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Having a weird bug with npc's not moving

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#1
Brandonwigwam

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So I've been replaying New Vegas for a while now and I keep having a recurring issue in which npc's seemingly refuse to move. It started out with Sunny Smiles during the tutorial quest, but then it kept happening with other examples including Manny Vargas and the doc/her mercenaries in Novac, the drug addled people in the high times quest in Freeside, Orris and Pacer during the G.I Blues quest (the Latter after the shootout thank god, and what's caused me to finally report this issue, the people who come up to you during the birds of feather quest during the guard portion which is causing a problem with the quest. This has also with the legion in Nipton, but in that instance several of them were bunched up together near one of the crucifixes close the general store (along with Vulpes Inculta) and again refused to move except Vulpes (who is most likely scripted to leave). I'm not sure if it's a navmesh issue given that it doesn't effect all the NPC's in a given cell, but for all I know it could be. I'll have load order linked below for reference. Also in the load order I have about 6 merged plugins mod I'll have the plugins inside those linked below as well.

 

Pack2.esp (F.T.R was added after the goodsprings incident) = Tales from the Burning Sands.esm, NewVegasRailroads.esm, TheREPCONNBlues.esp, TripToTheBank.esp, AlienExterminator.esp, FiveAcesGunShop.esp, NewVegasRailroads-PNPatch.esp, NewVegasRailroads-AWOPPatch.esp,YUP-TBS.esp, YUP-Railroads.esp, TheCollector.esp, TankHome.esp, MM Headhunter.esp, Aliens&MiniBlasters.esp, housepresence.esp

G.R.A.esp = M1905.esp

  BT87.esp
  BHPM1935.esp
  MSR556.esp
  M16A2.esp
  CZ805.esp
  SVU.esp
  FAMAS.esp
  Galil.esp
  Pernach.esp
  PKM.esp
  Serbu.esp
  Scout.esp
  KP31.esp
  TOZ66.esp
  WA2000.esp
  M1897.esp
  PN_DEagle_Replacer.esp
  ilbuonorevolver.esp
  clintsfistfulrevolver.esp
  DLC Weapon Integration - WMX.esp
  Camon & Scottmack Weapons.esp
  Crossbow.esp
  Walther SMG.esp
  GyrojetCarbine.esp
  M1903A3Springfield.esp
  R700.esp
  Campo_Giro.esp
  SPARMAMENTARIUM.esp
  SPRearmed.esp
  CloudGrenades.esp
  FO4_PipeRifle.esp
  TLOUHomemadeFlamethrower.esp
  Classic10mmSMG.esp
  weapon patch.esp (merged patch to deal with conflicts)

N.C.A.esp = A Difference of Opinion.esm

  Transcendence.esm
  Abandoned Complex.esm
  Finality.esm
  Sweet Home.esm
  Folly of the Old World.esm
  rotfacetoriches.esp
  avangraffscorned.esp
  athornysituation.esp
  awilderwasteland.esp
  Pacersgambit.esp
  TMCOTT - Restored.esp
  Beyond The Beef Tweaks.esp
  OldWorldBlues - Keep Big MT Active.esp
  OWB-Path Lights.esp
  Cut Sewers Restored.esp
  Pickable Cave Fungus with OWB.esp
  Uncut Wasteland.esp
  NVR3_UncutWastelandPlusNPCs Patch.esp
  Rewarding Exploring.esp
  OWB_CazaclawFacility.esp
  Courier's Stash Scattered.esp
  The Law Won.esp
  CaveHome.esp
  VertibirdCrashSites.esp
  AutoFac.esp
  A Guide To Revenge.esp
  NationalGuardCheckpoint.esp
  BibleHuntingQuest.esp
  RagsToRiches.esp
  ChemControl.esp
  quest patch.esp (merged patch to deal with conflicts)

B.P.J.esp = Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp

  ILO - A World of Pain.esp
  ILO - D.E.I.M.O.S.esp
  ILO - NVWillow.esp
  ILO - Nevada Skies Patch.esp
  ILO - YUP Patch.esp
  WMX-ArenovalisTextures.esp
  Project Nevada - WMX.esp
  AWOPDeadMoneyVendorPatch.esp
  AWOP WRP Patch.esp
  ILO - New Vegas Bounties.esp
  NVR3_AWOP Patch.esp
  NVR3_ElectroCity Patch.esp
  NVR3_ProjectNevadaEquipment Patch.esp
  NVR3_YUP Patch.esp
  Willow by Dracomies v2.esp
  Alternative Repairing - Honest Hearts.esp
  Alternative Repairing - Lonesome Road.esp
  NVR3_OutsideBets Patch.esp
  AWOP - Russell.esp
  outsidebets_meyersfix.esp
  Someguy Series Tweaks.esp
  NVR3_UnofficialPatchPlus Patch.esp
  Unofficial Patch Plus - PN Cyberware Patch.esp
  Unofficial Patch Plus - Project Nevada Patch.esp
  Unofficial Patch Plus - PN Rebalance Patch.esp
  NVR3_VendorContainersElaborate Patch.esp
  NVR3_TLDTravelers Patch.esp
  YUP - AutumnLeaves Patch.esp
  RobCo Certified Friendly Hit Fixer.esp
  Enhanced NPC Awareness.esp
  CraftableWeaponMods-WeaponsOfTheNewMillenia.esp
  fwvXoanon_QuestSounds.esp
  fwvXoanonOutfitBonuses.esp
  fwvXoanonGamepadWeaponMenu.esp
  fwvXoanonGamepadProtocols.esp
  fwvXoanonRevisedCompanions.esp
  YUP-Khan.esp
  YUP-OutsideBets.esp

Y.M.C.esp = SafeAutoSave.esp

  NukaCola-Ojo.esp
  Cowboy Perk Complete - New Vegas Bounties.esp
  Delay DLC - DM + HH + OWB + LR + GRA.esp
  CraftedMantisGauntlet.esp
  Burning Campfire.esp
  Burning Campfire - HH Patch.esp
  Glasses Fix.esp
  Rebreather Tweaked.esp
  Asterra's Many Fixes.esp
  Bathroom Doors Fix.esp
  Caleb McCaffery NPC and Hat Bug Fixes.esp
  Female White Glove Society Mask.esp
  FIXforLegionArmors.esp
  MeleeReachFixed.esp
  Nightkin Scripts Corrected.esp
  Perks Day Tripper and Chemist Survivalist Style Fix.esp
  CassFix.esp
  NV_IFR.esp
  Lucky Shades use Authority Glasses Model.esp
  Camp Grills.esp
  Camp Grills - Honest Hearts.esp
  CounterfeitCaps.esp
  Honest Hearts Workbench Crate Luck.esp
  Snowglobes Redone.esp
  migWellRested.esp
  WorkingCapPress.esp
  WorkingCrimsonCaravanTraders.esp
  Motion Sickness Reduction Mod.esp
  Better Hollowed-Out Rock Loot.esp
  BetterNCRSupplyCache.esp
  Dead Money Surprise Items.esp
  Eddie Hears An Explosion.esp
  Logic and Consistency Fixes.esp
  Lonesome Road Roughin It Bedroll Kit Fix.esp
  RadscorpionEggRestoration.esp
  Strip Wall Billboards.esp
  MojaveSandyDesert.esp
  Mother Lupa.esp
  Vicious Violetta.esp
  STDG.esp
  Boones Machete is a Broad Machete.esp
  ImmersivePickupSoundsFNV.esp
  Combat Music.esp
  RetrievableThrowables.esp
  ThrowableFixes.esp
  Rain Fix.esp
  WeightlessAmmo.esp
  Unlimited Traits.esp
  Economy Overhaul.esp
  Gifted.esp
  Near Death.esp
  NPCs Can Miss.esp
  Stealing -1 Karma.esp
  Casino Exchange All.esp
  Convenient Fast Travel Markers.esp
  JokerineKarmaGraves.esp
  No more giant manhole covers.esp
  lexx_brahmin-variant.esp
  Laurens_Bathroom_poetry.esp
  Lucky 38 intro poster.esp
  SpoonRedone.esp
  Tutorial Killer.esp
  GasPumpsOfNV.esp
  Teas.esp
  SimpleRoastedFood.esp
  NVAnimatedTerninalScreenSaver.esp
  misc patch.esp (merged patch to deal with conflicts)

C.L.A.esp = Armored Duster.esp

  Dark Justice Duster.esp
  JRougeRangerCoats4Loot.esp
  manwithnoname.esp
  I Got Spurs.esp
  courierpowerarmor.esp
  Fiendish Power Armor.esp
  Book of Steel.esp
  ILO - New Vegas Bounties II.esp
  ArmoredVault21JumpsuitRestoration.esp
  Combat Leather Jacket.esp
  LonesomeRoadScorchedSierraPowerHelmet.esp
  DeadMoneyMoreCraftedKnifeVariants.esp
  CasinoHeistPack.esp
  CasinoBankMoney.esp
  FO2CombatArmor.esp
  DragonskinTacticalOutfit.esp
  DragonskinNCRPersonnelWearingOutfits.esp
  TheLozza's_Gasmasks_V2.esp
  Tribal Power Helmet.esp
  JustAnArmorPack_NV.esp
  Classic Leather Armor MkI MkII.esp
  ClassicMetalArmorMkI.esp

Wastelanders.esp =  kochandbohr.esp

  Sentry Bot Toy Attacks.esp
  CIB Bighorners Var.esp
  CIB Bighorners - HH.esp
  NVGustsyHandyAnimatedEyes.esp
  Mojave Raiders.esp
  NVR3_MojaveRaiders Patch.esp
  Mojave Wildlife (Vanilla-Style).esp
  BartonThornTrigger.esp
  Sheriff Meyers.esp
  VincentVincent.esp
  3DNPC_Velius.esp
  Alien Merchant.esp
  Irradiared Radroaches.esp
  NVFeralGhoulChildren.esp
  khanpresence.esp
  ncrandlegionpatrols.esp


#2
dubiousintent

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Don't believe it is a "navmesh" issue, unless it is induced by some of your "merged plugins".  In general it is not a good idea to merge ESM files, in part because the process used by "Merge Plugins Standalone (MPS)" (which I assume you used) uses the "merge down" method which changes record references and can unexpectedly break dependent mods.  (This is discussed in the wiki "Merged Plugin Guidelines for Personal Use" article.)

 

In addition, ESMs are treated differently than ESP files by the game engine.  When merged, those conditions are not recognized.  It looks like you have merged ALL of your non-DLC mod ESMs (which are not listed but presumably there), so I am not surprised you are having problems.
 

It sometimes helps to think of using ".ESM" files to add new things, and ".ESP" files to change existing things or modify existing areas. Depending on how you create your "ESM", it might not modify existing things in-game. In other words, if there is an existing navmesh, an "ESP" will overwrite that navmesh, but an "ESM" might not. Similarly, if your "ESM" deletes an object (like a rock) it might work as an "ESP" but the rock might still be there as an "ESM". - from the "ESM and ESP Files" entry in the  wiki "Getting started creating mods using GECK" article.

Merging plugins is something of an art form.  That some can be merged does not mean that they should be merged.  As you are having problems with "actors", in addition to separating out the ESMs (and mods that act as "masters" for other mods, like WMX and AWOP), I would try also separating out any plugins that contain actors you are having problems with.

 

Finally, assuming that list is in "sort order", I have problems with it.  It is great that you included the makeup of your "merged plugins", but we REALLY need to see a "load order" as produced by "LOOT"; to include the main game and DLC files.  With modded games its the sequence, not merely the list of mods, which is the cause of many problems.  LOOT's sort gives a good first approximation, correcting the most obvious issues and is sufficient for most players.  You can make minor adjustments to the order and tell LOOT how to remember them.  It's in the on-line documentation under "Metadata".  Instructions on how to copy it's list for posting are in the "How to ask for help" article, and "Checklist Item #11' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.

Please see the 'Vanilla Load Order' entry in the 'First Timer Advice' section; and the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article.  

 

Follow the "Common Problems" advice BEFORE you merge plugins.  I personally try to keep the plugins in LOOT sort order as much as possible when merging, which can mean multiple merges that are not neat "logical category" groups such as "ALL weapons" and "ALL NPCs".  LOOT sorts based upon dependencies which it determines by examining the internal file headers.  Sometimes it doesn't matter which plugin comes first, but when it insists one come before another, I always assume it has a reason.  Generally I place all newly added plugins at the top (lowest numbered) of the LO, below the ESMs.  Then I know that it can typically be moved lower in the order when I need to make it adjacent to others prior to a merge.  But I always resort until LOOT gives me a "no changes" message.

 

If these suggestions do not resolve your problems, we probably will need to see your sorted LO of all those plugins BEFORE they are merged with MPS.

 

Even though you have created "merge patch" files for some of your "merged plugins" (which is fine but you will need to rebuild them after you split out plugins), suggest you also create one for the entire LO to determine if there are any record level conflicts between them and the ESMs.

 

-Dubious-



#3
Brandonwigwam

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Sorry for not including my load order (I thought Nexus had the file saved but apparently not(my luck)) so here is my load order if that helps.

 

FalloutNV.esm=1
DeadMoney.esm=1
HonestHearts.esm=1
OldWorldBlues.esm=1
LonesomeRoad.esm=1
GunRunnersArsenal.esm=1
ClassicPack.esm=1
MercenaryPack.esm=1
TribalPack.esm=1
CaravanPack.esm=1
YUP - Base Game + All DLC.esm=1
oHUD.esm=1
Interior Lighting Overhaul - Core.esm=1
New Vegas Redesigned 3.esm=1
Factions Reloaded - Merge.esm=1
ELECTRO-CITY - CompletedWorkorders.esm=1
AWorldOfPain(Preview).esm=1
NVInteriors_Core.esm=1
NVInteriors_ComboEdition.esm=1
SaxxonsQuestPack.esm=1
CoitoErgoSum.esm=1
ELECTRO-CITY - Highways and Byways.esm=1
domecity.esm=1
MoonQuest.esm=1
Niner.esm=1
The New Bison Steve Hotel.esm=1
AWOPDeadMoney.esm=1
NVWillow.esp=1
NevadaSkies.esm=1
SomeguySeries.esm=1
Th3OverseerCore.esm=1
3DNPC_FNV.esm=1
3DNPC_FNVGeneric.esm=1
More Challenges.esm=1
New Vegas Stories.esm=1
KhanInitiation.esp=1
Companion Core.esm=1
RobCo Certified.esm=1
Project Nevada - Core.esm=1
Project Nevada - Equipment.esm=1
Project Nevada - Rebalance.esp=1
Project Nevada - Cyberware.esp=1
Project Nevada - Extra Options.esm=1
Weapons.of.the.New.Millenia.esm=1
D.E.I.M.O.S..esm=1
fwv.esm=1
fwvXoanon.esm=1
SpeedyResources.esm=1
YUP - NPC Fixes (Base Game + All DLC).esp=1
The Mod Configuration Menu.esp=1
JIP Companions Command & Control.esp=1
Project Nevada - Cyberware Additions.esp=1
The Weapon Mod Menu.esp=1
N.C.A.esp=1
fwv.esp=1
fwvXoanon.esp=1
Loot Vehicles.esp=1
Pack2.esp=1
Vendors Containers Respawn Fix.esp=1
Project Nevada - Rebalance Complete.esp=1
RetrievableThrowables.esp=0
Wastelanders.esp=1
Project Nevada - All DLC.esp=1
EVE FNV - ALL DLC.esp=1
Weapons.of.the.New.Millenia.Leveled.Lists.esp=1
New Vegas Redesigned 3.esp=1
BLEEDNV.esp=1
outsidebets.esp=1
RememberAmmo.esp=1
Mojave Wildlife (Vanilla-Style).esp=0
Distributed Necklaces and Chains.esp=1
TLD_Travelers.esp=1
Eliza.esp=1
vault22FloralOverhaul.esp=1
WeaponModsExpanded.esp=1
WMX-DLCMerged.esp=1
WMX-EVE-AllDLCMerged.esp=1
Lucky38Reloadedv5.esp=1
Identity Crisis Part I - Silent Struggle V2.esp=1
G.R.A.esp=1
AG Supplementary Uniques-AllInOne.esp=1
CaveHome.esp=0
Mojave Rooftops.esp=1
Unofficial Patch Plus.esp=1
Weapon Retexture Project.esp=1
NewVegasBounties.esp=1
Economy Overhaul.esp=0
Y.M.C.esp=1
NewVegasBountiesII.esp=1
TheInheritance.esp=1
CIB Supermutants - Overlords.esp=1
1nivVSLArmors.esp=1
Russell.esp=1
CourierCacheWSE.esp=1
Headhunting.esp=1
C.L.A.esp=1
NorthRoad.esp=1
BLMedical.esp=1
More Perks Merged.esp=1
Identity Crisis  Part 2 - Long Night.esp=1
ADAM Complete.esp=1
ADAM - MERGE.esp=1
OldWorldBlues - Keep Big MT Active.esp=0
Mojave Rooftops Clutter and Enemies.esp=1
Mojave Rooftops - Old World Blues.esp=1
fwvXoanon_PersPref.esp=1
Cazador Companion.esp=1
Lucky Shades use Authority Glasses Model.esp=0
WorkingCapPress.esp=0
Unofficial Patch Plus - Addendum.esp=1
MoreNiner.esp=1
3DNPC_HopeLies.esp=1
Honest Hearts Workbench Crate Luck.esp=0
Limitless Stats.esp=1
AutumnLeaves.esp=1
Alternative Repairing.esp=1
FNV NPCs Travel.esp=1
AG Supplementary Uniques-GRA.esp=1
KingOfTheRing.esp=1
NewVegasBountiesIII.esp=1
B.P.J.esp=1
AWOP-WMX-EVE AllDLCMerged.esp=1
Mojave Arsenal.esp=1
Project Nevada - EVE All DLC.esp=1
Crashed Vertibird Interior.esp=1
WMX-POPMerged.esp=1
RestoredCaravanPlayers.esp=1
NVBabyDeathclawCommander.esp=1
Project Nevada - Better Sprinting.esp=1
CheckpointGary.esp=1
Ragdolls.esp=1
The Groovatron NV.esp=1
Interior Lighting Overhaul - Ultimate Edition.esp=1
NevadaSkies - Ultimate DLC Edition.esp=1
FNV Merged.esp=1


#4
dubiousintent

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(I use a lot of "boilerplate" material for responses, so some of this may seem "elementary" as a consequence of writing for the "lowest common denominator" of newbie.)

 

* Move any "inactive/disabled" plugins out of the game "Data" folder.  They count against the "plugin cap" because they get loaded by the game engine if found, and can cause "Missing Master" problems.  Please see the wiki "Missing Masters" article if you get that error message.

  Our current understanding is that if you have a plugin (active or not) installed in the "Data" folder, the game engine loads it up into memory when it starts.  This can cause problems such as conflicts, even though the plugin is not "actively" used by the game; and it does count against the "plugin cap".  However, the plugin cap is mostly a guideline as to "more than this the game starts to have memory issues" and it really depends upon the mix of plugins and textures involved and how much memory they collectively consume as to when that occurs.  You have a limited amount (4GB when patched; 2GB by default) of memory available to the game and every plugin of any nature consumes some of that memory.  Add to this that the game can be shown to have "memory leaks" which eventually cause it to CTD.

  Additionally, any time you remove a plugin from your current play-through you risk corrupting your save game files.  This is because they typically store information there as to the state of their variables and quests.  If you picked up a unique (non-vanilla) item added by a mod, that item (like any item you pick up) is stored in the save game, but also requires the plugin it came from to be available as that item's "source records".  Hence the general advice to never remove a plugin from your current game.

  So, convenient or not, uninstall those inactive plugins.  Once you do play them (as "active" in your "profile"), leave them in your game or start a "new" one.  At the very least, if you think they are "completed" and you have not kept any of their "unique" items, make sure you know which was the last save game prior to removing the mod and are prepared to have to revert back to it when things go wrong later on (no matter how many hours later that may be).  Perform a "Clean Save" (see the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article) after removing the plugin and before resuming play, even once you go back to a previous save.

 

* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than ALL of the plugins they are designed to make compatible.  (This also applies to "fix" files.)  ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins.  LOOT does a good job of determining those basic orders.  Getting the "load order" incorrect will cause "Missing Masters" errors as well.  You can make minor adjustments to the order and tell LOOT how to remember them.  It's in the on-line documentation under "Metadata".  This applies even if the compatibility patches have been merged with other plugins.  But also beware that "merging" might break their ability to patch the "master file", and vice versa.

I'm not familiar with the "3DNPC_FNV" (found it is from another site) and "CompanionCore" plugins (though the latter appears to be from "Companion Share & Recruit" (CSR), which is popular enough these issues should been more widespread if it was the cause).  But as your primary issue is "NPCs stop moving", they are potential causes.

 

I did find a comment in the "CSR" comments about a suspected conflict with "RobCo Certified" and/or "JIP CC&C" 'breaking the "wait" function for companions recruited through this mod [CSR]' as well as another about problems of companions following "fast travel".

 

-Dubious-



#5
Brandonwigwam

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So starting from the top; I have removed most of my unused plugins before posting this (the ones you see here were just the ones I have yet to get rid out of shear forgetfulness(I have removed them by now)) as a means of solving this problem. Granted I did do this far into the game so that may have something to do with it, but still it didn't fix the problem. I also haven't uninstalled any mods throughout this entire play through except for one. That one being Navmesh Fixes and Improvements which I thought was that cause for my issues. But I only uninstalled it late into my game and the reason it did was because I was reading through the comments section of that mod and one of the first comments was a bug report about someone having issues with Orris(one of the npc's I was having issues with) not being able to go through the gate. They found that after uninstalling the mod the issue was resolved for them so I tried it as well, with no luck with my issue. Now granted I didn't do the clean save method to uninstall it, but that is because I rarely uninstall mods in my playthroughs knowing the risks that causes to my save files (I lost a skyrim SE save file last year do to uninstalling a script heavy mod and trying to solve the problem by simply removing the scripts with a save cleaner. Short version; it only caused my save to be unload-able). Also when I was looking through the mod in fnvedit, trying to undo any edits I may have made to my merge patch to insure I could remove it with all of it's changes removed, I found that it only changed navmeshes and never added any of its own. Granted I could be wrong about this seeing as how I had to look through several navmesh entries, but I'm farely certain it only changes stuff and doesn't add new stuff. So I'm not sure if doing the clean save method would help solve the problem, but I will git it a shot given that It was only a little while ago when I uninstalled it. Onto the compatibility patch topic, I do in fact ensure I grab all the necessary compatibility patches for all the mods I use, including unofficial ones(provided there as up to date with one or both of the mods their trying to solve conflicts for). And while you mentioned the issue of merging compatibility patches not being able to make the necessary changes to their mods, and I was aware of this possibility before even starting my playthrough. So before starting the whole thing I checked each of the merges to see if everything was correctly handled, and found that everything did transfer over correctly, minus the navmeshes info map because they all used the same name. Now granted I did try to resolve the issue by trying to add new entries that had the similar data, which might have not been the best method of getting around that so I may trying removing those new referrences and seeing if that fixes the problem (obviously making a backup esp just incase it either doesn't or makes the problem worse). And for your last point, while you may be right point thinking that 3DNPC_FNV and CSR could be causes as they effect npc's, these mods only add new stuff to the game and effect none of the npc's I listed above. Plus I've used both the 3DNPC mod and the CSR plugin (which came included with Rob-co certified) most recent version in past playthroughs and didn't have these issues so it doesn't really add up why they would all of a sudden start causing problems (in fact very few of the mods listed are new mods to me). Even the conflict issue between "RobCo Certified" and/or "JIP CC&C" doens't add up as logically that would only affect my companions, which all of the npc's listed above are not.

 

I hope that none of this comes across as me being rude or something like that (as I feel like I come across very annoyed while writing this). I just really want to get this issue resolved, because there are only so much that console commands and the groovatron's move npc's function can possibly fix. I myself have been modding my games since I bought Fallout 3 GOTY in 2013 and have learned a lot since then so I'm glad to be speaking to someone who seems to know a lot about modding and can possibly help me with my issues.



#6
Brandonwigwam

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So it tried out one of my solutions (removing the added references to the navmesh map info and it seems to have solved the problem. I went and loaded all the saves that had these characters acting wierd, and all of them Sunny Smiles, Vulpes Inculta, Orris, and the drunks who bother you during the birds of a feather quest, all worked as they normally did. It's amazing how much one simple change that two new references that shouldn't be there can change the whole game like that. I have no idea why adding two new references to the navigational mesh map info can cause the bugs I saw, but appearently they do, so new lesson to add to the pile. Don't add new stuff to that section.



#7
dubiousintent

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Congrats on resolving a perplexing (and apparently rare) problem!  (And, "no" you weren't rude.  You just logically explored and discarded a number of unsuccessful suggestions to potential causes.  It can be frustrating, but is still necessary.  We can only proceed on how a problem is described to us and the information provided.  That can be incredibly hard to convey without turning a "post" into a "book".  Which is why my replies tend to be "verbose".)

 

I just checked the comments on "Navmesh Fixes and Improvements" and found a recent one (07 Apr 2019) similarly reporting a problem with Orris.  The author wasn't able to duplicate, so I'm sure they would appreciate learning what you discovered.  (Wild Edits can creep in on anyone.)

 

[Edit:] In attempting to write up what you did, I realized that it is not clear which "Navmesh Map Info" record group you deleted.  Each plugin that affects that record group has it's own entry under that plugin in FNVEdit.  My impression is that you had already removed the "Navmesh Fixes and Improvements" plugin, so unless you were removing it from a "Merged Patch" file, it would have to be under each plugin; or you reloaded that plugin and worked on it's Map.  Then you would load each plugin separately into the GECK and resave so it rebuilds the Map for each.  Clarify for those of us who haven't done this operation before, please?

 

-Dubious-







Also tagged with one or more of these keywords: bug report

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