Oh and to the point. Unlimited Companion Framework (which is a fantastic mod from what I hear), is almost certainly the source of your problems. I would try to 'dismiss' them or get them to not follow through the mods functions if at all possible.
There is one other thing you can try. It is quite drastic and I'd consider it a last resort.
PRID or Click the Actor to select
OR to teleport the actor to you the player
cf "Actor.Reset" Player
I haven't tested those through the console, it may throw an error about "multiple scripts with the same function" or "No script found with that function" etc. You can also try cf "Reset" in that case. There is a way to do it, but you have to have the syntax just right.
Chime back in here if that doesn't work and we can probably get a reset figured out.
Some notes from the CK about Reset():
- This function doesn't completely reset it to the esm like you might think. For instance, faction and relationship data isn't reset.
- If the actor is dead, disabled, and has no enable parent, Reset will enable it. Otherwise, it does not change the enable state of the actor. So if the actor was marked 'Initially Disabled', it won't be disabled by the Reset call.
- If the object being reset is not loaded, this optional parameter will do nothing, and the reset reference will be reset to it's editor location.