I used the other mod that changes the sandbox, and noticed even in the 3x radius a lot of the records still showed a 10x increase over vanilla. I manually reduced every setting (regardless of knowing how they work) to only ever be a 2x increase over vanilla. I thought I "fixed" it. But I still had weird behaviors, like Preston patrolling around sanctuary.. with the mod he was almost never in doors, and he was patrolling in the rivers. I wanna try this one out, because there's a glitch with settlements in that if a workstation like a store or clinic is built too far from the center of the settlement (or the workshop), the settler assigned will either not man their post, man it for about 5 seconds then go do whatever, like sit in a chair or some such. They still "work" in that the services are available, they just don't stay at their post so it's annoying having to track down the one NPC just so use a store, or constantly reassigning the closet NPC to the shop. "It's your turn to be a doctor." So I'd like to fix that, but i don't want settlers wandering exponentially farther away too quickly.
iirc that's how the game works, they have a radius they can wander, and if they stay in that area long enough, the radius shifts. So over time they can just end up drifting away into the wilderness to be eaten by something.
Sometimes on my (big) settlements like Sanctuary, settlers won't go to the edges (where I have scavenger stations or workstations from different mods), can this mod fix that? I mean, they do their task if I push them but won't go if I leave them alone.
Yeah I think this mod would alleviate that problem somewhat. It might be possible they still won't reach the farthest edges, since it is only twice the vanilla distance, but better than vanilla.
I believe it's simply because the UFO4P requires ALL DLC, making the somewhat safe (but not entirely fair) assumption that most people by now have every DLC. I myself have all DLC but I can see how it can alienate those who might not. Either way kudos to you for uploading a non-UFO4P version ;)
I ran ufo4p error checks as of recent and it had 19 errors all for which quest could not be found. I've read conflicting reports that it bugs out players games more than not using it and heard users swear by it. I have used it many times and I am currently using it as I build a new load order but I am torn between using/not using it. Often enough the error reports don't mean much in fo4edit and often enough this game engine has more errors than most mods.
I would say that on balance the Unofficial patch fixes more than it breaks and the folks doing it certainly know quite a lot about what they are doing. I think it gets some hate because it fixes some (useful?) exploits ;-) Also, I think they sometimes maybe go a little too far when having to fix scripted parts of the game where they have to make a decision about what the designers actual intent was. I use it because the game can be quite seriously broken without it, but I have read through the fixes list on occasion and thought to myself "maybe they really should have left that the way it was"
https://www.nexusmods.com/fallout4/mods/15608 I use this but that is before I found this mods page. I am going to check bae and fo4edit to see if both effect the same things.
I have tried using a bunch of different mods and tweaks to increase vertical sandboxing and I have not found one that really seems to work. The fsandboxcylinder height mod/tweak definitely does not.
I did some digging myself in the CK and found that all settlements have a "WorkshopLinkSandbox" area defined (position and dimensions) many just use the buildable area to define the space but some of them have a seperate box doing this. I did an experiment with Jamaica Plain and increased the Z height (bounds) from whatever it was (Z 1440?) to about Z 5500 and settlers immediately started using things I placed on the higher floors once I loaded my little plugin.
So far I have checked all the base game settlements but I haven't tweaked them yet to allow higher sandboxing.
Yeah should be safe with everything. Radius is small enough for no bugs or performance to be a problem I'm pretty certain. I think Sim Settlements might have some independent AI for some of the stuff, but probably not everything so should work well together.
I use all the mods you listed in the description, if i download yours and put it lower in the load order do the other ones become redundant? If yes, that will actually be a good thing cause it will save me some mod slots
Yes that's right, you can deactivate the others, this will overwrite all AI packages. Some of the mods in the description change other things than just radius packages though, like pack brahmin to pack robots, so those changes will be lost if you deactive their mods. You can place this lower, and it will still work.
Hehe I think there might be 50% less chance for it happening since they will be less cluttered around.
I think you can sprint into them though. Also, https://www.nexusmods.com/fallout4/mods/32514 this one might make it more likely for them to move when bumped into.
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iirc that's how the game works, they have a radius they can wander, and if they stay in that area long enough, the radius shifts. So over time they can just end up drifting away into the wilderness to be eaten by something.
Also, i uploaded non-UF4P version
I myself have all DLC but I can see how it can alienate those who might not.
Either way kudos to you for uploading a non-UFO4P version ;)
I think it gets some hate because it fixes some (useful?) exploits ;-)
Also, I think they sometimes maybe go a little too far when having to fix scripted parts of the game where they have to make a decision about what the designers actual intent was. I use it because the game can be quite seriously broken without it, but I have read through the fixes list on occasion and thought to myself "maybe they really should have left that the way it was"
Or should one still grab another mod for that?
Cheers
I did some digging myself in the CK and found that all settlements have a "WorkshopLinkSandbox" area defined (position and dimensions) many just use the buildable area to define the space but some of them have a seperate box doing this.
I did an experiment with Jamaica Plain and increased the Z height (bounds) from whatever it was (Z 1440?) to about Z 5500 and settlers immediately started using things I placed on the higher floors once I loaded my little plugin.
So far I have checked all the base game settlements but I haven't tweaked them yet to allow higher sandboxing.
thx, in advance.
Excellent work. Thankyou!
I think Sim Settlements might have some independent AI for some of the stuff, but probably not everything so should work well together.
If yes, that will actually be a good thing cause it will save me some mod slots
Some of the mods in the description change other things than just radius packages though, like pack brahmin to pack robots, so those changes will be lost if you deactive their mods. You can place this lower, and it will still work.
I think you can sprint into them though. Also, https://www.nexusmods.com/fallout4/mods/32514 this one might make it more likely for them to move when bumped into.