GTFO
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Latest version
0.6.3
Last Updated
First Uploaded
Downloads
13.5K
Likes
1
Size
35KB
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Categories

BorkenCellGeoFix

  • attempts to add all the needed cells into tile groupings that game somehow doesnt. helps with a few geos not generating map/navmesh properly, also cuts down the unneeded borken cell spam.
  • tunes the hexagon shaped bioscans to fill the entire scan area, not just the partial pentagon, borrowed from another scan.
  • makes navmesh a bit more granular, with default_blockgraph layer on gameobjects, to block navmesh from generating on to flowerpots and tables and boxes, leading to stuck / in-wall enemies.
  • fixes a lot of geos and markers for gaps in floors leading to gaps in navmesh, plus removes some navmesh appearing off-grid in certain places.
  • tunes enemy movetotarget -navigation to not re-path as often (default: 5 times per second)
  • tested to work with most of vanilla, many modded rundowns including rundownx.
  • recommended for people playing r7e1 (pablo no stucky) and people doing custom sized geomorphs (2x2, 3x3, 4x3, 5x3 etc)
  • recommended for people making geos that are taller than 64 meter total (for example y -64 to 64)

known problems

  • FIXED 0.3.7 - r8a2, do install lgtuner if u get nullref spam with this mod. thanks ghostlymire for reporting - FIXED 0.3.7
  • cconsole navgizmo, some borken cell spam may occur, quite normal
  • sometimes navmesh appears cut/broken but enemies still nav fine over it, test by spawning an enemy and wake it up, see if it can cross the gap
  • sometimes a sliver of navmesh is visible but trying to "spawnenemy 13" while looking at the spot reveals game will not actually spawn on it (sliver poses no issue) (f.ex. r8e2 kraken tile)

credits

ghostlymire, auri, amor://, flowaria .. thank you <3

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