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Finch family showed up at Starlight


doright

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I am trying to track down an issue


Today I noticed two members of the Finch Family spawned in the middle of my Starlight drive in settlement when I activated the beacon. It's a relatively new playthrough and I have not even been to Finch Farm yet with this character. I am not even sure how to test it as disabling mods doesn't move them back. The save now has them hanging out at Starlight. I can't trade with them or move them or anything. They just stand around. They will fight in an attack but that's the only thing I've seen them do.


Now I did recently install 3 mods..


NPC's Travel which adds travelers to the roads. This would seem to be the most likely cause but all my reading on that mod doesn't say anything about moving named NPC's around. Just adds new ones.


Tales from the Commonwealth which adds quests and companions, and Zombie Walkers which adds more gouls and makes them more zombie like but again disabling mods does nothing as my game has them saved at Starlight now. I don't know what mod moved them there.


I assume I can just go to FINCH farm and to the movetoplayer command with them but I'd like to know what mod did it so I can avoid it happening again.

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Completely unrelated, but Scrap Everything should be at the bottom of your load order. Since you didn't actually post a load order, I don't know if that's the order your mods are in or not. There might be some funniness brewing between Settler Sandbox Expansion and Bigger Settlements. Otherwise I don't think most of those are likely candidates. Half of them I've used myself without problem.

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Sorry. I am at work just trying to research the problem. I'll have to post a load order when I get home. I was running problem free for a long time which is why I suspected one of those three mods as they were recent additions when I Started this playthrough. I am just lost as to how to trouble shoot the problem since they are there at the settlement and the save has them there so it doesn't matter what mods are activated anymore.

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Yeah unfortunately it may be an issue that's just baked into the save so changing mods may not fix it. Once you get to Finch farm you can try console to bring them back, but unlike typical mod conflict problems there's not as much you can do both in terms of testing or fixing it.

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I had some similar weirdness with a different larger-settlement mod that seemed to allow settlers to start moving from one to the next. (In my case, Mr. Abernathy decided to pop over to Red Rocket and hang out there, occasionally walking to Sanctuary and back). It wouldn't entirely shock me if that was just a glitch with expanding the settlement borders.

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I am home from work. Here is my entire load order. (Don't judge me :wink: )

 

 

GameMode=Fallout4
Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
ArmorKeywords.esm=1
Arbitration - Resources.esm=1
EthreonMasterPlan.esp=1
Homemaker.esm=1
CROSS_CosmeticFramework.esm=1
settlementcleanup.esp=1
Armorsmith Extended.esp=1
Armorsmith All DLCs Patch.esp=1
AzarPonytailHairstyles.esp=1
Craftable Cats.esp=1
walkers.esp=1
NoDeathWeaponDrop.esp=1
WastelandFashionAccessories.esp=1
ShesaLovelyRedhead.esp=1
VaultGirl.esp=1
PowerRing.esp=1
CraftableAnimationMarkers.esp=1
TheCommonwealthCamper.esp=1
ArmoryRifleAndHandgunRacks.esp=1
This is MY Bed (Extended).esp=1
DD_1x1_Foundation_Blocks.esp=1
CBBE.esp=1
FilledShelves.esp=1
PowerArmorDisplayStations-CraftingCategory.esp=1
Homemaker - Unlocked Institute Objects.esp=1
dinoshelf.esp=1
dinoshelf_extra_ammo.esp=1
Wall Oil Lamps.esp=1
DD_Khassar_De_Templari_Increased_build.esp=1
zDarthVader.esp=1
Arbitration - Button Lowered Weapons.esp=1
GNAN.esp=1
DLCWeaponsinCW.esp=1
RedRocketReborn.esp=1
Weapon Rack Extended.esp=1
Craftable dogs.esp=1
Quieter Settlements - Vanilla.esp=1
Holsters & sheaths.esp=1
Invisible_Guard_Marker.esp=1
Better Settlement Defence.esp=1
AutoUnequipPipboy.esp=1
CROSS_Gear.esp=1
Friffy_Holstered Weapons.esp=1
TrenchGun.esp=1
JC-Shirt and Jeans.esp=1
zzjay_Wasteland attire.esp=1
Crimsomrider's Tomb Raider.esp=1
Crimsomrider's Tomb Raider Accessories.esp=1
DRG_Statics_Plus.esp=1
NoBOSVertibirdRandomEncounters.esp=1
DX Commonwealth Shorts.esp=1
extendedLightsWS - No shadows.esp=1
Femsheppings Autumn Fashion.esp=1
Colored Workshop Lights.esp=1
FIXEDGoodfeels_no_DLC_needed.esp=1
DWT_DocWeathers_and_Guards.esp=1
DWT_Cricket_and_Guards.esp=1
DWT_Lucas_and_Guards.esp=1
DWT_PackBrahmin_Alternate.esp=1
MoreWeaves.esp=1
cartman1975_warehouse.esp=1
CR_OuthouseCollection.esp=1
MakeshiftBattery.esp=1
OVT.esp=1
EvilViking13_MinutemenMorale.esp=1
NoVanillaRadiantDLCLocations.esp=1
Housekeeping.esp=1
BetterSettlers.esp=1
BetterSettlersCleanFacePack.esp=1
MMP4APA-blue.esp=1
Insignificant Object Remover.esp=1
Crimsomrider's Unique Furniture.esp=1
SettleObjExpandPack.esp=1
GruffyddsSignsAndPosters.esp=1
Settlement_Markers.esp=1
BTInteriors_Project.esp=1
AkaInvisibleFurniture.esp=1
ShelteredBeds.esp=1
WeaponDisplays.esp=1
OCDecorator.esp=1
OCD FarHarborDLC.esp=1
gloomyWeather.esp=1
NoNegativeAffinityVanilla.esp=1
MamaMurphyEdit.esp=1
CREAtiveClutter.esp=1
Thematic and Practical.esp=1
DavesPoses.esp=1
Companion Infinite Ammo.esp=1
3DNPC_FO4.esp=1
Workless Shop.esp=1
sunshine.esp=1
VanillaExtensions.esp=1
Eli_Crafting Shiz 9000.esp=1
Spare Railroad as Institute.esp=1
AdvSettleTurretSet.esp=1
No Gore Environments.esp=1
Cleaner Diamond City Indoor and Outdoor (No Fog).esp=1
Bigger Settlements-Bigger1.esp=1
FogOut Interiors - All DLC.esp=1
My_Minutemen.esp=1
M2216.esp=1
ImmersiveGenericDialogues.esp=1
EveryonesBestFriend.esp=1
OverpassOverhaul.esp=1
ImmersiveDrumlinDiner.esp=1
Vault-Tec Food Solutions.esp=1
Cleaner Far Harbor Environment Indoor and Outdoor (Default Fog).esp=1
BlasTech E-11.esp=1
DEOXstorm.esp=1
Armorsmith Elianora.esp=1
P220.esp=1
9mmPistol.esp=1
DLCLetters.esp=1
Rebuilt_Tenpines.esp=1
RecruitableSettlers.esp=1
3DNPC_FO4_DLC.esp=1
FunctionalBridges.esp=1
SpectacleIsleBridge2.esp=1
g2m_Workshop_Nexus.esp=1
DrunkenGnomes_Gnomepocolypse.esp=1
DOOMMerged.esp=1
SkipHSH1_6.esp=1
mtFarHarborHome.esp=1
HolyMachete.esp=1
M14.esp=1
BetterStores.esp=1
DWT_TrashcanCarla_and_Guards.esp=1
X13_ScrapOTron.esp=1
Tactical Flashlights.esp=1
BetterShackBridges.esp=1
DD_AIO Test Mark 1.esp=1
CWSS Redux.esp=1
BasementLiving.esp=1
Campsite.esp=1
Skibs-WH77Redux.esp=1
BS-ExtraCustomProps.esp=1
BS-FarHarborExpansion.esp=1
Boats.esp=1
CabinInTheWoods.esp=1
FO4 NPCs Travel.esp=1
Sandbag Fortifications - Version 2C.esp=1
BetterJunkFences.esp=1
CheatTerminal.esp=1
M9.esp=1
D13SynthSpyDetectionElimination.esp=1
BlurKillerBase.esp=1
Depth of Field Removal.esp=1
SolarPower.esp=1
Settler Sandbox Overhaul.esp=1
Scrap Everything - Core.esp=1
Scrap Everything - Far Harbor.esp=1
Scrap Everything - Nuka World.esp=1
CastleWallOldNorthBridgeFix.esp=1

 

I had some similar weirdness with a different larger-settlement mod that seemed to allow settlers to start moving from one to the next. (In my case, Mr. Abernathy decided to pop over to Red Rocket and hang out there, occasionally walking to Sanctuary and back). It wouldn't entirely shock me if that was just a glitch with expanding the settlement borders.

 

Yea that does seem reasonable. I'll go back to a save before they moved there and just keep an eye out and see if it happens again. Maybe it was a one time hic-up

Edited by doright
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