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.
Question
aba42
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 GrantSP10 answers to this question
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