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Solved SS broke pathfinding in Interior?

BananaPhone

New Member
Messages
4
For some reason when i enter building or interior zone (or different cell zone is what they called it?) the NPC nor my companion doesn't move and teleport to me until there is a walkable path, it also happen in Diamond city where the quest which Nick Valentine need to reach to kellogg's house but doesn't move at all meanwhile other npc move normally.
most of my mods are Weapon and stuff for Automaton mods
could it be Better Settler mods?
 
For some reason when i enter building or interior zone (or different cell zone is what they called it?) the NPC nor my companion doesn't move and teleport to me until there is a walkable path, it also happen in Diamond city where the quest which Nick Valentine need to reach to kellogg's house but doesn't move at all meanwhile other npc move normally.
most of my mods are Weapon and stuff for Automaton mods
could it be Better Settler mods?

"SS broke pathfinding in Interior?" Sim Settlements won't do that.

Probably an overhaul mod, script lag, scrap everything / other scraping mod, or maybe a broken save.

When you said "DC" are you running anything like Tales from the Commonwealth or have you uninstalled "any" mod this playthrough?

Just to confirm for anyone else who may try to help, you are on a console?

Which one or PC?
If you can post a load order that would be good?

If you have uninstalled any mods in this save then what-is-done, is-done and about all you can do is revert back to before the time of doing that.
 
PC, when i disable Sim Settlement they move normally again, the only mods i uninstalled was Unique NPC, but they're still same thing even uninstalled it.
*BetterSettlersNoLollygagging.esp
*BetterSettlersCCAPack2.0.esp
*BetterSettlers.esp
*BetterSettlersCleanFacePack.esp
*BetterSettlersMortalPack.esp
*Unofficial Fallout 4 Patch.esp
*Automatron Randomized Bots Framework.esm
*DankWesternRevolverBullBarrel.esl
*ArmorKeywords.esm
*SimSettlements.esm
*WorkshopFramework.esm
*BerettaM9FS.esl
*IndustrialCity_Sim_Settlements_Addon.esp
*th1nkEyebot.esp
*th1nkEyeBot-FarHarbor.esp
*th1nkEyeBot-NukaWorld.esp
*th1nkEyeBot-DLC03DLC04Addon.esp
*AEWS.esp
*MAID_by_Justice.esp
*Assaultron Junk Parts.esp
*AutomatronWheelLegs.esp
*AutomatronSecuritron.esp
*MsAutomatronPartsCollection.esp
*Assaultron Combatron.esp
*Automatron Randomized Bots Merged Patch - With Nuka World.esp
Automatron Randomized Bots Merged Patch - No Nuka World.esp
*Automatron Randomized Bots Overrider.esp
Automatron Randomized Bots Overrider Unleveled.esp
*AEWS_NukaWorldPatch.esp
*SettlementMenuManager.esp
*Dynamic Weapon Shadows.esp
*127SMG.esp
*DarkerNights.esp
*DarkerNightsDetection.esp
*M1014.esp
*M1014- AWKCR Compatibility.esp
*BetterItemSorting.esp
*Integration.esp
*Eli_Armour_Compendium.esp
*STG60.esp
*Family Mauser.esp
*MikeMooresMCAM.esp
*officersRevolver.esp
*Mk41GyrojetHMG.esp
*ABundleofTape.esp
*DOOMMerged.esp
*MAID_EXT.esp
*Liberator.esp
*SkibsWeapons-REDUX.esp
*SkibsWeapons_REDUX_CheapTurrets.esp
*R91AssaultRifle.esp
*G36Complex.esp
*9mmPistol.esp
*McMillanCS5.esp
*CROSS_CryoLance.esp
*YK42B.esp
*KrissVector.esp
*MoritasBattleRifle.esp
*AzarPonytailHairstyles.esp
*CBBE.esp
*Female Deathclaws - Seperate Actors.esp
*AutomatronSDTank.esp
*AutomatronSDTankExpanded.esp
*F4NVServiceRifleRedux.esp
*LAER.esp
*G11.esp
*P99.esp
*BullpupBozar.esp
*MP7.esp
*GreaseGunSMG.esp
*AK400.esp
*L96A1.esp
*G3Family.esp
*HK_MP5.esp
*StG44.esp
*Dank_MP7Expanded.esp
*Elysium.esp
*MP40.esp
*BLGUNS.esp
*M60.esp
*YogCrowbar.esp
*EnhancedLightsandFX.esp
*Pip-Boy Flashlight.esp
 
Last edited:
"when i disable Sim Settlement they move normally again, the only mods i uninstalled was Unique NPC, but they're still same thing even uninstalled it."

Yeah, that is what happens when you disable a scripted mod when your active scripts are jacked.

I recommend checking your save file with fallrim:
see video below for how to do that:
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Next likely not the cause of your problem but it is an indication of other issues that compound over time.
see in red authors note for how to set up better settlers:

  1. Load Order (IMPORTANT):
    <<<Eli's Armor Compendium and/or Azar's Ponytail Hairstyles (optional)>>>
    <<<Any other Settler Mods>>>
    BetterSettlers.esp
    <<<Any Better Settler Patches that you might use from other authors>>>>
    <<<Any Better Settler Optional Packs like Lollygagging, Clean face, or Light or Heavy Armor Types (optional)>>>
    <<<Better Settlers Mostly Female or Mostly Male (optional)>>>
    <<<CCAP MUST go here or it wont work (optional)>>>
    <<<Any Better Settler Mortal or Mortal Soldier Pack must go LAST or they wont work (optional)>>>

*BetterSettlersNoLollygagging.esp
*BetterSettlersCCAPack2.0.esp
*BetterSettlers.esp Move BS to near middle of your LO or lower, and order it per the authors instructions. This will not work
*BetterSettlersCleanFacePack.esp
*BetterSettlersMortalPack.esp

*Unofficial Fallout 4 Patch.esp only the game files and creation club files should be above this.
*Automatron Randomized Bots Framework.esm
*DankWesternRevolverBullBarrel.esl
*ArmorKeywords.esm
*SimSettlements.esm
*WorkshopFramework.esm WSFW needs to be above SS

*BerettaM9FS.esl
*IndustrialCity_Sim_Settlements_Addon.esp
*th1nkEyebot.esp
*th1nkEyeBot-FarHarbor.esp
*th1nkEyeBot-NukaWorld.esp
*th1nkEyeBot-DLC03DLC04Addon.esp
*AEWS.esp
*MAID_by_Justice.esp
*Assaultron Junk Parts.esp
*AutomatronWheelLegs.esp
*AutomatronSecuritron.esp
*MsAutomatronPartsCollection.esp
*Assaultron Combatron.esp
*Automatron Randomized Bots Merged Patch - With Nuka World.esp
Automatron Randomized Bots Merged Patch - No Nuka World.esp
*Automatron Randomized Bots Overrider.esp
Automatron Randomized Bots Overrider Unleveled.esp
*AEWS_NukaWorldPatch.esp
*SettlementMenuManager.esp
*Dynamic Weapon Shadows.esp
*127SMG.esp
*DarkerNights.esp
*DarkerNightsDetection.esp
*M1014.esp
*M1014- AWKCR Compatibility.esp
*BetterItemSorting.esp
*Integration.esp
*Eli_Armour_Compendium.esp Needs to be above all the BS mods
*STG60.esp
*Family Mauser.esp
*MikeMooresMCAM.esp
*officersRevolver.esp
*Mk41GyrojetHMG.esp
*ABundleofTape.esp
*DOOMMerged.esp
*MAID_EXT.esp
*Liberator.esp
*SkibsWeapons-REDUX.esp
*SkibsWeapons_REDUX_CheapTurrets.esp
*R91AssaultRifle.esp
*G36Complex.esp
*9mmPistol.esp
*McMillanCS5.esp
*CROSS_CryoLance.esp
*YK42B.esp
*KrissVector.esp
*MoritasBattleRifle.esp
*AzarPonytailHairstyles.esp Needs to be above all the BS mods
 
this is what fallrim found Annotation 2020-03-08 173952.png and there aren't any active script inside interior cell, only outside but pathfinding are working fine, i cleaned the script but sadly some pathfinding are still broken some are working in interior cell
as for the load orders i posted wrong one, that load is from plugin file, this is load orders from
LOOT
Code:
 0  0     Fallout4.esm
  1  1     DLCRobot.esm
  2  2     DLCworkshop01.esm
  3  3     DLCCoast.esm
  4  4     DLCworkshop02.esm
  5  5     DLCworkshop03.esm
  6  6     DLCNukaWorld.esm
  7  7     Unofficial Fallout 4 Patch.esp
254 FE   0 Automatron Randomized Bots Framework.esm
254 FE   1 DankWesternRevolverBullBarrel.esl
  8  8     ArmorKeywords.esm
  9  9     SimSettlements.esm
 10  a     WorkshopFramework.esm
254 FE   2 BerettaM9FS.esl
 11  b     IndustrialCity_Sim_Settlements_Addon.esp
 12  c     th1nkEyebot.esp
 13  d     th1nkEyeBot-FarHarbor.esp
 14  e     th1nkEyeBot-NukaWorld.esp
 15  f     th1nkEyeBot-DLC03DLC04Addon.esp
 16 10     AEWS.esp
 17 11     MAID_by_Justice.esp
 18 12     Assaultron Junk Parts.esp
 19 13     AutomatronWheelLegs.esp
 20 14     AutomatronSecuritron.esp
 21 15     MsAutomatronPartsCollection.esp
 22 16     Assaultron Combatron.esp
254 FE   3 Automatron Randomized Bots Merged Patch - With Nuka World.esp
           Automatron Randomized Bots Merged Patch - No Nuka World.esp
254 FE   4 Automatron Randomized Bots Overrider.esp
           Automatron Randomized Bots Overrider Unleveled.esp
 23 17     AEWS_NukaWorldPatch.esp
 24 18     SettlementMenuManager.esp
 25 19     Dynamic Weapon Shadows.esp
 26 1a     127SMG.esp
 27 1b     DarkerNights.esp
 28 1c     DarkerNightsDetection.esp
 29 1d     M1014.esp
 30 1e     M1014- AWKCR Compatibility.esp
 31 1f     BetterItemSorting.esp
 32 20     Unique NPCs.esp
 33 21     Integration.esp
 34 22     Eli_Armour_Compendium.esp
 35 23     BetterSettlers.esp
 36 24     Unique NPCs FarHarbor.esp
 37 25     STG60.esp
 38 26     Family Mauser.esp
 39 27     MikeMooresMCAM.esp
 40 28     officersRevolver.esp
 41 29     Mk41GyrojetHMG.esp
 42 2a     ABundleofTape.esp
 43 2b     DOOMMerged.esp
 44 2c     MAID_EXT.esp
 45 2d     Liberator.esp
 46 2e     SkibsWeapons-REDUX.esp
 47 2f     SkibsWeapons_REDUX_CheapTurrets.esp
 48 30     R91AssaultRifle.esp
 49 31     G36Complex.esp
 50 32     SimSettlements_MegaPack_YearOne.esp
 51 33     9mmPistol.esp
 52 34     McMillanCS5.esp
254 FE   5 CROSS_CryoLance.esp
 53 35     YK42B.esp
 54 36     KrissVector.esp
 55 37     MoritasBattleRifle.esp
 56 38     AzarPonytailHairstyles.esp
 57 39     BetterSettlersNoLollygagging.esp
 58 3a     BetterSettlersCleanFacePack.esp
 59 3b     BetterSettlersMortalPack.esp
 60 3c     BetterSettlersCCAPack2.0.esp
 61 3d     CBBE.esp
 62 3e     Female Deathclaws - Seperate Actors.esp
 63 3f     AutomatronSDTank.esp
254 FE   6 AutomatronSDTankExpanded.esp
 64 40     F4NVServiceRifleRedux.esp
 65 41     LAER.esp
 66 42     G11.esp
 67 43     P99.esp
 68 44     BullpupBozar.esp
 69 45     MP7.esp
 70 46     GreaseGunSMG.esp
 71 47     AK400.esp
 72 48     L96A1.esp
 73 49     G3Family.esp
 74 4a     HK_MP5.esp
 75 4b     StG44.esp
254 FE   7 Dank_MP7Expanded.esp
 76 4c     Elysium.esp
 77 4d     MP40.esp
 78 4e     BLGUNS.esp
 79 4f     M60.esp
 80 50     YogCrowbar.esp
 81 51     EnhancedLightsandFX.esp
 82 52     Pip-Boy Flashlight.esp
 
Last edited:
this is what fallrim found View attachment 8494 and there aren't any active script inside interior cell, only outside but pathfinding are working fine, i cleaned the script but sadly some pathfinding are still broken some are working in interior cell
as for the load orders i posted wrong one, that load is from plugin file, this is load orders from
LOOT
Code:
 0  0     Fallout4.esm
  1  1     DLCRobot.esm
  .esp

Thank you. That makes sense.

The 554 unattached instances just tells me what I need to know. In the below 1&2 you might be able to salvage something of your game. If it was me. I would be starting over.

What that means is sometimes unattached instances are used by Fo4.
As an example:
upload_2020-3-8_10-54-40.png


Sometimes in specific situations, you can clean them if you know what your base is and what the others are doing. Sometimes you can go to an internal cell and wait and they will go down.

Here, in your case, I think what it says:
1. You have a very-broken mod in your load order.
If true: Maybe removing them will work. That is a big maybe. Find the offending mod and rollback? Go to an internal cell and wait and to see if they go down a bit?

2. You have uninstalled mods without rolling back mid-game.
If true: Your game is broken, "Save File is corrupted" and it is time to start a new game.
 
Alright thanks for the reply, i guess i'll live with it until started a new game :)
1. I don't sort load orders manually, Vortex sorting that for me so....guess it doesn't do well then
2. oh boy starting new game is very difficult on this one after so many progress i've been through :P
 
Alright thanks for the reply, i guess i'll live with it until started a new game :)
1. I don't sort load orders manually, Vortex sorting that for me so....guess it doesn't do well then
2. oh boy starting new game is very difficult on this one after so many progress i've been through :P

A truly original load order and in-game experience always is.

Good Luck and this video may help with the Vortex Loot issue before your next game :good

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:yess

Also see:

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It talks about checking mods before adding them, Fo4edit, and talks about "Vortex Groups" which is very important.

If a user does not want to use groups this my suggestion is to try other Mod - Organizers many folks like MO.
 
Edit: Added the esps for the first mod list

I have this same issue twice. The first time, I had removed mods mid-game (I know, frowned upon) and Fallrim showed that I had a very borked save file, so I started over. My current save file has not had a mod removed & yet I run into the same issue.

The first time around, I noticed the issue in Fort Hagen. None of the Synths would come after me. If they had guns, they would shoot but if they had melee weapons, I could stand right in front of them and they would not move nor attack. I did some testing and discovered that the SimSettlements.esm did not play well with Horizon's Loot Respawn, Horizon Enhanced Settlements, Outcasts & Remnants, Bean town Interiors, or the Caravan Shotgun esps. A few different types of esps yet, when SS was active with any one of those, then seemingly all interior AI movement would stop. I checked the NavMesh in CK but (with limited CK skills) did not see an issue. I tried Kinggath's Increase AI count esp but it did not help either.

SimSettlements.esm
BTInteriors_Project.esp
OutcastsAndRemnants.esp
Z_Horizon_Loot_Respawn.esp
Z_Architect_EnhancedSettlements.esp
DP_CaravanShotgun.esp

This time around, I've noticed something new. In Cambridge Polymer Labs, the Glowing Feral in the radioactive room will not move while in the water, but if I use Get Out Of My Way mod to push him out of the water, he'll move and chase me again UNTIL he either get's into the water crater in the main room or if he goes into the small dip in the testing room where the terminal is. My presumption is something in SS is causing the AI's to lose their pathing when they change levels. This again only happens interior cells.

I've used SKK Script Lag Latency Detector and no Script Lags we're noticed. I've tried ReSaver but any save I do will cause CTD on load. I've tried moving mods around in my mod order but to no luck.

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
NAC.esm
Homemaker.esm
WorkshopFramework.esm
SimSettlements.esm
Z_Architect.esm
HorizonPatch_sushicid3.esl
WSFW-Horizon-Patch.esl
Zbrn_Horizon_AutoPatch_SimSettlements_TradeAndDoctorPlots.esl
Zbrn_Horizon_AutoPatch_SimSettlements.esl
SimSettlements_XPAC_Conqueror.esp
Homemaker - Streetlights Use Passive Power.esp
ClassicSuperSledge.esl
SKKFastBOS.esp
RaiderOverhaul.esp
MilitarizedMinutemen.esp
MilitarisedMinutemen_PatchesAddon.esp
FO4 NPCs Travel.esp
GoodneighborExpanded.esp
Third Rail Nightclub Update.esp
SOTS.esp
Immersive_Lexington.esp
ImmersiveGunnersPlaza.esp
Minutemen Liberators - MilMin.esp
LongerPowerLines3x.esp
Weapon Rack Extended.esp
SettlementMenuManager.esp
SimSettlements_MegaPack_YearOne.esp
SimSettlements_MegaPack_YearTwo.esp
SimSettlements_CityPlanPack_ContestEntries.esp
UitFJ.esp
Mors Sit Anywhere.esl
PA-Quick Animations.esp
VAFS Redux.esp
VAFS Redux DLC Patch.esp
OutfitSwitcher.esp
EFF.esp
ModdableRobotSettlers.esp
NAC-FarHarbor.esp
NAC-NukaWorld.esp
SAST_NAC Commonwealth Patch.esp
Vivid Fallout - All in One - Best Choice.esp
Quieter Settlements - Contraptions.esp
Quieter Settlements - Vanilla.esp
Quieter Settlements - Wasteland Workshop.esp
SkjAlert_All_DLC.esp
VisibleCompanionAffinity.esp
Immersive HUD.esp
HoloTime.esp
WheelMenu.esp
AzarPonytailHairstyles.esp
Tactical Flashlights.esp
Tactical Flashlights - Settings.esp
Pip-Boy Flashlight.esp
no_pipboy_light.esp
Eli_Armour_Compendium.esp
UsefulCrank.esp
new_Minutemen_General_Armor.esp
AnS Wearable Backpacks and Pouches.esp
Backpacks of the Commonwealth.esp
WestTekTacticalOptics.esp
CROSS_Cybernetics.esp
CROSS_Jetpack.esp
CROSS_MojaveManhunter.esp
VrexiaEquippableFists.esp
EsturkDogMeat_Skins.esp
K9TacticalHarness.esp
GunnersPlazaInterior.esp
ImmersiveHubCity.esp
ImmersiveV95.esp
ImmersiveBeantown.esp
CovenantComplex.esp
PushAwayCompanions.esp
SleepOrSave.esp
InsideJobs.esp
City of Quincy.esp
RelaySiteAlpha.esp
3DNPC_FO4.esp
3DNPC_FO4Settler.esp
AA FusionCityRising.esp
OutcastsAndRemnants.esp
ProjectValkyrie.esp
FaceMaxson.esp
NoVanillaRadiantDLCLocations.esp
3dscopes-replacer.esp
BetterSettlers.esp
BetterSettlersNoLollygagging.esp
BetterSettlersCleanFacePack.esp
BetterSettlersMortalPack.esp
BetterSettlersCCAPack2.0.esp
ImmersiveDrumlinDiner.esp
DocDrumlin.esp
CombatZoneRestored.esp
Stm_DiamondCityExpansion.esp
StartMeUp.esp
Flashy_CrimeAndPunishment.esp
Flashy_CrimeAndPunishment_OAR_Patch.esp
Flashy_CrimeAndPunishment_CrossMM_Patch.esp
Vic's CAP Patch.esp
Z_Horizon.esp
Z_Horizon_Loot_Respawn.esp
Z_Horizon_Loot_Respawn_DLC.esp
Z_Architect_HomePlate.esp
Z_Horizon_DLC_All.esp
Z_Horizon_Desolation.esp
Z_Horizon_DEFUI.esp
Z_Horizon_Optional_ShortNaming.esp
Z_Horizon_StrictCarryWeight.esp
Z_Horizon_Timescale.esp
Z_BlurRemoval.esp
Zbrn_PipboySkillsTab.esp
Zbrn_PipboySkillsTab_Desolation.esp
InsideJobs-HorizonTags.esp
CPAM Fixes.esp
Z_Horizon_CPAM.esp
JamesHorizonAbernathyFarms.esp
JamesHorizonCoastalCottage.esp
JamesHorizonCountyCrossing.esp
JamesHorizonCroupManor.esp
JamesHorizonEgretToursMarina.esp
JamesHorizonFinchFarm.esp
JamesHorizongraygarden.esp
JamesHorizonGreenTopNursery.esp
JamesHorizonhangmanalley.esp
JamesHorizonJamaicaPlains.esp
JamesHorizonKingsportLighthouse.esp
JamesHorizonMurkwoodConstructionSite.esp
JamesHorizonNordhagenBeach.esp
JamesHorizonOberlandStation.esp
JamesHorizonOutpostZimonja.esp
JamesHorizonRedrocket.esp
JamesHorizonSanctuary.esp
JamesHorizonSomersvillePlace.esp
JamesHorizonSpectacleIsland.esp
JamesHorizonStarlight.esp
JamesHorizonSunshineTidings.esp
JamesHorizonTaffingtonBoathouse.esp
JamesHorizonTenpinesbluff.esp
JamesHorizonTheCastle.esp
JamesHorizonTheSlog.esp
JamesHorizonWarwickHomestead.esp
Leaders Of The Commonwealth.esp
Zbrn_SimSettlements_HorizonJobPlots.esp
MilitarizedMinutemen-Horizon_PatchBlue.esp
Cross Cybernetic and Jetpack Fix.esp
HuntingRevolver.esp
GreaseGunSMG.esp
F4NVServiceRifleRedux.esp
M1Garand.esp
M1GarandSkinPacksVol1.esp
F4NV-AMR.esp
RiotShotgun.esp
pipeshotty.esp
ChiappaTripleThreat.esp
LeeEnfieldNo4MkI.esp
Mosin.esp
BullpupBozar.esp
Buzz_Axe.esp
ClassicSuperSledge.esp
3dscopes-replacer-bullpupbozar.esp
3dscopes-replacer-servicerifle.esp
3dscopes-mosin.esp
3dscopes-replacer-leeenfield.esp
EAC-Horizon-Patch.esp
Z_Horizon_WeaponPack01.esp
Z_Horizon_Patch_SMU.esp
Z_Horizon_Patch_CAP.esp
Z_Horizon_Patch_NAC.esp
Z_Horizon_Patch_AnSWBaP.esp
Z_Horizon_Patch_SimSettlements.esp
Zbrn_Horizon_SimSettlements_MegaPack_YearOne.esp
MRS-Horizon-Patch.esp
Z_Horizon_SOTB_Patch.esp
NPCs Travel Horizon Patch.esp
Z_Horizon_Patch_SMM.esp
Patch - Horizon - Tales from the Commonwealth - Crafting - EBF.esp
OAR_Horizon_Patch.esp
PV_Horizon_Patch.esp
FCR_Horizon_Patch.esp
Patch - Horizon - DC Expansion.esp
Horizon 3dscopes-replacer.esp
Horizon 3dscopes-replacer WeaponPack01.esp
HorizonArmorModsArmoryActivator.esp
HorizonTacticalFlashlightsPatch.esp
Patch - Horizon - Settlers of the Commonwealth.esp
OAR Patch.esp
Z_Extras.esp
Z_Architect_Extras.esp
Z_Architect_EnhancedSettlements.esp
Z_Architect_EnhancedSettlements_DLC.esp
Vic's Merged Patch.esp
tempfile2.esp
SKKScriptLatencyTest.esp
 
Last edited:
Edit: Added the esps for the first mod list

I have this same issue twice. The first time, I had removed mods mid-game (I know, frowned upon) and Fallrim showed that I had a very borked save file, so I started over. My current save file has not had a mod removed & yet I run into the same issue.

The first time around, I noticed the issue in Fort Hagen. None of the Synths would come after me. If they had guns, they would shoot but if they had melee weapons, I could stand right in front of them and they would not move nor attack. I did some testing and discovered that the SimSettlements.esm did not play well with Horizon's Loot Respawn, Horizon Enhanced Settlements, Outcasts & Remnants, Bean town Interiors, or the Caravan Shotgun esps. A few different types of esps yet, when SS was active with any one of those, then seemingly all interior AI movement would stop. I checked the NavMesh in CK but (with limited CK skills) did not see an issue. I tried Kinggath's Increase AI count esp but it did not help either.

SimSettlements.esm
BTInteriors_Project.esp
OutcastsAndRemnants.esp
Z_Horizon_Loot_Respawn.esp
Z_Architect_EnhancedSettlements.esp
DP_CaravanShotgun.esp

This time around, I've noticed something new. In Cambridge Polymer Labs, the Glowing Feral in the radioactive room will not move while in the water, but if I use Get Out Of My Way mod to push him out of the water, he'll move and chase me again UNTIL he either get's into the water crater in the main room or if he goes into the small dip in the testing room where the terminal is. My presumption is something in SS is causing the AI's to lose their pathing when they change levels. This again only happens interior cells.

I've used SKK Script Lag Latency Detector and no Script Lags we're noticed. I've tried ReSaver but any save I do will cause CTD on load. I've tried moving mods around in my mod order but to no luck.

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
NAC.esm
Homemaker.esm
WorkshopFramework.esm
SimSettlements.esm
Z_Architect.esm
HorizonPatch_sushicid3.esl
WSFW-Horizon-Patch.esl
Zbrn_Horizon_AutoPatch_SimSettlements_TradeAndDoctorPlots.esl
Zbrn_Horizon_AutoPatch_SimSettlements.esl
SimSettlements_XPAC_Conqueror.esp
Homemaker - Streetlights Use Passive Power.esp
ClassicSuperSledge.esl
SKKFastBOS.esp
RaiderOverhaul.esp
MilitarizedMinutemen.esp
MilitarisedMinutemen_PatchesAddon.esp
FO4 NPCs Travel.esp
GoodneighborExpanded.esp
Third Rail Nightclub Update.esp
SOTS.esp
Immersive_Lexington.esp
ImmersiveGunnersPlaza.esp
Minutemen Liberators - MilMin.esp
LongerPowerLines3x.esp
Weapon Rack Extended.esp
SettlementMenuManager.esp
SimSettlements_MegaPack_YearOne.esp
SimSettlements_MegaPack_YearTwo.esp
SimSettlements_CityPlanPack_ContestEntries.esp
UitFJ.esp
Mors Sit Anywhere.esl
PA-Quick Animations.esp
VAFS Redux.esp
VAFS Redux DLC Patch.esp
OutfitSwitcher.esp
EFF.esp
ModdableRobotSettlers.esp
NAC-FarHarbor.esp
NAC-NukaWorld.esp
SAST_NAC Commonwealth Patch.esp
Vivid Fallout - All in One - Best Choice.esp
Quieter Settlements - Contraptions.esp
Quieter Settlements - Vanilla.esp
Quieter Settlements - Wasteland Workshop.esp
SkjAlert_All_DLC.esp
VisibleCompanionAffinity.esp
Immersive HUD.esp
HoloTime.esp
WheelMenu.esp
AzarPonytailHairstyles.esp
Tactical Flashlights.esp
Tactical Flashlights - Settings.esp
Pip-Boy Flashlight.esp
no_pipboy_light.esp
Eli_Armour_Compendium.esp
UsefulCrank.esp
new_Minutemen_General_Armor.esp
AnS Wearable Backpacks and Pouches.esp
Backpacks of the Commonwealth.esp
WestTekTacticalOptics.esp
CROSS_Cybernetics.esp
CROSS_Jetpack.esp
CROSS_MojaveManhunter.esp
VrexiaEquippableFists.esp
EsturkDogMeat_Skins.esp
K9TacticalHarness.esp
GunnersPlazaInterior.esp
ImmersiveHubCity.esp
ImmersiveV95.esp
ImmersiveBeantown.esp
CovenantComplex.esp
PushAwayCompanions.esp
SleepOrSave.esp
InsideJobs.esp
City of Quincy.esp
RelaySiteAlpha.esp
3DNPC_FO4.esp
3DNPC_FO4Settler.esp
AA FusionCityRising.esp
OutcastsAndRemnants.esp
ProjectValkyrie.esp
FaceMaxson.esp
NoVanillaRadiantDLCLocations.esp
3dscopes-replacer.esp
BetterSettlers.esp
BetterSettlersNoLollygagging.esp
BetterSettlersCleanFacePack.esp
BetterSettlersMortalPack.esp
BetterSettlersCCAPack2.0.esp
ImmersiveDrumlinDiner.esp
DocDrumlin.esp
CombatZoneRestored.esp
Stm_DiamondCityExpansion.esp
StartMeUp.esp
Flashy_CrimeAndPunishment.esp
Flashy_CrimeAndPunishment_OAR_Patch.esp
Flashy_CrimeAndPunishment_CrossMM_Patch.esp
Vic's CAP Patch.esp
Z_Horizon.esp
Z_Horizon_Loot_Respawn.esp
Z_Horizon_Loot_Respawn_DLC.esp
Z_Architect_HomePlate.esp
Z_Horizon_DLC_All.esp
Z_Horizon_Desolation.esp
Z_Horizon_DEFUI.esp
Z_Horizon_Optional_ShortNaming.esp
Z_Horizon_StrictCarryWeight.esp
Z_Horizon_Timescale.esp
Z_BlurRemoval.esp
Zbrn_PipboySkillsTab.esp
Zbrn_PipboySkillsTab_Desolation.esp
InsideJobs-HorizonTags.esp
CPAM Fixes.esp
Z_Horizon_CPAM.esp
JamesHorizonAbernathyFarms.esp
JamesHorizonCoastalCottage.esp
JamesHorizonCountyCrossing.esp
JamesHorizonCroupManor.esp
JamesHorizonEgretToursMarina.esp
JamesHorizonFinchFarm.esp
JamesHorizongraygarden.esp
JamesHorizonGreenTopNursery.esp
JamesHorizonhangmanalley.esp
JamesHorizonJamaicaPlains.esp
JamesHorizonKingsportLighthouse.esp
JamesHorizonMurkwoodConstructionSite.esp
JamesHorizonNordhagenBeach.esp
JamesHorizonOberlandStation.esp
JamesHorizonOutpostZimonja.esp
JamesHorizonRedrocket.esp
JamesHorizonSanctuary.esp
JamesHorizonSomersvillePlace.esp
JamesHorizonSpectacleIsland.esp
JamesHorizonStarlight.esp
JamesHorizonSunshineTidings.esp
JamesHorizonTaffingtonBoathouse.esp
JamesHorizonTenpinesbluff.esp
JamesHorizonTheCastle.esp
JamesHorizonTheSlog.esp
JamesHorizonWarwickHomestead.esp
Leaders Of The Commonwealth.esp
Zbrn_SimSettlements_HorizonJobPlots.esp
MilitarizedMinutemen-Horizon_PatchBlue.esp
Cross Cybernetic and Jetpack Fix.esp
HuntingRevolver.esp
GreaseGunSMG.esp
F4NVServiceRifleRedux.esp
M1Garand.esp
M1GarandSkinPacksVol1.esp
F4NV-AMR.esp
RiotShotgun.esp
pipeshotty.esp
ChiappaTripleThreat.esp
LeeEnfieldNo4MkI.esp
Mosin.esp
BullpupBozar.esp
Buzz_Axe.esp
ClassicSuperSledge.esp
3dscopes-replacer-bullpupbozar.esp
3dscopes-replacer-servicerifle.esp
3dscopes-mosin.esp
3dscopes-replacer-leeenfield.esp
EAC-Horizon-Patch.esp
Z_Horizon_WeaponPack01.esp
Z_Horizon_Patch_SMU.esp
Z_Horizon_Patch_CAP.esp
Z_Horizon_Patch_NAC.esp
Z_Horizon_Patch_AnSWBaP.esp
Z_Horizon_Patch_SimSettlements.esp
Zbrn_Horizon_SimSettlements_MegaPack_YearOne.esp
MRS-Horizon-Patch.esp
Z_Horizon_SOTB_Patch.esp
NPCs Travel Horizon Patch.esp
Z_Horizon_Patch_SMM.esp
Patch - Horizon - Tales from the Commonwealth - Crafting - EBF.esp
OAR_Horizon_Patch.esp
PV_Horizon_Patch.esp
FCR_Horizon_Patch.esp
Patch - Horizon - DC Expansion.esp
Horizon 3dscopes-replacer.esp
Horizon 3dscopes-replacer WeaponPack01.esp
HorizonArmorModsArmoryActivator.esp
HorizonTacticalFlashlightsPatch.esp
Patch - Horizon - Settlers of the Commonwealth.esp
OAR Patch.esp
Z_Extras.esp
Z_Architect_Extras.esp
Z_Architect_EnhancedSettlements.esp
Z_Architect_EnhancedSettlements_DLC.esp
Vic's Merged Patch.esp
tempfile2.esp
SKKScriptLatencyTest.esp


Having this exact same issue. It's most notable during the "Fire Support" quest. The Synths will just stand about on the catwalks and never really come down into the engine room. Danse also just kind of stands there. This has then extended to interiors like college station where companions will just sit at a stand-still. It's worth noting that I have Outcasts & Remnants along with SS installed. Did you find a solution for this per chance?

Edit: I should also note that the companions will move about just inside the entrance to the interior cell, speak, and otherwise act normally, but when I order them to go further in they say the spot is unreachable. (Tried this with Dogmeat, Piper, and Codsworth).
 
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