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NPC pathfinding fixed?


Andick

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Hello there,

I wasn't playing F4 for more than one year, and since CK came out, I was wondering if bugs with NPCs were fixed already. I love building setlements, and I remember that NPCs werent able to find right way sometimes, they were walking straight into the walls, sometimes standing at one place and doing nothing in the middle of the night, getting stuck behind tiny objects... and a lot more flaws and bugs.

 

Is most of these bugs fixed now, or theres no way to fix that even with CK?

 

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A lot of the early mods that added buildings and things like that to workshop build mode didn't have the correct navmeshing or navcuts which was part of the problem. However the biggest part of the problem is that people don't understand how to build and especially place beds correctly. There must be plenty of room on at least one side, preferably both sides of the bed and not too close to the wall or the settlers can't get to them easily. NPCs really can't handle pathways any narrower than a vanilla doorway. So if there isn't lots of clearance around obstacles they don't handle it well. That's an engine limitation that mods can't fix.

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My NPCs still try to walk through the wall next to a doorway instead of through the doorway for a lot of the added building pieces.

I should really go through the mods I'm using and make sure I've got the most recent version, but in general, in my experience, if it's not vanilla, they're often still a bit glitchy.

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My NPCs still try to walk through the wall next to a doorway instead of through the doorway for a lot of the added building pieces.

I should really go through the mods I'm using and make sure I've got the most recent version, but in general, in my experience, if it's not vanilla, they're often still a bit glitchy.

What damanding said...

 

Location mods depend A LOT on correct navmeshing and some of the newer modders arent aware of this or dont know how to do the job right.

TBH its the most annoying part of the location mod's workload.....

 

Then we have Mods that add things to the workshop that were done in a rush or didnt test everything and you could have pieces of floor or doorways that havent been navmeshed at all.

 

ALL of the map is all ready navmeshed BUT when we edit it by adding objects or reforming the terrain...it HAS to be adjusted or in some case totally cleared and redone to fit the new shape.

 

There are also certain occasions where the modder removed something but forgot to remove the extra collision marker that was with that part/piece thus blocking NPC's from going through ..etc.

 

So i wouldnt say that the game has any bugs regarding the navmesh... since in most cases its the mod author's error and can be fixed.

Edited by greekrage
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My NPCs still try to walk through the wall next to a doorway instead of through the doorway for a lot of the added building pieces.

I should really go through the mods I'm using and make sure I've got the most recent version, but in general, in my experience, if it's not vanilla, they're often still a bit glitchy.

What damanding said...

 

Location mods depend A LOT on correct navmeshing and some of the newer modders arent aware of this or dont know how to do the job right.

TBH its the most annoying part of the location mod's workload.....

 

Then we have Mods that add things to the workshop that were done in a rush or didnt test everything and you could have pieces of floor or doorways that havent been navmeshed at all.

 

ALL of the map is all ready navmeshed BUT when we edit it by adding objects or reforming the terrain...it HAS to be adjusted or in some case totally cleared and redone to fit the new shape.

 

There are also certain occasions where the modder removed something but forgot to remove the extra collision marker that was with that part/piece thus blocking NPC's from going through ..etc.

 

So i wouldnt say that the game has any bugs regarding the navmesh... since in most cases its the mod author's error and can be fixed.

 

 

That was my point, really, that the game itself is good, but once people started tweaking with it, it got glitchy because the navmesh wasn't done, or wasn't done right.

Building with added vanilla stuff? No problem. Building with added custom stuff (for instance, for me, the settlers just can't handle the doors from Snap'n'Build, and that's using 1.9, which lists as the current version)? A bit glitchy.

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