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Random NPCs turning up in modded areas


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#11
steve750

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should of been player.movetome as apossed to player.moveto
Xaranth given kudos for your help thus far anyway just a little incentive for continued support :)
movetome wont phase and ive tried every conceivable moveto xxxx but nothing brings them to me.
just had a thought thou if i player.placeatme in the correct cell i could then go back to wolfhorn ranch and use another console command to delete the npc from that cell so does anyone know a command to delete a npc ???

#12
Xaranth

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If you want to use moveTo on the NPCs you're having issues with, you need to do one of two things.

First, you need the LOA FormID, the four-byte hexadecimal code that shows up when you click on them in the console.

Then you need to either use 'PRID XXZZZZZZ' to select them, followed by 'moveTo player'.

OR enclose the LOA FormID in double quotes and call moveTo on it. I.E.: "XXZZZZZZ".moveTo Player

That just addresses the symptoms, though, and doesn't explain why they're there in the first place. After you do that, try waiting three days in an unmodded interior and see if they go back, also start a temporary new game and see if they show up there, that will tell you if they just glitched out in your save or there's something wrong with the mod.

#13
steve750

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aggggggggggggggggggggggggggggggggg
This is really annoying me now.
I got over it by going to the correct nellis cell and using player.placeatme then going to wolfhorn cell and using deletereference on the offending npcs.
And your spot on, i realised this would not actually solve the origonal problem so yes i then traveled to novac waited 3 days traved back to wolfhorn ranch and lo and behold the ********* ****** ******* ********* ******* npcs had come back
As for the origal promlem of them turning up in my cell, i carnt think why this could be happening but the fact its happened befor in my Base1 mod but with differnt npcs bogols the mind like i said ive completely reinstalled an started a fresh game

#14
Xaranth

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Does FNV show any overrides to default AI packages, XMarkers or XMarkerHeadings in your mod? Do any of your scripts call functions on those NPCs, particularly addScriptPackage?

#15
steve750

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When this happened on my base1 mod with snuffles and driver nephi i did just that. uncheacked the mod started a new game and they still turned up in the middle of eldarardo dry lake. thats when i completely uninstalled and reinstalled downloaded a few mods everything seemed fine so i thought ill just make wolfhorn rance a little better and it happens again.
i really carnt see how its anything ive done

#16
steve750

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@your last post no no and no, i have rewritten an autorelocker for the door but thats it.
Thanks again for your persistance

#17
Xaranth

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Does it still happen if you take your mod out of the LO?

#18
steve750

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ye they turn up in the origenal wolfhorn ranch cell. thats why i then created a new plugin and deleted the cell from the game travelled away waited 3 days unselected the plugin to reinstate the cell and they where still there

this is my autorelocker

Scn AutoRelockerWH1
ref myref

Begin OnTriggerEnter

set myref to GetLinkedRef

if IsActionRef Player == 1
myref.SetOpenState 0
myref.lock 255
endif
End


I carnt take credit for it thou i had help as im not good at scripting




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