doright Posted February 1, 2017 Share Posted February 1, 2017 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. Link to comment Share on other sites More sharing options...
damanding Posted February 1, 2017 Share Posted February 1, 2017 Mods installed the most recently are not always the culprit for a bug, it's frequently coincidental. Some bugs take time to develop. Please post your full mod list. Link to comment Share on other sites More sharing options...
doright Posted February 1, 2017 Author Share Posted February 1, 2017 Atomic Radio and Tales from the CommonwealthFallout 4 Cheat TerminalSunshine Tidings Wild West styleBeantown Interiors ProjectZombie WalkersNPCs TravelDave's PosesSettlement Overpass Overhaul (does make changes to finch farm)DWT Lucas and GuardsKeep Commonwealth Radiant quests within the CommonwealthSettler Sandbox ExpansionWe Are The MinutemenBetter SettlersBigger SettlementsTenpines Bluff OverhaulStarlight Screen RepairedInvisible FurnitureSettlement_MarkersTrashcan Carla's Caravan for CBBEDoc Weather's Caravan for CBBEReplaced Smoking Animations - No SmokingLucky Cricket's Caravan for CBBE - Atomic Beauty - SHBShelteredBeds - Always Sheltered Beds for Happy SettlersScrap EverythingNo BOS Vertibird Random EncountersGive NPC a name - (rename without console commands)Unlocked Trade Caravan PostGloomy WeatherPlace EverywhereD13 Settlement Institute Synth Spy Detection and EliminationCompanion Infinite AmmoInsignificant Object Remover The rest are just texture replaces or Armor/weapons. Link to comment Share on other sites More sharing options...
damanding Posted February 1, 2017 Share Posted February 1, 2017 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. Link to comment Share on other sites More sharing options...
doright Posted February 1, 2017 Author Share Posted February 1, 2017 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. Link to comment Share on other sites More sharing options...
damanding Posted February 1, 2017 Share Posted February 1, 2017 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. Link to comment Share on other sites More sharing options...
RadioactivatedRed Posted February 2, 2017 Share Posted February 2, 2017 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. Link to comment Share on other sites More sharing options...
doright Posted February 2, 2017 Author Share Posted February 2, 2017 (edited) I am home from work. Here is my entire load order. (Don't judge me :wink: ) GameMode=Fallout4 Fallout4.esm=1DLCRobot.esm=1DLCworkshop01.esm=1DLCCoast.esm=1DLCworkshop02.esm=1DLCworkshop03.esm=1DLCNukaWorld.esm=1ArmorKeywords.esm=1Arbitration - Resources.esm=1EthreonMasterPlan.esp=1Homemaker.esm=1CROSS_CosmeticFramework.esm=1settlementcleanup.esp=1Armorsmith Extended.esp=1Armorsmith All DLCs Patch.esp=1AzarPonytailHairstyles.esp=1Craftable Cats.esp=1walkers.esp=1NoDeathWeaponDrop.esp=1WastelandFashionAccessories.esp=1ShesaLovelyRedhead.esp=1VaultGirl.esp=1PowerRing.esp=1CraftableAnimationMarkers.esp=1TheCommonwealthCamper.esp=1ArmoryRifleAndHandgunRacks.esp=1This is MY Bed (Extended).esp=1DD_1x1_Foundation_Blocks.esp=1CBBE.esp=1FilledShelves.esp=1PowerArmorDisplayStations-CraftingCategory.esp=1Homemaker - Unlocked Institute Objects.esp=1dinoshelf.esp=1dinoshelf_extra_ammo.esp=1Wall Oil Lamps.esp=1DD_Khassar_De_Templari_Increased_build.esp=1zDarthVader.esp=1Arbitration - Button Lowered Weapons.esp=1GNAN.esp=1DLCWeaponsinCW.esp=1RedRocketReborn.esp=1Weapon Rack Extended.esp=1Craftable dogs.esp=1Quieter Settlements - Vanilla.esp=1Holsters & sheaths.esp=1Invisible_Guard_Marker.esp=1Better Settlement Defence.esp=1AutoUnequipPipboy.esp=1CROSS_Gear.esp=1Friffy_Holstered Weapons.esp=1TrenchGun.esp=1JC-Shirt and Jeans.esp=1zzjay_Wasteland attire.esp=1Crimsomrider's Tomb Raider.esp=1Crimsomrider's Tomb Raider Accessories.esp=1DRG_Statics_Plus.esp=1NoBOSVertibirdRandomEncounters.esp=1DX Commonwealth Shorts.esp=1extendedLightsWS - No shadows.esp=1Femsheppings Autumn Fashion.esp=1Colored Workshop Lights.esp=1FIXEDGoodfeels_no_DLC_needed.esp=1DWT_DocWeathers_and_Guards.esp=1DWT_Cricket_and_Guards.esp=1DWT_Lucas_and_Guards.esp=1DWT_PackBrahmin_Alternate.esp=1MoreWeaves.esp=1cartman1975_warehouse.esp=1CR_OuthouseCollection.esp=1MakeshiftBattery.esp=1OVT.esp=1EvilViking13_MinutemenMorale.esp=1NoVanillaRadiantDLCLocations.esp=1Housekeeping.esp=1BetterSettlers.esp=1BetterSettlersCleanFacePack.esp=1MMP4APA-blue.esp=1Insignificant Object Remover.esp=1Crimsomrider's Unique Furniture.esp=1SettleObjExpandPack.esp=1GruffyddsSignsAndPosters.esp=1Settlement_Markers.esp=1BTInteriors_Project.esp=1AkaInvisibleFurniture.esp=1ShelteredBeds.esp=1WeaponDisplays.esp=1OCDecorator.esp=1OCD FarHarborDLC.esp=1gloomyWeather.esp=1NoNegativeAffinityVanilla.esp=1MamaMurphyEdit.esp=1CREAtiveClutter.esp=1Thematic and Practical.esp=1DavesPoses.esp=1Companion Infinite Ammo.esp=13DNPC_FO4.esp=1Workless Shop.esp=1sunshine.esp=1VanillaExtensions.esp=1Eli_Crafting Shiz 9000.esp=1Spare Railroad as Institute.esp=1AdvSettleTurretSet.esp=1No Gore Environments.esp=1Cleaner Diamond City Indoor and Outdoor (No Fog).esp=1Bigger Settlements-Bigger1.esp=1FogOut Interiors - All DLC.esp=1My_Minutemen.esp=1M2216.esp=1ImmersiveGenericDialogues.esp=1EveryonesBestFriend.esp=1OverpassOverhaul.esp=1ImmersiveDrumlinDiner.esp=1Vault-Tec Food Solutions.esp=1Cleaner Far Harbor Environment Indoor and Outdoor (Default Fog).esp=1BlasTech E-11.esp=1DEOXstorm.esp=1Armorsmith Elianora.esp=1P220.esp=19mmPistol.esp=1DLCLetters.esp=1Rebuilt_Tenpines.esp=1RecruitableSettlers.esp=13DNPC_FO4_DLC.esp=1FunctionalBridges.esp=1SpectacleIsleBridge2.esp=1g2m_Workshop_Nexus.esp=1DrunkenGnomes_Gnomepocolypse.esp=1DOOMMerged.esp=1SkipHSH1_6.esp=1mtFarHarborHome.esp=1HolyMachete.esp=1M14.esp=1BetterStores.esp=1DWT_TrashcanCarla_and_Guards.esp=1X13_ScrapOTron.esp=1Tactical Flashlights.esp=1BetterShackBridges.esp=1DD_AIO Test Mark 1.esp=1CWSS Redux.esp=1BasementLiving.esp=1Campsite.esp=1Skibs-WH77Redux.esp=1BS-ExtraCustomProps.esp=1BS-FarHarborExpansion.esp=1Boats.esp=1CabinInTheWoods.esp=1FO4 NPCs Travel.esp=1Sandbag Fortifications - Version 2C.esp=1BetterJunkFences.esp=1CheatTerminal.esp=1M9.esp=1D13SynthSpyDetectionElimination.esp=1BlurKillerBase.esp=1Depth of Field Removal.esp=1SolarPower.esp=1Settler Sandbox Overhaul.esp=1Scrap Everything - Core.esp=1Scrap Everything - Far Harbor.esp=1Scrap Everything - Nuka World.esp=1CastleWallOldNorthBridgeFix.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 February 2, 2017 by doright Link to comment Share on other sites More sharing options...
doright Posted February 2, 2017 Author Share Posted February 2, 2017 Ok I'm at a loss. I went back to an old save. Played for a few hours everything fine. Then suddenly after fast traveling to Ten Pines There is Mr Finch there now. ... GARRRRRRRR Link to comment Share on other sites More sharing options...
damanding Posted February 2, 2017 Share Posted February 2, 2017 When you went back to that old save, did you try it without the settlement expanding mod? Link to comment Share on other sites More sharing options...
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