chucksteel Posted December 27, 2016 Share Posted December 27, 2016 All we are trying to tell you is the truth, "What you think will work WONT!" I'm sorry, Edit: In another thread someone else is saying that modding the UI is easy and wonders why There are so few UI mods. It's the same as this, It's a lot more complicated then you may think. As for this and the UI mod, ask your self this. "If it were so easy then why hasn't it been modded yet?" If it were easy it would be fixed by now! We wouldn't be seeing Brahman standing on roofs and we all would be tripping over UI mods. Link to comment Share on other sites More sharing options...
tarsis31 Posted December 27, 2016 Author Share Posted December 27, 2016 As someone who has been working on settlements, watching them with no nav mesh, partial nav mesh, really badly done nav mesh, and getting better nav mesh, don't you think that's being more than a bit disingenuous? Yes, they teleport to any marker, yes they teleport to any nav mesh, yes, they teleport to jobs or furniture. They don't just randomly go to places without navmesh, without reason to be there. I watched Kenmore Station Settlement function for hours with absolutely 0 navmesh at all in the settlement. 75% of the location was never visited at all, idle markers and patrol markers would get a random settler who would wander a half step in any direction then turn around. I built stairs for them to go down to the track side areas, they would appear on the stairs and wander a half step at the top and bottom. They would stand next to a farm plot, maybe wander from one plant to the next, they would stand next to or on their bed. It wasn't until I started building floors that they started to go wandering around sandboxing as normal settlers do. What I am saying is, if they go wherever they want anyway, why does nav mesh matter? I mean, should they not be wandering around sandboxing in a location with no navmesh as easily as a fully navmeshed location if it has no effect? If you are saying it is not binary, then what is the cutoff point? Where is the difference? I've never seen a settler walk through a wall while I was in a settlement, so collision works but not nav mesh? Then lets just alter the phrasing and say I want invisible floors with collision boxes to stop settlers from going where I don't want them. Does that tickle your bird more in the direction of plausible rather than flat out impossible? Link to comment Share on other sites More sharing options...
Ethreon Posted December 27, 2016 Share Posted December 27, 2016 I've seen multiple reports of settlers being teleported by the code thru walls simply due to existing usable items behind that wall. Why is navmesh needed though? For all NPCs, even if it is not functioning as it should. I suspect beth gave settlers force teleport so all the issues that come from the new workshop system are not as obvious. Link to comment Share on other sites More sharing options...
chucksteel Posted December 27, 2016 Share Posted December 27, 2016 Your correct! It's simple and easy to fix! I'm just lazy! Now that you know the truth you should go out and make the mod yourself, You'll become the HERO of the FO4 modding community for solving this simple problem! Now that was me being DISINGENUOUS! :tongue: Link to comment Share on other sites More sharing options...
tarsis31 Posted December 27, 2016 Author Share Posted December 27, 2016 Alright then, help me understand why. Link to comment Share on other sites More sharing options...
chucksteel Posted December 27, 2016 Share Posted December 27, 2016 That's the real issue, People don't exactly know why. Beth probably would have (I do say probably) stopped the Brahmin and NPC's from standing on the roof if it were simple. (The roof's have no Navemesh just so you know and NPC's still manage to get up there and if given a ladder can walk down.) It's not just a navemesh issue it also has to do with the AI, patrol packages and probably some Hardcoded stuff that we can't mess with. In FO3 I went to great lengths to try to have Ghouls locked in cells in one of my dungeons. No matter what I did the Ghoul would always manage to squeeze through the bars and attack at first sight. I'm really not trying to be rude dismissive I'm just trying to explain that if it were an easy fix it would already be done or Bethesda themselves would have solved the problem. Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted December 27, 2016 Share Posted December 27, 2016 (Without putting too much thought into it...or reading the whole thread, heh)Is this something we could workaround with workshop build-able collision boxes of differing sizes, for plopping down in trouble spots.?Just a mesh with collision and transparent materials. We know the NPC may well still pass through it, but at least it would (presumably) pop out the other side instead of within. (no, not terribly easy either, I know) Link to comment Share on other sites More sharing options...
chucksteel Posted December 27, 2016 Share Posted December 27, 2016 Probably not because if NPC's can somehow end up inside of a foundation (which already has a collision) then anything we place with a collision will be the same. Edit: Even the player can walk through wall if they click on a furniture marker on the other side. Example: I had placed a chair on the outside of a building, you could activate it through the window and Magically jump through the wall. Link to comment Share on other sites More sharing options...
tarsis31 Posted December 28, 2016 Author Share Posted December 28, 2016 Do we have anything in the toolbox that can push, pull, drag an NPC from such a spot in a location that wouldn't require scripting? I mean, other than turning everything into a mortar I suppose. I find it extremely frustrating that I have to carefully nav mesh an area to make NPCs do anything players want, but I can't have a keep out sign, or a guard dog, or an electric fence that keeps them out of a spot the players do not want them to be. It's counter intuitive beyond normal software engineering. Link to comment Share on other sites More sharing options...
Ethreon Posted December 28, 2016 Share Posted December 28, 2016 I thought you can place navcuts in CK.. big boxes that do just that - cut the navmesh. They're invisible, and have no collision, but NPCs would know what to do with them, hopefully. Link to comment Share on other sites More sharing options...
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