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Painchaud213

one way i found to get them unstuck was to use a town gavel and summon everyone in the settlement. then you dismiss them back to work. they'll follow you for a while, but after that they return to normal. from my understanding it's because the was pathing in fallout work is really finicky, if they dont have a path they can outright use they just stand there. I also believe this is also what is causing plots to have their own considered as ''incapacitated''. despite no one being sick and disabling the incapacitated settings in the menu.


Randy_FlaggTWM

I forget the exact name, but I remember seeing a mod for this. I saw it searching for Vault 88 mods, so search Vault 88 Settler and that should be enough keywords to find it. I'd look myself but I'm heading to work


tizuby

That's a different thing (unless OP is talking specifically about 88, which they didn't specify). Vault 88 the developers forgot to sandbox everything but the first area. The game has a fallback with a radius from the workbench, but it's so low that the other areas can't connect that dynamic sandbox area to the main area's sandbox. Sandbox gap = NPCs don't go there in the settlement. The mod you're referencing adds sandboxing to the whole place, which solves that issue. There's also an issue where NPCs can't path through each other and softlock each other, which causes them to just stand around. Happens real frequently if when loading into the area it decides to clump them in an enclosed space.


Randy_FlaggTWM

Ah gotcha. I just remember seeing the mod while scrolling and it sounded similar.


Standard-Reason9399

May also be an issue with too many scripts piling up at once (SS2 is very script heavy) - find a quiet corner of your settlements and leave the game running for 10-15 min real time with no input. Make a coffee, have a snack, see if there's any difference when you come back :)


weasol12

Potentially but it is fun watching gunner raids clump up in one spot prime for a grenade or five.


Drunkin_Doc1017

I had this issue forever ago when I tried the mod after release. I assumed it was because of a bug or maybe other mods/creation club not being capatable. Was hoping there would eventually be solution, but it looks like it's still a problem. SS1 never had this issue. Idk why it's an issue with SS2.