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  1. axle356258
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    ******PLEASE READ*******

    I personally have found and others have reported that when this mod is introduced into an existing game save, with existing settlements, with existing settlers, they may not use their beds immediately. I looked into the Creation Kit and found no reason why this may be happening, and I have done a lot of research on what I could find with the resources and information that is available on the internet. I found a very small thread on the fact that if a mod may be introduced that affects settlements and their settlers you will have to let the Settlement Cycle to the next settlement reset. This meaning where all the dead bodies de-spawn and everything that normally, in game, does what it does normally.

    NO, the settlers don't lose their assignments, They are, well, confused because of the game engine running a new variable which is much larger than the original and so they may be a little off until the cycle is done.

    It's 5am. and i'm just waking up but from what I read, it's recommended to just leave the settlement, go questing or something else for 3 in game days and everything should be fine.

    On a final note, I have found that this small issue does NOT affect any NEW settlers called or brought into a settlement after the mod is introduced.

    [This mod DOES NOT FIX the fact that certain settlement workshop mods add bunk beds or normally not craft-able bed and settlers not using those because of animations and nav mesh assignments]

    To put this in very plainly. all this mos does is change the Radius of how far away your settlers can be assigned to things from the settlement workshop.

    Thank you all for you patience in this and those of you who have downloaded my mod. also thank you all who have endorsed this mod.

    Axle
  2. axle356258
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    *****UPDATE*****

    I just finished the 2nd of 2 playtrhoughs with ONLY this mod and Sim Settlements loaded into my gamesaves. With all the settlements [including DLC's] unlocked and a maximum of 30 settlers per settlement, Both mods worked together just fine. When opening the mods with FO4Edit and checking multiple times, there are NO conflicts what so ever.

    If you load ANY other mods into your gamesave you are at your own risk, and any mods used may or may not cause an issue. Unfortunately there is no other way than process of elimination to figure out what mod will cause an issue.

    I highly recommend that with the way the settlement system is compromised into the game, you keep all settlement mods to a minimum.

    Thank you all for your time.

    Axle
  3. axle356258
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    Hello everyone, Would like to thank all of you who have downloaded and endorsed this mod.

    I would like to start off by simply putting out there that this mod is a very simple change of "value" mod. It does absolutely nothing more than change a dynamic value that updates regularly ingame.
    "What value does it change?" Well, to put it very very simply, it just changes the value of "x = radius" to "x[3] = radius.' If you really don't know what that means, it just takes a small circle and makes it bigger by three times.

    Imagine your settlers tied to the workshop by a rope, and that rope is only a certain length. They can only go so far away from that workshop because of that rope. This mod makes that rope 3 - 10 times longer so they can move farther away from that workshop to assignments and relaxation points.

    If you have modding experience, of which most of you who Don't ask questions have already broke this mod down and seen that it ONLY changes these values. In fact 8 of them I believe.. It does NOTHING else. It fixes nothing else, It breaks nothing else. Also the wonderful part of this mod is that value is considered a dynamic value. This means that it's ALWAYS updating. So, adding this mod or removing this mod does NOT affect your gamesave in anyway.

    For those of you who expect this mod to fix your broken gamesave because you loaded 100 workshop mods all at the same time because "this s*** is cool" or you think this mod is buggy because you loaded it with 100+ broke ass workshop mods because you thought "this s*** is cool" You are incorrect.

    This mod is of it's most simple form and in NO way cause, make, or break any game save or settler, or even settlement.

    So please before you decide to ask about the same thing that has been answered before, or make a bug report on something that actually has nothing to do with this mod make sure your game isn't broke AF in the first place. Not all settlements are the same, and not all settlements act the same. There are a total of 40+ vanilla settlements [including all the DLC's] and they ALL have varying settlement issues.

    Thank you all for your time.
    Axle
  4. axle356258
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    ****** ATTENTION ******
    PLEASE READ. THIS MAY IMPACT THE WAY YOU BUILD YOUR SETTLEMENTS!!

    After a very long time of working on a Predecessor to this mod for the settlement AI, I found something by accident last night in the creation kit that may very well help with people having the "settler bunch up and not go to assignment" bugs.

    [this is going to be a long explanation, so read carefully and be patient]

    First off like I have explained to people before the settlement has 2 types of NAVMESH in the game. A static navmesh, the one thats there when you first arrive that's built into the game originally, and then it has a Dynamic navmesh, the one you create when you build things in your settlement. The Dynamic navmesh is very important, as many people have seen since the release of many new settlement build mods, that if something individually isn't navmeshed, your settlers won't use it when it's built. and if an assignment is given to them they won't go there. They more than likely will bunch up at a static spawn point. Well since most mod authors have realized this they all have been aware to correctly navmesh new items and to keep this properly done.

    With all this being said, I am currently working on a complete AI overhaul of the Settler AI. It's a new mod that i'm working with the AI system in the game to expand it so settlers will have a better chance of "improving themselves" as you progress through your gameplay. The reason this is taking so long is that i'm doing this completely within the bounds of the original vanilla AI system. A complete NON-scripted AI that can actually help your settlers think for themselves. I.E. using specific containers that you place to re-equip themselves with better weapons, armor, ammo. using stimpaks in battle to heal, not only when downed, crafting their own items to use. planting their own crops, repairing broken workshop items such as turrets after a settlement raid, etc. etc.

    My purpose in this is not to relieve the other authors who have come up with similar mods to this, but to give a more immersive feel to things, to let the settlers evolve along side you as you level up and progress through the game. To be able to pick their own factions as you join different ones on their own, To also level with you to match as you level up. If you haven't noticed at times as you level up, the settlement attacks level with you, but your poor settlers are still at level 1 with no real armor of weapons of their own. [ I know there is a mod that has settlers come into your settlements with better gear but this lets them do it themselves and go from nothing to everything on their own.]

    Now to my point. With building, testing, and running 5 full settlement playthroughs with full settlement builds, [yes I downloaded as many transfer settlements I could to help speed this process up] I found out something that was VERY IMPORTANT!!! PATHING!! yes I know a lot of you know about settler pathing. but I found out that there is a dynamic value at play that keeps your settlers on the move. BUILD PLACEMENT!!!! I had downloaded 4 very very nice settlements for the testing and build of the new mod and then BAMMMMM!! my settlers wouldn't do s***!! just stand around in one place bunched up. I was like WTF????? I personally have never had this problem ever. Then I began to personally walk around these settlements and found out why. I couldn't use s*** myself, except maybe the beds. People were placing items, RELAXATION ITEMS, in places, and in a way the settlers or the PC couldn't use them. [Ok there's a long technical explanation to how this works but i'm needing more coffee so i'm gonna make this shorter] The RELAXATION items have first priority in the list of things to do for the settler AI. If this is cut off then you are putting a roadblock in front of your settlers from doing their thing in the settlement. the next thing is sleeping assignments, then work, etc etc. NO, you would think that relaxation would be the last, but it's not.

    Also, in building I found that people don't give their settlers much room to get to their work assignments also. People have built these cute little shacks around the vendor stalls to house in the stores and such. Well this is an issue with settler pathing as well. But you ask, when I go to sleep in my settlement or I wait for a time they are there at their stalls, why is that then??? Because they spawn there while you are in the settlement, and when you sleep and wake those animations are similar to a load screen. YOUR FUKN SETTLERS CAN TELEPORT!! THEY ARE SYNTHS!!!!!

    So now I have a new factor to put into play, i'm calling it the "Pathing Radius" it's the area of path the settler needs to fully function to utilize their assignments, whether it be a job, farming, guard, etc etc. So until I can actually do something about this to help out, please build wisely and place all items with the idea that your settlers are a bunch of toddlers learning to walk and need A LOT of space to get where they are going.

    Thank you all for your time in reading this!!
    Axle
  5. axle356258
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    Hello everyone, How is are you all today? I'm doing fine, thank you for asking.

    First I would like to start off with something I found to be very interesting while testing this mod with another very popular mod "Transfer Settlements."
    [Every time I notice a new mod that alters or uses the settlements take off and become a very popular mod, I begin a new playthrough and run what I like to call, "Stress Tests"]

    I have mentioned many times before about what I call "Dynamic and Static Navmesh" in my comments. This has become my standard in testing. For a review, Dynamic Navmesh is where you place an object in build mode that a settler or NPC can "PATH" upon to get from point A to point B. A "Static Navmesh" is the Navmesh placed originally in game by the developers before you have even got a hold of the settlement.

    With this I have begun to check on things, I have found that with "Transfer Settlements" they very clearly have made a notification for you to let the settlement cell cycle for at least 3 ingame days before you begin to make changes with the settlement to make sure that all the NEW DYNAMIC objects are read correctly by the game engine and stabilized in your settlement.

    There is a HUGE problem with the game engine having an issue when mods are introduced into a game-save where people are witnessing their settlers bunching up at spawn points and not immediately going to there assignments and/or relaxation points.

    This is caused by 1 or more of different things, latency, broken workshop quests, broken nav-mesh, altered [modded] assignments, etc, etc.

    Here is a simple step by step process you can use to diagnose what may be a possible problem with settlers not doing what you want them to do.

    1. [Latency] when you enter or fast travel into a settlement cell, if your settlers are still bunched up at the spawn points and not moving to assignments for up to 10 seconds after arrival, you have a latency issue to begin with. If the settlers take up to a full 10 seconds to move around and begin assignments [this meaning that they DO go] you have a script somewhere in your settlement mods that have a huge delay on it and has knocked the Default Workshop Quest to a lower priority on the loading list. If they remain at spawn point and don't move at all, then you have a broken script that won't allow any of the Default Workshop Quests to fire off at all. Side-Note; A heavy list of scripting will also cause bottle-necking with your CPU and Hard drive if you have an older system, so keep that in mind if you fall into this category. Scripts in this game engine have not and are not optimized for older systems. some will argue with me that this is the same old bulls*** used on older games and it is. but the scripts are more involved with the settlement system and injected dynamically as you play allowing you to make real time changes with the game world, i.e. settlements.

    2.[Broken Pathing, Nav-mesh] If your settlers are moving around or going to/near assignments but NOT using their assigned items correctly, then you have a broken path. This may mean you, either didn't give them ENOUGH ROOM to path to their assignments, or the Dynamic Nav-Mesh has NOT updated due to latency to allow the game to read the new path. 2 solutions for this. You can either re-build for a new path, or let the game engine cycle for 3 in game days to allow the Latency of the Dynamic Nav-mesh to catch up.

    3.[Broken Assignments] This is pretty hard one but the most important. If your settlers are working fine but they "un-assign" from objects or change assignments, or don't even assign to them at all. You have a broken script in your game. Not even cycling will help you with this. Assignments are Dynamic Scripts that are injected real time into your game as you build and assign NPCs to objects. If you already have this, there is only one process you can do to fix this, especially if you want to keep a particular mod. First, make sure that all your settlement mods are clean mods and thoroughly tested. Second, If you know how, check your settlement mods and clean them yourself and make sure you know and are aware of any conflicts. Third, start a new game, that gamesave is basically fukd. I have been very open with my OPINION that you keep your settlement mods to a minimum [unless you are very experienced in modding and know how and what to do with them].

    I hope this helps out with any issues anyone of you may have. Take the time to research, read, and use the mods you use responsibly for a better gaming experience. Most of all the Mod Authors out there work very hard to share what they have done and go through great lengths at times to give you a better gaming experience, so before you go off and start blaming everyone else for what YOU as a gamer does in YOUR game, make sure you are doing it correctly first.It only takes 15 minutes of your time in the beginning to keep you from losing a 40 hour game save.

    Thank you all, and a special Thank You to those of you who have downloaded and endorsed this mod.

    Axle
  6. JohnNorton
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    sry, but dont work for me, settlers are standing around like mannequins.... :(
    using: sim settlements, player comments, some city plans -

    i also slept 3 days, was doing some quests, traveled around from far harbor and nuka world, slept again 2 days, ...

    maybe i need to start a new game, dunno what could be wrong
    1. axle356258
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      This mod doesn't affect the settlers standing around or have anything to do with how the interact with anything..

      If you have settlers bunching up, read the sticky notes. Some of the tips on there may help you.

      This mod ONLY changes a dynamic variable distance check. If you are expecting it to FIX your broken settlers, it does NOT do that.
      Sorry.
  7. Scorvetta
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    Hey Axle, sorry to bother but you guys seem pretty smart on here about the mod issue's. I was hoping someone could help a bit? I think I have the issue of Broken assignments you we're posting in your sticky. I wanted to ask if you knew or could explain how exactly I clean my settlement mods or find out which one is causing the problem? Like it only occurs in sanctuary but sometimes during the game all my settlers in Sanctuary just unassign themselves & their is a long delay trying to reassign them to task. It's happened 3 times now so I am pretty sure it's what you spoke of. How exactly can I fix this issue or discover which mod is causing it? Let me know if you or anyone has tips, thanks! :)
    1. axle356258
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      Unfortunately, the only way I know of to find a problematic mod is by process of elimination. Take a moment and jot down what mods you have that have an impact of work, guard, relaxation assignments, and then go through and start a quick "new" game focusing on Sanctuary. This game-save will ONLY be for mod testing, not actual game play. So I wouldn't even spend to much time on char creation. Once you have finished following Codsworth around you can immediately begin to build there. At this point either import your settlement with one of the more popular mods, or build a quick simple one using at least 2 or 3 elements from everyone of your workshop mods. {recommended path} using "Cheat terminal" (can be found here on the Nexus or on the Bethesda Mods ingame) you can spawn settlers for this settlement in the "TEST" Sanctuary. [side note, Cheat Terminal, I have personally found is the BEST way to spawn settlers, other means can break their AI] .
      With this all being said, take some time and really get involved in this test settlement that you have created and populated. From now on this will be where you will want to test all your workshop mods for conflicts and/or bugs related to YOUR game and game saves. [DO NOT, I repeat, DO NOT go anywhere else and complete anymore quests (including Red Rocket with Dogmeat) in this game save. there's a reason for this and i'll explain it to you in a minute].

      Now the process gets very tedious from here for a little while.
      Once you have populated this settlement with 20* settlers. This is the Vanilla max settler amount. If there is a problem this number of settlers will bring it up. If you load more settlers into your settlement you will have AI problems and this will break the TEST.
      make sure you assign at least 2 settlers to each of the assignments that can be used. [yes this will also work for any DLC which you can unlock via Cheat Terminal, and CC downloaded content]
      Once all the settlers have been assigned, find a bed and sleep for 24 hours, then go to Vault 111 and enter the vault. Once inside there, wait for 3 in game days. Leave the vault, and WALK to Sanctuary, DO NOT USE FAST TRAVEL AT ALL DURING THE TESTING.
      Now spend at least 5 - 10 ingame hours observing your settlers from at least 12 noon until around 10 pm ingame and see what they do, you may interact with the and it is encouraged. You can change out their inventories, etc.
      [If you have loaded Cheat Terminal, you should be able to spawn a settlement attack as well, this is also encouraged to see how they work with the mods you have]

      Also, Questing. Doing any quests during this process will push forward your game processing. Meaning, that even if you just go to Red-Rocket and greet Dog Meat, or Concord to help Preston and bring back the settlers there, you will progress the quest dialogue and open your gamesave up to more back ground processes that can interfere with the game loading any conflicts or bugs in a manner that can be easily detected. The less YOU do in the TEST save the more you can see what the "GAME" does to find your issues.

      You may have to cycle this process a couple of times to start noticing any problems ingame but once you do then you will, Save, Exit, and turn off mods one at a time until you find which one is causing your settlers to unassign themselves from objects. I know this can be tedious, but it's the way I test any workshop mods I have loaded and/or used before loading them into my 300+ hour game save. Also it's the same method I test mods and compatibility with the settler sandbox mod.

      Also, this is a good method to test for "PATHING". If a settler can't path correctly to his/her assignment this will also cause them to unassign from their jobs. so be very mindful about what you build and how you build it. Just because you the "PC" can reach it, doesn't mean a NPC can.

      Let me know if this method works for you to find what you need to find out.
    2. Scorvetta
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      Hey Axle, I'm sorry, not sure I answered or saw this until now. Wow, thank you so much for the in-depth Explanation & advice. That really helps, I didn't know a lot of these methods or issues. I did actually try my own test and tore every mod out and started from the bottom, but I might have messed up a bit cause I didn't do it as good as your method, I think I will try that but so far with the refreshing every single mod and reordering some & deleting others, it seems to be holding for now, I'm going try it your way tho for test purposes next time! :) OO and have a good Spring break! :)
    3. axle356258
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      @Scorvetta, I really do hope this method can help you out, and maybe others in the future.

      Also another thing I have always tried to recommend to people is that you download and get somewhat familiar with the Creation Kit. With that being said, you DO NOT have to LEARN it, just familiarize yourself with the main aspects of how it works and how it ties in with the game. I personally know absolutely nothing about scripting and probably could fuk up a good mod idea in a hurry if I tried, but I do know how to Nav-mesh and create world spaces and interior cells like no other. But that doesn't mean I don't know how scripting "works" and how it interacts with everything.
      There are MANY wonderful tutorials and videos on YouTube by a few great Mod-Authors out there that are very informative on the different aspects from, Cells, Weapons, Models, Quest Dialogues, Etc. Etc. Just having a small idea of how these things work in-game and in unison with each other can also give you some insight on "Mod Diagnosis" when you are looking for conflicts, load orders, or just plain broken mods.
      I DON'T suggest, if you do not know how to use the CK {Creation Kit} messing around with anything to make changes on any mods that you haven't created yourself. This can and WILL have a very HORRIBLE outcome to your game.

      Just getting a feel for things so you know what to look for is generally what I think is a good idea. It's like Cooking, A person wouldn't try to eat or even cook a complicated dish without having trying to learn something about it first. Modding your game(s) is the very same principle, the more knowledge you have about what you are doing and/or placing into your LO {Load Order} the better your gaming experience will be, and this goes for any game that you mod. Take the time to READ, ASK QUESTIONS, and most of all RESEARCH what you are going to use/create. Most Mod-Authors that are worth their Mods, will be willing to answer any questions that a user may have to help improve the user's knowledge of what they are downloading. Mostly, this is done with the Mod's Description, Posts, Forums, and or generally in the Mod's Comments. If you are willing to take the time to search out, download something, and activate it in your game, a few more minutes of your time to investigate what you are doing never really hurts.

      Also.. [VERY IMPORTANT] Load mods into your game ONE AT A TIME!!!! Don't just go off and load in more than one, especially if they are a scripted mod.. not only does this cause problems, even if there shouldn't be, but it will easily help you figure out if that "new" mod is causing a conflict or a problem. All you have to do is just go right back to the one you just loaded and you will easily know which one needs to be moved, re-ordered, or just removed.

      I have personally witnessed a weapon mod conflict with an interior cell mod and vice versa, all because of an edit in the CK that wasn't properly done and/or removed at the time of the mod's publishing. [This is just an example, so don't go by this as a basis to look for mod conflicts or breaks].

      To finish off, ever since "Save Game Profiles" are now becoming very popular in a lot of games now, I HIGHLY recommend always making a "TEST" game-save to try out new mods before placing them in a valued Game-save you have invested [more than likely] many hours into.


      P.s. To give you an idea, I have one Game-Save, My "TEST" save that has 450+hours alone on it, and my Character has NEVER left Sanctuary. BUT, I have also been able to enjoy 2000+ hours of playtime with minimal GS corruption and "bad modding" [ on my part ] from having this GS and using it to test out all that I eventually end up using in my 3 main Game-Saves.

      Thank you for your time in reading this, and I do hope this helps.

      Axle
    4. Scorvetta
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      This is amazing advice & insight! Sends you big huggs, lol. Wow, I understand what you are saying tho, Honestly just since I started fallout 4 and modding with Nexus & learning Vortex I have learned more about computers than all the time before! I also think you have a really good idea, I was looking at all the modding as one great big, huge mathematic equation I'd never learn! If I broke it up tho into small parts & just learned the basics, it might just get easier. I hope so anyways, but I am having a lot of fun with this game, learning a lot too. I kinda also have my special save in Sanctuary to, I always spend most my time there now, building and making stuff. That's the best part for me, even found a mod where I got Nate to join me & Dogmeat, it feels more cozy that way, having my hubby there to help rebuild our great little town of Sanctuary, lol.
      I will keep learning tho & one day I hope to be able to make stuff in-game like u all do. For now tho it's really fun to just learn this basic stuff, got to start somewhere! lol :) You stay safe out there and take care of ur awesome brain & have a great April!
    5. axle356258
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      I hope all the luck to you in learning, and gaming. Things can get frustrating and get you down, but always remember that it's your time and your effort to keep going. No matter what anyone else tells you or what the "opinions" of others can be, it's your experience in gaming that makes it fun for you and you alone.

      I do thank you very much for your kind words, and it's gamers and other mod authors like you who make me want to keep up and working on mods for the community. In my own way I have to humbly say thank you myself, if everyone in the gaming community had your attitude towards the environment, Modding, itself would have so much MORE potential. I can only hope others read your posts and can learn from example for themselves.

      I truly appreciate it, Thank You very much.
      Axle
  8. 2rivers
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    Amazing mod. For me, it fixed my settler milling problem 100%. I had spread too far out and settlers couldn't access their dorms/beds. I also had to replace everyone of the bunk beds in settlements as they were counting for 2 but settlers only accessed the lower bunk. Once I replaced the bad beds and slept for 3 days my big settlements returned to life after work hours. The bar and exercise eq are slammed again. Thanks so much, man. Awesome work.
    1. axle356258
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      No, thank you very much for the kind remarks. I truly do appreciate them. I do hope this and other mods can help amplify and make your FO4 experience better.
  9. XannahDeux
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    Does this include Vertical Sandboxing?.. Such as for a High-Rise Residence. If so, how many units beyond the standard 50?
    They aren't going upstairs still and the ESL is taking up a slot, just as an esp, putting me into the red.. (?)

    Very informative articles. Yes, I read THANKS!
    1. axle356258
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      Yes it should cover the vertical sandboxing, and I don't know why it's taking up a slot with the ESL version.. It's an ESL.. not supposed to do that. It was created with the CK and done to correct format.
    2. XannahDeux
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      How many units high does it go?
      I placed some things at the top of a lighthouse as a test.No results yet
      Also converting a 4-story apt building, but lonely at the top.. lol. Maybe it takes time, in game, to take effect?
      Horizontally, it's working very well.. One of my settlers dissapeared for a few days.. and I just discovered her corpse today, down the road.. (I use a decomposition mod.. so gross!)

      Should I just ignore the 256 count?.. I'm still learning how this works
      Maybe I try re-installing one more time, but I have several times already.
    3. axle356258
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      It will go very high. I have had people report their settlers going as high as 25 stories up in buildings. it may take 3 ingame days for everything to cycle..

      I suggest that when you build a settlement, leave and go off for a couple of days then return. The more you stay in the settlement cell the longer it takes for things to get going.
    4. XannahDeux
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      Well, I set up at a 4-story near D. City and went away a few days..
      When I came back, six DC Police swatted my building and were stuck behind rubble on the ground floor attacking my settlers, until I put them to rest. (Nothing to do with this mod, just fyi)

      I think I better disband and move someplace else.. lol.

      Thanks-
  10. dpsampson
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    Should've read all the instructions more carefully I guess...

    I'm not sure if it's not a vanilla feature but is anybody going crazy with settlers picking up your guns from display racks, when there's an attack?

    Seriously, it's not cool to discover that your settlers took your legendry weapons for themselves!
    _______________
    EDIT/UPDATE:
    _______________
    Ah!

    Nevermind my nagging about this!

    It's a known issue with the vanilla game.

    Sorry about that.
    1. axle356258
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      It's ok.. Yes, Settlers will take any and all weapons that aren't in a "Private" container if they have the ammo for it in their inventory. IF, you want them to use only a specific weapon type, make sure they only have that ammo in their inventory
    2. XannahDeux
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      I actually like that my settlers take initiative, so I leave weapons around for just that purpose..
      Many of them, I overhauled or made Legendary. Then I get to see who my best people are... Realism +

      I just hate when I get Power Armor jacked, because I decide to pop out for a quick stretch..
      It can happen anywhere in the world and sometimes enemies.

      The only way to get it back from an enemy without destroying it, is to steal the core..
      But then my own armor is marked 'stolen' the rest of the game.. Arrrrgh! Stupid Raiders
  11. Del80yuk
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    Hi Axle,

    Been enjoying the mod, seems to have a better way for settlers to move.

    I think last patch, has broken it though. (I was dumb and downloaded by accident, I really do wish there was a Creation Club opt out)

    I have read through and will try what you have said about the "relaxation" items. I will increase space between those items.

    I will update when I have tested the advice you have listed.

    The actual issue for the settlers in my games was bunching around the workshop/workbench area.

    Cheers,

    Del

    1. axle356258
      axle356258
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      I'm sorry you are having this issue.
      If the game has had an update and patched, make sure you update and patch all of your workshop mods as well if the author has made an update to match the latest patch from Bethesda. Some if not most of all mods that deal with any workshop relations, will need to be patched and updated along with any DEV updates. If they are not then this can cause issues especially since they introduced the CC [Creation Club] into the game. More than likely most of the CC items that update into the game or Workshop related and will either update to add them or get updates themselves. When this happens it will change the parameters that the default workshop quest parent to the AI may interact and break some things with 3rd party mods. Since no one has developed a Dynamic quest to run the AI parent workshop quest with updates and mods this will always be an issue.

      With this being said this can also run you into the following:

      Settlers bunching up at the workshop or settlement spawn points is an direct issue caused from AI lag or a Break in the default AI dialogue quests. These are the things that have to fire off in an order to tell the NPC's what AI package they are using and what to do when they have the proper package to use. The bad part of this is, sorry to say, once this has started in a GS [Game Save] it's pretty much baked in. It's a scripting issue. You have loaded a mod that has somehow broken the questing dialogues or their order and priorities.

      This mod shouldn't need to be updated with any of the patches since the value in the AI packages that have been altered are a Dynamic [meaning: is checked and run in REAL TIME] values.
      The only way it would be affected is if the DEVS completely updated and changed the parent workshop quests involved and from what I've read, they haven't. This would actually mean they are trying to fix something that, us, the modders have been doing for them for over a Decade. LOL

      In any Bethesda game that uses the CK [since Oblivion] all NPC AI is parented by a dialogue quest. If any of these quests have been altered, accidentally tampered with, or interrupted, it will cause severe issues with the NPC's.
      Unfortunately the only way to stop this is to remove the problematic mod and start a new game save.

      In another user's comments (SCORVETTA) I listed a method in which you can use to find such problematic mods. Follow that and you should be able to rule it out. Once found, you can choose to CONSTRUCTIVELY AND POSITIVELY inform that mods author about the issue.

      Thank you
  12. Scorvetta
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    Hey, I like the idea of this mod considering all I do in settlements for my ungrateful settlers who barely use anything I add it seems! Lol. I am kinda new to fallout and learning a lot about this game & features. My question is, what exactly do you mean by workshop mods, I am a bit confused on that. Do you consider like say the simple clean mod by jenncave a workshop mod, or like build high settlement mods that let you build further or higher in settlements & I guess scrapping mods. Basically I have so far the simple clean settlements, build high that expands a settlements borders & a scraping anything mod to clean up debris. Do you think mods like that would conflict with your mod? You can IM me if you need more information or anyone who knows. Thanks and keep up the hard work! :)
    1. axle356258
      axle356258
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      Basically the mods you mentioned are "Settlement" Mods. They affect the "Boundaries" and the world space of the settlement. What I am referring to when I mentions "Workshop" mods, are mods that add, alter, replace, or affect workshop items like furniture, structures, etc. Items you "place" or "build" in your settlement. some of these items have been affiliated with "relaxation"" markers and can alter the behavior of settlers if the have been corrupted by a bad mod. Most mods now, after many authors have learned in the past years of settlement headaches, are pretty clean and done well with any associations with how the settlers react to them. BUT, there are some mods out there that the authors published and then just left in limbo with NO updates. If you took the time to read through the sticky notes, I mentioned to be careful and research the mods you load into your game. Another huge tip!! Keep your "workshop mods" to a minimum.. the less you have, the less of a chance for buggy settlers in your settlements, also build clean.. make sure that settlers can get to what you are trying to assign them to.. it doesn't matter how many "AI" mods you load, if there isn't a clean path for the setter to get to the item, they just simply won't do anything at all.. This is called "Broken path leads to Broken AI" [notice the pun] Anyways.. hope this helps.
    2. Scorvetta
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      OO, Thanks so much for that clarification! That was really informative! I will keep that in mind and I don't think I really even have any of those installed then, so that's a plus. I am still learning this fallout 4 game and modding, is kinda fun, I learn a lot about computers just trying these games out so far. Lol. Have a good dayand keep up hard work, thanks.
  13. mepradayounada
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    that Q&A section made me cringe so hard, oh god, it hurts.
  14. ParseOfficial
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    Does this mod modify the relaxation/break times for settlers for when they stop working and go around the settlement to use relax/sandbox markers? If not, could you make it so that settlers get off work at 6 PM and relax for the rest of the day?

    Employed settlers usually work most of the day and only sandbox around the settlement around 10 PM for me, leaving all of my furniture, markers, leisure areas, etc, useless.
    1. axle356258
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      No this mod doesn't alter any of the vanilla AI settings, except radius from workshop.

      I don't plan on making any further changes to this mod. I want to keep it as basic and bug free as possible..
      I did do a settler AI overhaul mod that was released in July, but took it down after a couple of weeks for personal reasons. You may ask around and see if anyone still has it.
      If you know how to use the creation kit, you can go in yourself and make these changes very easily. Just make sure you alter ONLY the AI packages for the settlers, and that they are ONLY the dynamic workshop packages.
  15. Bellableu68
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    I have been using this mod on my ps4 for sometime have gotten fallout 4 for my pc because of the better mods and that f**** don't let the creation club mods play well with the free mods constant 0kb storage cleaning crash after any saves not just workshop mode saves. BUT that isn't my issue atm lol the load order I have for the to platforms are different pc having the better mods lol I have your mod in my order but cant figure where I should put it. please help can email you a few pics of my load order or see if I can some how get them on my profile here
    1. axle356258
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      If you're just using workshop build mods then you want this one AFTER them. If you are using any mods that alter the SETTLERS [npcs] in anyway you want this mod loaded BEFORE them.

      Workshop "item" mods tend to add/subtract/alter relaxation points and relaxation objects that are built by the player, so you want this mod after those to update in real time those objects in game from the workshop. BUT on the same note, I have found there is 3 mods on the nexus that doesn't play nice with the workshop assignment/guard/relaxation AI packages and those can play hell on your NPCs with this mod loaded, so I recommend that you load this mod before any of those that alter the actual settlers in any way so if there is an issue you can trouble shoot it from those mods.

      This mod ONLY change a DISTANCE from POINT of origin value that's updated in real time during gameplay. If you have any issues with weird settler "behavior" you may want to trouble shoot any mods that have altered those states of the AI or packages [quests/inventories/dialogues] in anyway.

      Thank you very much for using this mod. I do hope it helps your gameplay

      Axle
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