kevkiev Posted March 28, 2017 Share Posted March 28, 2017 Built a shack right in front of that square monument type thing with lots of room between beds. During the day, my new 12 (more on that below, some homicide was involved) settlers were sandboxing nicely all around the property. (And staying out of the water - I have the fairly recent mod that fixes the navmesh on the cliffs and the house stairwells). As usual when I finish building, I saved then waited 'til just before midnight and to check the bed pathfinding (although I've got pretty good at knowing how to set up beds so NPCs can find them). Weirdest thing happened - at midnight, every settler just froze in place (if they were sitting, they stood up and froze). Waited for a half hour or so game time and nobody had moved. I went back to my save, moved a couple of the beds to one of the upstairs rooms with a good roof where I'd seen some settlers sandbox and waited again - same thing. Then I moved a few of the beds so a few had overly huge amounts of space, but no joy. But I knew it wasn't a pathing issue anyways, it's not at all what happens when a settler can't properly pathfind, it's, well, yeah, just everyone freezing into place. (I could still interact with each settler as per usual.) Then, when everyone was frozen, I waited 'til just before 6 a.m. When that time struck, all their daytime AI kicked in as usual and they started sandboxing again. That navmesh fix I mentioned is the only croup mod I have. (And, as expected, disabling it didn't fix anything.) What's really weird is that when I first got croup, like 100 levels ago, I just plopped down a small prefab steel shack in front of the house and the 2 original settlers found their beds immediately and slept no problem. (At least I think they did. It was a long time ago, maybe I forgot to check and am misremembering.) But today, before I rebuilt the place and while I was just planning things out, the time went to midnight and those same 2 settlers did the same thing - froze in place. So, um, I killed them :tongue: (And, yes, now I feel bad.) SInce I first got the settlement, I did use disable/markfordelete on the persistent ghoul corpses there (except one that I realized today I'd missed). But surely that can't be the cause? I saw couple posts on the 'net about similar experiences, but not much in the way of explanation. Link to comment Share on other sites More sharing options...
Kodiak412 Posted March 28, 2017 Share Posted March 28, 2017 Try killing some and see if they are synths. The ones you did kill did they have synth components on them? Link to comment Share on other sites More sharing options...
TheGadget1945 Posted March 28, 2017 Share Posted March 28, 2017 Why not try Rebuilt Croup Manor and see if it overrides the problem ? http://www.nexusmods.com/fallout4/mods/8333/? Link to comment Share on other sites More sharing options...
kevkiev Posted March 28, 2017 Author Share Posted March 28, 2017 Thanks for the replies. Try killing some and see if they are synths. The ones you did kill did they have synth components on them? Forgot to mention that I did that. Saved and killed every one of 'em (the original 2 and the new 12). No synth components. Didn't really think that was the problem, as I thought synths acted like regular settlers on the surface. Why not try Rebuilt Croup Manor and see if it overrides the problem ? http://www.nexusmods.com/fallout4/mods/8333/?Yeah, I was thinking of trying that, although I don't know how nice that mod will play with the navmesh fix one. I know there are other mods to address the bad cliff navmeshing (staircases to the seashore and the like) but I find them all pretty clunky and haven't had much desire to use 'em. Not sure I want to trade one problem for a return to the swimming settler one. Link to comment Share on other sites More sharing options...
Fonger Posted March 28, 2017 Share Posted March 28, 2017 apparently killing a synth settler won't detect it . . . but there is a mod http://www.nexusmods.com/fallout4/mods/8031/? Link to comment Share on other sites More sharing options...
kevkiev Posted March 28, 2017 Author Share Posted March 28, 2017 apparently killing a synth settler won't detect it . . . but there is a mod http://www.nexusmods.com/fallout4/mods/8031/?Thanks. I've actually used that mod a ton, but eventually got lazy and just save and kill every time I get a new settler, then revert back to the save. I thought synths always had synth components? I mean, any synths detected by that mod always have components on them. I haven't got any synths in ages, but I figured that's because I gave up on the recruitment beacon and just spawn 'em via console. Never had a synth attack or any unexplained damage since I started doing that, and that was about 30 or so levels ago. But, in any case, I just don't think that synths explains it. I mean, all 12 are synths? Nah... And, besides, the original 2 settlers did the same thing. And I used the synth detection mod on them for sure. And, just to avoid anyone going "AHA!" at the console thing, spawning via console isn't the problem, I've added a ton of settlers via console before Croup and they all work fine. I just got sick of waiting and waiting for settlers to straggle in, but the final straw was when I got 25/27 male NPCs via the beacon. So much for randomness - I much prefer spawning as it's not only super time-efficient, it also allows you control over what settlers you want. But I digress... Link to comment Share on other sites More sharing options...
Fonger Posted March 28, 2017 Share Posted March 28, 2017 apparently killing a synth settler won't detect it . . . but there is a mod http://www.nexusmods.com/fallout4/mods/8031/? I've actually used that mod a ton, but eventually got lazy and just save and kill every time I get a new settler, then revert back to the save. I thought synths always had synth components? I mean, any synths detected by that mod always have components on them. tgm kill every settler no components reload go away settlement ravaged by synth Link to comment Share on other sites More sharing options...
kevkiev Posted March 28, 2017 Author Share Posted March 28, 2017 apparently killing a synth settler won't detect it . . . but there is a mod http://www.nexusmods.com/fallout4/mods/8031/? I've actually used that mod a ton, but eventually got lazy and just save and kill every time I get a new settler, then revert back to the save. I thought synths always had synth components? I mean, any synths detected by that mod always have components on them. tgm kill every settler no components reload go away settlement ravaged by synth Well, go figure. But as I mentioned (in an edit, maybe after you replied), I just don't think synths are the problem here. Aside from the odds of all 12 new settlers being synths, the original 2 settlers prove that to me as I got the settlement when I was still using that mod religiously and used it on them for sure. Edit: for the heck of it, I just used the synth spy detector - no synths. Link to comment Share on other sites More sharing options...
kevkiev Posted March 28, 2017 Author Share Posted March 28, 2017 Why not try Rebuilt Croup Manor and see if it overrides the problem ? http://www.nexusmods.com/fallout4/mods/8333/? Well, well... I did a quick test with that mod installed and voila' !... every settler hit the sack at midnight. Reading the mod page a bit more, it looks like they've addressed the navmeshing on the cliffs and have a stairwell just in case a settler goes down there. Unfortunately, it doesn't touch the terrible navmeshing on the staircases but, then again, I have the settlement set up so there's the majority of the sandboxing is on the ground level and outside. Besides, maybe it'll play nice with the current navmesh fix I have, but I guess I'll see. In any event, the whole house is kind of secondary to the settlement build, so I think I'll keep it installed and see how it goes. Tried givin' ya a kudo, but it looks like I already have and I can't give you two. Link to comment Share on other sites More sharing options...
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