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Settlers Spawn in Foundations

spaced

New Member
Messages
16
Hi Guys

Does anyone know if there is a way of fixing this. I have laid down a road using puzzle pieces (by JYBryant if memory serves) and I aften walk along the road and see settlers with just their heads visible above the surface. Is there any way to fix this?

Will using the navmeshfix mode do this? (I know nothing about modding BTW)

I would really appreciate help with this as it would improve my New Sanctuary immensely
 
I can duplicate this with regular foundation pieces as well. I just assume it is an engine bug.
 
I think this is a vanilla engine bug, most of the time settlers spawn in exactly at ground level and when the cell is loaded, the concrete may not be there before the settler spawns due to large settlement load-in times.

The only real mitigation you can do is make sure there are no gaps between the foundation and ground and hit the town meeting bell occasionally to get the ones completely inside something to teleport out.
 
And then, there are all of those lovely idle animation markers that are in vanilla as well.
I keep getting settlers working on crops that aren't there.
 
Scrap everything will clear most of them out. I also use a mod that cleans and clears the entire sanctuary island and kills the hidden markers for good measure.
 
There's a few mods that get rid of idle markers, for XBox, but a lot of them also add things I don't want to be added or conflict with effects of other mods I do have.
 
Then there's scrapall. load a save, run it in sanctuary and watch the whole thing go up in smoke. Literally everything goes except the workbench and that root cellar entrance.

No roads, no markers, nothing. Then you have to put the stuff you want back...
 
Then there's scrapall. load a save, run it in sanctuary and watch the whole thing go up in smoke. Literally everything goes except the workbench and that root cellar entrance.

No roads, no markers, nothing. Then you have to put the stuff you want back...

For me the dealers desk and terminal also remain for some reason
 
It's easy in CK to remove the animation marker, just watch for the onse that trigger missions. But if an animation was started an active during the save than it will continue untill the npc does something else. Than they won't come back if the marker is gone.
 
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