There are a large variety of issues that affect settler AI, and this mod serves as documentation and a fix for an extremely specific bug that, to the best of my knowledge, only affects large mod-added or edited settlements. I am investigating other issues that affect settler AI, and in particular I have found one specific cause that needs further investigation but would, if true, cause significant and verifiable breakage.
All right, so I've been looking into Abernathy Farm as requested and have found several causes for issues encountered there:
Lucy's bed is "inaccessible" from her perspective, because the navmesh it is sitting on is completely isolated from the rest of the world by a stray precut.
Blake and Connie's beds are also "inaccessible" to them because they're facing the wrong way. If you select one of their two mattresses in console and run the command "modangle z 180" they will immediately "find" the bed and be able to sleep in it.
Blake and Connie's beds are explicitly owned by them in the base game, and a large variety of mods carry this ownership forward rather than using the unofficial patch's ownership changes. This ownership breaks their bed assignment when a workshop resets, which happens anytime you leave the area and come back.
When using the unofficial patch, their beds are unowned and thus work properly. However, when you assign a new bed to them this can break their sleep package and you may need to leave the area and return in order to get that working.
Thanks to your open permissions, I have ported the mod to both consoles and PC on Bethesda.net (for steam deck users convenience). Thank you once again! <3
Huh, this happens so inconsistently over so many saves/mod loadouts/fo4 updates etc i never knew there was an actual cause outside of "bethesda jank". Congrats on figuring it out, and thanks for the fix :)
There's a reason for the inconsistency, actually. In this particular case it's because there's multiple bugs that have similar results but all have very specific, very different conditions to trigger them. So this fix makes things "better" rather than 100% fixing them.
There should be very few (if any) mods in your load order that change the same thing this mod does. So anything it conflicts with would be worth directly reviewing rather than simply overwriting blindly. The only mod I'm currently aware of that conflicts is Settler Sleep Fixes, which apparently renders this one fully redundant by outright disabling the travel package.
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There are a large variety of issues that affect settler AI, and this mod serves as documentation and a fix for an extremely specific bug that, to the best of my knowledge, only affects large mod-added or edited settlements. I am investigating other issues that affect settler AI, and in particular I have found one specific cause that needs further investigation but would, if true, cause significant and verifiable breakage.
All right, so I've been looking into Abernathy Farm as requested and have found several causes for issues encountered there:
Xbox Download
PlayStation Download
PC (Steam Deck) Download
Congrats on figuring it out, and thanks for the fix :)