Fallout 4
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5133p39

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5133p39

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  1. 5133p39
    5133p39
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    Shoutout to a fellow mod maker z4x who just released similar mod for Skyrim SE.

    If you happen to play Skyrim, make sure to have a look at his Auto Walk mod (he even made a neat SKSE plugin that allows using the custom placed map marker as a destination - something i wasn't able to do, so great job on that!).
  2. 5133p39
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    Version 1.7.1 uploaded
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    - FIXED: fomod installation should now work, otherwise the mod itself is the same as it was in 1.7
    No special steps neccessary when updating from older version.
    If you previously downloaded version 1.7, and you are not using all DLCs (in which case the fomod installation failed), please download the new 1.7.1.

    Version 1.7 uploaded
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    - FIXED: "choice" items should no longer accumulate in player's inventory when selecting destination before the system was ready for it.
    - ADDED: Optional support for Nuka-World and Far Harbor.
    - ADDED: New MCM setting "Use Message Box as stop notification" which will pause the game when finished walking.
    - ADDED: New MCM setting "Only discovered locations", toggle to make all destinations available regardless of whether they are discovered or not.
    - CHANGED: Turned into ESL plugin to save plugins slots.
  3. Si3W17
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    It works! A 5 min video: Fallout 4 Auto Walk mod (youtube.com)
  4. kraag
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    When I arrived in Far Harbor and tried to auto walk I got the Commonwealth list of destinations instead of the Far Harbor list, it worked fine in the Commonwealth and Nuka World however. I've looked through the mod in xedit and I can't see any conflicts with other mod plugins. Also I am surely using the latest v1.7.1 "both DLC" version of the mod. Please help!

    (I didn't post this in Bugs section just in case it's not a bug with the mod but rather, my mod list.)

    Seems that it is working now, FH destinations are showing up :/ not sure why, but good enough!
  5. potatodonat
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    Can you shoot enemies while on move?
    1. 5133p39
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      Not automatically. You have to stop and do the shooting yourself, then resume traveling.
  6. kraag
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    Excellent mod, very well made and works as intended, thank you!

    I noticed while browsing Garden of Eden Papyrus Script Extender that it has functions to add (ai travelling amongst others) packages to the players AI stack, would this be something you could use to improve your own auto walk mod? Or does it already have a similar implementation?

    Sample video from that nexus page.
  7. RyanNewVegas
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    Hi, I'd really love to use this mod but the mod does not work for me. It installs and is in my MCM but does not work when I use the hotkey. Also, when I go out of the pause menu, the settings of the mod in the MCM reset. Please help, as I'd love to use the mod!
  8. metafore78
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    Hello 5133p39

    After comparing your mod with Skyrim Auto Move
    The Skyrim Auto Move do not detect a location when player pass by

    In term of location detection while Auto Walk, your mod is much better

    However Skyrim Auto Move mod able to automatically moving from indoors then opening doors and go outdoors and moving directly to the mark location on the map

    The mark have to put by the player and Skyrim Auto Move AI Pathfinding is excellent

    I do hope you able to combine Skyrim Auto Move AI Pathfinding into Fallout Auto Walk

    Wish you all the best and thank you for your great mod
  9. focusingfoundation
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    if you ever figure out how to trigger the walk function from the fast travel system minds will be blown. it's a pity i can't bind this to the vats hotkey since i've got vats disabled
  10. 1258215383
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    i love this mod!it's better if it can auto combat!
  11. Cresar
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    Been avoiding mods that require F4SE, but this mod might actually make me go for it. I've been searching for a mod like this!
    1. 5133p39
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      I used to avoid script extenders back in Oblivion, because i had the wrong impression, thinking it will be cumbersome, buggy, and that it will surely eat some precious performance.
      Only much later i started using SKSE with Skyrim, and saw i was probably completely wrong the whole time - it wasn't cumbersome, it wasn't buggy (in fact, it fixes or works around few bugs, and then you have other plugins for it, dedicated to just fixing bugs in the game), and it wasn't eating any performance (on the contrary, thanks to the bug fixes some things got a bit faster, but most importantly the new Papyrus functionality provided by it and other plugins for it, allowed mod makers to write more efficient, faster scripts).
      Since then, i couldn't imagine not using SKSE (and later F4SE for Fallout 4).

      Out of curiosity, what is your reason for avoiding F4SE?

      btw. you can just try it, install this mod, see if you like it - if not, uninstall it, remove F4SE, and never look back :)
  12. winstondg
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    seriously underrated
  13. AudrieD
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    My character seems to be obsessively attracted to Abernathy Farm for some reason. Going from Drumlin Diner to Taffington Boathouse, she will
    reverse face and run the road below Abernathy to not quite to where the Wicked
    Shipping entrance is, turn around and run back along that road to
    the bottom side of Concord just past Gorsky Cabin where a red car is in the road, then she turn around and go back to below Abernathy.
    Almost anywhere between Drumlin to USAF Olivia and west takes her to the
    Abernathy black hole. Any idea what is causing it?
    1. 5133p39
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      Yeah, i know about that.

      The core of the issue lies probably in the implementation of the pathfinding routines, which i *assume* cannot work independently from the terrain/cell streaming.

      The explanation i wrote is a huge wall of text, so i put it in a
      Spoiler:  
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      Wherever you are, only the cell you are standing in, and a handful of neighboring cells, are loaded in memory.
      So, the pathfinding can plan the route across the loaded cells, but no further, and only hope that when the actor arrives at the last planned point, it will be able to plan the path a little further as new cells got loaded in memory.
      Unfortunately, it looks like some places contain some glitches.
      Maybe a navmesh of the neighboring cell isn't connected properly to the navmesh of the other cell, making it impossible to path across the cell borders in that place.
      Or maybe there is some garbage or objects along the way and the game runs some calculations and decides that the actor of that size cannot squeeze through (even though from your view it seems like there is plenty space, it may not look like that to the game).
      Or maybe the navmesh is simply broken there, maybe having some overlapping triangles causing glitch in the pathfinding routine, or who the hell knows...
      Whatever the problem is, what happens now, is that the game recalculates the path to the final destination, but becuase of that mysterious problem, the logical path forward is not available, and it calculates that from this point, the best path is to actually go back and maybe try to circle around this place.
      But again, only a few neighboring cells are loaded now, so the game cannot plan the full go around path and has to stop somewhere, where it replans the path again - as it happens, when that place is reached, the game recalculates the path and sees "Oh, but the best way to go to Diamond City is actually back the way we just came from!" and there you have it... a neverending running loop has been born.

      I forgot where exactly the problematic locations are, i knew about two of them, one when you go from Sanctuary to somewhere, and the other one i forgot completely.
      When you run into this problem, and you see your character is doing 180 and running back, just stop the autowalk and go a little bit further the right way, then try to engage the autowalk again, and if you got past that problem space, it should continue going the right way.


      Same thing happens in Skyrim, for which i actually made this mod many many years ago, but that game had way too many of these problematic spots, so i abandoned that project.
    2. AudrieD
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      That's it exactly! Now I know why. Maybe if I blow up that car... LOL

      EDIT: I love this mod, by the way. It works wonderfully through town and to far and away places way too boring to W key to.