BlazaBoy Posted May 27, 2021 Share Posted May 27, 2021 I have a situation where I have two dead NPCs placed in a room. One of them is a custom NPC I made specifically for this scene. In GECK, I place them both in the scene, run the physics sim, and save them. However when I go to the location in game, neither of the appear there, however the additional objects I placed (props/blood stains) do appear.The scene I am altering is one of the Nipton houses, but it does not have any triggers/quest data related to it. Any help would be great! Link to comment Share on other sites More sharing options...
GamerRick Posted May 27, 2021 Share Posted May 27, 2021 Maybe they have an AI package that makes them leave? :unsure: Is the interior navmeshed? Link to comment Share on other sites More sharing options...
BlazaBoy Posted May 27, 2021 Author Share Posted May 27, 2021 Maybe they have an AI package that makes them leave? :unsure: Is the interior navmeshed? They shouldn't be leaving. They're supposed to be dead. :ermm: I even have a custom script that kills them when the cell is loaded. No AI package is loaded, the cell is navmeshed fine as well. Funny thing is I had this issue before, it was solved by removing the bodies and just replacing them in the cell. I've done that but now it doesn't work. Link to comment Share on other sites More sharing options...
GamerRick Posted May 27, 2021 Share Posted May 27, 2021 Are they (supposed to be) enabled in a script? Maybe via an enable-parent? I think I'm outta ideas now. :confused: Oh wait just had another: NPCs are persistent and get baked into your save the first time you start the game with that mod. Make sure, when you test it, you start from a save that does not yet have your new esp in it. This is because the game will remember where those NPCs were when you load up a save that has your mod in it, and when you modify it in the GECK and save it to your esp, the game will use what it remembers and never look into the esp again for those values (position being one of them). Link to comment Share on other sites More sharing options...
BlazaBoy Posted May 27, 2021 Author Share Posted May 27, 2021 Are they (supposed to be) enabled in a script? Maybe via an enable-parent? I think I'm outta ideas now. :confused: Oh wait just had another: NPCs are persistent and get baked into your save the first time you start the game with that mod. Make sure, when you test it, you start from a save that does not yet have your new esp in it. This is because the game will remember where those NPCs were when you load up a save that has your mod in it, and when you modify it in the GECK and save it to your esp, the game will use what it remembers and never look into the esp again for those values (position being one of them).Absolute legend! Issue is resolved. This'll be good to know in future. Are there any other objects that behave this way, or is it just NPCs? Link to comment Share on other sites More sharing options...
GamerRick Posted May 31, 2021 Share Posted May 31, 2021 Doors, map markers, containers, and anything you set to be persistent yourself so you can reference it in a script (like an enable parent or activator). Link to comment Share on other sites More sharing options...
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