UPDATE: Bashed Patch offers this setting as one of its tweak settings. You can change the NPC vertical object detection multiplier, where 1x = default values (150 and -100). 3x-4x roughly gives you the same coverage as 2 floors above and 2 floors below. ========================================
If you want to check if the changes from this tweak is in place (just in case if there's another mod out there that changes the same thing; I don't know of any at the moment):
Open up console, and type: GetGS fSandboxCylinderTop GetGS fSandboxCylinderBottom
The console should tell you 576 and -576, respectively.
For those of you who are versed in papyrus and console commands, this also implies that you can achieve the same effect without downloading this little plugin: SetGS fSandboxCylinderTop 576 SetGS fSandboxCylinderBottom -576
You can even change them to other values as you pleased. CORRECTION: Changes made in the console will be reset when the game is started next time. It would be best to have the commands save to a text file, and run it as bat every time you start the game if you choose to not use the plugin.
I have uploaded a modified version by Keleigh3000 that can be merged with the bashed patch. The change was:
A moddist suggestion: If you change the FormID of fSandboxCylinderTop (01000D62) to 00000D62 the ESP can then be assimilated into one's bashed patch, thus saving a LO slot.
Uploaded an update file that includes a hotfix to Delphine's Secret Basement, which marks the chair, alchemy station, and enchanting station ignored by sandboxing. This should stop NPCs from sandboxing in the basement.
Since this contains edits to a cell, it's not Bashed Patch mergeable. However, you can still merge it using TES5Edit manually.
If you wish to use this update, simply install this and overwrite the older version.
I've thought about this mod more often than one person probably should. Is it possible for this mod to be ported to FO4? Settlers in FO4 rarely use the top floors of built structures.
Am I the only one who can't get it to work? To be "safe", I dismissed my follower (Brelyna), went to a different location and rehired her. She does absolutely nothing, in different locations, whether or not I've told her to wait, she stands there as stiff as always. :(
only one of my wives is moving around the house. One is doing tasks, the other is standing still. I'm not sure if it is this mod but it seems the most likely, anyone know what the problem might be?
Don't think it's this mod, it's a full game setting change apply across the whole game. Maybe your multiple spouses don't have the right AI packages. This mod doesn't do any with AI, it only increases AI's radius.
Hi, I have an issue that might or might not be fixed by this mod:
I live in a house/castle mod with multiple areas and ofc, each area has stairs and all. The NPCs that went with the mod do explore all areas of such house and climb stairs, everything. But the NPCs I took to live there DO climb stairs but they only navigate/occupy the very area I asked them to be.
I think this mod won't help in the sense of making those NPCs to visit and enter the other house areas, right? Is there such mod? Thanks in advance!
It's possible using the similar AI packages that heathfire kids have. They know how to play outside and coming back indoors. But this is much more involved, required the right keyword labeling each area, which means the whole map (or player home focus), and all modded areas, include new locations added by mods, would need to re-label with the correct keywords.
The other way that this can be implemented is already done by My House is Your House, or AI overhaul. Both involves with individualized AI packages that define exactly when to be where. MYIYH script allows you to place markers in game to customize these packages per NPC, but it also conflicts with mod AI. I stopped using it personally.
Since installing breezehome got more traffic than a bus station. Many Whiterun char just idles in breezehome incl. guards. Even after deinstalling I had to disable and reset some NPC to get them out of the house. After removing them no further invading NPC's appeared in breezehome
I don't think that's caused by this mod. I've been using this mod for years and never had it happen. (Occasionally if an NPC is talking to me when I enter Breezehome, they'll come inside, finish their line of speech, and immediately go out the door again. But AFAIK that's Vanilla behavior.)
People tend to assume that if something unusual happens with a mod enabled, it must be that mod's fault. But this isn't necessarily so. It could be a conflict with some other mod, causing that mod to act differently than it normally does. It could be something another mod is causing, and you just never happened to see it before. Or it could just be coincidental.
Personally I don't see how this mod could cause NPC's to enter Breezehome and stay there; it just modifies the setup to allow NPC's that _are_ there to use all the floors. With 156,000 users and no other reports of this behavior over five years, it's not likely to be caused by this mod. But of course I don't know for sure.
Posted 04 July 2015 - Recently posted explanation by Shurah about Multiple Floors Sandboxing, for posterity:
When an NPC uses a "sandbox" procedure, he will try to use any furniture in the radius area, even if the furniture is located in an inaccessible area (a locked room for example or an area not covered by navmeshes). When an NPC tries to use a furniture located in an inaccessible area, the NPC will send a request to the pathfinding algorithm, but the pathfinding won't find any solution, as a result, the NPC will stop to move (waiting for a solution from the pathfinding algorithm) until that his current AI package is removed. In some cases, if you use the wait menu, the NPC will teleport in a test cell and be forever lost.
This is baked into the save, if it happens you will most likely have to start a new game, just removing the mod won't do anything.
FOR ALL OF YOU HAVING PROBLEMS WITH THIS AND FOR THE GUYS WHO CHECK POSTS BEFORE INSTALLING MODS, STAY AWAY.
398 comments
Bashed Patch offers this setting as one of its tweak settings. You can change the NPC vertical object detection multiplier, where 1x = default values (150 and -100). 3x-4x roughly gives you the same coverage as 2 floors above and 2 floors below.
========================================
If you want to check if the changes from this tweak is in place (just in case if there's another mod out there that changes the same thing; I don't know of any at the moment):
Open up console, and type:
GetGS fSandboxCylinderTop
GetGS fSandboxCylinderBottom
The console should tell you 576 and -576, respectively.
For those of you who are versed in papyrus and console commands, this also implies that you can achieve the same effect without downloading this little plugin:
SetGS fSandboxCylinderTop 576
SetGS fSandboxCylinderBottom -576
You can even change them to other values as you pleased.
CORRECTION: Changes made in the console will be reset when the game is started next time. It would be best to have the commands save to a text file, and run it as bat every time you start the game if you choose to not use the plugin.
Hope you enjoy this little tweak!
Dova
Since this contains edits to a cell, it's not Bashed Patch mergeable. However, you can still merge it using TES5Edit manually.
If you wish to use this update, simply install this and overwrite the older version.
I've thought about this mod more often than one person probably should. Is it possible for this mod to be ported to FO4? Settlers in FO4 rarely use the top floors of built structures.
I live in a house/castle mod with multiple areas and ofc, each area has stairs and all. The NPCs that went with the mod do explore all areas of such house and climb stairs, everything. But the NPCs I took to live there DO climb stairs but they only navigate/occupy the very area I asked them to be.
I think this mod won't help in the sense of making those NPCs to visit and enter the other house areas, right? Is there such mod? Thanks in advance!
That isn't this mods doing. It's likely an issue with the location record / keywords in the house mod you use.
The other way that this can be implemented is already done by My House is Your House, or AI overhaul. Both involves with individualized AI packages that define exactly when to be where. MYIYH script allows you to place markers in game to customize these packages per NPC, but it also conflicts with mod AI. I stopped using it personally.
People tend to assume that if something unusual happens with a mod enabled, it must be that mod's fault. But this isn't necessarily so. It could be a conflict with some other mod, causing that mod to act differently than it normally does. It could be something another mod is causing, and you just never happened to see it before. Or it could just be coincidental.
Personally I don't see how this mod could cause NPC's to enter Breezehome and stay there; it just modifies the setup to allow NPC's that _are_ there to use all the floors. With 156,000 users and no other reports of this behavior over five years, it's not likely to be caused by this mod. But of course I don't know for sure.
СРОЧНО ПОМОГИТЕ ЧТО ДЕЛАТЬ
When an NPC uses a "sandbox" procedure, he will try to use any furniture in the radius area, even if the furniture is located in an inaccessible area (a locked room for example or an area not covered by navmeshes). When an NPC tries to use a furniture located in an inaccessible area, the NPC will send a request to the pathfinding algorithm, but the pathfinding won't find any solution, as a result, the NPC will stop to move (waiting for a solution from the pathfinding algorithm) until that his current AI package is removed. In some cases, if you use the wait menu, the NPC will teleport in a test cell and be forever lost.
This is baked into the save, if it happens you will most likely have to start a new game, just removing the mod won't do anything.
FOR ALL OF YOU HAVING PROBLEMS WITH THIS AND FOR THE GUYS WHO CHECK POSTS BEFORE INSTALLING MODS, STAY AWAY.
Hogwash. Plenty of mods out there that allow you to summon one or all of your followers to your location, even if they're in a test cell.
This mod is no more "dangerous" than any other mod out there, and nearly 18,000 mod users agree.