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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)
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@Phil_T_Casual, yes, I can talk with them, barter with shop owners, assign to new plots, etc. No, I don't have either installed. Here's my current mod list:

# This file was automatically generated by Mod Organizer.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
HUDFramework.esm
TrueStormsFO4.esm
WorkshopFramework.esm
SimSettlements.esm
AMS.esl
SimSettlements_IDEKsLogisticsStation.esl
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-EarlierSunsetsFH.esp
NoVanillaRadiantDLCLocations.esp
Radiant UFO4P.esp
The Collector's Guides AIO.esp
HoloTime.esp
LooksMenu.esp
X01Light.esp
PA-Quick Animations.esp
Flicker Fixer.esp
Wetness Shader Fix.esp
Boston Natural Surroundings.esp
BNS UFO4P Patch.esp
TransferSettlements.esp
Raze My Settlement.esp
WorkshopPlus.esp
SkjAlert_All_DLC.esp
BetterJunkFences.esp
Better Settlement Defence.esp
EvilViking13_PatchworkSanctuaryBridge.esp
MyCleanStart.esp
MySanctuaryNoGourds.esp
MDFSunshineTidingsCleanMinimal-PCV.esp
CorpseCleanUp.esp
Multiple Floors Sandboxing.esp
EBMD_AllInOne.esp
My EBMD UFO4P Patch.esp
BugFix - Duplicates.esp
SettlementMenuManager.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
DarkerNights.esp
DarkerNightsDetection.esp
NightPersonVisionTweak-FarHarbor.esp
Faster Terminal Displays (20x).esp
Docile Radstags.esp
You Talk Too Much.esp
RBMonogamy.esp
VisibleCompanionAffinity.esp
Visible Companion Affinity UFO4P.esp
Companion Fall Damage Immunity.esp
spacefiddle_Follower-Stealth-Distance-Fixes.esp
SSF - All In One (NEW).esp
SSF UFO4P.esp
MyDanse.esp
RecruitableSettlers.esp
RecruitableSettlersFH.esp
RecruitableSettlers UFO4P.esp
BetterSettlers.esp
BetterSettlers UFO4P.esp
PortableRecycler.esp
OutfitSwitcher.esp
RespecHolotape.esp
Loot Detector.esp
MyLootExplosives.esp
SimSettlements_MegaPack_YearOne.esp
ruined_simsettlement_addonpack.esp
SimSettlements_CityPlanPack_ContestEntries.esp
FP_SimSettlements-Leaderpack.esp
RecruitableSettlersLeaders.esp
SalvageBeacons.esp
No Local Leader for Salvage Beacon.esp
Altairp's Animal Farm.esp
WVSimSAddon.esp
home_improvement_all.esp
B84sThemedResidentials.esp
IndustrialCity_Sim_Settlements_Addon.esp
SimSettlements_Addon_VaultLand.esp
ss_addon_pbpp.esp
RS_Sim_AddOn.esp
SSAOP_SamutzVault88.esp
JunkTown.esp
ohSIM_Sim_Settlements_Scrappers_Addon.esp
UitFJ.esp
Sim Settlements AddOn Fixes.esp
City Planner's Desk Workaround.esp
Slower Minutemen Quests.esp
BatteredFedoraFix.esp
Pip-Boy Flashlight.esp
StartMeUp.esp
StartMeUp UFO4P Patch.esp
Simplified Sorting.esp
JGT INNR.esp
JGT Pre-patch Tweaks.esp
JGT Sort.esp
Manual Tags.esp
 
Thank you for looking into it and trying to figure it out. This isn't a mod conflict though. I have a very old save hanging around from before I got into modding. I just loaded it up with SS v4.2.5 as the one and only mod installed and I reproduced the problem at L0 of the default Outpost Zimonja plan. I picked that settlement only because it was the most populated in the save file.
 
I can confirm (without any doubts) that this issue is directly related to Compact City design vs Complex City design.

I had prepped and built up Sanctuary using the default plan (included in the 3-in-1 RoTC pack) to L0 and allowed it to run for 1 day while I fed it some resources so it stabilized happiness. Within a few realtime hours, NPC AI literally stopped moving, and there is very little overhead on my scripting engine.

What I did to rectify it and get them moving again (based on the hints in this topic), is to toggle Complex City plans to "On", and then used "Refresh Local City Plan" in the Tools section of the settings holotape. About halfway through the refresh, they all started moving again - the town leader, all regular NPCs, the brahmin, and even the Drinking Buddy protectron (who literally always moves around during his "idle" phases).

There's no question - it's not specifically related to an overloaded scripting engine. It is a problem with the Compact City plans portion of Sim Settlements. Either specific plans, or the way they are "compacted", breaks NPC ai throughout the city/cities.
 
I can confirm (without any doubts) that this issue is directly related to Compact City design vs Complex City design.

I had prepped and built up Sanctuary using the default plan (included in the 3-in-1 RoTC pack) to L0 and allowed it to run for 1 day while I fed it some resources so it stabilized happiness. Within a few realtime hours, NPC AI literally stopped moving, and there is very little overhead on my scripting engine.

What I did to rectify it and get them moving again (based on the hints in this topic), is to toggle Complex City plans to "On", and then used "Refresh Local City Plan" in the Tools section of the settings holotape. About halfway through the refresh, they all started moving again - the town leader, all regular NPCs, the brahmin, and even the Drinking Buddy protectron (who literally always moves around during his "idle" phases).

There's no question - it's not specifically related to an overloaded scripting engine. It is a problem with the Compact City plans portion of Sim Settlements. Either specific plans, or the way they are "compacted", breaks NPC ai throughout the city/cities.

Do you have the .esl for the complex version of sanctuary installed?
 
Do you have the .esl for the complex version of sanctuary installed?
I have all three Megapacks (Year 1-3) installed. I am using the "Sim Settlements Three-in-One v4.2.6" package from the Nexus.

The RotC Complex Plans Optional package is dated back in November 2018, which I figured was outdated by the newer version of the mod and the Megapacks.

I don't recall ever needing a separate Complex city plan package in the past when playing Sim Settlements. Nor does it make sense in this case - I started with Compact plans enabled, which is what caused the settlers to stand around stupidly doing nothing. If I'm using Compact plans and had it toggled to use those, there should have been no issues. Yet - turning Complex plans on is what fixed the AI behavior for me.

Something's not right, either way.
 
Oh.

Check with fallrim first.

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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
View attachment 8379
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.
I use Unlimited Companion Framework as a core mod and haven't ever run into issues :)
 
I have all three Megapacks (Year 1-3) installed. I am using the "Sim Settlements Three-in-One v4.2.6" package from the Nexus.

The RotC Complex Plans Optional package is dated back in November 2018, which I figured was outdated by the newer version of the mod and the Megapacks.

I don't recall ever needing a separate Complex city plan package in the past when playing Sim Settlements. Nor does it make sense in this case - I started with Compact plans enabled, which is what caused the settlers to stand around stupidly doing nothing. If I'm using Compact plans and had it toggled to use those, there should have been no issues. Yet - turning Complex plans on is what fixed the AI behavior for me.

Something's not right, either way.

The complex plans are all on separate .esl files which you have to install otherwise turning on complex plans in the options does nothing. The 3in1 does not have complex plans.
Compact does not refer to the size of the city plan. It is a process used to reduce the number of single workshop items by adding them to a static collection = Compact.

When you refreshed it was the exact same plan that rebuilt, so what ever is breaking pathing can be fixed with a refresh. Interesting.
 
When you refreshed it was the exact same plan that rebuilt, so what ever is breaking pathing can be fixed with a refresh. Interesting.
Apparently that may be the case, if indeed the complex plans are in separate esl packages. That should probably be much more evident to people downloading packages via a large all-caps note somewhere, along with a note about AI pathing bugs and how to fix them temporarily.

Hopefully the team can figure out why the AI is breaking, and how to get past the need for a refresh.
 
When you refreshed it was the exact same plan that rebuilt, so what ever is breaking pathing can be fixed with a refresh. Interesting.

The "fix" is only temporary. The pathing problems don't start right away after a city plan is constructed. See previous posts in this thread about the fact that, after construction, you have to travel away from the settlement and wait before returning in order to experience the issue.
 
Out of curiosity, has there been any headway on this pathing issue? Pretty sure I'm still seeing it as of SS ver. 4.2.8a. After a couple days in-game, settler NPCs completely stop walking around, and companion NPCs won't/can't enter settlements. Commanding companions to enter an affected settlement (e.g., Red Rocket is a problem for me) yields "I can't do that" barks.

(FYI, FallrimTools strongly suggests my issue isn't script lag -- I have just 1 Active Script and zero Suspended.)
 
I know I'm necro'ing a thread but I've been struggling with this today and finally found the fix. Anyone that comes here and has gone through their mod list and all the suggestions of FallrimTools blah blah blah... it was none of that for me. Vault 88 is the problem. Delete the entire settlement and DO NOT build it up. This means do not build manually, with sim settlements/rotc etc. Just pretend it doesn't exist (do the vault 88 quest line first if you want). The bright side is that if your save currently has pathfinding busted... destroying this settlement and its inhabitants before restarting the game should fix you right up. No need to start over.

Edit: Pathfinding will still be busted INSIDE your RoTC settlements.. but not inside anywhere else (hey at least enemies pathfind and you can do follower quests properly again). I've read elsewhere that this is probably due to the settlement plans found in the "Sim Settlements" 3 in 1 mod package and it might be better using the optional mod package "RoTC - Complex City Plans" from the start. I have not verified that though.
 
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I know I'm necro'ing a thread but I've been struggling with this today and finally found the fix. Anyone that comes here and has gone through their mod list and all the suggestions of FallrimTools blah blah blah... it was none of that for me. Vault 88 is the problem. Delete the entire settlement and DO NOT build it up. This means do not build manually, with sim settlements/rotc etc. Just pretend it doesn't exist (do the vault 88 quest line first if you want). The bright side is that if your save currently has pathfinding busted... destroying this settlement and its inhabitants before restarting the game should fix you right up. No need to start over.

Edit: Pathfinding will still be busted INSIDE your RoTC settlements.. but not inside anywhere else (hey at least enemies pathfind and you can do follower quests properly again). I've read elsewhere that this is probably due to the settlement plans found in the "Sim Settlements" 3 in 1 mod package and it might be better using the optional mod package "RoTC - Complex City Plans" from the start. I have not verified that though.

FYI - This might be a fix for some people, but the issue still remains and the "Solved" tag should be REMOVED from this topic. I haven't even visited Vault 88 in my game and still experience the issue in multiple other settlements.
 
FYI - This might be a fix for some people, but the issue still remains and the "Solved" tag should be REMOVED from this topic. I haven't even visited Vault 88 in my game and still experience the issue in multiple other settlements.
I've been using the interior plots more lately coz it's friendlier performance wise "Not that i have a weak computer, it's just more compact that way and it's faster too :D so win win" so i don't think there's a way around the pathing issues and i've read there's actually a problem with the Vault88 navmesh. I just set the "Get back to Work" just so my OCD stops triggering when i see them stuck on a wall "Usually coz of the Diagonal concrete". It behaves properly when i make it as Square as possible and everything is just neatly placed like even the tall stairs needs to not go beyond the ether and just right. No idea how it works "just an observation of mine". If it doesn't bug you too much just set them to "Get Back To Work" using the gavel or hotkey "atleast they teleport to where they should be.
 
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