Fallout 4

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Tenhats

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  1. fgambler
    fgambler
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    I always run into a problem in Vault 88 and I think it's not sandbox related. I only build in the first square section of the Vault, but after some time the settlers stop moving around. The same thing happens to followers. They can't find path to any place where I built. Already tried the Interior NavCut fix, but to no avail.
    1. love7732851
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      me too,Will this mod fix the problem?
    2. tenhats
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      I haven't experienced that bug myself so unfortunately I can't say for sure if that issue is tied to the lack of sandbox. If companions were having trouble while in follower mode, rather than settler mode, then it might be a deeper issue with Vault 88.
    3. fgambler
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      One thing I noticed is that when I nuke the settlement (destroy all objects I placed), everyone starts walking again. It's weird because I made sure all the items I use are navmeshed, they work just fine in other settlements.
    4. tenhats
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      Ah that does sound like a sandbox thing. Pathing issues most likely aren’t but issues with not using items are directly sandbox related.
    5. fgambler
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      Understood. I already tried another mod that increases sandbox radius but didn't work. I only build in the square area, that's why it is weird. Will this mod work with modified Vault 88s as well, like Vault 88 Deep Clean and Remodel?
    6. tenhats
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      Put this mod above those mods, such that those mods are loaded after this one, and there'll be no issues.
    7. fgambler
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      Well unfortunatelly it didn't fix the issue I'm having. It's weird because the settlers can sandbox for a few days. After a week or two, they can't move anymore in the big square main area of Vault 88, which is the only I build. They won't teleport to the beds not even when using the wait command past 12am. If I put them in the areas from the other three workshops, who are empty, they can move.All items are navmeshed because I use them in another settlements.

      Tried different Vault 88s, from vanilla to CAS and DCAR. All run into the same issue. The navcut interior fix also didn't solve the problem.
    8. tenhats
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      Sounds like an issue with their ai package not processing, getting stuck. I don’t know what could be causing this for you though. If you figure it out feel free to let me know though, more fixes for v88 are always welcome.
    9. Dakhma96
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      Does this only happen to you in Vault 88 or other settlements?
    10. fgambler
      fgambler
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      Only in Vault 88. I know some vanilla settlements have navmesh issues, but I'm using the DCAR settlements which also fix the navmeshing.
    11. fgambler
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      Is there a way to find out which are the possible conflicts through FO4Edit? I don't know where to look. But I've tried so many different mods for Vault 88 that I'm starting to think it's an engine issue. I believe when the cell reset occurs while I'm away from Vault 88, the settlers just stop doing anything in the area I've built when I return.
    12. SirEruedraith
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      vault 88 is fked up, i have issues where they won't go to 2nd floor and just walk into walls all day instead of following the vault hallways. I think bethesda screwed up the DLC completely making the settlement useless  
  2. KarlThorsten89
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    Hopefully this will fix the glaring issue of NPCs getting stuck behind corridors, walls and the like where the workshop areas connect. Exactly where one would end and another begin, NPCs would just get stuck for eternity, even when scrapping the entire build progress I'd make, same for many others. They'd still be stuck there trying to navigate and never get anywhere.
    Some NPCs would navigate normally, as long as their destination wasn't outside the main chamber. So I hope your excellent work proves equally excellent in solving this for me and others. OR at least for me, can't do much about other people's problems.
  3. Qrsr
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    That is some serious Perception 11 work. Thank you its now part of Subway Runner Revised.
    1. tenhats
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      Nice. Yeah no idea how Bethesda missed this.
  4. cubbyman1
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    ah this explains what's going on, now i get it. it's too bad this location couldn't become sanctuary lol, like i hate having to make all these settlements on my own. i have recently been using ssm 2 and it's a great mod for some of the automated building, but it's still very hands on, i often have to skip large sections of the quest in that mod to move passed the mechanics that don't work that well in the mod for other parts that do work better. 

    anyway i didn't know this was a vanilla issue, i thought it was that mod since it's riddled with all kinds of bugs and issues. 
    1. sw1138
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      there is an option in the city planner holotape to make the settlement building 100 percent automated and completely hands-off. Literally don't need to be involved at all
    2. cubbyman1
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      yeah i have used that feature, but it has issues with stability and often causes CTD issues when the stupid gunners attack the settlements, as i said i do like that mod, it just comes with lots and lots of stability issues, again great mod for the hands off stuff, but even kinggath says that if you have to many settlements built that it will cause issues in the mod, so it's like this whole mechanic that the mod is all about the ASAM's is held back because it causes to many issues for the story in the mod.

      recently i tried to skip most of the quests in the story to chapter 3 and also skip on a lot of building and just pretend i did the building but the mod is still very unstable even when you haven't built much of anything.

      it's almost like the mod works better without the rest of the mod in the form of it's story being progressed by the player, it can't seem to do both very well at all, so it's almost like i should only use his mod for the building aspects and never pursue the story in his mod to not have such a bad experience because of it's stability issues. 

      and that damn GNN building cleaning segment and the Salvatore missions are some of the most buggy unresponsive things in the mod and are aggravating to play through as i frequently have to skip quests to make it move forward, which sucks because i really enjoy the story quite a bit actually.

      sorry i have gotten a bit off topic here, i like his mod, but it comes with so many issues as a full picture that it makes the full experience very hard to like and i have a very small modlist load order of under 100 mods so it really shouldn't have that many issues. 
  5. Fushigirsu77
    Fushigirsu77
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    Thank god, this was the most disappointing thing about the settlement. I feel like others might have this problem but I can't remember?
  6. glacialmind101
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    Freaking thankyou!  Everytime I think my respect for Bethesda can't go any lower, I discover something like this.  They actually took money for this paid DLC whose whole selling point was constructing your own vault and then could not be bothered to sandbox it.  Now I know why the settlers completely ignored all the cool stuff I built.  As always modgods arrive to fix Bethesda's problems without any pay.  Can't we just get modders their own game engine and cut Bethesda out of the loop entirely.  Just a thought.
  7. Zekiran
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    Oh thank the stars. Having built basically two complete vaults in the massive location and had almost zero luck getting any settlers to use the second one, when I start up a new game (soon tm) this will DEFINITELY make me happy.
    1. tenhats
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      Ha, glad to hear it! I've no clue why Bethesda made such a big interesting space and then didn't give settlers the ability to use it.
    2. cubbyman1
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      my theory on this is because they made it so damn huge and because there were a billion other settlements the player could build on.

      in many ways i feel this location should have been sanctuary, it makes the most sense when it comes to the story because the location is underground and it's enormous and could serve for a better protection from the elements of the commonwealth for so many things, raider attacks are far fewer or not as easy because of the vault, i guess there might be other issues, but it's such a great location demographically over all other settlements in the commonwealth, hell in some ways it's even better situated than diamond city, but i suppose growing food underground doesn't exactly make a whole lot of sense, i guess they have hydroponics and that helps, but it doesn't exactly make a whole lot of sense given the space they often use in the vaults for food production. 

      i was just watching a fallout 4 lore video about this lol, the guy was talking about the food production being very small in comparison to what was needed for the general population growth to make sense, and he had a lot of great points that i agree with, but i let him know that i believe that most of the population are likely synths who don't really need to eat or drink, and that changed his perspective on the matter, it's my theory that at least 90% of the population within the commonwealth are synths, and all the player was doing was helping the institute populate the surface with habitable locations that the institute could easier infiltrate and control.

      now of course most NPC's don't have the synth component's in them, but i figure bethesda left that out because they wanted the player to believe that they were helping people and not the synth story i just dished out, however it might explain why some within the children of atom are immune to radiation as synths are immune to radiation and hell some don't even know they are synths.

      sorry i probably made this rant too long, i get carried away. 
  8. seki5656
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    I'm currently using "Settler Sandbox Expansion".This expands the settler sandbox, allowing settlers to roam throughout the settlement, including Vault 88.
    Do you know the differences and compatibility with tenhats' MOD?
    1. tenhats
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      They should be compatible, that one works by increasing the radius of settler AI packages used in sandboxing, mine works by giving vault-88 a sandbox where it lacked one. There's no negatives I can think of by using them alongside one another in this case.

      As for differences, main thing would be that mine is only vault-88, whereas that expands the sandboxing radius of all settlements, vanilla or modded.
    2. seki5656
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      Thank you for checking.
      I would like to use this MOD as well. I hope that the residents will live a better life.
    3. tenhats
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      You’re welcome, enjoy!
  9. rsm000rsm
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    If you're on a sandbox repair kick, take a look at the Slog some time. It seems to extend well beyond the settlement borders, particularly in the direction of Saugus. I've lost count of the number of skirmishes between the Forged and the Slog because the settlers keep sandboxing so close to the Ironworks.
    1. tenhats
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      Worth a look, thanks for letting me know!

      Edit: Turns out that one's a navmesh issue rather than sandbox one. The sandbox for the slog is actually identical to the build space. I could try poking at that nonetheless, but what's going on there is a lot less obvious than the case here at Vault-88 where Bethesda just left the sandbox out entirely.
    2. rsm000rsm
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      That's odd. I always figured it was a sandbox issue, or maybe a leisure marker of some sort, but whenever I claim the settlement, a couple of off duty or unassigned settlers will wander down to the road in front of the Ironworks. Not an issue by itself, but as soon as one of the Forged decides patrol in that direction, a fight ensues. This has happened with every play through, and since the Forged respawn, it'll happens over and over again.
    3. tenhats
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      Oh yeah it’s definitely happened to me as well. The front area has its navmesh along the road marked as preferred, so it’s possible npcs that enter those cells just get very strongly drawn towards the road navmesh as a detour to wherever they’re going, causing them to get too close to the forged.

      I could make a patch that simply removes those flags, but I wonder how that would affect caravans, both merchant and settler.
    4. Kodiak412
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      The doctors caravan uses that road for travel, if he is still alive. I would think that might mess up his path if it is removed, but that is only a guess.

      Whenever a fight breaks out I just leave the cell and back later. It all resets with no deaths.
    5. rsm000rsm
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      So, I guess the strategy is to make sure all of your Slog settlers are employed, and when they go off duty, make sure there's a bar available to keep them occupied. Who would've thought going to a bar would prevent a fight?
  10. karvoc1
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    Oh, this makes me want to get my Vault 88 build I never released and finish it.