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Shrink collision box size of settlers (even if it results in some clipping)

fathamburger

Active Member
Messages
251
This is to compensate for NPC's largely not being able to move around as freely as PC's can (i.e. non diagonally, having to stand still and rotate etc) and needing a LOT more room to path. If it means they can actually negotiate and path thru smaller "alleys" and we can reserve more space to build so we actually have "active" settlements when they are walking around and doing building stuff then it's for the better imho. Or maybe it's something wrong with the game's path calculation itself on settlements

This is probably the first thing I'll attempt to mod If you guys don't end up doing it. I keep wondering if this is set in an ini file somewhere and it's quickly editable.
 
There is a mod that dynamically reduces the collision box for the player when crouching which allows going under obstacles and jumping through windows that wouldn't normally be possible- though I don't think it works for all npcs.,, "Uneducated Shooter".
 
There is a mod that dynamically reduces the collision box for the player when crouching which allows going under obstacles and jumping through windows that wouldn't normally be possible- though I don't think it works for all npcs.,, "Uneducated Shooter".

Sounds like its a good place to start. Messing with collision boxes for combat is usually far more dangerous though as its typically where designers focus their time on balancing vs for relatively low impact work for idle animations and pathing in HQ but still ..

I have an issue with my vault 88 that necessitates this where essentially the pathing is all beelining towards one particular corner and arguably one particular plot more so than anything else and it may be in part because there's not enough room for them to path. I know that effectively it means nothing if the cant path since all the NPC's and numbers can still be "assigned" ok but still...
 
Sounds like its a good place to start. Messing with collision boxes for combat is usually far more dangerous though as its typically where designers focus their time on balancing vs for relatively low impact work for idle animations and pathing in HQ but still ..

I have an issue with my vault 88 that necessitates this where essentially the pathing is all beelining towards one particular corner and arguably one particular plot more so than anything else and it may be in part because there's not enough room for them to path. I know that effectively it means nothing if the cant path since all the NPC's and numbers can still be "assigned" ok but still...
Yeah, it seems the quickest(most efficient cyclewise) and easiest solution is nav meshes and sometimes when objects are 'in the way' or 'on the mesh' the engine doesn't seem to take that into considertaion and the npc goes 'tread master' until they reach warp velocity.
 
I'm not sure if what the Op is requesting is even possible. Collision is defined in the mesh (nif). The mesh is defined in the Race record which is defined in the Actor record. To change the collision for settlers, every relevant Actor record would have to be edited to use a custom race. This is not something the SS2 team would be willing to do as vanilla edits increase the chance of mod conflicts.

There is also a side effect. If the collision is reduced, they would be harder to hit in combat.
 
I'm not sure if what the Op is requesting is even possible. Collision is defined in the mesh (nif). The mesh is defined in the Race record which is defined in the Actor record. To change the collision for settlers, every relevant Actor record would have to be edited to use a custom race. This is not something the SS2 team would be willing to do as vanilla edits increase the chance of mod conflicts.

There is also a side effect. If the collision is reduced, they would be harder to hit in combat.

Ah thanks for clarifying. That's a fair point. Maybe it's possible to extend the actor class/record and basically have a separate navigation collision to the base one instead without breaking any base class compatibility. Ill look into it eventually if no one else does.
 
i've had fantasies of disabling collision on companions every time dogmeat blocks a door.
I get blocked much more than Dogmeat nowadays but that's a good idea. If somehow there isn't already a mod that disables just PC to companion collisions, that's something to put on the agenda also
 
I get blocked much more than Dogmeat nowadays but that's a good idea. If somehow there isn't already a mod that disables just PC to companion collisions, that's something to put on the agenda also
I vaguely remember that being part of Amazing Follower Tweaks but it's been a long time since I played with that mod
 
I can think of two mods that accomplish something similar for Skyrim.
and
Done with SKSE64 of course
 
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