0 of 0

File information

Last updated

Original upload

Created by

MasterO0gway

Uploaded by

MasterO0gway

Virus scan

Safe to use

Tags for this mod

41 comments

  1. LisbethSAO
    LisbethSAO
    • supporter
    • 371 kudos
    Holey-moley, you rock!! SnB is one of my all time favs, been using it since it released, and it always bothered me that the navmeshing was borked, but I'd just grit my teeth and ignore it, cuz the build pieces were/are so frickin' awesome.

    Hella amazing work on this, MasterO0gway!! THANK YOU so much for this mod!!
    Still working hella fire with the Next-Gen update (Steam/Manual installs)!! Endorsed and Kudos!!    :)
  2. Alundra
    Alundra
    • supporter
    • 30 kudos
    Can you please tackle this mod? The stairs from the main house kits are so broken. And the hotel lobby floors/roofs with windows also broken. It makes it almost impossible to have a working settlement.

    https://www.nexusmods.com/fallout4/mods/11639
    1. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      sure
    2. Alundra
      Alundra
      • supporter
      • 30 kudos
      You are amazing thank you so much!!!!

      I also noticed a lot of the big doors are borky, they try to walk through the walls and get stuck. I believe they're part of the decokit main lobby and also some of the shellkit/commercial ones are a bit borky too but not as bad.
    3. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      ok I checked every block in creation kit and it seems they are all navmeshed , maybe you have some mod confict or something ?- 
    4. Alundra
      Alundra
      • supporter
      • 30 kudos
      That's so weird, no NPC can go up the stairs at all, it's kinda driving me nuts. It doesn't matter if I command them or if they're just walking around, they just can't get up there. They teleport instead.

      There's no overrides. Maybe it's a combo of the stair cap? Nevermind I removed the stair cap because I thought it was a problem and it didn't help.

      Some pics https://imgur.com/a/TTmnd5h

      Snappy Builds > Decokit > Decokit Stairs
      Snappy Builds > Housekit/Smalltown > Stairs


    5. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      hmm, I can try delete original navmesh and re-created them maybe that will fix problem. gonna let you know soon 
    6. Alundra
      Alundra
      • supporter
      • 30 kudos
      Would you mind testing them in your game? I'm now second guessing if it's a problem with my game or not lol.
    7. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      I tried those stairs and my companions were using it normally --- can you give me your save file? gonna try it in my game 
    8. Alundra
      Alundra
      • supporter
      • 30 kudos
      I FIGURED IT OUT!

      When I put the side/underside filler of the deco stairs on they break, no one can go up them! I tested this 6 times across 3 settlements. The only way it doesn't interfere is if people are navigating down when you add the side. If you place the stairs then you put the side on and spawn some settlers on top they never go down until you delete the side piece. That's the under stair filler.

      For the int housekits if the floor pieces aren't going the same direction as the stairs they break, also everyone tries to walk up the railing NOT the stairs then teleports regardless, so their navmeshing is very bad..

      They have trouble detecting openings on ALL of the doorways that aren't flat default shape.
      Decokit > c > doorway 02, doorway 03 
      Decokit > lobby c > walls/white > decolobbyc doorway corner, door single, doorway wide, 
      Housekit/small town > housekit corner doorway [all], 
      Shellkit > commercial> various doors (some same as decokit set)
    9. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      "For the int housekits if the floor pieces aren't going the same direction as the stairs they break"

      how is this even possible :D , their navmesh is literally same in all directions there shouldnt be any problem like that :D........... 
      I really hate navmesh system in bethesda games :D 

      Nonetheless gj for finding problem :) , gonna have a look but dont promise anything : D this mod is cursed with its navmeshing
    10. Alundra
      Alundra
      • supporter
      • 30 kudos
      Merry Christmas!

      So I installed Wyre Bash and it's very interesting. It lists this. Do you think it's related? I think those are on nav meshes?
      === NULL FormIDs
      The following plugins have records with NULL (00000000) FormIDs besides the main file header (TES4). This is undefined behavior, as the NULL FormID is a special reserved value, and may result in the records not working correctly or causing CTDs. This is most likely a sign that the mod author broke something via scripted edits. They can only be fixed manually, by assigning them a new FormID (or removing them if the records are unnecessary), which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugins.
      ~~Note: the FormIDs in this section are relative to each individual listed plugin, not the whole load order.~~ To view the records with these FormIDs in FO4Edit, double-click the plugin in the 'Module Selection' prompt in FO4Edit.
      * __DoorsNotWalls.esp__
        * [NAVM:00000000]
      * __Snappy_HouseK.esp__
        * [NAVM:00000000]
    11. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      sorry forgot to reply :D , I Don't think it's causing any problem. // I tried replicating your problem(with original mod )  but my settlers are fine 🤷 😂 // Iam kinda lost :D ,         creation engine is handling navmesh system in mysterious way 😂 
  3. mhawaro
    mhawaro
    • member
    • 2 kudos
    Any chance to fix Kuro Tab navmesh issue?
    1. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      ...
    2. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      Ok I checked it and this mod has literally 0 navmesh whatsoever it will take a lot of time to completlly do it , but will try to do my best
  4. Mememan231
    Mememan231
    • member
    • 0 kudos
    My settlers just refuse to enter the apartment building i made for them in greentop and just mozey around the main house and do nothing

    edit. Nvm! the problem was caused by previsibines or whatever its called, after uninstalling it the settlers act completely normally
  5. VineSpider
    VineSpider
    • member
    • 0 kudos
    what's the load order for snap n build 2.0 and this mod? vortex is asking me to decide
    1. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      Yup, first original and then my :)
  6. Horungen
    Horungen
    • member
    • 0 kudos
    I’m a real rookie when it comes to mods. 
    im using vortex and it’s all basically plug and play. But with this one, to simplify it; Do I just need to download the snap n build and immediately after download this nav mod and just chose “after” on the load order on the nav mod when vortex suggests it? Or do u need to do anything else? Because I did exactly that and my settlers just go around everything that is built via the mod
  7. KillaKhan69
    KillaKhan69
    • premium
    • 3 kudos
    Hmm, seems like doorway is just unusable, or is it just me?

    Wooden doorway to be more precise
    1. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      works fine for me.
  8. Arodicus
    Arodicus
    • member
    • 122 kudos
    Wow, just wow... THANK YOU!!! I was about to either give up on Snap'n Build or start making my own invisible navmesh overlays. NPCs on the second and third floors of my house can now get to their assigned... umm... workstations, toilets and showers.( I may have other issues). But this is fixed! yay!
  9. Ramagast
    Ramagast
    • premium
    • 3 kudos
    Were the stairs really the only navmeshes in the original mod that were broken? I'm seeing a lot of comments like "nothing is navmeshed!" on its page.
    1. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      I had problem only with stairs, I can fix other things too if ppl can tell me what exactly they have problem with
    2. Ramagast
      Ramagast
      • premium
      • 3 kudos
      I was hesitant to try it my game since there are bug reports like: "The Bunker and Industrial building sets have absolutely no working nav-meshes" or "Just now tested all of them and nothing in stone, metal or wood work". After terrible experience with tons of missing navmeshes in "Vanilla Extensions" and other Ethreon mods like "Stairs, Ladders, Ramps" I've become cautious.
    3. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      ok I will check it out
    4. Drivinghard
      Drivinghard
      • member
      • 10 kudos
      Well if you try the Photopter (eye-examination) machine... or the Barber Chairs... I have tried foundations and floor tiles from just about every mod but UNLESS those floor tiles or foundations are placed literally millimeters from the actual vanilla grounds the Assigned NPC's always clip into the floors or foundatioins up to over their ankles or worse... if we could have at least ONE (#$$SD*#&) ing trustable foundation or floor tile in the game that had 350% bonafide collision this wold be a game Maker :)
  10. MRRONN
    MRRONN
    • premium
    • 51 kudos
    Have you done any navmesh for Snappy DLC Kits
    https://www.nexusmods.com/fallout4/mods/24803?tab=description&BH=0

    Especially on the Curved Hotel floor.
    1. MasterO0gway
      MasterO0gway
      • premium
      • 35 kudos
      Not yet, but I can take a look.  ;)