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Posted (edited)

I just built a new Win10Pro machine.  I had been using Win7Pro, and all worked flawlessly from inside MO.  Now, I've installed all the tools in MO that I had on Win7Pro.  BUT, Creation Kit's NOW giving me problems.  Under Win7Pro:

 

1.  Open Merge Plugins from MO, create merged mod, called modname.esp.  Receive message stating NavMeshes need to be rebuilt.  Exit.

2.  Open modname.esp in TES5Edit, left-click the "+" next to modname.esp to expand it, and remove "Navigation Mesh Info Map".

3.  Open modname.esp (and it's Master.esm's) in Creation Kit from MO.  As soon as Creation Kit finished loading modname.esp, save the file.  The file gets saved to EITHER:

     A.  <Skyrim><Mod Organizer><mods><modname> as modname.esp (with the rebuilt NavMeshes in it),

               overwriting original modname.esp.  OR,

     B.  <Skyrim><Mod Organizer><oversrite> as modname.esp (with the rebuilt meshes in it).  In THIS case, I open the <Overwrite> file, and drag the modname.esp onto the  identical modname.esp file in the Left-Pane of MO, overwriting original modname.esp.

 

WONDERFUL, I got used to working with CK in MO this way.  BUT, in Win10Pro, in Step 3 above, when I attempt to save the file, CK opens Windows Explorer at <Skyrim><Data>, and waits for me to enter a modname.esp filename.  IF I navigate away from <Data> to <Skyrim>Mod Organizer><mods><modname> so that I can save the CK file on top of the original modname.esp, CK errors, stating that's an illegal folder.  The same thing happens if I try to navigate away from <Skyrim><Data> to <Skyrim><Mod Organizer><overwrite>.

 

So, what am I doing incorrectly?

 

Thank you!!  Allen

 

 

 

 

when I opened a file in CK to recreate NavMeshes following a Merge Mod (also created via MO Tool), when I saved the file, it would save it in <Skyrim><MO><overwrite> OR it would save it in <Skyrim><MO><mods><modname>.  When the modname.esp file was saved in <Skyrim><MO><overwrite>, I would just drag it on top of the filename in the left-side of MO, overwriting the filename.esp that was there.  I assume this was correct, because when I'd check the file in TES5Edit, the NavMeshes would be there


Please ignore everything after "Thank You!!  Allen", I have been unable to delete it with the edit function!

 

EDIT:

Split this post from the MO Guide topic as it is actually a support question.

GrantSP

Edited by GrantSP

10 answers to this question

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Posted

Step 3 should produce the same results in Win10 as it does in Win7 because once the CK is called from MO the 'Data' folder that it "sees" is actually that constructed from the mods enabled in MO. This means when prompted in CK to provide a name for the plagin in the save dialogue, the 'Data' folder will redirect to where ever MO tells it to. If the plugin exists it is overwritten if it is new it will be found in 'Overwrite'.

 

You are seeing an illegal folder error due to insufficient access rights within Win10 for the folder you are looking at, but you should never have to navigate to the "real" MO folder structure.

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Posted

GrantSP, thank you for your response.  My profile is full administrator under Win10Pro.  I DID just go check the permissions for the entire <Skyrim> folder and I had access to everything, except for "Full Control".  So, I just reset it to "Full Control" and I'll see if it happens again.  Thank you!!  Allen

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Posted

JUST to double-check, I reinstalled all the MO add-on tools.  I also restarted Vanilla Skyrim to make sure all folders had been created.  This time, when I try to save the Rebuilt-NavMesh modname.esp file from Creation Kit, a window opens showing me the <overwrite> file (at least THAT's and improvement), BUT there's no modname.esp filename.  It's blank.  In Win7Pro, not only did CK EITHER drop modname.esp on top of the old one (thus updating it) OR it automatically put it into the <overwrite> file, from where I then dragged it on top of the old modname.esp to update it.  Do you have any idea why in Win10Pro I would now have to enter the filename to be saved?  I want to make sure that I do NOT end up with a bunch of incorrect files, all with their NavMeshes removed!!  Thanks!

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Posted (edited)

OK, I take that back.  I opened CK with no files selected, then tried to save the test.esp.  I got "Invalid directory."  Suggestions? 

 

Oh, and it WAS at the <overwrite> folder, too.

Edited by aba42
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Posted (edited)

I believe that I'm having Creation Kit errors.  Where the heck do I post problems about that?  I FINALLY got TES5Edit to play nice on Win10Pro inside MO.  And I JUST (again) had to resolve the Multiple Masters Load problem (bAllowMultipleMasterLoads=1 add under General in SkyrimEditor.ini) in Creation Kit.  NOW I get the Skyrim.esm almost 70% loaded, and CK crashes to Desktop (no BSOD, just Desktop).  I have uninstalled and reinstalled CK THREE times, made sure ALL of the links in Win10Pro matched those in Win7Pro for MO, and now I cannot even get CK to load a modname.esp with its Masters in order to recreate the NavMeshes!  Suggestions?  DRAT!!!

Edited by aba42
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Posted

Sorry, I have no experience with CK on Win10 to be off any help. There aren't many CK users on STEP. You might have better luck on the Bethsoft or Nexus forums. That's where I go for CK help.

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Posted

Ya, will do, and thanks, anyhoo.  If I'd realized that this was the error it was slowly narrowing itself down to, that would've been my first shot.  Thanks anyway! I'm sure I'll be back with more sprightly S.T.E.P. issues later.  Thanks, again!  Allen

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Posted

Yes, sorry, I've been rebuilding my wife's Tax Business Computers...without backwards compatibility, we now have to keep Win10Pro and Win7Pro machines running for the next six years!  UGH!  But, yes, that's exactly what I was doing.  i had been building merges with Merge Mod from Mod Organizer to conserve ESP's as I was approaching the 255 ESP limit for Skyrim.  Most of them were smooth (after I fixed errors in individual files with Merge Mods Error Check stuff).  BUT a couple of the merges had conflicting NavMeshes.  Merge Mods still builds the mods, but to rebuild the NavMeshes, you just need to open all of the Merged Mod's Masters (they must be ESM files) and the target Merged-Mod.esp file.  Then, just save it back out and MAGIC HAPPENS, all the NavMeshes are recreated.  Still trying to find out how to either get Win10Pro to play nice with CK OR on a dual-boot with Win7Pro (which I just got out of frustration with Win10Pro).  Ugh.  Over and out.  Feel free to close this discussion out, please!!  Allen

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