Kenshi
SCAR's Pathfinding FIX
 This topic has been pinned, so it's probably important
SCARaw  [developer] 11 Jun, 2021 @ 3:57am
Report basic pathing issue [HERE]
Okey for basic issues as "from A to B my character did X"

Place where your squad was when started traveling (city or near city something)
Place where you wanted to go (i need to recreate road)

What happened



i will go there and simply redo your route when i have time
i collect a lot of data like this, take most problematic roads and when i test new version i simply do kind of VS with current version
its not ideal, but best i can do with kenshi systems
Last edited by SCARaw; 11 Jun, 2021 @ 5:04am
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Showing 1-8 of 8 comments
Jack 11 Jun, 2021 @ 11:50pm 
I use the recruit prisoner mod recruit a fog prince, and in Shem and Dead lands, only himself goes though every big/small pool he encouters. But still thx u 4 ur awesome mod :)
Last edited by Jack; 11 Jun, 2021 @ 11:52pm
SCARaw  [developer] 12 Jun, 2021 @ 1:33am 
Hey, xDDDDD
that my being ♥♥♥♥♥♥♥ lazy you see
i m very extremist in making my fix better for the game without changing anything i do not need
and in my opinion if i would optimize pathing for other races (that player can't get) it would remove a lot of exploits change patrols and make the game harder
i m working on that as for another mod because i hate when fixes also include changes that are not directly aiming to make things better, and instead outright just remove viable strategies or styles from the game

i consider exploits as choice of the player and only would fix them (in fix) if they would be gamebreaking (save corruption, can't progress) or outside of fix in mod where i make things harder/more appropriate
besides this i leave fixing exploits to developers only

therefor this mod will never touch unobtainable races however i promise i will make "better ai and pathing for npces" real that will also make entire wildlife badass

BTW on funny note, you can easily see how much ware done with the pathing by looking at vanilla + minor tweak forgman vs my changes
Last edited by SCARaw; 14 Jun, 2021 @ 4:51am
jor 14 Jul, 2024 @ 7:20am 
i installed the mod, but now when trying to build along any walls inside my house the characters run outside and unsuccessfully try to build it from the opposite side.
SCARaw  [developer] 14 Jul, 2024 @ 10:27am 
Shift + ctrl + f11
Pablo 29 Dec, 2024 @ 7:10pm 
idk what it is, and I know this won't be especially helpful, but for me personally this mod made pathing way worse. I went from squads occasionally stopping to squads constantly getting stuck on stuff, especially individual squad members, people trying to swim way more often, squads taking obviously weird roundabout routes, me trying to set a move position on the other side of the map and the guys just... not moving, have to make them take 10 little baby steps before they'll accept the long distance move order. I wish I could be more specific but it was just waaay worse everywhere for me. My mods are pretty barebones, I've got a mod for training dummies, the better map, and the extra starts mod but that's it.
SCARaw  [developer] 29 Dec, 2024 @ 7:19pm 
Originally posted by Pablo:
idk what it is, and I know this won't be especially helpful, but for me personally this mod made pathing way worse. I went from squads occasionally stopping to squads constantly getting stuck on stuff, especially individual squad members, people trying to swim way more often, squads taking obviously weird roundabout routes, me trying to set a move position on the other side of the map and the guys just... not moving, have to make them take 10 little baby steps before they'll accept the long distance move order. I wish I could be more specific but it was just waaay worse everywhere for me. My mods are pretty barebones, I've got a mod for training dummies, the better map, and the extra starts mod but that's it.
i think by jumping to the other squads you are forcing the game to do massive loading shifts and as such they struggle to process the roating on the map
i would recommend taking an import just to clear out navmesh on the whole map and test again
Sewerbat 28 Apr @ 2:45am 
Reporting the pathway from Hub -> Eyesocket vice-versa almost any locations going East on that mid path is problematic. That Hub downhill is annoying same goes to its opposite side (getting stuck on a loop).
SCARaw  [developer] 28 Apr @ 7:24am 
Originally posted by Sewerbat:
Reporting the pathway from Hub -> Eyesocket vice-versa almost any locations going East on that mid path is problematic. That Hub downhill is annoying same goes to its opposite side (getting stuck on a loop).
it was on-screen or off-screen?? i did hub to Waystation close to eyesocket and back on video it was fine
Test was made on Vanilla game with Nvidia optimization and Pathfinding fix only
video is public, should be on nexus 100% if its not on steam
Last edited by SCARaw; 28 Apr @ 7:25am
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