Thank you. I was playing the vanilla game doing simple mining, and my guys pathfinding was broken in-between the city to store the ores and the mining location, they would just walk back and worth in the middle of the city. I searched for a solution, I found this mod, I installed the vanilla roading version and it didn't fix the problem. Then I installed the full version, and... wow! Problem gone, now my guys go back and forth the mining spot and the storage correctly. Thanks so much!
Install Vanilla mode, launch game, exit - launch it again (always do it - mods works better). Finally Canyons easy way ! Runners dont stuck at swamp ! Great work, your Wizard !
Better AI for NPCes was made to have few AI fixes to the characters and add pathfinding formula improvements to non-playable races, it was made as optional mod to not change game balance or patch leviathan/beak things getting stuck for people who wasn't on board with it, basically pathfinding fix have stuck prevention mechanism and when applied to beaks or leviathans, or gorillos, or spiders, or mecha spiders or landbats people can cry xD
you can use both, just one or none, both gives you the best effect, but i m not requiring it
Pathfinding fix 1st, better ai 2nd
No worries, im happy to help, i hoped i already mentioned on the mod page why AI mod is made as optional thing
i know this 3 mods conflict with each other but my mods works with reactive world, someone did playlist for wasteland expansion, but modded races need compatibility patch besides uwe adds argonians to kenshi and thats a no-go for me, i will never play that thing again general modification will cause you crashes, you can try, don't use any of my mods, take that s#*! and go to big city, wait 2 days
Thank you, this is one of the best mods for this game, returning from playing years ago and it's impressive how i needed this for my playthrough. This actually changes the game.
I've tried both versions pretty thoroughly, I have no idea why, but if I tell a character to go anywhere near a lake, he pretty much barrels towards the nearest acid ocean. I told a character to go from the border zone, to worlds end, I managed some other characters, and when I checked where he was he was in the Benefield's, since installing the mod majority of the pathing that is a bit on the longer side has pretty much the direct opposite effect for what I was trying to fix with the mod, also even close range pathing isn't fixed, they just take direct pathing even if there's a dead end right in front of them, and spend minutes avoiding an extremely clear path
this also sounds to me like you are using OFF-SCREEN tests exclusively and your idea of testing:
both versions pretty thoroughly
somehow bring one event? for which version??? what does
Barrels towards nearest acid ocean
even means?? there is only one acid ocean in kenshi and its in far west boarder of the map left from hive terrains
hey just take direct pathing even if there's a dead end right in front of them
Did you even tried to read the description? especially CTRL + Shift + F11 part? or clearning your navmesh data with mesh updater to get it to load correctly?
You can disable the mod, you will face same errors as they are not related to functionality of the mod itself
tried both version - didn't notice any improvement still impossible to path from Hub to east Waystation, area around Stobe's Garden still cancels movement with all the mountains and canyons, for half of the Swamp it still tries to swim instead of just of walking around puddles, coming to World's End from the east side (UC cities) just don't work, even going from Mongrel to Obedience is impossible without manual pathing, basically - all the vanilla problems still there the only difference is on normal version AI mostly ignores roads (which don't really improve anything - time saved on shortcut is instead wasted navigating offroad, sometimes getting stuck on mountains and cliffs), while road version is just same as vanilla game doing nothing
There are 2 types of travels player can do on-screen and off-screen i assume you used OFF-SCREEN pathfinding for stobe garden since i literally live there and can't play without this mod off-screen pathfinding is kind of awful, but should still be improved with the mod it trying to locate nearby road to your destination, which is not optimal with how roads are in vanilla game (they don't go from location to location, but kind of everywhere)
Getting stuck on clifs or canyons might be results of Navmesh issue same as occasional swimming, but swimming is more complicated, there also go distance from walk-around and distance from target
Vanilla roading version of the mod provide improvements for all races, most notably scorchlanders, animals and hives Standard encourage shortcuts over road as shorter tracks are usually better to get to destination
Mod in both versions is more noticeable with squad of people of various races
To reload navmesh try Shift + Ctrl + f11 and reload swamp with the mod again, give it another shot
Does it really works for anyone? With standart version chars just won't go, with vanilla roading they just walk the usual, not cutting where it is possible.
i should probably take it down auto-patcher was godly idea in early versions and is impossible to recode in current version and does not work on steam mods... past version did...past version don't works with new FCS...
Moving through the eastern part of the Border Zone is a massive undertaking still. Is there no way to fix this particular part of the map, somehow? Ive also ran into issues where my group would refuse to move at all. I dont mean long distance treks. I mean move 10 meters away. I think it was somewhere near the Ashlands but i cant be sure.
Theres still issues with this mod. At least bulls and garrus accelerate like sports cars now, and, although unintentional, have become better at combat as a result.
mod does not directly impact animal combat effectiveness good player can control animals without this mod and get results on pair
as for borderzone and other load intensive areas you need performance fix or nvidia optimization to accelerate loadings of the world eventually keep your game close to vanilla (no weapons, no factions addons)
126 comments
Hi, I have a few questions about your two Kenshi mods:
- What’s the difference between “Better AI and Pathing for NPCs” and “SCAR’s Pathfinding Fix”? Do they do the same thing, or are there key differences?
- If I use one of them, do I also need the other, or are they meant to be used separately?
- If Ican use both together, what’s the correct load order? Should “Better AI and Pathing for NPCs” go above or below “SCAR’s Pathfinding Fix”?
Thanks in advance for your time, and for making these mods!
- Better AI for NPCes was made to have few AI fixes to the characters and add pathfinding formula improvements to non-playable races, it was made as optional mod to not change game balance or patch leviathan/beak things getting stuck for people who wasn't on board with it, basically pathfinding fix have stuck prevention mechanism and when applied to beaks or leviathans, or gorillos, or spiders, or mecha spiders or landbats people can cry xD
- you can use both, just one or none, both gives you the best effect, but i m not requiring it
- Pathfinding fix 1st, better ai 2nd
No worries, im happy to help, i hoped i already mentioned on the mod page why AI mod is made as optional thingThanks again!
but my mods works with reactive world, someone did playlist for wasteland expansion, but modded races need compatibility patch
besides uwe adds argonians to kenshi and thats a no-go for me, i will never play that thing again
general modification will cause you crashes, you can try, don't use any of my mods, take that s#*! and go to big city, wait 2 days
what does
there is only one acid ocean in kenshi and its in far west boarder of the map left from hive terrains
You can disable the mod, you will face same errors as they are not related to functionality of the mod itself
still impossible to path from Hub to east Waystation, area around Stobe's Garden still cancels movement with all the mountains and canyons, for half of the Swamp it still tries to swim instead of just of walking around puddles, coming to World's End from the east side (UC cities) just don't work, even going from Mongrel to Obedience is impossible without manual pathing, basically - all the vanilla problems still there
the only difference is on normal version AI mostly ignores roads (which don't really improve anything - time saved on shortcut is instead wasted navigating offroad, sometimes getting stuck on mountains and cliffs), while road version is just same as vanilla game doing nothing
i assume you used OFF-SCREEN pathfinding for stobe garden since i literally live there and can't play without this mod
off-screen pathfinding is kind of awful, but should still be improved with the mod
it trying to locate nearby road to your destination, which is not optimal with how roads are in vanilla game (they don't go from location to location, but kind of everywhere)
Getting stuck on clifs or canyons might be results of Navmesh issue
same as occasional swimming, but swimming is more complicated, there also go distance from walk-around and distance from target
Vanilla roading version of the mod provide improvements for all races, most notably scorchlanders, animals and hives
Standard encourage shortcuts over road as shorter tracks are usually better to get to destination
Mod in both versions is more noticeable with squad of people of various races
To reload navmesh try Shift + Ctrl + f11 and reload swamp with the mod again, give it another shot
- installed
- not installed
once you install the mod, you already did everythingthere is no load order with Real Performance mods
auto-patcher was godly idea in early versions and is impossible to recode in current version and does not work on steam mods...
past version did...past version don't works with new FCS...
Theres still issues with this mod. At least bulls and garrus accelerate like sports cars now, and, although unintentional, have become better at combat as a result.
good player can control animals without this mod and get results on pair
as for borderzone and other load intensive areas you need performance fix or nvidia optimization to accelerate loadings of the world
eventually keep your game close to vanilla (no weapons, no factions addons)