tarsis31 Posted December 24, 2016 Share Posted December 24, 2016 I've done a bit of searching, but, my skills lie in other directions. What I've found is the need for "floor" pieces, and I hesitate to even call them that, which will cut the nav mech under them, like placing a wall or any other obstacle, to prevent NPCs from going there. Why? When building, we place a room out over the vanilla ground space, and sometimes, at certain heights, with the right nav mesh undulations, the NPCs just warp right through the floor we built and down onto the ground under the room. Now, we don't want to build the great honking concrete foundation there, which may solve the problem, or may put the NPC inside the foundation (nice one Bethesda). We may be ok with the wood foundation, but will only cut part of the nav mesh, and won't totally solve the issue. So, in essence, my idea is, a version of both foundations, which totally remove the nav mesh under them, and a "small floor" and "large floor" that would be snappy and have no nav mesh, and a invisible "small floor" and "large floor" (or rugs, or whatever) that would not be snappy, and would be able to be fit into places normal floors wouldn't go, to deprive the game engine of ever putting NPCs in the situation at all. Hell, I'd cover the roofs in sanctuary with them. Thoughts? Link to comment Share on other sites More sharing options...
Ethreon Posted December 24, 2016 Share Posted December 24, 2016 Maybe im just tired and cannot fully follow your req. You want a full foundation, as well as a large floor and a balcony floor without navmesh? As far as I remember, you can create navmesh cuts in CK and place them as needed. Don't see why this feature would've been cut out in the F4 CK. Correct me if I'm wrong, on both accounts. Link to comment Share on other sites More sharing options...
chucksteel Posted December 24, 2016 Share Posted December 24, 2016 You can create Nav-Cuts in the Ckit but, I think this request is for settlement building not working in the ckit itself. Link to comment Share on other sites More sharing options...
tarsis31 Posted December 24, 2016 Author Share Posted December 24, 2016 can do all I want and more with nav mesh in the CK. Then release my mod, then I'm playing it, and and whammo, I want nav mesh control as a player now. Link to comment Share on other sites More sharing options...
Vormina Posted December 26, 2016 Share Posted December 26, 2016 Tarsis is talking about buildable workshop pieces that stop NPCs from ending up in foundations, under floors, on roofs, etc... which is a great idea, as of late my settlers seem to really like being neck deep in concrete for some reason, (no, solid foundations don't prevent this, actually I think they are worse). This would also help with attacked settlements, where I have to open workshop and move a foundation piece just to kill the last attacker who warped under the floor, lol. Link to comment Share on other sites More sharing options...
Ethreon Posted December 26, 2016 Share Posted December 26, 2016 Nothing will help bad AI pathing. Since NPCs teleport when they cannot reach a point, it's pointless to cut the navmesh. Link to comment Share on other sites More sharing options...
tarsis31 Posted December 26, 2016 Author Share Posted December 26, 2016 Actually it does help. Yes, they will teleport, yes, I get that, but stop looking at the forest and see the trees man! They won't teleport TO a point with no navmesh right? They wont appear AT a point with no navmesh when you fast travel to the location right? Will it fix everything? No, Heaven above, it would take an entire engine rewrite to hit half of what I'd like fixed alone, and I'm not even picky. Just, for a moment Ethreon, try to see it in smaller pieces. (Why do I feel like I'm trying to make a point in a kindergarden coloring book to a college professor?) It'll just stop the settlers from dropping into those small specific locations I find especially problematic. IE: Inside those great big "solid" concrete foundations, under a wooden foundation that they shouldn't fit under anyway, on a pond they are supposed to admire, not slog through every day, things like this, not fix that settlers AI is fundamentally retarded. Is that really something to be poo-pooed as a foolish request like I dunno, invisible flags or something? Link to comment Share on other sites More sharing options...
genolune Posted December 26, 2016 Share Posted December 26, 2016 So maybe a constructible invisible marker that blanks out a portion of navmesh if I understand correctly? Link to comment Share on other sites More sharing options...
chucksteel Posted December 26, 2016 Share Posted December 26, 2016 The problem is is that it still won't work. If the NPC's package says it can do something they will find a way with or without navemesh. While testing my mod, (Not even final testing just looking at something in game instead of in the CKit) I have had Ghouls jump through walls to get to the player even when there was absolutely no navemesh in the area I was testing. I was spotted, the AI said ATTACK and that is what the Ghouls did. Link to comment Share on other sites More sharing options...
tarsis31 Posted December 27, 2016 Author Share Posted December 27, 2016 Yes, because you were there.. never mind. Forget it. Just do whatever. Link to comment Share on other sites More sharing options...
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