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aircraft carrier settlement, settlers standing around


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finally finished navmeshing the whole ship and went to testing the settlement functionalities and i ran into another problem... the companions who are currently following the player can navigate through the ship just fine, the navmeshing seems to work fine for them but when i send them off to the Carrier as a settler, they just stand and do nothing, the same can be said when you recruit new settlers for the carrier with a broadcast tower, any new settler you recruit would just stand infront of the bridge, you can order them to tend the crops and the crops will grow but they will remain stationary in their position, when you fast travel out and back to the carrier, all the settlers will now then just stand still in the hallway in front of the infirmary, at first i thought it was just because the navmeshing is too complex and the thousands of triangles are confusing them so i optimized the navmeshing so now the navmesh are freakin' huge triangles, and the problem is still the same, settlers just stand doing nothing. if anyone knows what's the deal with this, can you take a look? here's the files




i've also included the two types of .ESP




one of them is the ESP before optimizing the navmeshing, it also has pre-cuts for scrappable objects and everthing


the other ESP is the one that's optimized, but i didn't bother with the pre-cuts for scrappable objects yet in that ESP


hopefully, someone can solve this problem because i'm almost just about to give up on this, navmeshing this 920 foot long ship is such a dreadful task and it's taken it's toll on me, i've almost had enough of it and i just want the thing to be finished and uploaded.

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i don't know, i have no idea how to set up a workshop so that part was implement by another user, i'll go ask him then.

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Does your workshop have a LinkedRef WorkshopLinkSandbox to a DefaultEmptyTrigger box ?

 

If not, learn more here https://www.nexusmods.com/fallout4/articles/1023

yes, default dummy is linked both ways, primitive/sandbox

 

the only thing i can think of that its navmesh connected, the carrier sits in the middle of the sea, now those cells have navmesh

if navmesh was not cleared, before doing the carrier, they can cause conflicts, but ck should spit them out then

proper navmesh+proper settlement should not cause problems, but that ship is f'big and navmesh very complexe

 

although i have see this behavier in a correct place to, to find out if you can reset it, go far away, sleep 2-3 day's go back, and see if they moved, if not then i can't help(out of idea's)

 

ok checked out your new optimize esp, settlement works like intended, beacon works, settlers spam, but indeed they don't move, went away to gorsky

sleep 2 days went back, now 2 stand lower decks and don't move, settlers and bram spammed true beacon just stand there to, wonder why

will try sometings later on, to see if those works

update

found out why they don't move, the radius from there sandbox package is to small, raised it to 3072 instead of 1024, and viola

https://drive.google.com/open?id=1JZLAqBX_vxL_tmhqS4VKxpcr3pgpTtUo

https://drive.google.com/open?id=1vPGEMgNH3LQOpXxuBVafnp6EpiybCE-3

seems the build/sand/carrier is way to big for standerd sandboxing

Edited by speedynl
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found out why they don't move, the radius from there sandbox package is to small, raised it to 3072 instead of 1024, and viola

https://drive.google.com/open?id=1JZLAqBX_vxL_tmhqS4VKxpcr3pgpTtUo

https://drive.google.com/open?id=1vPGEMgNH3LQOpXxuBVafnp6EpiybCE-3

seems the build/sand/carrier is way to big for standerd sandboxing

 

how can i increase the sandbox radius? sorry, i'm a noob when it comes to settlement stuff in Creation Kit.

Edited by ghostrecon123
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