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Ahh yis........."that" rock. The hash hauler's headache just on the west edge. Many a swamper running to Flats Lagoon has died stopping at "that" rock only to be ambushed by spiders, gutters or swamp dregs. If it dont fix that path then I must pass lol.
Because at the moment you don't seem to give off the impression how this mod is meant to work. It is designed so the AI Squads in the game follow the roads more clearly. NOT your player controlled characters.
Furthermore, if you are wondering about the screenshot's in the images. Those are done using the in game dev edit mode that you can LOOK UP yourself in the GAME'S KEYBIND menu. Does that answer your question sufficiently?
The question will not be this, but as I use it while I play as I select the way to modify, I do not appear to me any menu as there are in the images above.
Again, 4 segments, way off in fucksville. Couldn't even locate them for you because I immediately dismissed it every time I checked. It seems more like a Kenshi problem than this mod, because this mod is...very well done, and Kenshi is also very well done but more in the sense of a meat than a game (I love you Kenshi developers, rest in peace
Finally
We
Lets see!
I could never get my nav meshes to work or save. Unity handles mine so im a loser and never learned.
(At least I think)
Thank you for this
The Swamps, Burning Forest, Wetlands, etc have many, many pathing issues; the Swamps especially. Having those fixed would be a godsend for long distance travel w/o a need for babysitting.
Def another mod we didn't know we needed
This is also incompatible with CATO if anyones curious