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Closed Settlers not working/pathing

Aki

Member
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47
Not sure if this is related to ROTC or not. Several of the settlers don't work at their plots, and others walk into walls trying to access their residences. Any suggestions? Thank you!
 
It might be that your machine is struggling to load up all the scripts when you go to your settlement because of the extra load from SS (and other mods). If you just park yourself in the settlement for a while (10 mins+) do they all start behaving as expected?
 
Not sure if this is related to ROTC or not. Several of the settlers don't work at their plots, and others walk into walls trying to access their residences. Any suggestions? Thank you!
Like bonfire01 suggested, chilling out in the settlement for a few minutes helps. Visiting several times and repeating also helps. Basically allows the navmesh to fully update and the AI to "kinda" start working.
But it really boils down to Bugthesda's crappy AI. 1 set of stairs misaligned by 1 pixle and everything craps out. LOL
 
I've discovered that the npc's that don't work are assigned to WB & CB agri plots. I'd noticed this prior to RoTc, but it seems more pronounced now. Npc's seem to prefer regular dirt plots to farm.

Thank you!
 
I've discovered that the npc's that don't work are assigned to WB & CB agri plots. I'd noticed this prior to RoTc, but it seems more pronounced now. Npc's seem to prefer regular dirt plots to farm.

I've noticed this, too, but this is a specific thing to be addressed to Kevbal, who is unfortunately having computer issues lately.
 
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You should see the 4-story hangman's I built for this playthrough, thankfully settlers can teleport when they don't find the pathing otherwise noone would be in the right place ever. 9 of 10 times they are way too stupid to use the stairs, but they do manage to find their way up there sometimes.
Really loving the interior plots, finally enough room to have every commercial building available in Hangman's Alley!

But yeah aslong as they are assigned the plot works. Commercial buildings are abit worse though since they actually need to stand in the building for you to be able to barter with them. For every other plot it doesn't matter where the settlers are though.
 
But yeah aslong as they are assigned the plot works. Commercial buildings are abit worse though since they actually need to stand in the building for you to be able to barter with them. For every other plot it doesn't matter where the settlers are though.

Not true! (at least in my experience). Now I sure wish they would park their butts in their shops but during business hours they will happily buy and sell no matter where their whimsical AI has taken them at the moment. This is particularly annoying in the case of the doctors who decide to wander my settlement and accost me whenever they get close.

In fact in the case of some commercial plots I built over water (at Sanctuary and Taffington) or on the northwest edge of Oberland they won't buy or sell unless I pull them elsewhere first.

I'm jealous that you can get your settlers teleporting around Hangman's, though. They've been standing around a lot for me ever since I upgraded to level 1.
 
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Yeah, my npc's don't seem to teleport either, though they do seem to be part goat. Can't tell you how many times I've found them hanging about on roofs!
 
Not true! (at least in my experience). Now I sure wish they would park their butts in their shops but during business hours they will happily buy and sell no matter where their whimsical AI has taken them at the moment. This is particularly annoying in the case of the doctors who decide to wander my settlement and accost me whenever they get close.

In fact in the case of some commercial plots I built over water (at Sanctuary and Taffington) or on the northwest edge of Oberland they won't buy or sell unless I pull them elsewhere first.

I'm jealous that you can get your settlers teleporting around Hangman's, though. They've been standing around a lot for me ever since I upgraded to level 1.

Oh that's strange, when they are somewhere else than at the store (usually only in non-business hours) I only get the settler trade dialogue with them.
But yeah the teleport thing only happens if they get stuck for a long time. Seems abit random.

I haven't built with ROTC either but that shouldn't matter for the settler AI unless specific navmeshes have been made in ROTC, if that even is a thing in settlements.
 
Actually, NPC's assigned to commercial plots/stores can be bartered with even when not at the idle marker. You just have to remember who who. LOL
If you learn how to build around the dumber than a box of rocks AI you can get them to path very reliably.
Using Bigger Settlements, I was able to get the NPC's to walk (not teleport, as long as you watched them that is) 58 stories to their assigned jobs.
68_Stories.png
 
I haven't built with ROTC either but that shouldn't matter for the settler AI unless specific navmeshes have been made in ROTC, if that even is a thing in settlements.
Yes there are custom nav blocks & stair helpers in RotC. Some of the items are not navmeshed.. so KG, as usual, made a solution. :)
 
If you learn how to build around the dumber than a box of rocks AI you can get them to path very reliably.
Using Bigger Settlements, I was able to get the NPC's to walk (not teleport, as long as you watched them that is) 58 stories to their assigned jobs.
View attachment 1162

Gah, you need to offer a seminar.

Also any chance of those helper blocks being made available at some point for workshop mode?
 
KG is going to release the tools so anyone can build City Plans. But they still have some polishing to be done. Kinda like using a wreaking ball to crack an egg. LOL!
 
KG is going to release the tools so anyone can build City Plans. But they still have some polishing to be done. Kinda like using a wreaking ball to crack an egg. LOL!

Sure, but I was thinking more along the lines of them actually being in the build menu. Having access to an invisible "connector" settler AI recognizes as a bridge between otherwise non-navigable points would be amazing for any settlement, not just RotC cities.
 
They will be. Not exactly sure how,, but at the moment the "tools" are in their own category.
 
@Doctor Feh I've done a good chunk of pathing for settlements. Here's a few quick tips:

Stairs:
  • Do NOT leave gaps.
  • Make sure stairs are square on to whatever they're supposed to attach to at the top
  • If stairs can snap at the top, snap them.
  • Watch that rotation. Make good use of place everywhere and console commands to ensure stairs are always 90 degrees off from whatever is at the top if snapping isn't an option for any reason.
Objects:
  • Not everything is pathable on top
  • Hitboxes count. Some things like cars have meshes based on the size of the pre-war vehicle with texture replacers inside. If it's a large truck frame, it's still going to have the same hitbox as a large truck.
  • If it's not specifically a doorway, don't expect settlers to walk through or under it Hitboxes are usually bigger than you think they are.

Floors:
  • Things placed embedded in the ground mesh or floor pieces, unless they are themselves navmeshed, WILL break the ground mesh. This very much includes plywood and pallets.
  • Again, no gaps. Snap if you can. a single teeny tiny little .1 pixel variation where the two flooring pieces are pulled apart will snap the mesh. The settler AI will stop short on gaps.
 
And @tankthing that right there is why your citys "mostly" work. I say mostly cause we get the code spawned version... BIG difference than the actual save files. LOL
 
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