Kenshi
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SCAR's Pathfinding FIX
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2021 年 3 月 14 日 上午 11:22
2021 年 6 月 24 日 上午 3:29
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SCAR's Pathfinding FIX

在 SCARaw 的 2 个合集中
SCARaw Mods collection
28 件物品
Essentials only
16 件物品
描述
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://psteamcommunity.yuanyoumao.com/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://psteamcommunity.yuanyoumao.com/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
热门讨论 查看全部(2)
8
4 月 28 日 上午 7:24
置顶: Report basic pathing issue [HERE]
SCARaw
116 条留言
Katashi 37 分钟以前 
Characters still randomly stop, break apart or flat out don't do anything to the point where deactivating this mod made it noticeably better... Navigating Flats Lagoon is a huge oversight and something to look at. I still want to support a fix for pathfinding so please keep going. There's still some good with this mod and once it works as intended; a LOT of people will be happy.
Beaver 12 月 12 日 下午 8:56 
Honestly just makes it even worse
IIIIIIIIIIIIIIIIIIII 11 月 29 日 上午 11:55 
I'm impressed you managed to make the pathfinding even worse than it already was.
PMS_DiLLeR 11 月 21 日 上午 11:43 
работает через жопу бежит в 100% в тупики разворачивается и бежит в новый тупик.. охуеть
09Lip 11 月 20 日 上午 3:41 
This mod DOES NOT break turret guarding @Valtterns. The reason gunners don't leave the turret is because there is in fact an enemy nearby.
YuriDeMaior 11 月 17 日 上午 9:08 
It's really problematic. I can't enter some houses because the AI can't find the correct way in. Sometimes it also makes large groups split up and go another way for some reason.
H0tD4amn 7 月 27 日 下午 7:57 
I use Garru to distribute goods between my bases and town, however this using this mod they use the shortest way to go where I want them. And they swam through the water thus got eaten by the beak thing. My base in on Gut map I kinda expect they avoid the water during their journey. kindly help please :steamsad:
CosmicAggressor 7 月 27 日 下午 6:33 
This is exactly what I need. But there are 2 additions I still want.
1. Units avoid hazards in pathfinding, I have had times were the party literally decided to swim in acid because it was a slightly faster way to destination.
2. If my caravan can see and comment on the presence of hostiles such as bandits or spiders nearby I want them to actually re-route around them instead of continuing to run straight at them.
Will Whiskey 6 月 29 日 上午 7:29 
Is it normal for your units to still get stuck on certain terrain? specifically the huge canyon next to the hub?
God's right hand 6 月 27 日 上午 9:21 
this mod coupled with that MEGA collection ♥♥♥♥ is F/U//C/KING USELESS/.
My squad just hanging around near a stairs over and over again because of USELESS pathfinding ♥♥♥♥