Fallout 4
0 of 0

File information

Last updated

Original upload

Created by

Korodic and Dovahklon

Uploaded by

Korodic

Virus scan

Safe to use

Tags for this mod

154 comments

  1. Korodic
    Korodic
    • premium
    • 545 kudos
    Locked
    Sticky
    If you dont want to use this mod and would rather edit your ini, follow these steps:

    Quote by Slavemaster4u:
    Copy\Paste the below to your "custom.ini" file:
    [Pathfinding]
    fSandboxCylinderTop=550
    fSandboxCylinderBottom=-550


    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.
  2. boxerbeast1
    boxerbeast1
    • member
    • 3 kudos
    is this mod still relevant or has anything made it redundant yet?
  3. starseede
    starseede
    • supporter
    • 4 kudos
    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?
    1. DitzyDez666
      DitzyDez666
      • member
      • 13 kudos
      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. 
  4. Rezznor
    Rezznor
    • premium
    • 17 kudos
    Why 550?  Why not double it to 1100?  Is there a limit to how high settlers will climb?
    1. MrBaloneyPony
      MrBaloneyPony
      • supporter
      • 16 kudos
      that was poetic
    2. Rezznor
      Rezznor
      • premium
      • 17 kudos
      Why
    3. opallise
      opallise
      • member
      • 0 kudos
      I wish I could upvote this reply. : D
    4. GrenadeMunkey
      GrenadeMunkey
      • premium
      • 4 kudos
      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 >_>
    5. Rezznor
      Rezznor
      • premium
      • 17 kudos
      So, how did it go?
    6. Kumakare
      Kumakare
      • supporter
      • 9 kudos
      I take it the laptop exploded and killed you right?
  5. ShadowKraz42
    ShadowKraz42
    • member
    • 5 kudos
    Ok, trying Slavemaster4u's trick, but still downloading the mod. Not enabling it for now, just want to see if his edit works.
  6. Eimerian
    Eimerian
    • member
    • 5 kudos
    Great fix!
    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.
    1. thunderlord2200
      thunderlord2200
      • supporter
      • 3 kudos
      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.

      what do i put to make it work?
    2. MONSTERaider
      MONSTERaider
      • premium
      • 1,241 kudos
      Or you can just do like it me, I always merge all mods that have settings like this into one ESP file, and I keep updating it.
    3. Eimerian
      Eimerian
      • member
      • 5 kudos
      @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

      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
    4. Timmiii
      Timmiii
      • supporter
      • 6 kudos
      good tips, thank you!
    5. -=2RTR=- Somnus
      -=2RTR=- Somnus
      • premium
      • 56 kudos
      @Eimerian

      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...
    6. Eimerian
      Eimerian
      • member
      • 5 kudos
      @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
    7. lasse1001
      lasse1001
      • member
      • 93 kudos
      @Eimerian: This won't work because the console skips everything after a ; Just put them in separate lines in the autoexec.txt.
    8. thunderlord2200
      thunderlord2200
      • supporter
      • 3 kudos
      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)
    9. Bottletopman
      Bottletopman
      • member
      • 37 kudos
      Yeah because that sounds less cumbersome than writing a line in a text file


      Well if you know what you're doing...
    10. Slavemaster4u
      Slavemaster4u
      • premium
      • 16 kudos
      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.
    11. Thirdstorm
      Thirdstorm
      • premium
      • 579 kudos
      Thanks for these tips!
    12. NikitaDarkstar
      NikitaDarkstar
      • premium
      • 6 kudos
      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.
    13. Oxhornmovies
      Oxhornmovies
      • member
      • 544 kudos
      Thank you for this! I am glad I was able to change this without adding a new esp.
    14. goldeus3
      goldeus3
      • supporter
      • 3 kudos
      @Eimerian
      Thanks for the tip
    15. Frejoh46
      Frejoh46
      • premium
      • 0 kudos
      @lasse1001 @Slavemaster4u
      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?
    16. hard8
      hard8
      • premium
      • 12 kudos
      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?
    17. KeyC0de
      KeyC0de
      • premium
      • 46 kudos
      @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.
    18. p1angefsm
      p1angefsm
      • member
      • 0 kudos
      Goodman!
  7. l0new0lf331
    l0new0lf331
    • member
    • 0 kudos
    Is that 576 number based on the 0 of the ground? Or is it based on the NPCs position?
    1. Drivinghard
      Drivinghard
      • member
      • 7 kudos
      I was just on the lookout for the same siituation ? or, maybe everytime they go UP 500 .. then they can go another 500 .. and so on??
  8. nomadman101
    nomadman101
    • supporter
    • 5 kudos
    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,??
    1. Korodic
      Korodic
      • premium
      • 545 kudos
      I'm not aware of any negative effects for changing this value. All I can say is you will need to test it.
    2. WeFellOut
      WeFellOut
      • member
      • 5 kudos
      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.
    3. adirondack9
      adirondack9
      • member
      • 0 kudos
      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).
    4. Dovahklon
      Dovahklon
      • premium
      • 212 kudos
      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. 

      Have fun gaming!
    5. Drivinghard
      Drivinghard
      • member
      • 7 kudos
      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
  9. RandyEischer
    RandyEischer
    • premium
    • 5 kudos
    I wish I had the opposite problem -- I built a three-story home for myself and settlers have no problem finding their way upstairs to MY BED.

    Sigh. Apparently there's no way to keep them out since they'll just teleport.
    1. WeFellOut
      WeFellOut
      • member
      • 5 kudos
      Then craft a bed that only you can use.

      https://www.nexusmods.com/fallout4/mods/7399
    2. BareJag
      BareJag
      • member
      • 0 kudos
      I solved this problem by assigning a robot or a guard to my bed. They never sleep.
    3. boomdaddymaxwell
      boomdaddymaxwell
      • member
      • 8 kudos
      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 
    4. WarPigs01
      WarPigs01
      • member
      • 2 kudos
      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. 
  10. jiangx18
    jiangx18
    • member
    • 0 kudos
    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. 
    1. ThomasTheSowellTrain
      ThomasTheSowellTrain
      • supporter
      • 1 kudos
      The easy solution to this is just to use Better Companions - All In One. You can use the included holotape to recall your companions.
  11. HedyL
    HedyL
    • premium
    • 103 kudos
    Absolute legend. Makes a mod like this and then gives an alternative. I'm gonna do that instead but you earned an endorsement. 
    1. skreeeboy
      skreeeboy
      • supporter
      • 6 kudos
      I'm also just going to modify my custom ini file, but also downloading this to give it an endorsement. 
    2. MultiMagpie
      MultiMagpie
      • member
      • 0 kudos
      Same