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Trying to "undo" NavMesh issues created by "Repairable Sanctuary"


madmedic446

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A long time ago, I installed "Repairable Sanctuary"...(It deletes the original Sanctuary houses, and replaces them with repaired ones)....which is great, until you decide you want to change things around.

The repaired houses it spawns are not scrappable.

 

So... opened the mod in CK, and made the houses scrappable.

In the game, you can scrap the repaired houses now...But the NPCs act like the walls are still there.
If you try to send an NPC to the middle of an empty lot, (where a repaired house once stood), he will only walk in where the door used to be. As if the walls are still there (but only for NPCs).

Player character can walk freely on the empty lot.

 

Is this because some NavMesh is being left behind??...Or, maybe...Is the ground under the houses NavMeshed to fit the doors/walls of the houses??

 

I need to find a way to completely nuke Sanctuary of all previous buildings NavMesh.

 

(I want to put my own houses in Sanctuary, using Snappy Build).

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Easiest, though probably most time consuming, is to not use a pre-fixed sanctuary mod, but instead load it up as vanilla and use Scrap Everything to get rid of whatever you want. That way the game will automatically (though sometimes ssssllllooowwwwwllllyyyy) update the Navmesh when you build your new houses, and no hidden crap left behind.

 

I've personally stopped using almost all pre-built settlement mods except for the Clean and Simple Startup series. (and Crimsonriders Taffington) Way less hassles.

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Easiest, though probably most time consuming, is to not use a pre-fixed sanctuary mod, but instead load it up as vanilla and use Scrap Everything to get rid of whatever you want. That way the game will automatically (though sometimes ssssllllooowwwwwllllyyyy) update the Navmesh when you build your new houses, and no hidden crap left behind.

 

I've personally stopped using almost all pre-built settlement mods except for the Clean and Simple Startup series. (and Crimsonriders Taffington) Way less hassles.

The game will update the Navmesh??

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It will ... eventually. It's a little game breaking I guess, but if you have a mod that increases the number of followers you can have at one time, they will follow you about as you build (only the "last" follower recruited will stand next to the workshop bench) . One advantage to this is that it "forces" a navmesh update - you can almost "see" the game thinking about it!

 

Watching a companion standing idle, looking off into the distance just beyond the normal "must follow player now" range, with little puffs of dust coming off their feet! That's the AI trying to figure out the new navmesh. Once it works itself out, you'll see the follower turn and slowly walk after you. After that NPC's will use the new buildings without issue (unless you do something cruel, like change the navmesh again! Lol )

 

Also the only mod I use for Sanctuary is one of the clean or straight roads ones. (can't remember exactly which one, but it's one of the first available from the list on the steam workshop.)

And then I use "Rebuild - Modular Sanctuary Pre-War and Post-War Build Set" Which allow you to make pretty good replicas of the Sanctuary houses, the other cool thing about that mod is that all the parts are made on the standard workshop items size, so they exactly match pretty much any other construction material (so you can mix n match with wood/metal etc.) unlike the other build mods which have a unique sizing, that doesn't match anything.

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