Gamer-02842 Posted June 6, 2022 Posted June 6, 2022 Title sums it up pretty well. However, the full explanation is a little more than that. For the castle base, all my female settlers walk out the rear entrance and go near to where the destroyed boat/dock is. I don't have screenshots of this because this is a new save, but I know that is still a problem because of this; Spoiler As you can see, I had just cleared Corvega plant of raiders and I went to Tenpines bluff, however, as you can also see, the Tenpines bluff settlers are not in Tenpines bluff. I have traveled out to their location on an earlier game and they are in fact there with full dialogue and everything. Settlers will also disappear and re-appear days later. I don't know if this is vanilla or not, or what mod is causing this because I've never played vanilla going past red rocket/over level 5 and after I started moding I never really played with settlements until recently. If I had to guess, it's a mod I downloaded a long time ago which would mean that it's likely required for another mod. Which is also why I haven't gone through the manual way eliminating mods, not counting the fact I'd have to play for a bit in order to find out if the problem is solved. Here's my loadlist; f4se.log
steelpanther24 Posted June 7, 2022 Posted June 7, 2022 The mods that might be interfering are any that affect the amount of ammo NPCs carry and if there is some sort of surrender or morale mod. Sometimes, my settlers will chase an offending bloat fly because it keeps "running" then turning and aggro on them. That keeps the entire settlement in "combat" mode and keeps me in combat mode as well. Are you able to go into construction mode with your settlers way out of camp and moving away? Bottom line, I build walls outside the vanilla settlement limits (I use extended settlements), so when a bloat fly wanders in, it has to come through only one or two entrances and usually gets pasted by the turrets. Now, NPCs are another thing. They will wander outside of the walls no matter what and then can't find their way back in...or at least takes forever to do so.
Gamer-02842 Posted June 7, 2022 Author Posted June 7, 2022 17 hours ago, steelpanther24 said: The mods that might be interfering are any that affect the amount of ammo NPCs carry and if there is some sort of surrender or morale mod. Sometimes, my settlers will chase an offending bloat fly because it keeps "running" then turning and aggro on them. That keeps the entire settlement in "combat" mode and keeps me in combat mode as well. Are you able to go into construction mode with your settlers way out of camp and moving away? Bottom line, I build walls outside the vanilla settlement limits (I use extended settlements), so when a bloat fly wanders in, it has to come through only one or two entrances and usually gets pasted by the turrets. Now, NPCs are another thing. They will wander outside of the walls no matter what and then can't find their way back in...or at least takes forever to do so. Oh yeah I've done the walls alot, most of the time settlers get stuck moving literally anywhere and go "stagnant", just standing there for a little bit then walking somewhere random. That's another problem but it's not major. Although, I've been having a shit ton of problems with settlers since I started settlements.
steelpanther24 Posted June 7, 2022 Posted June 7, 2022 3 hours ago, Cobra_007 said: Oh yeah I've done the walls alot, most of the time settlers get stuck moving literally anywhere and go "stagnant", just standing there for a little bit then walking somewhere random. That's another problem but it's not major. Although, I've been having a shit ton of problems with settlers since I started settlements. So they are wandering and not chasing an enemy? I haven't had that specific issue, so I don't think it is expanded settlements.
Gamer-02842 Posted June 7, 2022 Author Posted June 7, 2022 28 minutes ago, steelpanther24 said: So they are wandering and not chasing an enemy? I haven't had that specific issue, so I don't think it is expanded settlements. Not from what I can tell, I always have high security on my most frequented settlements so they rarely ever, if at all, get attacked. Also reminded me of a problem I encountered near Starlight Drive-in, almost all of my Sanctuary settlers were on what I remember to be the South West road. I had 3-4 at Sanctuary and everyone else (all 10 or so of them) were at Starlight.
Gamer-02842 Posted June 13, 2022 Author Posted June 13, 2022 So, I checked Sanctuary before going out adventuring, I got this; Spoiler A Provisioner trying to swim to Sanctuary I left and went to adventure, came across County Crossing, rescued the father, and got this; Spoiler I also noticed something else, named vanilla settlers that are supposed to be stationary at their vanilla settlements or locations are at Sanctuary and available to be settlers, however without the console command "addkeyword workshopalllowmove" I cannot move them. For example, the Abernathy farm NPCs are at Sanctuary, along with some random ones from other places. I think there are multiple mods causing these issues, on one hand you have settlers/NPCs migrating across the map, on the other you have sucky pathfinding. Then again, it could be one mod, I don't know.
steelpanther24 Posted June 14, 2022 Posted June 14, 2022 2 hours ago, Cobra_007 said: So, I checked Sanctuary before going out adventuring, I got this; Hide contents A Provisioner trying to swim to Sanctuary I left and went to adventure, came across County Crossing, rescued the father, and got this; I also noticed something else, named vanilla settlers that are supposed to be stationary at their vanilla settlements or locations are at Sanctuary and available to be settlers, however without the console command "addkeyword workshopalllowmove" I cannot move them. For example, the Abernathy farm NPCs are at Sanctuary, along with some random ones from other places. I think there are multiple mods causing these issues, on one hand you have settlers/NPCs migrating across the map, on the other you have sucky pathfinding. Then again, it could be one mod, I don't know. Yes, your issue is far beyond a single mod fault, and is in the dreaded system of mods fault. I have never seen this, nor heard it reported before. While I have faith in LL's ability to provide tech support, you may need to peruse Steam's tech forums as well. It seems like your settlers are being auto assigned to different locations, but then being told "nope you are supposed to be here". With no CTDs, there is likely no script conflict which means Buffout4 may offer limited insight as well.
Nuka Cherry Posted June 15, 2022 Posted June 15, 2022 Settler Sandbox expansion can cause this - as it notes on the mod page Quote Warning, If you have any type of workshop mods that may alter, add, or remove any type of furniture in the workshop menu, it may have a global effect on "relaxation points" and cause "un-assigned" settlers to wander outside of the workshop build zone. I have also seen problems with mods that improved Settler responsiveness to threats, so they end up getting pulled out of settlements in a series of fights.
Gamer-02842 Posted June 15, 2022 Author Posted June 15, 2022 6 hours ago, Nuka Cherry said: Settler Sandbox expansion can cause this - as it notes on the mod page I have also seen problems with mods that improved Settler responsiveness to threats, so they end up getting pulled out of settlements in a series of fights. Seeing some improvements already, although, 2 things I've noticed first, all my settlers are assigned, second the "responsiveness to threats" issue you've referenced seems to be happening here. I don't know if this qualifies because of the distance between the settlement and the target location, but I've just followed a lone settler stationed at Croup Manor who walked (alone) all the way to Hub City Auto Wreckers. I took point and killed the gunners so she wouldn't die, and as soon as the last gunner was dead she walked right back to Croup Manor. No screenshots of her walking to the gunner camp because I was busy taking point to keep her safe, but I have one of her walking back to Croup Manor after the gunners were killed. Spoiler Don't mind the poor attempt at writing with a mouse. (This next screenshot was about 10-20 seconds after the first one so the compass will not look as it would in the position seen above) Also did a rough lookover of all my mods and couldn't find any that increased settler engagement range or responsiveness, but then again I wasn't able to find the settler sandbox expansion mod.
Nuka Cherry Posted June 16, 2022 Posted June 16, 2022 11 hours ago, Cobra_007 said: Also did a rough lookover of all my mods and couldn't find any that increased settler engagement range or responsiveness, but then again I wasn't able to find the settler sandbox expansion mod. [FE:78] Settler Sandbox Overhaul.esp Is in your F4SE link above. As to the combat awareness mod, this can also be anything that changes the AI of NPCS generally. It was just an example of what could cause this. Advanced AI Tweaks, for example, has something that alters detection range for stealth - and that can cause NPCs to zerg one another.
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