vonBennett Posted October 25, 2020 Share Posted October 25, 2020 I created an interior settlement utilizing the wilderness cell west of Cambridge Polymer Labs as the exterior cell. I used Neeher's tutorials on building settlements. This is my second interior settlement, the first being and expansion of Vault 111 as a player settlement. My problem is that everything seems to function normally (food, defense, power etc...), however if I try and move a settler there, even though it shows up in the workshop status as having a new settler, the settler will not move there at all. The doorway in and out functions and I doubled checked to make sure all items are linked correctly (Quest, Location, Cells, etc). This settlement is really meant to be a player home but i wanted to have a place to send companions to. I also created several NPCs (guards, maintenance droid) to go with this settlement and I created a new faction to go with the settlement (did this so I (the player) could ally myself with this faction (within the faction creation) so I wouldn't be attacked). I also assigned this faction to the settlement in the workshop script. I thought this was the issue but it had no effect when I removed the faction from the workshop. Not much to go on but if someone has any good ideas, I would appreciate the help. thank you,B... Link to comment Share on other sites More sharing options...
SKKmods Posted October 25, 2020 Share Posted October 25, 2020 Run Workshop Ownership Utilities detect keyword issues function and read the associated article and your diagnostic log. Link to comment Share on other sites More sharing options...
vonBennett Posted October 25, 2020 Author Share Posted October 25, 2020 Run Workshop Ownership Utilities detect keyword issues function and read the associated article and your diagnostic log.First of all...that is a really cool Mod that you created. I ran the diagnostics and I got: Keywords: 0 keyword errors; 1 Keyword warning; 0 keyword notifications. (Ran debug and it came back with Interior workshop registered with workshop parent). It is an interior settlement and I am using the regular settlement workshop.Workshop Resource Diagnostic: workshop IDs Match 1 (1 is okay); workshop location match 1 (1 is okay); workshop settlement keywords 1 (1 is okay).Workshop Parent: 39 Workshop Parent (FYI...I have additional settlement mods); 0 workshop errors; 0 workshop warnings; 0 workshop error overwrites. I can set up a generator and a recruitment beacon and it does spawn settlers inside the interior player home/settlement. Having said that, I am using several elevators to go from the surface building (inside) and upper vault, down into the main chamber (where the workshop, spawn marker ,edge markers and the center marker are located). Are the elevators interfering with the 'pathing' for the settlers outside? I do notice that Vault 81 doesn't actually use normal elevators but instead use some type of teleporting system like with linked doors; but it calls an elevator car when the player uses it.I am not sure as I moved the center marker and spawn marker in the upper building (to avoid the elevator) and that still didn't work? Anyways, thank you for your help and for your cool Mod. Link to comment Share on other sites More sharing options...
SKKmods Posted October 26, 2020 Share Posted October 26, 2020 Ai pathing can figure out how to use a load door, but not an activator like elevator buttons. Link to comment Share on other sites More sharing options...
vonBennett Posted October 26, 2020 Author Share Posted October 26, 2020 Ai pathing can figure out how to use a load door, but not an activator like elevator buttons. I guess I am going to have to figure out how to duplicate the elevators in my player home/settlement like the elevator in Vault 81; they use a combination of a load door/elevator car (for the player). Link to comment Share on other sites More sharing options...
Zorkaz Posted October 26, 2020 Share Posted October 26, 2020 In some interior settlements I made an invisible door for NPCs which leads out into the swamps or western wilderness (Where likely no conflict will occur). There I update the navmesh of that cell. Sure the downside is that they'll walk elsewhere first but it's a relative safe method. Link to comment Share on other sites More sharing options...
niston Posted October 26, 2020 Share Posted October 26, 2020 What Zorkaz said, but you can just have the invisible load doors (block player activation on them) lead to a dedicated interior cell with real doors. No player will ever see it; Only NPC will go there. Link to comment Share on other sites More sharing options...
vonBennett Posted October 26, 2020 Author Share Posted October 26, 2020 Thanks guys!!! Link to comment Share on other sites More sharing options...
vonBennett Posted January 23, 2021 Author Share Posted January 23, 2021 (edited) It has been awhile but....I got it to work as far as being able to send NPCs/Companions into the interior cell. The problem was that I didn't re-upate the Navmesh after placing the doors; I did all the Navmesh earlier in the project and just needed to click on the check mark one more time. The problem now is that I am using invisible doors for the NPCs/Companions to bypass the elevators within the bunker complex. They do not work when I add the 'BlockPlayerActivation' Keyword in the custom form. If I remove the keyword the NPCs/Companions will use the invisible doors like they should to move to the different levels of the bunker complex, thus bypassing the elevators. Of course I, as the player can see and use these invisible doors as well which is not what I want. I know doors can be somewhat finicky in the creation kit so maybe I am still doing something wrong I am not sure if I should delete all three sets and then exit and create three new sets of invisible doors? Any ideas??? **Update: I figured it out. I link the invisible doors as normal; don't forget to validate NavMesh (check mark); do NOT use keyword 'Block Player Activation'; instead check box ''use NO text' (something like that) when editing the form. That will ensure that the door is invisible to the player in game but that NPCs/Companions can still find and utilize the invisible doors. Works like a charm. Now they can move to the different levels of the bunker complex while the still appear to be using the elevators (invisible doors right in front of elevator doors). Edited January 23, 2021 by vonBennett Link to comment Share on other sites More sharing options...
Recommended Posts