General QoL changes to AI pathfinding. AI avoids water, different races no longer split up while travelling, shorter routes are prioritized, fixed animal behavior on roads, and much more!
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
Please feel free to use and reupload my mod whenever you feel like, just: Made file free Give it proper description (no need to be 1:1 like here, just accurate) Don't throw your ads or paywalls i preserve myself rights to take ideas/solutions you used on my mod for potential improvements of my work and thanks If you wanna use my research in modpack or big world changer, just point me as original creator i reserve the rights to use all the research done on top of my research if they can improve this mod feel free to hit me with your finding, but keep in mind sometimes things are hard to verify
Permissions Exclusively for OCS AutoPatcher compatibility tool for SCAR's Pathfinding Fix:
Copyright 2021 LMayDev
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
/end of the license
File credits
Thanks to Imaydev for his contribution and our Collaboration in Pathfinding Autopatcher, i said enough about tool itself in the description and files, just adding Credit here too :)
Big thanks to SpaceMinion for quick permission to integrate his ideas and tweak them into my mod (we both just modify what we have in FCS however this ideas was known to me thanks to his Beast pathfinding mod). Thanks to Shidan for couple of tips about values i modified for this. Thanks to Erico for help with testing pre-released 1.6 version (map is huge and to make sure, new version is a improvement when changes are small it was better to make pre-release tests with most promising version)
it took a lot more than one can expect. but there you have it
Patcher now can support gog versions of the game with all the installation differences
we had to compile totally new program to make it works xD
Inside the file you will find both version gog/steam (sorry for complex package, but this should be always better and less clutter for everyone)
Software work by detecting FCS.exe and running it
For now we only support 1.0.51 Stable release, because 1.0.55 have changes to FCS that bug the hell out with steam users and we will have to adapt once it go stable
Patcher works the same as previous version, detects all your mods and you can chose which one will be patched or patch all of them at once!
program ignore mods without NEW races so everything is safe to use and very good
i mean, like honestly you should not have troubles with pressing one button to do all the work for you xD
have fun in the game
Version 1.6
This update focus mainly on behavior near big lakes or once people go into the water for some maploading reasons
idea is to make sure people if get to the water, will not go back same way they came in, just swim to the other side
also mod improve stability when running next to the rivers or big lakes as well as make people have more space from the shore
i been working on this update for ages and tests was kind of extreme, but even test not always solved it perfectly (1 error near vein)
but me and my testers truly believes it is better!
Version 1.5
Update focused mostly on improvements from version 1.4
Water avoidance is mostly focused on rivers, small lakes and was stressfully tested in deadlands and swamps
Changed description file to indicate its new version so you could easily see it in launcher's pop up description
improved invisible frames for all characters to better reflect their sizes towards one another
This change does not affect combat even with more attack slots and keep npc formations vanilla (sometimes they might just catch up to squad leader faster)
Garrus and Bull are similar in sizes for convenience, bonedogs are smaller, goats are smaller than bonedogs Clickable area to select animals was improved, but just enough to match scale and size of them (giant crabs - like one in howler maze might not be ideal. but should be good enough)
Characters should see each other better with option "travel together" which should reduce clipping and pushing to minimum
Enemies can still push each other thru your gates (i would blame gate meshes for it, not the mod, i tried, but mostly care for people to not get stuck anywhere)
i m not sure if change is significant from 1.4, but it is the improvement and i don't wanted to hold it anymore
number of trial versions i had to test myself to find this setup was just overwhelming,
intentionally change good design, test it and watch it collapse over and over to find this one setup is too frustrating for sentient beings
I hope your characters can travel more safety with my mod and you will have better experience when traveling
Thanks for trying my mod and have fun in the game
Version 1.4.1
This is effect of Hard work to Salvage OCS autopatcher and put it under Netcore 6 architecture so updates to Kenshi or FCS will not undermine functionality of the tool
Tool is very big to use it you need to run EXECUTABLE file
you can place it anywhere you want, just need to unpack it somewhere
Netcore is microsoft program similar to netframework tool despite being very complex use top of the line security protocols from microsoft and should not cause you any troubles
Tool use Registry to identify kenshi location, works on STEAM MODS and non steam mods
it has multiple limitations, but for average user with 1 copy of kenshi it should be fine
Entire package is under one of this freedom licenses...you can find whole thing inside Permissions
Version 1.4
Mod works with version of the game 1.0.50 and so far everything is nice and easy, i honestly lacking ideas for improvements, even if i rl wan't to.
i was working on this version since release of 1.3 (was just checking my possibilities and testing how changes works together)
Water avoidance was reduced (1.2 values) to work better with pathfinding function.
Dynamic direction change and other fully functional features from 1.3 stays with us in V 1.4
Big thanks to SpaceMinion for quick permission to integrate his ideas and tweak them into my mod (we both just modify what we have in FCS however this ideas was known to me thanks to his Beast pathfinding mod).
i added custom modification to more or less restore height difference and clickable frame of animals, without impact to core function
(made our favorite pet fat asses fit between clutter when we need it).
Thanks to Shidan for couple of tips about values i modified for this version.
Version 1.4 should stay for a while because not much values left to use from FCS and current version was made to the best of my abilities.
Version 1.3
Update 1.3:
at first i was polishing water avoidance to make sure no-one get hurt
current formula is probably the best middle ground between efficient traveling near water and using water when its good
i made small, but impacting change to how fast and well characters change direction in travels and it fixed or at least greatly reduced a lot of problems
Characters change direction quickly with little to no delay and preserve momentum
Turn rate was not affected, so characters who naturally run faster must run with small circular after maneuver or slow down
this made running so mush better, change is small and its just improvement to what was always there, but it hits hard
Mod have description .info file now.
Version 1.2
Update 1.2:
improve travel preferences for all races excluding Crabs (immersion demand Crabs to prefer water and taking crab to party greatly slows down your team anyway)
Affected races: Skeletons, soldierbots, P4units, goats, wolves, garrus, bulls, domesticated bulls, Shek, Human (scorch and green), south and west hivers (princes, workers, soldiers)
Created 1 version as base for improvement for all pathfinding changes and easier feedback
Characters can recognize the roads and possible shortcuts/optimization during travel
Version 1.2 should stay for a while, at least unless i find some crazy setup to made the mod better
Version 1.1
Update 1.1:
Optional version for better pathfinding off-screen
can't say mush, i need more feedback because as mod author my perspective is subjective
this version is "safer" to use when you order multiple people to travel in many different areas
Version 1.0
Mod works with current version of the game (1.0.47) alternate how character see the roads to goal and judge swimming in water as efficient traveling method
Version 0.5
Added mod load order support
Loading order, editing and saving!
You can either save load order or not, making patch and menaging load order use different buttons!
Added Steam support, for all mods from steam workshop!
Version 0.3
This s compatibility patcher
if you use modded races, this tool will make them use my pathfinding fix
Done with collab with Imaydev, he made this whole tool to work and we ware brainstorming ideas and improvements all over the place
it took us some time and a lot of chat logs, but i think we made it just right :)
Greetings
hope you have good day or at least my mod will made it better, If you like my mod, make it fly:
1. open kenshi directory: Gog games\kenshi Steam\steamapps\common\kenshi 2. unpack folder from my zip file 3. put folder inside kenshi\mods 4. make sure my mod is enabled in kenshi.exe launcher and enjoy the game 5. mod should be activated after (bellow in list) big world states mods if you use any (at this stage mod is really complex in edited values) Mod don't require importing however you might wanna import after deinstallation (i see no reason for such action, but as mod author i see my mod as pure gold) =============================================================================================================
just to make sure that your travel thru correctly loaded area (mods/no imports/other issues)
Use Ctrl + Shift + F11
IT fixes how AI/characters you use see the road and select pathes to destination according to info they can get mod does not fix map loading, terrain data, performance, zone data, render distance or your own mod conflicts!
Tool made in cooperation with Imaydev if you wanna see my pathfinding fix shine for mods like UWE. Genmod, genesis or any minor race mod Just give it a spin (you can find it in files section) i promise you wont regret it! Respiratory for OCS. the main Imaydev project: https://github.com/lmaydev/OpenConstructionSet
Mod is currently in final version? i hope xD
There is nothing more i could change to improve mod further, at least when i tested results didn't lead to better outcomes
Problems that was reduced/solved (based on subjective collective data from community and my own tests):
- characters needs shorter amount of time to find the way to destination chosen by the player (whenever its possible for AI - some barriers can not be skipped)
- pathfinding in places where you would never trust it kind of works (borderzone, arch, swamps)
- characters don't spread like pack of idiots and to degree where 1 person enters the water to kill momentum of whole pack
- Now squad form line formation when you order them all together to travel (might cause delay when executing long distance travel order because they must probe path and select who runs first - only with "travel together" running settings)
- when pack of people enter into the water, they do it all together or not at all (truthfully i had moment when that was not true in previous versions, so far not occur since 1.2)
- i started to like swamps, like really it is dark, but never was so easy to navigate
- i "objectively" not losing nerves on traveling, i still can see its not perfect fix, but damn i can't go back to vanilla for anything other than load save and test
- characters change directions more dynamically, slowing down for less than second if they have to (kenshi ai is still keinshi ai, sometimes must calculate more)
- characters ordered to move when being under attack should be less likely to ignore order (its strongly dependent thing, so can't say its 100% always true)
- people who for some reason started traveling later or was slowed down by something reach main pack faster (without slowing them down)
- when approaching the water (on correctly loaded map) characters trying to find way around it or chose quick way across.
- travelers adapt their routes whenever game render new terrain without needing to bump to objects (not always true, arm of okran is still a mess) and smoothly (or max with small ~0.8sec delay) change their direction.
Characters don't getting stuck on objects anymore (well at least i tried and wasn't able to clip permanently into get-stuck zone anywhere)
Animals don't bump into random objects for no freaking reason to lose whole momentum and end behind main pack accumulating such loses
Animals still feels bulkier and more massive in movement than human characters, just they act more immersive when travel
people have lower chances to get stuck on furniture or between them (they still can clip each other or end here from combat, reload, they just walk better between furniture)
- You might notice traveling become easier with this mod (characters not being stuck on routes or one idiot not slowing whole squad by walking thru water and shorter route to destination made you less likely to die when traveling)
- mod can't fix all pathfinding issues, but should greatly improve experience from exploring the world/traveling
- if you liked doing things like racing your own characters to see who get first, with my mod you might see max 2 dominating paths to destination, both similar and optimized, so winner is always fastest runner
- sometimes walking down the stairs in weird places like black desert city > scraphouse or Ark with bigger group might be less than ideal
- arguably having person who swim decently avoid swimming like a shek might be not very immersive, but it was the sacrifice to made all characters not spread and die around wetlands
- mod has very low effect for characters traveling off-screen (game render on default smaller area for them and formula can't use all solutions)
This option (2 people together) makes all characters run with same speed
(everyone run as fast as slowest character)
Feedback:
if you like my mod you can comment it or just click this endorsement (it gives me dopamine points - good as any motivation) feel free to report any issues related to pathfinding with my mod, i can't promise much, but will see what i can do.