIXING NAVMESH CONFLICTS 18 | 19 | 1. Merge your mods in Merge Plugins. If you get an error saying "There were some NavMesh conflicts" then you've come to the right place. 20 | 2. Open your merged plugin in TES5Edit. Expand it in the left pane, then right click "Navigation Mesh Info Map" and click "Remove" (yes, you know what you're doing). Exit TES5Edit once that's done, the plugin will save automatically. 21 | 3. Open Wrye Bash, loading your merged plugin and any master files it requires. Highlight your merged plugin in the left pane. In the right pane, go to the "Modified" text box and paste in 11/11/11 12:01:00. Click the "Save" button. 22 | 4. If your mod requires any additional masters, right click them in the left pane and select "Esmify self". Then select them in the left pane and paste 11/11/11 12:00:59 into the "Modified" text box, then click the "Save" button. 23 | 5. Open SkyrimEditor.ini and find SResourceArchiveList2 again. You will see a list of .bsa files, separated by commas. If your merged mod has any .bsa files associated with it, add them to this list. You can see associated .bsa files by checking Mod Organizer's "Archives" tab. Save the file after editing it. 24 | 6. Open the Creation Kit via Mod Organizer. Click "File" in the top left, then select "Data". Highlight your merged mod and click the "Set as Active Mod" button. Highlight the mod again and click OK. 25 | 7. You're going to have a bunch of errors pop up, that's okay. Select "Yes to All" on all of them, and pray to Talos that the CK doesn't crash. 26 | 8. If it doesn't crash, then all you have to do is click the save icon in the top left (If you see "Computing Bounds For Navmeshes ...%" at the bottom of the window during the save, it worked). Once that process finishes, close the CK. (Your merged mod has been relocated to Mod Organizer's "overwrite" folder, go ahead and move it back to its own folder) 27 | 9. Reopen SkyrimEditor.ini and undo what you did in step 5. 28 | 10. Reopen Wrye Bash, loading your merged plugin and its masters. Right click the masters in the left pane and select "Espify self". Click the Save button. 29 | 11. Now just to be safe, open your merged mod in TES5Edit, right click it in the left pane, and select "Check for errors". Any errors will pop up in the right pane, and if they do, do some quick Googling to see if they're worth worrying about. For example, if an error ends with "Record marked as deleted but contains: Base", then all you need to do is clean it just like you cleaned your Skyrim masters (thanks [/u/Sacralletius](https://www.reddit.com/u/Sacralletius)). 30 | 31 | ------ 32 | 33 | If you have any questions, feel free to ask in the comments, but otherwise, that's all there is to it! Happy merging! 34 | 35 | ## COMMENTS 36 | 37 | [Plockton](https://www.reddit.com/user/Plockton) NLVA 38 | 39 | You should go through your merge and visit where the relevant mods are in the render window and manually inspect the nav anyway. You also need to check editorwarnings.txt and resolve all pathfinding errors. That solved a lot of CTD issues for me and increased my stability for sure. 40 | 41 | Also loot has a super useful redate plugins function. 42 | 43 | Point 10 btw- Are you actually saying ignore those errors? 44 | 45 | Also you need to clarify esmifying and espifying required masters. 46 | 47 | I also am unsure of point 2. If you remove the map does that not mean you lose all the custom nav edits added by the authors. E.g. you remove the nav edits completely so the kit does what? Replaces it with vanilla? Then you would have to completely manually rebuild the nav, which for something like ETaC is a big job. Have i picked that up right? I always leave the merged nav in the plugin and fix it manually in the kit. Has always worked for me but would be nice to get clarification. 48 | 49 | 50 | 51 | [Sacralletius](https://www.reddit.com/user/Sacralletius) Falkreath 52 | 53 | > I also am unsure of point 2. If you remove the map does that not mean you lose all the custom nav edits added by the authors. E.g. you remove the nav edits completely so the kit does what? Replaces it with vanilla? Then you would have to completely manually rebuild the nav, which for something like ETaC is a big job. Have i picked that up right? I always leave the merged nav in the plugin and fix it manually in the kit. Has always worked for me but would be nice to get clarification. 54 | 55 | He was talking about the NAVI record, not the NAVM records. The NAVI record is regenerated each time you save a plugin in the CK that has NAVM edits. 56 | 57 | [Plockton](https://www.reddit.com/user/Plockton) NLVA 58 | 59 | So to clarify, NAVM contains the information pertaining to specific vertices, edges, triangles etc? And NAVI is like a big index of all that NAVM stuff? So ingame, whilst NAVM is not merged at runtime, NAVI is - and therefore NAVI doesn't care about load order and "it just works"? 60 | 61 | [Sacralletius](https://www.reddit.com/user/Sacralletius) Falkreath 62 | 63 | 100% correct. 64 | 65 | [Sacralletius](https://www.reddit.com/user/Sacralletius) Falkreath 66 | 67 | Nice guide. Some small points, though, which [/u/Plockton](https://www.reddit.com/u/Plockton) pointed out earlier: 68 | 69 | If the ESP has any non-ESMified ESP masters, those must be ESMified first, before loading the child plugin in the CK. 70 | 71 | > "Record marked as deleted but contains: Base", then it can be safely ignored. 72 | 73 | These are UDRs, or deleted referenceres. I shouldn't ignore those, however, it's easy to fix them. In TES5Edit, just use the inbuilt functions "Apply Filter for Cleaning" and "Undelete and Disable References." 74 | 75 | [mator](https://www.reddit.com/user/mator) teh autoMator 76 | 77 | You can use LOOT to redate all of your plugins all at once, makes that step a lot less cumbersome. Also, I've always seen the CK respecting the order of plugins in plugins.txt - redating plugins shouldn't be necessary. 78 | 79 | [Arthmoor](https://www.reddit.com/user/Arthmoor) Destroyer of Bugs 80 | 81 | The CK absolutely does not go by the order of plugins.txt. It still uses timestamps exclusively. Even with SSE. 82 | 83 | Further, for LE, this needs to be kept in mind too: 84 | 85 | [Plockton](https://www.reddit.com/user/Plockton) NLVA 86 | 87 | Never noticed that but I work with the CK on a separate drive from my MO because reasons, will need to copy my plugins.txt over and see what happens. Also, see that window that pops up at the end of a merge that says stuff about rebuilding nav, typically with specific coords - does that get dumped to a log file? I had a look but couldn't see it so apologies if I'm being blind. 88 | 89 | Also also, what do you think about grabbing some of the pertinent info from a thread like this and tossing it in with any merge plugins navmesh log. Might save a bit of grief. 90 | 91 | [mator](https://www.reddit.com/user/mator) teh autoMator 92 | 93 | > Also, see that window that pops up at the end of a merge that says stuff about rebuilding nav, typically with specific coords - does that get dumped to a log file? 94 | 95 | I don't recall. I'd have to check. 96 | 97 | It tends to reference records though. Everything will be a lot better in zMerge. 98 | 99 | [NarwhalJenkins](https://www.reddit.com/user/NarwhalJenkins) Raven Rock 100 | 101 | If I want to get into editing, (about to put together a heavy mod list) should I learn zEdit or Tes5Edit? 102 | 103 | I will have to use Merge Plugins, Smash and Wrye Bash and was wondering what to best way to learn to use your awesome tools was. 104 | 105 | [mator](https://www.reddit.com/user/mator) teh autoMator 106 | 107 | zEdit and TES5Edit have GUIs that are almost identical, so it doesn't matter which you learn. I of course would prefer folks use zEdit, but it's not yet quite as feature rich as TES5Edit, so if there's something you want to use that isn't there you can use TES5Edit instead. 108 | 109 | Both Merge Plugins and Smash are in the process of being deprecated. They will be rebuilt as zEdit application modes. 110 | 111 | [NarwhalJenkins](https://www.reddit.com/user/NarwhalJenkins) Raven Rock 112 | 113 | Thanks. Will learn how to use zEdit. 114 | 115 | [EpicCrab](https://www.reddit.com/user/EpicCrab) Markarth 116 | 117 | Everything [/u/plockton](https://www.reddit.com/u/plockton) and [/u/sacralletius](https://www.reddit.com/u/sacralletius) have said is true. I'd add that you should probably redo or at least check and fix the navmesh where two different mods alter it; in the best case scenario, you'll have problems with NPCs trying to walk through static objects one of your mods places because another mod overrode its navmesh edits, and in the worst, you'll have NPCs not able to reach some places. 118 | 119 | Also it's probably easier for you to unpack your bsa files than edit the ini every time you want to do anything. They run slightly faster as bsa files during gameplay but it's slower in the CK to load bsa files you don't need. 120 | 121 | [Thallassa](https://www.reddit.com/user/Thallassa) Beep Boop 122 | 123 | This doesn't fix navmesh conflicts, it only fixes NAVI. 124 | 125 | [nicktheduke](https://www.reddit.com/user/nicktheduke) 126 | 127 | Useful information. 128 | 129 | However, with #8 - You should edit something like idk "Cabbage" and rename it "Cabbage1" then change it back to "Cabbage" so that CK thinks something has changed. There's been a few times where navmesh wasn't properly generated without doing that. 130 | 131 | [nicktheduke](https://www.reddit.com/user/nicktheduke) 132 | 133 | Also I'm probably just going to redo all my merges w any previous navmesh errors since I did not change date using Wrye Bash :\ 134 | 135 | [waylander47](https://www.reddit.com/user/waylander47) 136 | 137 | Remind me! 138 | 139 | [iCeCoCaCoLa64](https://www.reddit.com/user/iCeCoCaCoLa64) Falkreath 140 | 141 | Reminded! 142 | 143 | ------ 144 | 145 | Origin: https://www.reddit.com/r/skyrimmods/comments/7brrps/merge_plugins_a_simple_guide_on_fixing_navmesh/ 146 | 147 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # modding-guides 2 | Repository for various modding guides collected from the web. 3 | --------------------------------------------------------------------------------