← modperf · analyzed mods

DeerIsle Dev Build Navmesh Fix - DayZ 1.30.164200

Deer Isle Dev Build - Navmesh fix for DayZ 1.30.164200 (server-side) DayZ 1.30.164200 (the hotfix of 21 October 2026) only loads navmesh version 9. DeerIsle Official (Experimental - Dev Build) (Workshop 1750506510) ships version 7, so the server logs this and the infected stand still: AI (E): Navmesh could not be loaded: Invalid version. (Navmesh version: 7, Desired version: 9) AI (F): Unable to load navmesh for… (more)

Deer Isle Dev Build - Navmesh fix for DayZ 1.30.164200 (server-side) DayZ 1.30.164200 (the hotfix of 21 October 2026) only loads navmesh version 9. DeerIsle Official (Experimental - Dev Build) (Workshop 1750506510) ships version 7, so the server logs this and the infected stand still: AI (E): Navmesh could not be loaded: Invalid version. (Navmesh version: 7, Desired version: 9) AI (F): Unable to load navmesh for 'deerisle'. This mod contains a new navmesh for the dev build, generated with the DayZ Tools 1.30.164200 NavMeshGenerator, and points the map at it. That is all it does: one config entry plus the navmesh file. There are no scripts and none of Deer Isle's assets. Install Server only. Load it with -serverMod=, not -mod. Players do not need it, and it is 1.4 GB. Needs DeerIsle Official (Experimental - Dev Build) (1750506510) loaded as usual. Remove any other Deer Isle navmesh fix. Only one navmesh path can win. The "5.9" community fix declares the 5.9 base class, which is wrong for this build. After the restart, check your RPT: the two lines above must be gone. Running Deer Isle 5.9 (1602372402) instead? Use our 5.9 version (3824083612). This one will not fit it. Tested before release On a local DayZ server 1.30.164200, I asked the engine's own pathfinder (AIWorld.SampleNavmeshPosition and FindPath) to find every land point of a 512 m grid on the navmesh, then a path 200 m east from each: The dev build as shipped: 0 of 461 land points (the navmesh does not load). With this mod: 461 of 461 points, 405 of 405 paths, and no navmesh errors. Control, vanilla Chernarus: 688 of 755 points, 671 of 671 paths. How it was made, for anyone fixing another map NavMeshGenerator_x64.exe (DayZ Tools\Bin\NavMeshGenerator) has a console mode that the GUI does not mention. Run it with --help to see it: NavMeshGenerator_x64.exe --console --kill --server_address 127.0.0.1 C:\out\navmesh.nm The data server can be the normal DayZServer_x64.exe started with -startNavmeshDataServer, an empty mission (an init.c with only void main() {}), and the map's mods. This build needs CF to compile, plus whatever script fix your 1.30 server already uses for it. It listens on TCP 36533 and serves one generator at a time. On Deer Isle the 1.30.164200 generator crashes. It is an access violation with no message, just a minidump in NavMeshGenerator\profiles. The cause: a coastal tile with tree parts below sea level and door parts makes a door-part lookup read past its table. The flare-navgen project documents this in docs/crashes.md. I worked around it with a small proxy between the generator and the data server. On tiles that also have doors, it removes only the tree parts that sit below the sea surface: 1,626 of 106,929 tiles on this build, 9,910 underwater tree parts. Those are trees standing in the sea; nothing on land changes. The generator crashes once more after "Saving complete." The saved file is fine. The patch config: requiredAddons[] = {"deerisle","deerisle_navmesh"}; and in CfgWorlds: class CAWorld; class deerisle: CAWorld { class Navmesh { navmeshName = "<your pbo prefix>\navmesh.nm"; }; };. This build's world inherits CAWorld; 5.9 inherits ChernarusPlus. Always copy your map's own base class. Test it in game, not just in the log: a boot without the "Invalid version" line only tells you the file loaded. Credits Deer Isle belongs to its authors; this mod ships none of their files and needs their map. The protocol and crash notes come from the flare-navgen project (GPL-3). I used its documentation, not its code. Its own generator writes version 7 navmeshes, so it cannot ma

Workshop 3824084616

Not analyzed yet

modperf has not read this mod's scripts, so there is no report and it is left out of any stack it appears in. 2 live servers in the crawl publish it.

The worker downloads the mod from the Workshop and reads its Enforce Script — nothing is executed. Usually a few minutes. This page then shows the report.