I dont have any issues at all with NPCs going up and down multiple levels in my buildings I build. the problem I do have is they obviously use stairs BUT dont seem to use the elevators. How do I get them to use them?
O they'd need whole new AI handling for that. Notice that Bethesda themselves doesn't even do this properly and never took the time to do it, eg. during the rescue of Rex from Fist and acquiring Strong as a companion, the game has to teleport them to make sure they actually get on the elevator in many instances. There's also AI markers on the elevators for that quest showing them where to stand, or be teleported to if they cannot reach the spot. Someone would have to have to create new behaviors or packages most likely to do it. Like they open a door, because it's in their way. That's it. That's how simple the AI is. The elevator would need a whole new handling to treat it like a bridge between whole separate navmeshes.
I'm gonna try this, if you don't hear back from me, I my laptop either exploded killing me or it worked, if it CTD's, I'll be back to edit this post :) Thanks for the idea >_>
what did you do to make this work with out the ESP since im lacking in the room for more ESPs. if i can just do this my self in not pad this would work wonders.
@thunderlord go to the my documents/my games/ fallout 4 folder open the fallout4custom.ini (or create that ini if its not there) and add this [general] sStartingConsoleCommand=bat autoexec
go to your fallout4 folder (the folder that has the fallout4.exe) make autoexec.txt and add these lines
start fallout 4, load a game and open the console, you should see that these lines were run in the console automatically
other nice things for your autoexec.txt gr grid 12 (makes god rays less performance hungry) gr scale .8 (makes god rays less performance hungry) cl off (makes is so npcs don't glow in the dark)
@monsterraider: Yeah because that sounds less cumbersome than writing a line in a text file
@Somnus: Hmm I never tried this but I guess you could just put it all in the custom ini file seperated by semicolons Something like this sStartingConsoleCommand=cl off; SetGS fSandboxCylinderTop 576; SetGS fSandboxCylinderBottom -576
thank you, and dont know if this has anything to do with the workshop dlc 1 moving doors, but it seems ALL npcs refuse to go threw them is there a risen to this?... (even followers. i used the door to try to keep out settlers but it seems the druggy somehow still uses her ninja skills to get into my bed.. grr... (in the player starting house)
No, do not do this. Each command must be on it's own line. Copy\Paste just as I have it. The game sees semi colons as comment out text and won't read what's written after that on that line. Game reads line by line and skips any line having a semi colon. This allows people to make notes directly in ini or any other file, without game trying to read it.
Many thanks for this. Turns out I had a blank autoexec just waiting for me in my Fallout folder. Added this in here (doubled the numbers though cause I like to build tree-houses) and a few other things that haven't wanted to work quite right in the Custom ini.
So yhea thanks for teaching me a new trick, and for helping me get rid of a couple of plugins.
Am I supposed to do anything fancy like save the file as save all ? for the autoexec.txt? is it supposed to have a gear icon on the text like the ini files or just a line paper white triangle icon?
@Eimerian You can just edit the line bNvGodraysEnable=0 in your fallout.ini to disable god rays entirely. Although it is tricky because sometimes it is not disabled entirely and the game launcher definitely does not disable them, these commands will also be of help as well.
What you said about the batch file doesn't work at all for me though.
Hi I have a housing structure in sanctuary that is 6 floors high, my question is this, can the figure "fSandboxCylinderTop=550" be increased to suit the increased height of the building without any negative Effects,??
I increased it to 3000 in my 7 floor building, and they made their way up to 5th floor, but aside from putting Mama Murphy (in her chair) on the 6th floor balcony is pretty funny since she never moves, Radstorm or not. But nobody else will be seen there, so it was a waste of time putting a bedroom on the 7th (not mine). Even Mama Murphy won't use it despite being assigned to one of the beds. Sad.
But I can vouch that they can be seen up on the 5th floor at least. Good luck getting them to do anything else though.
I have a building which works OK, 6 floors. I built a new one and npcs wouldn't go past 3.5 stairs. I suspect that a neaby smoke effect somehow interrupted their movement. Once smoke was removed npcs traversed the area without problem. I also found that having the start of the next stair near the exit of the previous one works better (but can take up more space).
The idea behind this is to not chop off the top and bottom of the orange, but if the orange (spherical radius for the AI sandbox package) isn't big enough, making the sandbox cylinder values higher is essentially useless. Imaging karate chopping air on top and bottom of the orange and never actually touching the orange. I would imagine by the time you are reaching 6 floors, that's reaching the same limit as your AI sandboxing horizontal radius.
Now I haven't gone into testing this, but if you make a cubical structure, 7 floors high, and equally with the same width, I am betting the NPC isn't reaching the markers at the perimeter even on the same floor.
was this Sanctuary? because the SW hill there at sanctuary has about a 5 floor build-HEIGHT limit .. I PASTED a 7 floor building there and could not open the workshop if i was higher than 5 floors
Sorry to necro but this is so damn smart about a guard in the bed! I just stuck to banishing settlers who take my bed (and Marcy Long ofc) to the far desolate reaches of Outpost Zimonja
I know this is old, but try storing your bed, then give the settlers their own beds (extra just in case), then plop yours down. It should show it is not assigned. Then they will stop intruding.
Is it possible to exclude active companion from this? I found my companion constantly wonder around by themselves when I would prefer them to stay close to me at all times.
154 comments
Quote by Slavemaster4u:
This file is usually located here:
C:\Users \ %username% \ Documents\My Games\Fallout4\Fallout4Custom.ini
If it does not exist you will need to create it using a text-editor application.
Because I want to use as few esps as possible, I added the commands to my autoexec.txt
@Korodic: Maybe you want to mention that as an alternative way to install this in the description.
if i can just do this my self in not pad this would work wonders.
what do i put to make it work?
go to the my documents/my games/ fallout 4 folder
open the fallout4custom.ini (or create that ini if its not there) and add this
[general]
sStartingConsoleCommand=bat autoexec
go to your fallout4 folder (the folder that has the fallout4.exe)
make autoexec.txt
and add these lines
SetGS fSandboxCylinderTop 576
SetGS fSandboxCylinderBottom -576
start fallout 4, load a game and open the console, you should see that these lines were run in the console automatically
other nice things for your autoexec.txt
gr grid 12 (makes god rays less performance hungry)
gr scale .8 (makes god rays less performance hungry)
cl off (makes is so npcs don't glow in the dark)
@monsterraider:
Yeah because that sounds less cumbersome than writing a line in a text file
Would just adding them to the fallout4custom.ini work? I have my 'cl off' in there and I can watch it populate in the console when I load a game...
I'll try it... and see...
Nope... Doesnt work... Use the autoexec.txt... Or this mod...
Hmm I never tried this but I guess you could just put it all in the custom ini file seperated by semicolons
Something like this
sStartingConsoleCommand=cl off; SetGS fSandboxCylinderTop 576; SetGS fSandboxCylinderBottom -576
Well if you know what you're doing...
So yhea thanks for teaching me a new trick, and for helping me get rid of a couple of plugins.
Thanks for the tip
Are you guys sure about that?
sStartingConsoleCommand=cl off;gr grid 12;gr scale .8
Is fixing the godrays massive lag, so if it ignores everything after ';' why does this works?
What you said about the batch file doesn't work at all for me though.
Effects,??
But I can vouch that they can be seen up on the 5th floor at least. Good luck getting them to do anything else though.
Now I haven't gone into testing this, but if you make a cubical structure, 7 floors high, and equally with the same width, I am betting the NPC isn't reaching the markers at the perimeter even on the same floor.
Have fun gaming!
Sigh. Apparently there's no way to keep them out since they'll just teleport.
https://www.nexusmods.com/fallout4/mods/7399