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STR4NGER_D4NGER

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  1. STR4NGERxD4NGER
    STR4NGERxD4NGER
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    Feel free to request patches for any mods you use. Please keep in mind that the more objects a mod has the longer it will take to fix it.
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    Any mod I patch will (attempt) fix all of the objects that have issues. I will not list every object that is fixed. There would not be enough space for everything if I tried, especially for larger mods. If needed I will only list objects that I have not been able to fix.
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    !!!REMINDER!!! I can only do Navmesh/Navcuts for settlement objects. Do not ask for Navmesh/Cut fixes in the worldspace.
  2. crazyape85
    crazyape85
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    I have been experiencing issues with navmesh during combat in settlements. Do you think this mod could help that, or is navmesh something tied in with other aspects of the game engine?
  3. domi29
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    I have the following settlement mods: Homemaker, USO, SOE, and Sandbag Fortifications. Is there an easy way to check for conflicts between them and your mod? 

    Also, there is a Pre-war cabin in the large Prefabs of USO Unlocked Settlement Objects that settlers get lost trying to enter. Could you look at it and maybe work your magic on adding better nav for it? 


     
    1. STR4NGERxD4NGER
      STR4NGERxD4NGER
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      Is there an easy way to check for conflicts between them and your mod? 
      The object that can be built in your settlement has a unique static record (in xEdit). That record is what I'm changing in order to fix the Navmesh/Navcut issues, since it is unique to each object patches will not conflict with mods that they don't touch.
      Also, there is a Pre-war cabin in the large Prefabs of USO Unlocked Settlement Objects that settlers get lost trying to enter. Could you look at it and maybe work your magic on adding better nav for it? 
      The method I've been using to patch the Navmesh is by finding a similar piece from the base game and copying the Navmesh/Cut data to the mod added piece.Ex:

      • A 1x1 solid foundation will use the data from the concrete foundation.
      • A 1x1 floor would use the same data from as a 1x1 floor, etc. 
      This makes some objects (like prefabs) harder to patch since I would have to find a static object from the game that has the appropriate data.
      I can take a look but I don't use USO and am currently focusing on a couple of other mods that I currently use. I would also prefer to patch as much as I can in one go. If could test the rest of the objects in USO and provide screenshots of each item highlighted* in build mode that would be a great help. Feel free to DM me at that point. 

      To test if something is missing Navmesh/Cut build the object and build a way for the settlers to access it.

      • To test doors build a 3x2 platform (using base game pieces) and place the door at one end in the center. 
      • Command a settler onto the platform on the opposite side of the doorway from you. 
      • Once that is set command them to come to you.
      • If they go through the door it does not need to be fixed, if they go around it then it will need to be fixed.

      *So that I can see the name.
    2. domi29
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      Thank you for the detailed reply! I'll have a look and get back to you.
  4. ComboHunter
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    Does this mod help the settlers with reaching their set job objects when the settlement has complex buildings with multi levels? My settlements are sorta average, with only 1~2 floors buildings since the more complex the higher the chances the settlers will have a break down and stop moving/keep staring at a random corner since they dont know how to reach the destiny point.
  5. ZananoQ
    ZananoQ
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    Is there a list of objects you've fixed?
    1. STR4NGERxD4NGER
      STR4NGERxD4NGER
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      Any mod I patch will fix all of the objects that have issues. There would not be enough space for everything if I tried to list every single object, especially for larger mods. If needed I will only list objects that I have not been able to fix.