Fallout 4

Fallout 4

View Stats:
Rubber Jan 18, 2020 @ 7:42pm
Do settlers path to upper levels?
I haven't played the game in a couple of years, so I'm relearning quite a bit. I'd like to do a second (or even third) level bar/restaurant. If they won't be able to get to it, I don't want to waste my time.
< >
Showing 1-15 of 37 comments
Bored Peon Jan 18, 2020 @ 9:26pm 
Yes, but you need to use scaffolding ramps. For some reason scaffolding ramps have a cleaner navmesh and the settlers do not get stuck half way up or down like they do with normal stairs.
Nite69 Jan 18, 2020 @ 10:11pm 
never had any problems with any of the stairs they work fine in my settlements, dog follows me all over so I know settlers will work with them too

also you have to give the scripting a chance to update as you build its not instant.
Last edited by Nite69; Jan 18, 2020 @ 10:12pm
Even the steel ladder from scaffolding structure, npcs use them and walk by just fine. This is my experience on vanilla game without unofficial patch.
DouglasGrave Jan 18, 2020 @ 11:37pm 
I haven't personally had much trouble with stairs when they're properly snapped to something or (where necessary) have their bottom end solidly on/in the ground.

Though they're not always happy if you have a stair leading directly onto a door without reaching a flat landing before it. I remember one the vault piece door blocking vault piece interior stairs if used without a landing, and some similar cases were dicey with other structure types. Building proper landings around your doors also helps to avoid people jamming up like the Three Stooges if they try to get through at the same time.
Rubber Jan 19, 2020 @ 2:31am 
Originally posted by DouglasGrave:
I haven't personally had much trouble with stairs when they're properly snapped to something or (where necessary) have their bottom end solidly on/in the ground.

Though they're not always happy if you have a stair leading directly onto a door without reaching a flat landing before it. I remember one the vault piece door blocking vault piece interior stairs if used without a landing, and some similar cases were dicey with other structure types. Building proper landings around your doors also helps to avoid people jamming up like the Three Stooges if they try to get through at the same time.
That's the experience I remember. I also remember having to rework structures so they could path to beds, stores, etc.
Bored Peon Jan 19, 2020 @ 3:29am 
Look at everyone crawl out of the woodwork to argue settlers never bug out on stairs.

I did not say stairs never work. Yet you people had no troubles at all claiming it never happens. Which means none of you were even open to the possibility it even happens.

None of you have ever had to climb over settlers stuck on stairs in your settlements? I find that very hard to believe unless you want to admit you spend more time on forums than actually playing.

Originally posted by Nite69:
also you have to give the scripting a chance to update as you build its not instant.
Do not talk down to me like I am new to to the game, it is very rude. Unlike you my profile is not hidden and it shows I have 5,000 hours played.

So how many chances do I have to give the game to fix the scripting for the stairwell in the Taffington house? Not a player built object so there is no script excuse for it. Unless of course you were just making up the whole script thing to begin with. Which you were because navmeshes have nothing to do with scripting.

Just keep on pretending there is not a difference in the navmesh between ramps and stairs. Most of you have probably never even looked at anything in the game with a navmesh editor. Which a navmesh editor is something people designing plots for Sim Settlements use.

Well I am done here because there is no point in discussing this with any of you since none of you can even remain open to the possibility that settlers get stuck on stairs. Every time you you see a settler get stuck on stairs you will be reminded that you were wrong.
I've definitely seen the standard stairs bug out. Settlers refusing to use them, getting stuck at the top, getting stuck at the bottom, or standing there forever facing each other unable to decide which one is going to move first.

It seems to help to have multiple staircases, multiple paths they can take.
Gryph Jan 19, 2020 @ 4:48am 
Originally posted by Rubber:
I haven't played the game in a couple of years, so I'm relearning quite a bit. I'd like to do a second (or even third) level bar/restaurant. If they won't be able to get to it, I don't want to waste my time.

As was mentioned, each prop tile can have NavMesh issues/conflicts even when, at first glance, there logically should be no issue.

For example...

I built these vault stairs over another set of vault stairs in a three storey structure, ensuring there was plenty of head clearance underneath the stairs. While NPCs could navigate between the third storey and the second, NPCs could not move between the second storey and ground floor at all. (I also gave the pathfinding code time to learn the structure.)

https://i.imgur.com/wwsGlXo.jpg

Laterally offsetting the vault stairs so they're not directly above each other solved the NPC navigation issue in this particular circumstance. It appears that the NavMesh for the vault stairs extends below it to an unnecessary degree so the pathfinding code seems to be detecting obstructed head clearance below the vault stairs when there logically should be none in this instance.

I haven't tested all the stairs types (started replaying Fallout 4 with the DLC only recently) but these kinds of unforeseen NavMesh issues is something to keep in mind.
Last edited by Gryph; Jan 19, 2020 @ 4:55am
Out Of Bubblegum Jan 19, 2020 @ 4:54am 
Originally posted by The Inept European:
I've definitely seen the standard stairs bug out. Settlers refusing to use them, getting stuck at the top, getting stuck at the bottom, or standing there forever facing each other unable to decide which one is going to move first.
Yep. You and BP are correct. I have seen all this.

It seems to help to have multiple staircases, multiple paths they can take.
Correct. I have learned to put two, side by side. That helps a lot.
DouglasGrave Jan 19, 2020 @ 4:54am 
Originally posted by Bored Peon:
None of you have ever had to climb over settlers stuck on stairs in your settlements? I find that very hard to believe unless you want to admit you spend more time on forums than actually playing.
Settlers have the same problems on staircases that they sometimes have on flat ground or in doorways, but staircases make it more noticeable and troublesome because they're confined spaces just like doorways (but confined for a longer distance).

Just like in real life, you can get congestion from occasional people loitering or heading in opposite directions at the same time, so I tend to build multiple staircases for high-traffic areas.

There are a couple of stairway-specific problems, but mostly it's just that stairways are an inconvenient place to have a problem happen.

Originally posted by Bored Peon:
Originally posted by Nite69:
also you have to give the scripting a chance to update as you build its not instant.
Do not talk down to me like I am new to to the game, it is very rude. Unlike you my profile is not hidden and it shows I have 5,000 hours played.

So how many chances do I have to give the game to fix the scripting for the stairwell in the Taffington house? Not a player built object so there is no script excuse for it.
Not being a player-built object, you're also not going to be using a scaffolding ramp there instead.

Unlike the stairways I build in my own settlements, the multi-turn staircases found in Taffington Boatouse do seem to cause settlers a navigation problem. Croup Manor is the one I've personally seen have the most trouble, especially on its first floor (I built an extra staircase leading up the rear of the house, and they have no apparent trouble using it).
DouglasGrave Jan 19, 2020 @ 4:59am 
Originally posted by Out Of Bubblegum:
Originally posted by The Inept European:
I've definitely seen the standard stairs bug out. Settlers refusing to use them, getting stuck at the top, getting stuck at the bottom, or standing there forever facing each other unable to decide which one is going to move first.
Yep. You and BP are correct. I have seen all this.
I've had them directly stick against each other when heading opposite directions, but refusals to use unoccupied stairs at all I've almost always found to be due to some design error on my own part.

Originally posted by Out Of Bubblegum:
It seems to help to have multiple staircases, multiple paths they can take.
Correct. I have learned to put two, side by side. That helps a lot.
I kind of naturally do that wherever there's a lot of traffic. Even if you don't have anyone stopping there occasionally, you're bound to want to walk up at some time when someone else is coming down.

I've had that all too frequently with the foundation walls I'm fond of building around settlements, since they double as guard walkways. If there aren't plenty of staircases, you're bound to have people get in each other's way.
Bored Peon Jan 19, 2020 @ 5:37am 
Originally posted by Gryph:
It appears that the NavMesh for the vault stairs extends below it to an unnecessary degree so the pathfinding code seems to be detecting obstructed head clearance below the vault stairs when there logically should be none in this instance.
I think that also comes into play when placing stairs, which is why you making multiple levels you have to place stairs in a specific order.

Originally posted by Out Of Bubblegum:
You and BP are correct. I have seen all this.
Of course you have, every settlement builder and experimenter has seen it.

The only navmesh failure I have seen regarding scaffolding ramps is when I placed a doghouse under it. The dog sat on the ramp blocking it.

Originally posted by Gryph:
I haven't tested all the stairs types (started replaying Fallout 4 with the DLC only recently) but these kinds of unforeseen NavMesh issues is something to keep in mind.
I can watch a settler go use normal stairs and such and they almost pause on like each step. Where as I watch a settler go up a scaffolding ramp they do not even break stride.

Navmesh issues are not always stair related either. I see the same thing with doorways and floor surfaces places at ground level.

The game is supposed to recalculate the navmesh surfaces when cells are reloaded or whatever. However I am pretty sure that "feature" is broken and buggy. Especially since you can constantly find settlers underground.

Doorways are as bad as stairs because there is lots of times doorway navmeshes cease to function.

I think a lot of it has to do with the path finding ignoring height. Which is one of the downfalls to making multiple level settlements because the settlers will stand under an object while thinking they are at it. Which is what happened to my three level octogon settlement I made on the VR Island I was going to show earlier. Only it kind of loses the impressiveness when nobody was in the upper levels as they should have been, lol.
hawkeye Jan 19, 2020 @ 6:12am 
I use

Settler Sandbox Overhaul 10x Radius
https://www.nexusmods.com/fallout4/mods/20442

More NPCs Sandbox Expansion
https://www.nexusmods.com/fallout4/mods/37579

Multiple Floors Sandboxing
https://www.nexusmods.com/fallout4/mods/15608

(There is another mod that allows npcs to navigate ladders too. Haven't used it - yet.)

The 3 mods above work for me. The mod writers seem to have looked at the vanilla code, figured out what it does and improved it. I recommend reading the mod descriptions.

The problem that I had was that I knocked down the hangmans alley area and experimented rebuilding some of it in Back Bay brownstone style using Snappy Housekits and a few other mods. Npcs wouldn't navigate through the buildings.

The townhouses are 7 or 8 floors high including basement and rooftop garden. Each townhouse has concrete steps going up to the front door, an internal flight of stairs, access to all houses across the rooftops, a tunnel connecting the basements, a fenced back yard with a gate to a rear alleyway. As close to a normal brownstone as I could get. So all up, a real rat's nest of routes through the buildings.

I stopped on the project about 6 months ago. The intention was rebuild all the Back Bay / DC area and have multiple settlements each with its own bistros, deli's, shops, post office etc. One day I might restart. Needless to say the geometry of the buildings isn't much like the real thing but it was the best fun I have had with the game.

I found out the hard way that some mods are supposedly navmeshed but not correctly and that npcs will rarely navigate across them. Also the positioning of stairs is important. It's good to have each flight terminate within close range of the start of the next flight etc.

The area also has had its borders and height limit increased with Hangmans Alley Optimized. In the vanilla game it seems that settlers won't navigate to a floor that is higher than or close to the building limit height. Not 100% sure about this. Settlers now sandbox from the river to street where the muties have that first fight with the DC guards and up and down the buildings, working in the rooftop gardens, sleeping, shopping, eating at bistros etc. But it's not as great as it sounds because they don't interact with each other.

The npcs I use are mostly from 3DNPC. Highly recommended.
Last edited by hawkeye; Jan 19, 2020 @ 6:24am
Bored Peon Jan 19, 2020 @ 6:23am 
Originally posted by hawkeye:
I use

Settler Sandbox Overhaul 10x Radius
https://www.nexusmods.com/fallout4/mods/20442

More NPCs Sandbox Expansion
https://www.nexusmods.com/fallout4/mods/37579

Multiple Floors Sandboxing
https://www.nexusmods.com/fallout4/mods/15608
Yeah those mods are not very friendly with Sim Settlements the last time I tried them I ended up with my entire settlement of 20+ sitting at the recreation park plot.

Sim Settlements will work on a larger and multiple levels provided the settlers can get there.

Originally posted by hawkeye:
I found out the hard way that some mods are supposedly navmeshed but not correctly and that npcs will never cross them.
There was an Eisenwolf one that had really nice building stuff in it that had that issue of missing navmeshes for the doorways. Which was a shame because the mod had really nice things like water gathering barrels, plumbing, bathroom stuff like the mirrored cabinet, fireplaces, etc. It also had thigns like a butcher shop, a brick making shop, and a coupel other nice things. I think the modder admitted to not knowing how to use the navmesh tools :(

Sim Settlements website has the tools on it for editing and creating your own navmeshes for creating your own plots. The SS construction kit (which I avoid because the library is too big because it adds like 10k items) has navmesh blocks you can add.

Originally posted by hawkeye:
The area also has had its borders and height limit increased with Hangmans Alley Optimized.
Something else I avoid because expanded borders and such clash with Sim Settlement city plans. Creates a whole bunch of visual errors due to the conflict of your edit scrap profile of a settlement and the scrap profile used to make the city plan.
Last edited by Bored Peon; Jan 19, 2020 @ 6:24am
DouglasGrave Jan 19, 2020 @ 6:35am 
One particular stair-specific issue I'll add is that while settlers may recognize the steps as a place to walk, they do seem to be frequently blind to the fact railings might get in their way. Where dangerous falls aren't a risk, I try to make the lower part of stairs without railing as a result.

Another practical thing I've noted in my various messing about is that (when heights don't line up nicely) stairs that stick into regular ground surface are handled far better than things sticking into structures, or random rocks.
< >
Showing 1-15 of 37 comments
Per page: 1530 50

Date Posted: Jan 18, 2020 @ 7:42pm
Posts: 37