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SCAR's Pathfinding FIX
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14 mar, 2021 @ 11:22
24 jun, 2021 @ 3:29
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SCAR's Pathfinding FIX

I 2 samlingar av SCARaw
SCARaw Mods collection
28 artiklar
Essentials only
16 artiklar
Beskrivning
latest version of my pathfinding fix
original upload with entire description (please consider reading)
https://www.nexusmods.com/kenshi/mods/602

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Important stuffs
Mod works better when your game load fast (you might wanna check my optimization for that)
NO IMPORT NEEDED
MOD CAN'T CONFLICT (unless you use something that delete vanilla race which would be stupid)
MOD should be loaded at the bottom of load order (no need to go all the way down, just down there)
MOD AFFECT ONLY PLAYABLE RACES, for unplayable races with minor AI fixes pls be patient (testing)
Majority of my screenshots and videos related to this mod are on nexus, i will try to post more, just [double conversion + space limit to PNG only 2mb or die]
i worked restlessly hard on this mod and i can with full confidence tell it will do better job than vanilla!

Make sure you load to properly loaded LANDSCAPE,
believe it or not, but 1kb mod file can not change process of loading of the map,
to refresh landscape and building data press Shift + Ctrl + f11
and try same path again, if issue remain the same, let me know how i can repeat it

All my mods are under Creative Common Attribution sharealike by creative common corp
if you wanna use them in your work you have to CREDIT ME and my mod by linking original source
Make sure you travel thru correctly loaded navigation mesh,
You can refresh it with Shift + Ctrl + f11
Pathfinding can be improved by performance of your PC and loading processes in the game
===========================================================================
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Problems that was reduced/solved:
  • characters needs shorter amount of time to find the way to destination chosen by the player (whenever its possible for AI - some barriers can not be skipped)
  • pathfinding in places where you would never trust it kind of works (borderzone, arch, swamps)
  • characters don't spread like pack of idiots and to degree where 1 person enters the water to kill momentum of whole pack
  • Now squad form line formation when you order them all together to travel (might cause delay when executing long distance travel order because they must probe path and select who runs first - only with "travel together" running settings)
  • when pack of people enter into the water, they do it all together or not at all (truthfully i had moment when that was not true in previous versions, so far not occur since 1.2)
  • i started to like swamps, like really it is dark, but never was so easy to navigate
  • i "objectively" not losing nerves on traveling, i still can see its not perfect fix, but damn i can't go back to vanilla for anything other than load save and test
  • characters change directions more dynamically, slowing down for less than second if they have to (kenshi ai is still keinshi ai, sometimes must calculate more)
  • characters ordered to move when being under attack should be less likely to ignore order (its strongly dependent thing, so can't say its 100% always true)
  • people who for some reason started traveling later or was slowed down by something reach main pack faster (without slowing them down)
  • when approaching the water (on correctly loaded map) characters trying to find way around it or chose quick way across.
  • travelers adapt their routes whenever game render new terrain without needing to bump to objects (not always true, arm of okran is still a mess) and smoothly (or max with small ~0.8sec delay) change their direction.
  • Characters don't getting stuck on objects anymore (well at least i tried and wasn't able to clip permanently into get-stuck zone anywhere)
  • Animals don't bump into random objects for no freaking reason to lose whole momentum and end behind main pack accumulating such loses
  • Animals still feels bulkier and more massive in movement than human characters, just they act more immersive when travel
  • people have lower chances to get stuck on furniture or between them (they still can clip each other or end here from combat, reload, they just walk better between furniture)

    Version of the mod that does not change road usage of the game, just improve character movement
    https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2631086548

    - worse in my and few testers opinion, but works with every even most unfinished "overhaul"
    - one tester mentioned he prefer it so its not completely 1 sided xD
    - i could use more active testers honestly, but its fine, i found myself stuck on the wall of engine limits
    Compatibility Patches
    There is 1 amazing person who did solid work with compatibility patches for pathfinding fix:
    https://gtm.steamproxy.vip/id/anrhaa/myworkshopfiles/?appid=233860
    if you need this mod to work with custom races or other mods, it might be good go-to spot for them :)
    thank you!
    My other projects
    i work on optimization for kenshi in both forms (from inside and outside)
    made entire google spreadsheet with all known mechanics in the game transformed in a form of calculators
    used to help around various projects like Rekenshi and OCS
    best place to look would be my nexus profile or something, i can't publish non CS-compatible work on steam
    i m still trying to wrap my head around steam policies
Populära diskussioner Visa alla (2)
4
14 jul @ 10:27
KLISTRAD: Report basic pathing issue [HERE]
SCARaw
103 kommentarer
Takayama-sama 12 okt @ 17:52 
Oh thank you! With this Mod I was able to get Beep to navigate his way to the Flotsam Village and that place is an absolute headache to get to! He did get stuck a few times on the return trip to my base in the Boarder Zone, but all in all this mod works very well indeed! :steamthumbsup:
TheHaluzer Official™ 24 aug @ 4:47 
They seem to stop randomly and cant find a way to the objective...
slesovoy 16 aug @ 15:21 
The description of the mod misleads you. In fact, your character will swim more often, not less often. Since the mod completely clogs the roads, now your character will swim across many lakes without using the roads that go around it. They also do not choose the shortest way across the lake, as indicated in the description of the mod
Pea Pea in the Potty 4 aug @ 8:29 
now i can travel to black desert city without micromanaging 7 people and 3 animals every 6 seconds... wowwwww
Arcade 24 jul @ 11:19 
Just started using this mod and i question why i ignored this gem. My current playthrough has my fastest runners stopping, and going, then stopping, and going, then stopping, and going. Maybe it's because im playing modded now but I had enough.

Just 5 minutes into my session and they glide like smooth butter. No more random stopping to get killed by beaked things, I can waltz by with my scout legs are intended to do.
Pachin 3 jul @ 10:13 
Hello Scaraw, first say thank you for all your amazing mods.

I want to know if you can upload a tutorial for add your mod on custom races. If you can do, I really appreciate it.
Alpha 22 maj @ 14:24 
my character constanty runs into dead ends when i tell him to go from Stoat to the Holy Mine Ruin
is that not a fix as part of the mod ?
JyeGantic 20 maj @ 23:59 
cant move properly in swamp. maybe the water pathfinding is breaking it?
Empanakesopinocamaronpino 23 feb @ 14:24 
cool bro kenshi pathfinding makes me wanna die
SCARaw  [skapare] 23 feb @ 9:37 
it does, but only default races