Apologies for further sidetracking, but Shurah has indicated that they were mistaken:
About fAIMinGreetingDistance ignore that I said previously, it was the result of poorly designed experiments, the conversation bug was caused by something else.
I suppose that leaves my concerns about Multiple Floors Sandboxing, but that's not particularly relevant to either STEP or directly relevant to this mod. I'd love to see this in STEP if it gets further testing and more compatibility patches.
EDIT: Recently posted explanation by Shurah about Multiple Floors Sandboxing, for posterity:
When a NPC uses a "sandbox" procedure, he will try to use any furniture in the radius area, even if the furniture is located in an inaccessible area (a locked room for example or an area not covered by navmeshes). When a NPC tries to use a furniture located in an inaccessible area, the NPC will send a request to the pathfinding algorithm, but the pathfinding won't find any solution, as a result, the NPC will stop to move (waiting for a solution from the pathfinding algorithm) until that his current AI package is removed. In some cases, if you use the wait menu, the NPC will teleported in a test cell.
Due to the way I've designed the AI
, the NPCs
won't try to use furnitures located in inaccessible areas. However if you increase fSandboxCylinderTop & fSandboxCylinderBottom, this bug will be back in some areas.
Edited by Harpalus, 04 July 2015 - 12:34 AM.