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All Synths are neutral to player unless shot (mod list incl.)


GoodGuyJoseph

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Updates: The Institute faction is set to ally with the player faction despite the player not joining it canonically. Using [ setenemy institute player ] temporarily fixes the bug. Mods don't cause the issue to occur on a new save (synths are always enemies when spawned very early), something gets messed up during gameplay. Synths spawned using placeatme aren't exempt from the bug, they are aggro on new save and passive on bugged save. Playing a new character now until it the issue pops back up.

 

Original post: When exploring, all enemy synth groups are friendly to the player, including those spawned by mods and scripted to spawn inside of Fort Hagen (as part of story.)

 

FO4Edit doesn't show any overwrites of the Synth or Institute faction forms. AFAIK I have no mods that change factions (aside from Docile RadStags, which only affects radstags.)

 

Here is my mod list:

Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
HUDFramework.esm
TrueStormsFO4.esm
ArmorKeywords.esm
Homemaker.esm
Unofficial Fallout 4 Patch.esp
LushAmbience.esl
Settler Sandbox Overhaul.esl
FastFillingBottles.esl
Servitron.esm
Topless Raider Armor.esl
Armorsmith Extended.esp
CBBE.esp
EatFood.esp
QuickTrade.esp
PacifyOverhaul.esp
Better Settlement Defence.esp
EnhancedLightsandFX.esp
Journey.esp
NoCombatMusic.esp
VerticalSpawns.esp
W.A.T.Minutemen.esp
WOTC.esp
extendedLightsWS.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-EarlierSunsetsFH.esp
TrueStormsFO4-FarHarborExtraRads.esp
TrueStormsFO4-GlowingSeaExtraRads.esp
TrueStormsFO4-NukaWorld-FH-Compat.esp
ImmersiveScrapping_SeasonPass.esp
Brahmin Watertrough.esp
BrahminFeederFull.esp
SoundOfSilence-E.esp
SoundOfSilence-No_Events_music.esp
Rustbelt Flora.esp
NPC's Use Grenades.esp
stimpacks hurt.esp
Reverb and Ambiance Overhaul.esp
Weapon Rack Extended.esp
Invisible_Guard_Marker.esp
AutomatronUnlocked.esp
AttackButton.esp
move that workbench!.esp
Sandbag Fortifications - Version 2C.esp
Docile Radstags.esp
BetterSettlers.esp
BetterSettlersCleanFacePack.esp
BetterSettlersNoLollygagging.esp
IcebreakerCDO-Settlements.esp
dcc-dialog-helm.esp
Pip-Boy Flashlight.esp
strongheight.esp
AllSetsExtended.esp
ManufacturingExtended.esp
ManufacturingExtendedFH.esp
Protected Unique Brahmin.esp
spacefiddle_Follower-Stealth-Distance-Fixes.esp
More Smarter Companions Mod.esp
OCDecorator - No Experience.esp
OCDecorator.esp
OCDecoratorDLC.esp
OCDispenser.esp
ASEFarHarbor.esp
Quieter Settlements - Contraptions.esp
Quieter Settlements - Vanilla.esp
Quieter Settlements - Wasteland Workshop.esp
Clean Water - Clear - Rads.esp
BetterLowHealth_35.esp
MoreNoticeableHitEffect_Lighter.esp
BetterNightVision.esp
DarkerNights.esp
DarkerNightsDetection.esp
Dogs can grab player.esp
Fallout4 - Marmo1233 - Deathclaw.esp
Killable Children.esp
SettlementMenuManager.esp
extendedLightsWS - No shadows.esp
AkaDeliveryService.esp
BusySettlers.esp
AkaInvisibleFurniture.esp
Housekeeping.esp
RILF.esp
LARGE_Immersive_Molotovs_Flamer_Ruddy88ExtendedESP.esp
Cell Respawn Timer 186.esp
Better Stealthboy.esp
MoreAGOMBz.esp
MoreAGOMBz_CP_ASE_ASEFH.esp
LongerPowerLines3x.esp
Valde's_Trapdoor NavMesh.esp
LooksMenu.esp
AzarPonytailHairstyles.esp
Headcrab_Bunny_nonAWKCR.esp
FrenchMaidFO4-CBBE.esp
HN66Fo4_EasyGirl_BS.esp
Colored Workshop Lights.esp
Crimsomrider's 1950s Feminine Outfits.esp
RaiderFaceVariety_2.0.esp
TrapperFaceVariety.esp
More Power Armour Mods.esp
More Power Armour Mods - Automatron.esp
PAMAP.esp
CWSS Redux.esp
CigaretteInMouth.esp
LightUp2.0.esp
SleepOrSave.esp
SettleObjExpandPack.esp
SettleObjExpandPack-LightShadowDisabler.esp
FoodHealthRemoved.esp
Food Healing Fixes.esp
Bufandmyst.esp
LooksMenu Customization Compendium.esp
Depravity.esp
OutcastsAndRemnants.esp
ProjectValkyrie.esp
AA FusionCityRising.esp
GoodneighborExpanded.esp
Skip DIMA memories.esp
Stm_DiamondCityExpansion.esp
DCE_female_body_replacer_EasyGirl.esp
You Talk Too Much.esp
FogOut - Exterior - All DLC - Darker Nights - Level 0 - Dark Sky - No24-7.esp
FogOut - Interiors - All DLC.esp
SprintStutterRemover.esp
Rusty Face Fix.esp
EveryonesBestFriend.esp
Companion Infinite Ammo.esp
WAYN_CompanionTracking.esp
BetterShackBridges.esp
MoreRobotVoices.esp
Scrap Everything - Ultimate Edition.esp
Homemaker - Streetlights Use Passive Power.esp
ImmersiveVendors.esp
Snappy_HouseK.esp
Smaller Institute Weapons.esp
3dscopes-replacer.esp
3dscopes-replacer-smallInsWeap.esp
Topless Raider Armor.esp
OWR.esp
OWR_CraftableDecor.esp
OWR_CraftableDecor_CW.esp
PeopleCollars.esp
NukaVimRack.esp
Better Locational Damage.esp
Better Locational Damage - DLC_Automatron.esp
Better Locational Damage - DLC_Far_Harbor.esp
Better Locational Damage - DLC_Nuka_World.esp
Better Locational Damage - DLC_WWorkshop.esp
Better Chems.esp
Better Perks.esp
Better VATS - 0.50.esp
BLD - Leveled Lists - DLC.esp
P.G.Overhaul.esp
PlayerComments.esp
PlayerComments_IcebreakerCDO-Settlements_MainVersion_Patch.esp
Bashed Patch, 0.esp

Edited by GoodGuyJoseph
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have you joined the institute, because doing that will make all synths friendly to the player

 

if not, then the 2 mods that stand out to me that could be the cause are these:

 

PacifyOverhaul <-- uses scripts, so this will not show up in overwrites.
VerticalSpawns <-- add more spawns accordingly, could be conflict.
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have you joined the institute, because doing that will make all synths friendly to the player

 

if not, then the 2 mods that stand out to me that could be the cause are these:

 

PacifyOverhaul <-- uses scripts, so this will not show up in overwrites.
VerticalSpawns <-- add more spawns accordingly, could be conflict.

 

Haven't joined, this is on a new character.

 

Gonna disable those two mods and see if there are any changes.

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Do this in the console [ player.RemoveFromFaction 0005e558 ] which is the institute faction. Then find some combat synths, if they go hostile something has added the player to the intitute faction.

 

If not console [ setenemy 0005e558 0001c21c ] which is Institute > Player factions. Then find some combat synths, if they go hostile something made the institute an ally of the player.

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Do this in the console [ player.RemoveFromFaction 0005e558 ] which is the institute faction. Then find some combat synths, if they go hostile something has added the player to the intitute faction.

 

If not console [ setenemy 0005e558 0001c21c ] which is Institute > Player factions. Then find some combat synths, if they go hostile something made the institute an ally of the player.

Thanks, I'll try this out too. :)

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setenemy worked and the synths attack now. Could you give me some pointers for diagnosing this issue? I'm thinking of checking my mods in either Fo4edit or the creation kit but I'm not sure how to do it efficiently.

 

EDIT: It does not work entirely, I need to keep inputting the setenemy command for newly encountered synths to attack...

Edited by GoodGuyJoseph
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It could be a hard xEdit hack of the base actor factions or a scripted thing. The dangers of poorly documented mods.

 

Edit: unless you are a memebr of the institute when this may be by design (I forget ze detailz).

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It could be a hard xEdit hack of the base actor factions or a scripted thing. The dangers of poorly documented mods.

 

Edit: unless you are a memebr of the institute when this may be by design (I forget ze detailz).

I'm thinking it's something that scans the faction reputation for changes (like story progress etc) but the mod author used values from a playthrough where the player had already joined the institute. Might end up using a quick start mod and just enable all my addons in batches until I narrow it down to the culprit.

 

This sucks because my FO4 takes around ~7 minutes to load completely x_x

Edited by GoodGuyJoseph
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Turns out that the bug isn't present on a fresh save with all of my mods enabled (spawned a synth in 111 using placeatme, it is always aggressive). Gonna play on a new character until the bug occurs. So far leaving the vault doesn't trigger it, neither does changing to survival mode, loading, saving or killing enemies. Might be related to completing quests even though I began/finished very few on my bugged save.

Edited by GoodGuyJoseph
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