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Better path finding for Settlers


Thegenosss

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Well i really enjoy a lot customizing and building and giving my settlements something like a theme, but i have serious a issue, if the settlement is too big or have a lot of stuff inside of it Settlers start to acting weird as an example walking to a wall trying to pass it trough (i know this cant be possible until the release of the official modding tool), also i use a lot of modded doors and Settlers just act like that bloody door is a wall.

 

In a nut shell what i really want to see on that mod are 1 important think and the second one want to be optional

 

One a better path finding, no need for better combat AI, to make them just do stuff around just make them move More smoothly

 

And the second one, a modding resource to make the IA detect something like a custom door made in NIF as a door and something that the Settler can interact and not a wall like settlers do right now whit that a lot people will benefit from it because they will not have the need of setting the door to be used by a settler and detected by a settler.

 

i will put some photos to show how derp the my settlers are

 

http://imgur.com/a/3hVno

 

the guy in the snap & build bridge has been there for 4 days In game while i was building :V

 

Thanks if you read it complete

Edited by Thegenosss
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Let me explain why the Navmesh is like this, after looking into it for quite some time trying to get my own functioning stuff for Simply Modular Housing.

 

On the regular open world cells you have a lot of open areas and they are Navmeshed quite well because the pieces are all interlocked and NPCs visibly move across them without a problem.

 

HOWEVER.

 

When it comes to Settlements we're using Legos with a half baked navmesh system in place.

 

Here's an example of what the object's navmesh looks like in the CK. (Mocked with Photoshop since I don't want to spend 10 minutes opening the CK.)

 

http://i.imgur.com/f5NNl3R.png

 

Now what's interesting about this is that the Navmesh has room for walls, but what happens if the NPC needs to go to the next piece? The NPC simply doesn't.

 

It's the strangest thing really and I've tried several different Navmesh methods to try and fix what Bethesda has produced. I don't think I can though, it has to be something they need to fix on their end or provide a series of nodes or trails that NPCs can follow.

 

(Hint to anyone who wants to make a complicated but necessary invisible but snapping Navmesh mod.)

 

Anyway maybe that will give you some insight on the subject.

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even if you navmesh a custom cell/interior/worlspace/settlement by hand they still try to walk true walls, they just wana pick the shortes way to get to a bed, chair, bench ect

this will never be fixed not by beth or any modder( ai was always crap in any beth game anyway)

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