the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Question [ver.4.2.3] settler pathing problems

okamiamateru

New Member
Messages
19
hi i encounter a weird thing in my settlement after using sim settlement, when the city plan is used ( i use the default city plan) the pathing of settler is pretty much normal and new element added by sim settlement is regconized , however after a certain period of time ( i.e mostly 3 days in-game) all the pathing seem to have been erased, it affect every NPC in-game even your companion , to be specific all settler that is within the confine of the city will not move and your companion will not be able to follow you into the city , as if the entire pathing script of the area is gone , this happen at every single settlement that is built by sim . Please help me
i have a hunch that the mod "unlimited companion frramework" is resposible however i have been using that mod since the begining of my game so i can't uninstall it and revert back to the save before the installation because such "clean" pre-every mod save dose not exist
thank you for your patient and best regard
jack
this is my system spec and load order as of writing this thread (i'm using MO2)
Capture6.PNG
Capture7.PNG
Capture8.PNG
Capture9.PNG
Capture10.PNG
Capture11.PNG
 

Attachments

  • DxDiag.txt
    98.3 KB · Views: 391
Last edited:
This can also happen due to excessive active scripts causing major script lag. Have you checked your active scripts with Fallrim Tools ReSaver? If you have a lot of active scripts, go find an internal cell, like Vault 111 or the Root Cellar at Gorski's cabin. Go inside and without pausing, let your character stare at the wall for 1/2 hour of real time. Make a save and check it again with Fallrim Tools ReSaver and see if the active scripts are back to normal.
 
Oh.

Check with fallrim first.

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Below might be a more convenient way to post your loadorder.

To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

There are problems with the load-order so I suggest using Loot now then check back with a Looted loadorder.

When I see this at "9" I stop checking as to manually fix everyone's LO is just too much for me
upload_2020-2-23_13-16-59.png

Sorry. :sorry

I think the Fallrim check is what we need most right now to get you sorted out on the main issue at hand.
 
so that is the mod that broke everything then ?

No and maybe? a poorly sorted load order can take a generally kind of ok game to a broken save given enough time. Unlimited Companion Framework has to be at the bottom of a LO. When I see it at the top for a ‘prime mod” I know the user hasn’t been reading the authors instructions. That just tells me that they might have tossed it all together for everything else.
 
Last edited:
@RayBo this is what came up when i run the check , and i also admit i don't have much mod installation knowlage and discipline , before this i uninstalled a mod called "scrap everything" (and kept using that save) but as i said i don't have a "clean" save so i don't know if that is causing the problem or not , sorry for not mentioning that first :sorry
Capture12.PNG
 
No and maybe? a poorly sorted load order can take a generally kind of ok game to a broken save given enough time.
i have tried with my oldest save to see if the problem still presist but to no avail , the same thing still happen oh and that save didn't have "scrap everthing" in it
 
i have tried with my oldest save to see if the problem still presist but to no avail , the same thing still happen oh and that save didn't have "scrap everthing" in it

Did you also disable the Fallout 4 patch in this save?
unknown.png


I would say either is simply enough to break your save file.

Sorry man. It is just the way it works.

I "really-really" appreciate you being so honest!

I recommend using this save file to figure out what mods you want to use and get your load order figured out. I never let a broken game go to waste, "I use them for wild-cat testing" so I don't make the same mistakes again.

:sorry I recommend a new game.

NOW - If the save is truely clean and NPCs are idling strangely, all you may need to do is give it time. If it is the concord 5 it can take a while for their NPC AI to thaw out.

Still, some save files do seem to be born defective and that is just vanilla Fo4.

Remember to validate the steam game file if you re-start.
 
Last edited:
yes i did that save is my "cleanest" save with only 5 mods install , that mod is not present in that save

Then you can try to let the game idle for an hour or two and see if they start working.

"idle being just let the game run"

unless you are a modder I always recommend users to use the Fo4patch.
 
Sorry for hijacking this but I'm encountering the same issue at my Sanctuary hills settlement - which is using the default city plan included in ROTC. I think this is something to do with the city adding new stuff instead of a conflicting mod, as everything seems to be normal if I go back to a previous save where sanctuary isn't as built up.

After encountering another bug with the mod Start Me Up that's related to a script overload I had a feeling it was caused by some script lag. Problem is I've done pretty much everything to deal with that already. I've cleaned my saves unattached scripts with the Fallrim resaver tool, I only have about 3-6 active scripts running, added the .ini files on the wiki, and waited around both sanctuary and an interior cell for the scripts to catch up. None of it has worked. Everyone's still standing around like idiots.

The only thing I can think of doing would be to sit in an interior cell again for an even longer period of time, but other than that I'm just stumped.
 
after a day of applying the fix it's still not working ( running FO4Edit put load order as shown by LOOT , idle in vault 111 for 2 hours ) yep looks like i have to start from scratch
Edit : how long are you suppose to wait at a settlement after activating the city plan and have every thing load in properly ? i notice in the tutorial video there's suppose to be this flickering however i have not seen that at all
 
Last edited:
@RayBo ok after extensive testing i have no idea what is going on , this time i have a completely clean game with only sim settlement but it's still a problem even when i wait around for 2 hours . When i refresh the city the pathing is back but whenever you left the settlement( or use "wait" outside of the settlement )and come back the pathing problem repeat . Now i can refresh it but then what will happen when you reach a higher level of the city . I have checked using fallrim on my exit save but with only 2 active script i don't think it's that hard to load ( i even play on the lowest graphic setting and select the "low" option when sim settlement ask for the performance setting )
i have a video recorded showing the problem with time stamp in the description for each event here :
To view this content we will need your consent to set third party cookies.
For more detailed information, see our cookies page.

Capture.PNG
 
I'm seeing this problem as well, but with v 4.2.2. My companions also get stuck just where Dogmeat was at the start of the above video and all my settlers just stand in one place with no animations. An exception is that the settlers assigned to the logistics stations are walking their routes. Fallrim tools shows I do not have script lag.
 
Honestly guys, issues like this is why I don’t use any CP in Sanctuary. As a player will not use a City Plan in Sanctuary, ever.

Quote from an unnamed author that is a Settlement Overhaul Expert / Nav-mesh Expert:

“The Bethesda nav-mesh in Sanctuary is the worst in the entire game world of Fo4.”

I have seen similar issues for so many mods that overhaul Sanctuary over the last 5 years that I only use Sanctuary in vanilla form or with an unlisted mod overhaul that fixes nav mesh, previs and precombines, and the LOD.

My only suggestion is try another CP, keep it vanilla and build manually with SS, don’t overhaul Sanctuary, or find a mod or CP that works for you.

At the end of the day even a good CP are still a location overhaul.

My humble “unofficial recommendation” for most players is to manually build in Sanctuary and not to use a city plan or overhaul. Keep it vanilla for the least chance of issues.


That said, I have seen issues like this resolve themselves much later in the game. Ha, or other times it gets worse so you have to test.


Also, not important here but from watching the video. When I suggest idle or “stay still” or look at walls in an internal cell for “x” amount of time. I do not mean sleep or wait. I mean stand still for “x” amount of time - “real world time” not game time and just let the game run. Sleep and wait are not accomplishing what I am suggesting.

Idle = is in units of real world time

sorry, I can’t be of more help here....
 
I understand that Sanctuary can be problematic. And this issue doesn't really bother me as it's not a functional one. It just breaks Immersion. But the bug isn't limited to Sanctuary. And it doesn't happen if you use the complex city plan, which isn't compacted. From what I'm observing, all compacted city plans have these pathing problems.
 
Those on console can use either (after selecting npc in console so ID is shown) - either resetAI, ForceRePath (frp), or ForcePathFailure (fpf) … it may work, may not... it basically forces the NPC to forget what it is doing and to attempt to re-learn (especially if one is trying to walk into the wall - I would use fpf first... wait... see if it abandons what it is doing and perhaps try something else....

I agree with @RayBo about sanctuary - only pain and a life of misery awaits you there.

And honestly, how often will one actually be there - so far out of the way, not along routes, etc...

John
 
And make sure EFF is towards bottom... any "vanilla" based companion will wipe out what EFF does... effectively killing it - AI speaking of course. The complications can be seen in xEdit.

John
 
Top