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!! ♥ :)
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.
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.
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.
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)
"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
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]
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 😂
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
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!
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.
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 :)
41 comments
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!! ♥ :)
https://www.nexusmods.com/fallout4/mods/11639
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.
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
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)
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
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?
edit. Nvm! the problem was caused by previsibines or whatever its called, after uninstalling it the settlers act completely normally
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
Wooden doorway to be more precise
https://www.nexusmods.com/fallout4/mods/24803?tab=description&BH=0
Especially on the Curved Hotel floor.