So you also plan to fix the navmesh in the broken house that has the stairs? The NPCs can't go inside the first floor., and they also have a problem in the upper floor when trying to acess the workshop building.
If you are talking about the building with the workshop station and the one next to it, then as far as I know it is working fine even in vanilla. I've even built up to the roof from the second floor of the building with the workshop in it.
Well that's weird. I'm not using any mod that modifies that area, but still settlers can't go to the upper floor unless I build a stair outside. Is it possible that vanilla navmesh can get broken out of nowhere?
It could be possible that mods like scrap everything might break the navmesh if you move the buildings around but if you are not using any mods like that then I'm not sure what could have happened. Maybe you can try loading a new save, get dogmeat and then coc to Jamaica Plains and see if he can go to the upper floors.
I don't use scrap mods. But I do use Place Everywhere. I might have selected the whole building by mistake once, but I cancelled the command to move. Not sure if that could have broken the navmesh.
I'm not sure if this changelog work really well, I continue to have nav problem in vanilla croup manor and jamaica When I add beds in many manor interior area, the settlers won't use them. Attempting to send piper to a bed and she refuse it. When the bed is outdoor, she accept to sleep.
I added it to their tracker yesterday, with a direct link to both this and my plugins and a short description of the issue. I'd talked to Arthmoor about the issue in the past, but it never wound up on the tracker.
Oh thanks for informing me. Hopefully it does get added to the UFO4P. Also I did not realize another mod that that does the same thing already exists. I should have checked first before posting this mod.
Got a status update on the issue I filed on their tracker. It's been closed as fixed, which means that they're going to roll out an update to the patch that addresses this problem in fairly short order.
It seems that mod heavily edits Jamaica Plain and as such I would assume the author would have generated new navmeshes for it, which makes it incompatible with my mod. If you want to check yourself, you can use FO4Edit to check any conflicts after loading both mods.
Thanks. I explicitly made the video to actually show what my mod fixes as the pictures that I uploaded can only be understood by mod authors who have worked with editing navmeshes.
The extra fixes coaxs the NPCs to cut through the settlement instead of around it whenever they have to cut through. I also added the missing navmesh in the small bushy area between the carpark and the house. NPCs wouldn't walk there by themselves as there's nothing there but they can if they need to.
I have already described what it does in the description but I suppose it's in one big paragraph that most people have overlooked it. I'll edit the description to be more clear.
Oh, thank you for clarifying. I read the description but I understood that the navmesh fix resulted in what now I understand is part of the optional, extra version.
The extra version is the way to go then. lol Thanks!
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When I add beds in many manor interior area, the settlers won't use them. Attempting to send piper to a bed and she refuse it. When the bed is outdoor, she accept to sleep.
Great use of the video to explain the problem, and how your fix resolves it.
I wonder what those fixes are. Are they also navmesh fixes too or completely unrelated?
I have already described what it does in the description but I suppose it's in one big paragraph that most people have overlooked it. I'll edit the description to be more clear.
The extra version is the way to go then. lol Thanks!