Kenshi
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SCAR's Pathfinding FIX
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886.911 KB
14 Mar, 2021 @ 11:22am
24 Jun, 2021 @ 3:29am
3 Change Notes ( view )

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SCAR's Pathfinding FIX

In 2 collections by SCARaw
SCARaw Mods collection
28 items
Essentials only
16 items
Description
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://steamproxy.net/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://steamproxy.net/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
Popular Discussions View All (2)
4
14 Jul @ 10:27am
PINNED: Report basic pathing issue [HERE]
SCARaw
99 Comments
Arcade 24 Jul @ 11:19am 
Just started using this mod and i question why i ignored this gem. My current playthrough has my fastest runners stopping, and going, then stopping, and going, then stopping, and going. Maybe it's because im playing modded now but I had enough.

Just 5 minutes into my session and they glide like smooth butter. No more random stopping to get killed by beaked things, I can waltz by with my scout legs are intended to do.
Pachin 3 Jul @ 10:13am 
Hello Scaraw, first say thank you for all your amazing mods.

I want to know if you can upload a tutorial for add your mod on custom races. If you can do, I really appreciate it.
Alpha 22 May @ 2:24pm 
my character constanty runs into dead ends when i tell him to go from Stoat to the Holy Mine Ruin
is that not a fix as part of the mod ?
JyeGantic 20 May @ 11:59pm 
cant move properly in swamp. maybe the water pathfinding is breaking it?
Empanakesopinocamaronpino 23 Feb @ 2:24pm 
cool bro kenshi pathfinding makes me wanna die
SCARaw  [author] 23 Feb @ 9:37am 
it does, but only default races
MarkSide 21 Jan @ 3:12am 
Does it affect npcs? The bug where they remained stationary in aimless seems to have disappeared
Zetyr 15 Jan @ 4:46pm 
Just wanted to toss a big thanks! Everything I've seen people complain about in here I've seen in vanilla pathing but so much worse. Your mod reduces it by at least half and completely solves an annoying pathing issue where the AI loops a person back and forth on the map instead of allowing them to get to their destination. I tried removing your mod for a while to cut down my total mods, but I've since decided yours is definitely a "must have" mod on my list after far too much frustration with vanilla.
SCARaw  [author] 18 Nov, 2023 @ 7:26pm 
deinstall mod and check without it
mod does not turn off AI for npces

if you suffer performance problem, its usually because you click subscribe too much and have nasty modlist without right load order or even worse with slowpoke mods
Ihaveasmallpenis 28 Sep, 2023 @ 1:32pm 
Maybe it is due to my poor specifications of my laptop...
Ryzen Radeon integrated
16 gb DDR4
AMD ryzen 7530U

The pathing for enemies is worse vice the vanilla game. I'll stand in a crowed of hungry bandits and they will ignore me. Same for slavemonger and dust bandit.