I thought I would copy the gist of some CK related conversations here, where other folks can easily find it all.
We were talking about interiors, and Grits linked to
This Page on TES Alliance about creating interiors. It not only describes creating Navmeshes, but also shows how to turn havok off on misc items, so they don't go flying all over the place.
My own quick and basic Navmeshing guide is here:
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www.creationkit.com/Bethesda_Tutorial_Navmesh
Select the cell you want to work on in the Cell View double click to bring it up in the Render Window.
Make sure nothing is selected in the Render Window (Press D to deselect all objects).
Open the Navmesh Toolbar Ctrl + E (On main toolbar between speech balloon and T).
Go to the main menu bar -> Navmesh -> Generation -> Recast-Based Generation.
The navmesh triangles are created. Now manually edit to add, remove, and move the triangles.
T toggles Triangle Selection On/Off
V toggles Vertex Selection On/Off
G toggles Edge Selection On/Off
R will delete a selected triangle/vertex.
Right Click to create a new vertex
Right Click + CTRL to select three vertexes, press A, and it creates a new triangle.
Once finished check to make sure there are no disconnected triangles. Press W (eye with shapes above and below) to see only the navmesh triangles.
Check for errors. Press CTRL + F, (red triangular flag icon). This brings up the Select Triangle window. Click on Check Navmesh.
Now automatically detect cover. Main toolbar -> Navmesh -> Find Cover
Finalize the Navmesh. (Red check mark in navmesh toolbar) A triangle near the door will turn green. This is necessary for NPCs to enter or leave.
Finally, to add priority paths for NPCs to take through the Navmesh, do the following:
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Hold ctrl and left click the triangles along your preferred path to highlight them, and then tap the P key to set them as preferred. They should turn Yellow.