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Having a strange issue with NPCs standing in place


ScaryPunkGhost25

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I'm having a strange issue with my modded New Vegas where certain NPCs stand in place in certain areas. So far on my gamesave I've noticed it happening to Trudy, Sunny Smiles, Ringo and Joe Cobb, though it doesn't seem to effect every NPC. Trudy and Sunny Smiles for instance both just stand outside of their house and don't move. I made merged plugins and had to remake my navmesh so maybe it has something to do with that but I'm stumped.

 

Load Order

0 0 FalloutNV.esm
1 1 DeadMoney.esm
2 2 HonestHearts.esm
3 3 OldWorldBlues.esm
4 4 LonesomeRoad.esm
5 5 GunRunnersArsenal.esm
6 6 ClassicPack.esm
7 7 MercenaryPack.esm
8 8 TribalPack.esm
9 9 CaravanPack.esm
10 a YUP - Base Game + All DLC.esm
11 b oHUD.esm
12 c SomeguySeries.esm
13 d NVInteriors_Core.esm
14 e Interior Lighting Overhaul - Core.esm
15 f Navmesh Fixes and Improvements.esm
16 10 NVInteriors_ComboEdition.esm
17 11 TLD_Travelers.esm
18 12 Project Nevada - Core.esm
19 13 Project Nevada - Equipment.esm
20 14 CFWNV.esm
21 15 Weapons.of.the.New.Millenia.esm
22 16 Project Nevada - Rebalance.esp
23 17 Project Nevada - Cyberware.esp
24 18 Interior Lighting Overhaul - L38PS.esm
25 19 Project Nevada - Extra Options.esm
26 1a FCOMaster.esm
27 1b YUP - NPC Fixes (Base Game + All DLC).esp
28 1c The Mod Configuration Menu.esp
29 1d The Weapon Mod Menu.esp
30 1e dD - Enhanced Blood Main NV.esp
31 1f Book of Steel.esp
32 20 Distributed Necklaces and Chains.esp
33 21 Pipboy2501.esp
34 22 Filling New Vegas.esp
35 23 Vurt's WFO.esp
36 24 Uncut Wasteland.esp
37 25 SimpleStreetLights.esp
38 26 MiscMerge1.esp
39 27 New Vegas Landscape Overhaul.esp
Harvestable Cave Fungus.esp
Vendors Containers Respawn Fix.esp
40 28 Project Nevada - Rebalance Complete.esp
41 29 Project Nevada - All DLC.esp
Project Nevada - Gun Runners' Arsenal.esp
42 2a EVE FNV - ALL DLC.esp
43 2b IMPACT.esp
44 2c L38Improved.esp
45 2d TheSinkRemodel.esp
46 2e CFW_Fix_POSTFIX-AiO.esp
47 2f Mojave Arsenal.esp
48 30 Unofficial Patch Plus.esp
49 31 Unofficial Patch Plus - Addendum.esp
50 32 Asurah_reanimation.esp
51 33 WeaponModsExpanded.esp
52 34 MiscMerge2.esp
53 35 Unforgiving Combat.esp
54 36 WMX-DLCMerged.esp
55 37 CCSP2_5d.esp
56 38 WMX-EVE-AllDLCMerged.esp
ImmersivePickupSoundsFNV.esp
57 39 Perk Rework.esp
58 3a CFW_Fix-AiO.esp
59 3b FNV Realistic Wasteland Lighting - All DLC.esp
60 3c Nights are Darker - Ultimate Edition.esp
61 3d More Perks Merged.esp
62 3e ADAM Complete.esp
63 3f ADAM - MERGE.esp
64 40 ADAM - Trooper Gloves.esp
65 41 CraftableWeaponMods-WeaponsOfTheNewMillenia.esp
66 42 Weapons.of.the.New.Millenia.Leveled.Lists.esp
67 43 No Witnesses.esp
68 44 cfw-perkoutofthisworld.esp
69 45 WMX-CCSP-EVE-AllDLCMerged.esp
70 46 WMX-EVE_ALL_DLC.esp
71 47 Unofficial Patch Plus - Project Nevada Patch.esp
72 48 SomePerks.esp
73 49 Project Nevada - Cyberware Additions.esp
74 4a True Wasteland Economy.esp
75 4b More Realistic Aiming.esp
76 4c B42Inertia.esp
77 4d NPCs Can Miss.esp
MiscItemIconsNV.esp
78 4e Water Overhaul.esp
79 4f medtektraumakit_edisleado.esp
80 50 medtektraumakit_edisleado_fasttravelcripple.esp
81 51 medtektraumakit_edisleado_HH.esp
82 52 VATS Alternative - Bullet Time.esp
83 53 Quest Item Hider.esp
84 54 FOVSlider.esp
85 55 Companions Combat-Ready.esp
86 56 AutoMedicKitNPC.esp
87 57 JIP Companions Command & Control.esp
88 58 ILO - YUP Patch.esp
PG Camp North.esp
better docs house1.4.esp
BT Remove Powderganger Ownership.esp
89 59 ArmourMerge.esp
90 5a DeepSpiritualEyes-NV.esp
91 5b Ragdolls.esp
92 5c CorpsesUseVanillaSkeletons.esp
ncrandlegionpatrols.esp
93 5d NewVegasBounties.esp
94 5e TheInheritance.esp
95 5f Russell.esp
96 60 Project Nevada - WMX.esp
97 61 Project Nevada - EVE All DLC.esp
TeslaWeaponsPack.esp
98 62 Baddarkl Perk Overhaul.esp
99 63 NV_STTraitsandPerks_Crunch - NVSE.esp
100 64 Improved Traits.esp
brotherhoodpresence.esp
Strip Wall Billboards.esp
MP5K.esp
101 65 AutumnLeaves.esp
102 66 NukaCola-Ojo.esp
103 67 FNVMerged2.0.esp
104 68 CFW-PN-DLC.esp
105 69 CFW-PN.esp
106 6a CFW-DLC.esp
107 6b Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp
108 6c CFWNV_Fixed Weapons.esp
109 6d YUP - AutumnLeaves Patch.esp
Mossberg590.esp
TFH 1st Recon Helmet.esp
110 6e Glasses Fix.esp
WEarmor.esp
T45d Power Armor Replacement - PN.esp
PrimmCarnival.esp
AAACourierRiotGear(Craft).esp
111 6f AAACourierRiotGear.esp
GlovesGalore.esp
GlovesGalore_DeadMoney.esp
SpoonRedone.esp
M1897.esp
SR556.esp
112 70 L96.esp
expadvarmor01.esp
XVSharlArmour.esp
DragsModernGunslinger.esp
I Got Spurs.esp
hz_1 by 1 Reload Fix.esp
hz_Automatic Weapons Fix.esp
Diagonal movement.esp
evilkarmatweak.esp
Stealing -1 Karma.esp
JokerineKarmaGraves.esp
migWellRested.esp
Nevada Combat.esp
ImmersiveRecoil.esp
Pickpocket Overhaul.esp
Threshold.esp
BetterArmedBrightFollowers.esp
Honest Hearts Workbench Crate Luck.esp
Ghouls Glowing Spell Fix.esp
Faster Terminals.esp
Debt Collector Quest Fix.esp
Rain Fix.esp
Casino Exchange All.esp
Better Pickup Prompt.esp
Eddie Hears An Explosion.esp
Tutorial Killer.esp
BushSounds.esp
No More Double Open & Close Sounds.esp
Cut Sewers Restored.esp
UltimateUnarmedMeleePerkTweaks.esp
GS G36c.esp
Empty or Not Empty.esp
RangerPA.esp
113 71 SimpleStreetLightFix.esp
khanpresence.esp
L85a2.esp
Widowmaker-UniqueLeverActionWeapon.esp
XM4RAW.esp
114 72 Kriss.esp
FCO - PathFixing Vanilla.esp
KnifeRetextureWMX.esp
New Icons For T-51B FONV Edition.esp
CIB Bighorners - HH.esp
karlsJnlegionledger.esp
Skinny Bears.esp
CIB Bighorners.esp
FCO3-PNEquipment.esp
JohnsonNashNCRAmmoFix.esp
FCO + YUP.esp
FCO - OHSB NPC Edits.esp
FCO3-CFWNV.esp
115 73 WMX-ArenovalisTextures.esp
116 74 AmmoChecking.esp
117 75 WTHeskett's DamageMult 5x.esp
118 76 ArmedToTheTeeth-NewVegas.esp
119 77 HairPatcher.esp
120 78 zzjayHairsFNV.esp
121 79 CASM.esp
Holorifle Re-Projected.esp
Karabiner98k.esp
GS Benelli M3Super90.esp
PhotonLaserWeapons.esp
M2281A1_TAR.esp
M1903A3Springfield.esp
GS Barrett 95.esp
AI_Revolver.esp
RemingtonModel8.esp
R700.esp
SKS.esp
ReconLaserWeapons.esp
L96_AMR.esp
Pernach.esp
BT87.esp
BHPM1935.esp
KP31.esp
Serbu.esp
WA2000.esp
Scout.esp
TOZ66.esp
Galil.esp
SVU.esp
FAMAS.esp
HeavyPlasmaRepeater.esp
TacticalLaserRifle.esp
CZ805.esp
PKM.esp
M16A2.esp
DEagle.esp
Karmic Balance.esp
122 7a DYNAVISION 3.esp
123 7b Interior Lighting Overhaul - Ultimate Edition.esp
124 7c ILO - New Vegas Bounties.esp
125 7d ILO - NVInteriors Project.esp
126 7e WeaponsMerge.esp
127 7f FCO - NPC Changes.esp
128 80 FCO - GlowingOne.esp
129 81 FCO3-UFPP.esp
Thanks in advance for any help.
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This sounds like you have "too many plugins".

 

* 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. If those plugins without the "mod index" numbers are "deactivated by the "Bash Patch", then you failed to have them "ghosted" by "Wrye Bash/Flash" when you built your "Bashed Patch" (which does not appear to be the case). Please see the wiki "Bashed Patch file with Marked Mergeables" article.

* Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version.

* "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".

FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and are treated as "compatibility patches" because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin.

* You really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article.

 

Take a careful look at your WMX and EVE plugins. You don't appear to need some in view of the "merged" versions you are also including. If they are still needed as "masters", then you need to re-examine how you created your merges. Please see the wiki "Merged Plugin Guidelines for Personal Use" article.

Please see the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article.

 

-Dubious-

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The disabled plugins in my load order are part of the plugin merges I have made. Are they still safe to remove from my load order?

 

Also, I do have a merged patch in my load order made by FNVEdit, it just wasn't at the bottom as it should have been.

 

Also which EVE and WMX plugins do I not need? They're compatibility for DLC, CCSP, WRP, Project Nevada and Weapons of the New Millennia, which i use all of.

 

Edit: I tried disabling all of my inactive plugins but the problem still persists. When I've had a problem with too many plugins before it's never manifested like this, the game usually just doesn't load any textures and then crashes.

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Update: I waited in game until nighttime and Trudy moved cell from outside her door (where she was stood) to inside her house. She walks around fine inside her house, but Ringo outside is still stationary, and Trudy begins to stand still again upon leaving her house, making me think this may be an issue with the navmesh. Is there a way for me to check and fix the navmesh / find out what plugin may be causing it?

 

As I said earlier, when I made one of my plugin merges, I had to rebuild my navmesh info map, so maybe it has something to do with that.

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Glad to hear you resolved your problem. Thanks for reporting back.

 

In answer to your question about still needing the original files that have been "merged": Not if done properly.

 

When you merge plugins, the resulting file should be combining all the contents of the ESPs that were being combined. (Merging ESMs is not generally a good practice as other mods often expect to find and use them as "masters" for their assets. If you have merged them into your own plugin, those "other plugins" won't find them unless you manually change them to use your plugin as their master instead, which leads to a whole barrel of worms.)

 

Speaking of "assets" any "mesh, texture, etc." loose files any of the individual combined files need to also be included in the merged package (or installed separately). Mator's "Merge Plugins StandAlone" tool has a configuration checkbox you need to enable to ensure these get included. The resulting merge has everything you told it to include. So the original files are no longer needed in the "load order". If some other mod needs the original as a "master", then it is not a good candidate to be merged.

 

Rebuilding the "navmesh info" of a merged plugin is common. As it is automatic by opening the plugin in the GECK and immediately saving again without doing anything else, there isn't much room for error there. A mod deleting navmesh paths is a more common error.

 

-Dubious-

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