hirnukuono-BorkenCellGeoFix icon

BorkenCellGeoFix

this.. tile.. is.. beeeeeg

Last updated 3 days ago
Total downloads 6987
Total rating 0 
Categories Client Mods
Dependency string hirnukuono-BorkenCellGeoFix-0.4.8
Dependants 16 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.2 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.2

README

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)

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

credits

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