Welcome to the AFK Mods bug tracker. In order to report an issue, you need to have a VALIDATED account to post one. Once you have followed the link the registration email sent you, please select a project from the drop down menu below. Select “Open New Issue” and fill out the form with as many details as possible.

Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Settlements & Workshops
Assigned To: Sclerocephalus
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By Glitchfinder on Mar 23, 2021 3:07 pm
Last Edited By Sclerocephalus on Apr 23, 2021 7:36 pm
Closed By Sclerocephalus on May 5, 2021 10:54 am
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.3

Issue #29901: Jamaica Plain Navmeshing Issues

 
Jamaica plain has two issues with navmeshes, that cause inconsistent settler behavior in the settlement. The first is a gap in the navmeshing at the bottom of one staircase, which prevents settlers from using it. The other is that the settlement is surrounded on two sides by preferred pathing (due to the presence of major roads), which causes settlers to wander around the outside of the settlement rather than walking the settlement proper. There are two mods on Nexus that attempt similar fixes to resolve the issue, my own from 2017 and a new one from a week ago. As noted in the description of my own mod, the unofficial patch has my explicit permission to use my changes outright rather than reimplementing the fix from scratch.

Comments

1 comment(s) [Closed]
Sclerocephalus said:
 
To make NPC use preferred paths (or, actually, to make them prefer them, because they will never use them exclusively), this behaviour must be enabled by setting individual bools on the procedures their packages are composed of [NB: you'll find them on the "package" tab of the packages, not on the "Flags" tab; the latter is only for flags that apply to the whole package]. All these bools however are false on all workshop packages (except those of the provisioners), so I have my doubts that preferred pathing is the issue here. It's more likely a pathfinding issue where the way around the buildings at the northern edge of the settlement is the shortest possible path to reach the intended destination - and such an issue can be easily explained by the navmesh gap at the stairs because it blocks the way across the settlement permanently.

In similar situations, settlers are not using the preferred path. If I build a guard post just west of the stairs with the navmesh gap and another one on the bend of the road along the southern side of the settlement (i.e. just south of the other stairs; west of this point, the road trends from northwest to southeast, then turns to the east), my guard takes the path across the building. This is the shortest path. The preferred path runs along the road on the west side, around the southwest corner, and then along the southern road. To make him use that, I have to move the guard post significantly further west, i.e. he walks on that path only if it is shorter than the way across the building.

Thus, I fixed the gap but did not touch the preferred pathways. I also grounded two vertices that were floating way above the ground a little west of the blocked stairs. The triangles connected to these vertices (or at least parts of them) are an obstacle for NPCs and cannot be navigated through [navmeshes are best placed directly on the ground; they may be floating or buried a little but once they are floating too far above the ground or buried to deep below it, they will stop working properly]. I also added a precut mesh to the news stand 00095383 (it didn't have one and therefore left a permanent gap in the navmesh when it was scrapped).

Showing Comments 1 - 1 of 1