Improved the 3D mesh, texture and collision of Assignables:
Arrows show the direction of the animation marker, less likely to intersect with nearby objects, no pre and post-placement size difference.
Improved Crew AI: Crew AI is updated on certain load screen separated spaceship travel events (e.g. take off, grav jump) to ensure Crew members are at their Assignables by the time the game fades back (so the Crew is already working In Space for example).
Bug fixes and minor improvements: Assignables won't show up in Outpost Build Mode; Crew AI is temporaraly disabled for the romanced companion so they stay next to player instead of returning to their Assignable after waking up, Crew members assigned to the Tough Rifle Pose Assignable will have their weapons drawn.
I use the more cramped style habs on my ship along with Place Doors Yourself and Im noticing a ton of pathing issues for the crew. Often getting stuck by what appears to be an invisible wall at the theshold of habs. I can pass through just fine, but usually im not able to push them through.
Other times they're just standing around in a different room and it takes me running into them a couple times to "unstick" their pathing enough for them to return to assigned role. Anything you recommend to mitigate this or something you'd like more info on?
Yeah I'm in the same boat as you. I'm noticing that this mod is becoming more trouble than good. Crew members rarely use the beds, most are standing near it or on top of it. During work hours, most are standing in the pathways making it hard for me to navigate my character through the ship. I hope the modder addresses these issues, because this was once the best mod in Creations.
TO BE FAIR, I have several other mods that the mod author may not have which could be causing issues that they could not have anticipated. I use habs from SPE, owltech, and falkland as well as PDY so there could be something in the geometry/collision of those habs that are creating these pathing issues, which wouldn't have been present in the vanilla game.
Im also using Improved follower AI and upgraded companions which could be causing conflicts in the logic the AI is using for pathing.
As a rule of thumb, if the majority of the comments section isn't making a reference to a problem I have then I always assume I'm probably stressing the mod in unforeseen way that could be resolved with a self-made patch or load order. I just don't have enough scripting or CK experience to efficiently investigate stuff when it comes to AI logic in games.
Hi LarannKiar. This is about your Living Outposts mod. It would be nice if you can make two adjustable Gameplay Option schedules, one for daytime, one for nighttime. I just think it would be cool to have guard NPCs who can work at night while the NPCs who worked during the day are sleeping.
Oh, now LarannKiar is doing paid mods too. That's a shame.
I'm not a fan of paid mods and would never buy one. Paid mods destroy the modding community, and you can already see the effects here on Nexus. But that's another topic...
Is there any hope of making this work for those of us who switch between ships? (E.g. mothership and drop ship using Fleet Commander). Ideally the crew stay on the assigned ship and don’t follow when switching ships… and are at their assigned posts when switching back?
I PM'd the mod author of Fleet Commander. It's beyond the scope of his mod to stop the vanilla behavior of the games engine. It would require a separate mod to accomplish that, if even possible. Maybe LarannKiar can crack this problem??
Technically yes. I think it's possible without SFSE but it would be very inconvenient to script it.. This mod doesn't require SFSE though and I can't integrate this feature to the mod easily either.
Even if it's a completely separate mod, that would be very much appreciated. The vanilla behavior of the game where your crew and cargo get transferred automatically when you pilot a different ship has been a major pain since the games beginning. There needs to be control of your crew and cargo so they stay where you want them until you go into a menu and transfer them.
I agree. I ever want to pilot new sbips because I don't want all the crew hassles. Ideally, I'd like to be able to switch to a different ship for a few missions, leaving my crew on my main ship (and keeping their assignments).
I regards to this mod, I contue to humbly request a way to save assignments to an external file and easily re-import them if the game wipes them for some reason.
I'd also like a way, even a console command, to force/teleport all crew to their assignments or beds. If I enter the shop and find the crew all bunched up, I could use the command to move all crew back to their assigned posts.
Installed SCA a couple of days ago on a bigger ship, crew of about 30. I haven't done anything to my ship and after completing the quest with the Eleos retreat I came back to the ship and all of the assignments were gone, everyone is huddled up on the bridge. I'm also using SPE stairs and a couple of those habs, I already have an issue with the NPCs not using the stairs to move between decks. I dunno if something is conflicting with SCA to cause the unassignments, but this is frustrating. I'm going to remove SPE and see if that helps, if not then there's definitely something going on with SCA.
rdm's issue may be related to SPE but Im not running any custom ships mods at all outside the extra crew one and im still having the same/similar issues. Theres definitely something going on with SCA, but I think it may have to do with the amount of crew you have. I wasn't having any problems until I went over 20 crew. I'm going to downsize my crew and do some testing and see if it changes anything
Edit: After lowering my crew to about 17-18 on the ship I have been playing, jumping save/loading for a few hours now and have noticed no further issues with crew leaving their spots. Could be a coincidence and I just got lucky, but so far it seems like keeping my crew under 20 works for me.
Interesting... I'll have to evaluate this and see if my results are the same. If so, some low level crew are getting dropped off on the nearest desolate planet.
Just coming back to report that Its been a few days of continuous play since I last made that comment about the crew size, and I've continued to have no issues. Sometimes the crew will be standing in random places after boarding a ship or something, but all thats needed is to sleep 1hr and they'll reset like normal. So, at least my issue was solved/caused by having too much crew hired at once it seems
It was working fine for a few hours but after being off the ship for a while I came back to find everything un-assigned. Have about 14 crew, not using SPE. Seems like after some time the interior of the ship resets, even if you do not visit the ship builder. I say this because also all of my power setting were reset to 0 (almost, I think engine still had one bar ticked on it), and all the doors I had opened were again closed. It seems that when this happens all the assignments get wiped also. Not sure the cause. Also, there is a long bit of lag when assigning a bed. Like, I will assign a bed, and maybe 20 minutes later, while away from the ship, I will get the notification that such and such and been assigned to bed. Could a script be hanging up and unraveling the whole thing?
I join everyone who likes this mod. Without him, the game will clearly become much more impersonal. I kindly ask the author not to quit this job. It will be bad for us without it))) IT IS A HUGE REQUEST TO INCREASE THE NUMBER OF APPOINTMENTS. I have a team of 85 people. - It's just 1-2 hours of reassignments. "It's killing me." I understand that there is an animation attached to each marker. You use ready-made animations from the game. Maybe think about a Blender. And do something original, like bathing in the shower. Although there is not even water in this game. Unlike Skyrim((( I would also really like it to work on outposts. I can place mats on outposts and NPCs will react to them, but it happens randomly - not all the time. And yet - the range of the speaker's operation outside the ship is very limited and automatically turns off at a slight distance.
Hi LarannKiar, have you noticed anything around crew that have been assigned to a chair or another furniture to start standing up and leaving their assigned posts when we start a space combat?
Ideally they should stay at their stations, especially if we roleplay them as the ship's gunners or tactical weapon specialist. They should stay at their stations to shoot on the enemies.
Absolutely love this mod. Do you have any plans on adding any more assignables? I'd love more guard themed ones if there are any more to add, or even a simple one that tells the crew to stand in a location with their weapon out would be great. All around fantastic mod and a must have for me now.
Edit: I've begun noticing an issue (could be mod compat issue?) Where crew seem to get unassigned at random. It wasn't happening until I made some changes to my ships layout (a large, but unmodded vanilla sized ship) and hired more crew (namely the main companions.) The mats/furniture they were assigned to are still there but they become automatically unassigned and this persists through fast travel both from planet to planet and space to space areas. They need to be manually reassigned every time, and the crew that get unassigned are random every time. Sometimes its even all of them. Any idea what might be going on here? I do have a crew mod that lets be go above the vanilla crew cap of 8 (I currently have about 20ish crew on my ship, almost all of them assigned somewhere) so maybe the system is being overloaded with crew AI? I wasn't noticing any issues until I recruited the main companions for the ship which put me over the 20 crew threshold if that has anything to do with it.
270 comments
Improved the 3D mesh, texture and collision of Assignables:
Arrows show the direction of the animation marker, less likely to intersect with nearby objects, no pre and post-placement size difference.
Improved Crew AI: Crew AI is updated on certain load screen separated spaceship travel events (e.g. take off, grav jump) to ensure Crew members are at their Assignables by the time the game fades back (so the Crew is already working In Space for example).
Bug fixes and minor improvements: Assignables won't show up in Outpost Build Mode; Crew AI is temporaraly disabled for the romanced companion so they stay next to player instead of returning to their Assignable after waking up, Crew members assigned to the Tough Rifle Pose Assignable will have their weapons drawn.
Other times they're just standing around in a different room and it takes me running into them a couple times to "unstick" their pathing enough for them to return to assigned role. Anything you recommend to mitigate this or something you'd like more info on?
Im also using Improved follower AI and upgraded companions which could be causing conflicts in the logic the AI is using for pathing.
As a rule of thumb, if the majority of the comments section isn't making a reference to a problem I have then I always assume I'm probably stressing the mod in unforeseen way that could be resolved with a self-made patch or load order. I just don't have enough scripting or CK experience to efficiently investigate stuff when it comes to AI logic in games.
That would be really great. :-)
I'm not a fan of paid mods and would never buy one. Paid mods destroy the modding community, and you can already see the effects here on Nexus. But that's another topic...
I regards to this mod, I contue to humbly request a way to save assignments to an external file and easily re-import them if the game wipes them for some reason.
I'd also like a way, even a console command, to force/teleport all crew to their assignments or beds. If I enter the shop and find the crew all bunched up, I could use the command to move all crew back to their assigned posts.
thanks thanks thanks ☺♥
Edit: After lowering my crew to about 17-18 on the ship I have been playing, jumping save/loading for a few hours now and have noticed no further issues with crew leaving their spots. Could be a coincidence and I just got lucky, but so far it seems like keeping my crew under 20 works for me.
Ideally they should stay at their stations, especially if we roleplay them as the ship's gunners or tactical weapon specialist. They should stay at their stations to shoot on the enemies.
Edit: I've begun noticing an issue (could be mod compat issue?) Where crew seem to get unassigned at random. It wasn't happening until I made some changes to my ships layout (a large, but unmodded vanilla sized ship) and hired more crew (namely the main companions.) The mats/furniture they were assigned to are still there but they become automatically unassigned and this persists through fast travel both from planet to planet and space to space areas. They need to be manually reassigned every time, and the crew that get unassigned are random every time. Sometimes its even all of them. Any idea what might be going on here? I do have a crew mod that lets be go above the vanilla crew cap of 8 (I currently have about 20ish crew on my ship, almost all of them assigned somewhere) so maybe the system is being overloaded with crew AI? I wasn't noticing any issues until I recruited the main companions for the ship which put me over the 20 crew threshold if that has anything to do with it.