About this mod This mod overhauls the path grid navmesh for the entire RoM area, and removes hundreds of buried objects to improve performance significantly.

v1.1: improved root collision and natural exit paths Requirements Nexus requirements Mod name Notes Ruins of Miscarcand Updated Permissions and credits Credits and distribution permission Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources

Upload permission You can upload this file to other sites but you must credit me as the creator of the file

Modification permission You are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator

Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file

Asset use permission You are allowed to use the assets in this file without permission as long as you credit me

Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms

Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets Author notes This author has not provided any additional notes regarding file permissions File credits Credit to Seigfried who created the mod, and WalkerInShadows who created the updated version that I then modified. Donation Points system This mod is not opted-in to receive Donation Points Changelogs Version 1.0 Initial Release - Path nodes, buried item purge



It is necessary to download the files from the original mod Ruins of Miscarcand Updated. My mod only overwrites the .esp



I have only placed path nodes in positions where I am confident a walking human NPC is able to travel. This means large sections of the steep sides of the hills are unpathed, because it's hard enough to run up them let alone walk. NPC's will tend to safe paths only while wandering or travelling, but will be able to pursue you up hills just fine due to combat AI. Running allows you to climb much steeper hills so us players can enter and leave wherever. I would like feedback from users with followers, or people who have observed wandering creatures and NPCs and how they handle these semi-steep sections. My testing character is a Lvl 1 Orc that is... not very fast and even he is able to walk all of these paths. Just type 'tpg' in the console if you want to see the paths, it will hurt your FPS while enabled.



LITTLE KNOWN FACT. You have better traction with better FPS. Try climbing the steepest sections of the grotto with normal FPS vs. using the TPG command which typically reduces FPS. You may have difficulty climbing certain edgy steep sections with less than 30fps.



v1.1 Hotfix



Grotto Exits

I have fine-tuned some paths leading into and out of the grotto, as well as tight sections around the ring along the top. I have added a few Ayleid bricks in specific places to allow NPCs easier routes, covering over jagged or steep edges that barely prevented them from taking a path.

Additions are as follows:

-Decrepit Ayleid brick stairs just east of the southern main entrance by the road, leading up to the top of the arch

-A brick by a boulder at the top of that area, allowing NPCs to wander that boulder

-A brick at the end of the long Ayleid wall by the bandit camp, allowing NPC's two ways around the wall. Also found easy ways for NPCs to climb the hill in that area enabling a new way in and out near the camp.

-Rugged Ayleid brick stairs leading out of the ruins in the northwest corner. That is the only place around the entire north side of the hill that they can exit, it's very steep along that area.

-Two boulders in the western hills, that area is very steep and there were no natural exits for pretty much the entire west side. The boulders provide a long, gentle sloping climb into and out of the grotto in a way that looks natural.

-A rickety "bridge" that skirts the cliffside overlooking this western exit





Roots Collision Boxes

In order to allow NPCs easier access through the central part of the ruins near the door, I have added a few invisible collision boxes that act as steps, allowing NPCs to walk over the large root much easier and allowing travel along many directions.



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v1.0 Initial Release



Path Node Overhaul

The mod author did not adjust path nodes to match his new geometry, so the pathing was aligned to the original terrain. This caused many NPC issues, such as running into objects, attempting to run up steep hills, spawning 20 feet in the air and dying, and being unable to find the entrances or exits to the zone.

I wiped the original path nodes and rebuilt the navmesh for the area by hand. I arranged the path nodes in a sparse but efficient pattern, the density of my path nodes is 50% less than the auto-generated pattern, but better complies to how an NPC can move in the world. A high level of interconnectivity gives NPCs many choices for the shortest possible path to their destination. I provided many "wander" zones for more natural movement of characters. The top ring of the landscape changes has been safely pathed to minimize the chance of NPCs falling off or getting stuck. I only provided paths up and down the sides of the grotto when I was confident an NPC could walk that path. There are large areas where it is impossible for NPCs to walk up the steep slopes or cross the narrow ridge on top.



Deleted Items

During the pathing process I found many floating or submerged items. It seems as if the original author of the mod did not delete any of the old foliage or rocks from the area, instead moving them just underground. Perhaps they are critical to the function of something and I ruined the mod by deleting them, if anybody knows better then please, fill me in. In the meantime I have gained 20fps in the area.



Landscape Changes and Future Plans

I found many floating items that I assumed were misplaced, if they felt in-place I simply repositioned them. There is now a small amount more decoration around the grotto. The eastern waterfalls also bugged me, with how far away the water was from the rocks. I repositioned the water textures to hug the rocks much closer and added a small amount of decoration to the area. I intend to continue fleshing out some sections of the mod in a future release.

v1.1 release plan: add natural looking paths to aid NPC freedom of movement and enable access to the ridge.



Load Order

This mod needs to be loaded after anything else that affects the terrain in the area if you want the benefits of the new pathgrid.