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Closed Navigation issues

Ventry

Member
Messages
23
Settlers are unable to navigate to the beds in the following two residential plots:

"Wasteland Lounger": I believe the bed has to be moved from behind the pillar.

"Raised Shack" : Not sure what the problem is here. I can manually command the settlers onto the level where the bed is however, they refuse to use the bed. They wander outside all night.

These occur across all my settlements.
Hope you can address these issues when you get the chance.
Love the mod. Your effort and ideas are superb. Congrats.

Cheers
Ventry

ps.
Currently level 1. None have updated yet so I don't know if this occurs on level 2-3.
 
I think you might have the name wrong on the first one - there shouldn't be any pillar in Wasteland Lounger - unless its a VIP version I'm not thinking of.

The two story plots are always pretty sketchy - I may have to add custom AI packages to fix that fully.
 
Ahh ok, looks like it's only in the level 1 version. I'll add it to my list.
 
While I am reporting bugs......
A small one you may want to add to that list:
http://imgur.com/fw5H4dg
Notice how the second set of snap points is higher than the others.
Seems to affect both concrete and wood based plots.

Cheers

ps
Sorry. This is on the back of the plot.
 
Last edited:
Finally had a chance to look at this today.


I just did a ton of testing and the NPC can path completely around that pole no problem - so the navmesh is good. The bed's interaction marker is lined up so that the NPC can path to it (see pic below), yet the NPC will not use this bed:

upload_2017-10-2_21-11-9.png

I think we can all agree from that image, that there's no reason an NPC shouldn't be able to access that bed. I actually found another house that has a similar problem, where the house is completely pathable, the marker is in a good spot, yet the NPC refuses to use the bed.

What's extremely strange about this one, is that this is the very first building I designed for Sim Settlements. All of my testing and coding was done with this, so I know with absolute certainty that the NPCs would go to the bed at some point during the mod's life. I'm uncertain what has changed, but I don't believe this is fixable. I've confirmed the pathing works, and the animation access point is on the navmesh.

If anyone has any insight, I'm open to ideas - but at this point, I don't know what else could be done to solve the issue. Moving the bed from behind the post is not an option as it would require re-designing all 21 of the VIP configurations.
 
would require re-designing all 21 of the VIP configurations.
I thank-you for your efforts. The first thing that popped into my mind was moving that chest of drawers but, that would be the same "pain in the bum".

Quick question:
Does the invisible plot base have it's own nav mesh? It has collision. It makes a "walking on wood" noise when you walk on it. So, I assume, it has it's own nav mesh??
 
The invisible plot has a navmesh as does the building itself. When objects with navmeshes are stacked, the top-most navmesh is used, which is how the NPC can navigate around the pole even though the plot itself's navmesh cuts right through it.
 
Well that confirms what I have been saying about non-working plots that have the floors below the level of the invisible plot-base.
It means the settlers have no idea that the walls are there as they are navigating via the plot base (that has no walls) rather than the building nav mesh which has walls.
Perhaps you should update your addon's building documentation to reflect this as it would seem to be something important when creating addon buildings.

Cheers
Ventry
 
Closing this thread and moving it to Archives due to age. If you have a similar issue please check the forums for a report that is newer. If you cannot find one please create a new thread and mark it with the Bug tag.
 
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