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Patch 2.1.7 - Better Plots, Better Pathing

If you are receiving strange pop-up messages in game about scrap or obsolete items, please download the 2.1.7b hotfix patch. There were a bunch of debug messages from a late night code session that I accidentally put in today's patch.
 
Instead of going through all the patch notes which one allowed Kids to work with SS?

AKA: waynefox3
 
2.1.6 being above 2.1.7 on the main page is bothering me, so I'm seeing if posting here will fix it.

Edit: Yay, it worked
 
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Not sure where we're supposed to leave the feedback you (kinggath) asked for on this patch so I guess I'll put it here?

I excitedly rebuilt the Max Shack I had torn down in frustration awhile back only to run into exactly the same navigation problems I was having before -- in fact seemingly worse. The settler would work at her job plot fine, but once she was supposed to go to bed she would just stand in place. If I manually tried to move her into the house she would ignore the stairs leading to the front door and instead go up the stairs of the plot next door, getting stuck on the mailbox there. If I tried to reassign her to the Shack she would leave and walk out to the default spot of the settlement (Starlight) and stand there. By "default" here I mean that place that the navigational icon representing the settlement is placed on your PipBoy, which also seems to be where you'll occasionally get your settlers spawning in before the scripts catch up and they start moving off to do their jobs.

So I'd observed all this frustrating behavior before and 2.1.7 didn't seem to change it at all, even after multiple reloads, refreshes and even scrap and rebuilds. I gave up for the night.

I planned to write expressing that 2.1.7's Max Shack upgrade had apparently failed but before I did so today I started the game and tried one more complete plot refresh, and wonder of wonders, I watched her finish her work for the day, walk across the lot, up another set of stairs I made (which she ignored before), went in, went right up those cramped stairs inside the shack, and got into bed. Didn't even have to teleport.

So, okay. I'm giddy. I don't know what it was I had to tweak on my end before the new pathing took effect but whatever you did worked!

Here's hoping it stays stable. Today I'm going to check on my Max Shack over in Sanctuary and see if the settler there is also finding her bed, then I'll adventure around a bit and try building and assigning one in a new area.

Fingers crossed.
 
All right, after checking on my existing plots and building some new ones, it would seem that the settlers start out not knowing what to do with the Shack, even with refreshes, reloads, etc., but if I fully fast travel away and then back the new pathing AI would then click in and seems to have stayed in place so far for all cases, on all foundations. Does that indicate the cell itself needs to reload after the shack placement, perhaps so their AI does some sort of reset? I haven't tried seeing if a 'coc' console command would do the trick but I suspect it might.

Interesting other bit of behavior, it appeared in some cases they still needed to "touch base" with the default spot I mentioned above, but then after a second or two would continue on to the Shack and up to their beds. I can also report that on at least one occasion I was there for the settler walking back out after waking up from a night's sleep and taking up her day job in a timely manner. I don't know if there were any teleports involved but it happened quickly enough after the standard wake up time I'm inclined to think she got back downstairs smoothly.

It's great to see them using the house and its bed as intended! Kudos! The only hitch right now seems to be prodding them to recognize the change. Once they do, smooth sailing, even in cases where they had to detour up stairs and around obstacles to get to their front doors. There was no hesitation inside the Shack as they went to the second floor. I'm really excited to see this new pathing technique tackle something like the Raised Shack and its switchback stairs, it seems to be strong enough to get them up.
 
@Doctor Feh Thanks for the detailed feedback! The only action I'm aware of that needs to happen to update navmesh, is for you to exit and enter workshop mode. That's what the code tells me is the case, though those notes could be wrong. According to cdante's testing, the navmesh updates do require a cell reload (which is part of the warning you receive after importing with Transfer Settlements).

For most players, I think the upgrade will occur to the 2 story state while they are away, which should presumably count as having left the cell already. So hopefully it won't be constant issue.
 
I can definitely confirm that entering and exiting workshop mode does nothing. It might update the navmesh for the plot (can't see that) but the settler itself doesn't seem to recognize and act on the change until a cell reload.

It's strange because I always thought they would update their pathing in real time, like when they find a set of stairs I just placed, but maybe this new methodology you found is complex enough to need the "reboot." In which case yeah, depending on if a two-story upgrade counts as finished before the player returns to the settlement that should be a case where it syncs up without a problem.
 
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I can definitely confirm that entering and exiting workshop mode does nothing. It might update the navmesh for the plot (can't see that) but the settler itself doesn't seem to recognize and act on the change until a cell reload.

It's strange because I always thought they would update their pathing in real time, like when they find a set of stairs I just placed, but maybe this new methodology you found is complex enough to need the "reboot." In which case yeah, depending on if a two-story upgrade counts as finished before the player returns to the settlement that should be a case where it syncs up without a problem.

It probably has more to do with something bethesda does on the back-end that makes workshop items work instantly but spawned items not work the way we want. And since we can't see their engine code we just get to guess and check until the solution is found or determined to be an engine only feature.
 
One way to test this would be to make a workshop placeable version of a plot building, and build it in workshop mode.

If it instantly gets the navmesh/usable by the settler, then we know bethesda is doing something special that spawning the items isn't doing. (granted that doesn't tell us what the something is :P)
 
Upon trying to update, my xb1 removed the main SS file and would not reinstall the mod. I've restarted my system twice and I supposedly have 1.14gb of space available so I'm a bit lost.
Since I'm here, did anyone ever get around to fixing Brae's defences as well? On my system it was not working the arty into the flares. I liked the mod, but having to add vanilla artillery in addition to what I had kinda sucked. Especially the first time I needed it and no artillery came.

Please disregard, the 5th try was the charm, right after I posted this. Would still be nice to maybe get something new on the defences though. Thank you for your time.
 
I'm not sure if Brae is still working on the add-on or not. We try to get the add-on authors to pass their creations on to someone if they move on, but sometimes we can't get in touch with them.
 
One way to test this would be to make a workshop placeable version of a plot building, and build it in workshop mode.

If it instantly gets the navmesh/usable by the settler, then we know bethesda is doing something special that spawning the items isn't doing. (granted that doesn't tell us what the something is :P)

I'll leave that potential experiment to one of the Great Builders since it sounds like that'd require CK work. On my end I've just been placing more Max Shack plots in an effort to see if I can find a reliable, repeatable method of getting settler and mesh to, well... mesh... and I'm coming up frustratingly empty. Fast traveling turned out not to be the answer after all. They still eventually figure it out but sometimes that takes several hours of play, or I just give up and then the next evening when I boot up Fallout and go to the settlement they've had their epiphany.

Now mind you for testing purposes I'm using the console cheat to force upgrades rather than waiting for them to happen organically. I'm not sure if that screws things up but I don't know enough about the inner workings to say it wouldn't. Also I like to watch upgrades happen... has it been working seamlessly for those of you who have it set to just auto-upgrade while you're out and about in the wasteland?
 
I'm not sure if Brae is still working on the add-on or not. We try to get the add-on authors to pass their creations on to someone if they move on, but sometimes we can't get in touch with them.
I appreciate your response and I understand. Thanks to you and the other for the awesome mod and taking the time to do all of this for us. I'm nearing my allotted Xbone space so I'm not sure how much more I'll be able to do.
 
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