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Random NPC's with giant speedmults


Timmhaze

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Hello, I've been experiencing a strange bug in Fallout New Vegas. I have made 3 different characters to test the bug and each of them has had the same result.

If you were to follow the route the main quest expects you to go (I.e. Goodsprings > Primm > Nipton > Novac etc.) to get to New Vegas, random NPC's from Novac onward have exorbitant speedmults. The range I've seen was from 700 - 27000.
For those reading this that are unaware there is an actor value called speedmult that does pretty much as the name implies, it's a multiplier for player and NPC movement speed. The default value is 100. In fact, its rare to see any humanoid with a speedmult greater than 100. So 700 is ridiculous, let alone 27000.

The bug seems to have a preference for mod added NPC's (Willow and Electocity engineers are the most common) but I've seen it effect NCR, Securitrons, Brahmin Caravans and all sorts.

My load order is as follows:

 

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 AnimationProject.esm
12 c Interior Lighting Overhaul - Core.esm
13 d FreesideOpen.esm
14 e NVInteriors_Core.esm
15 f oHUD.esm
16 10 ELECTRO-CITY - CompletedWorkorders.esm
17 11 NVInteriors_ComboEdition.esm
18 12 Interior Lighting Overhaul - L38PS.esm
19 13 ELECTRO-CITY - Highways and Byways.esm
20 14 SomeguySeries.esm
21 15 PipboyRemover.esm
22 16 NVStripOpen.esm
23 17 Project Nevada - Core.esm
24 18 Project Nevada - Equipment.esm
25 19 Project Nevada - Cyberware.esp
26 1a NVWillow.esp
27 1b FCOMaster.esm
28 1c New Vegas Redesigned 3.esm
29 1d Bitter Springs Redesigned.esp
30 1e Casa Madrid Redesigned.esp
31 1f Gomorrah Redesigned v2.esp
32 20 YUP - NPC Fixes (Base Game + All DLC).esp
33 21 Zan_AutoPurge_SmartAgro_NV.esp
34 22 DarNifiedUINV.esp
35 23 Immersive Karma.esp
36 24 Performance Of The Gods.esp
37 25 EVE FNV - ALL DLC.esp
38 26 The Weapon Mod Menu.esp
39 27 Reload Sounds.esp
40 28 JIP Companions Command & Control.esp
41 29 FOVSlider.esp
42 2a F4Quickloot.esp
43 2b Better Pickup Prompt.esp
44 2c Tutorial Killer.esp
45 2d JIP Improved Recipe Menu.esp
46 2e ILO - YUP Patch.esp
47 2f Better Game Performance.esp
48 30 Vurt's WFO.esp
MergePatch01.esp
49 31 outsidebets.esp
50 32 FreesideOpenPatch.esp
51 33 JSawyer Ultimate.esp
52 34 kochandbohr.esp
53 35 rotfacetoriches.esp
54 36 betsybrahminFSO.esp
55 37 Better Burned Man.esp
56 38 Further3rdPersonCamera.esp
57 39 vault22FloralOverhaul.esp
58 3a WeaponModsExpanded.esp
59 3b WMX-ArenovalisTextures.esp
60 3c Alternative Repairing.esp
61 3d StripOpenMain.esp
62 3e Back in The Saddle Revised.esp
63 3f Back in The Saddle Revised - 22LR Varmint Rifle Ammo Patch.esp
64 40 All Weapon Sounds Overhaul .esp
65 41 WMX-DLCMerged.esp
66 42 Unofficial Patch Plus.esp
67 43 MTB.esp
68 44 IMPACT.esp
69 45 WMX-EVE-AllDLCMerged.esp
70 46 YUP + EVE + IMPACT.esp
71 47 WMX-POPMerged.esp
72 48 dD - Enhanced Blood Main NV.esp
73 49 MiscItemIconsNV.esp
74 4a Enhanced NPC Awareness.esp
75 4b ADAM - Trooper Gloves.esp
76 4c EnhancedGrass.esp
77 4d Sit Anywhere.esp
78 4e ImmersivePickupSoundsFNV.esp
79 4f AwesomeCripplingEffectsJIPLN1.1.esp
80 50 hz_1 by 1 Reload Fix.esp
81 51 RWD-NV v1.4 [standard Version].esp
82 52 Real Weapon Names.esp
83 53 Alternative Repairing - NVInteriors Combo Edition.esp
84 54 NewVegasBounties.esp
85 55 NewVegasBountiesII.esp
86 56 TheInheritance.esp
87 57 Russell.esp
88 58 Character Creation Streamlined.esp
89 59 SaveCass.esp
90 5a Back in The Saddle Revised - Character Creation Streamlined Patch.esp
91 5b Delay DLC - DM + HH + OWB + LR + GRA.esp
92 5c athornysituation.esp
93 5d awilderwasteland.esp
94 5e ADAM Complete.esp
95 5f ADAM - MAIN.esp
96 60 ADAM - Rangers on Patrol.esp
97 61 Pacersgambit.esp
98 62 avangraffscorned.esp
99 63 Simple Saves.esp
100 64 GRA-WRP-Patch-Two_Unofficial.esp
101 65 357retex.esp
102 66 FP gun follows crosshairs.esp
103 67 ManualReload-OldWorldBlues.esp
104 68 ManualReload.esp
105 69 RWD-NV v1.4 [standard Version] Update+DLC.esp
106 6a The Mod Configuration Menu.esp
107 6b Quicker PipBoy Light-0_2Sec.esp
108 6c Feng Shui NV.esp
Feng Shui - Keymap Template.esp
109 6d Pickpocket Overhaul.esp
110 6e Alternative Repairing - Ultimate Edition.esp
111 6f Alternative Repairing - NVInteriors.esp
112 70 ImmersiveRecoil.esp
113 71 Nights are Darker - Ultimate Edition.esp
114 72 FCO + YUP + JSawyer UE.esp
115 73 JSawyer Ultimate - FCO Patch.esp
116 74 JSawyer Ultimate - NVR3 Patch.esp
117 75 Interior Lighting Overhaul - Ultimate Edition.esp
118 76 ILO - NVInteriors Project.esp
119 77 LightUpAndSmokeThoseCigarettes_edisleado.esp
120 78 1nivVSLArmors.esp
121 79 1nivPNSLPatch.esp
122 7a MediumBeard.esp
123 7b FCO - NPC Changes.esp
124 7c FCO - GlowingOne.esp
125 7d FCO - OHSB NPC Edits.esp
126 7e FCO - Russell.esp
127 7f FCO - Willow.esp
FCO - Willow (Cazy).esp
128 80 New Vegas Redesigned 3.esp
129 81 bzArmour.esp
If anyone can offer any advice it would be much appreciated. It always starts at Novac and never appears before there. Going back towards Goodsprings all NPC's are fine, its just anywhere north of Novac, inclusive.
Thank you very much.
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That info about "speedmult" is useful, and the likely cause of the "hyper-speed". Now if we can only figure out what is changing it.

 

Other things that may have an impact:

 

I notice you have 129 active plugins, but another 3 inactive present in the "Data" folder. While under the putative "140 cap", that is only a working approximation. My own system for instance is proven to be limited to 129 plugins. So, move any inactive ones out of the "Data" folder just for safety sake. "Too many plugins" can cause all kinds of strange behavior.

 

Don't use "Zan_AutoPurge_SmartAgro_NV.esp". Autopurge tools are intended as a debug technique only. The authors of "script extenders" advise against using them while playing.

 

You shouldn't use both "Better Game Performance" (BGP) and "Performance of the Gods" (PotG). They disable the same things, so choose one. Experts advise against, and testing and caution with either.

 

I also see one of your inactive plugins is named "MergePatch01.esp". I expect you know why you need one, but please see the 'Third Rule: The Rule of One', 'Essentials for Getting Started', 'Towards Game Stability', and 'Merge Patch File' section of the wiki "FNV General Mod Use Advice" article for why it should be last in your "load order".

 

-Dubious-

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Hey, thanks for the replies. Funny that someone happened across the same issue as me around the same time, where before I could find nothing about something like this happening. I can't help but wonder if it was caused by a recently added or updated mod. It would seem that both Valfaun and I use Awesome Crippling Effects. This mod does change the speedmult of NPC's, but only when they're legs have been crippled. I'll do some testing and see if disabling it has any effect.

I must also thank you for the help regarding load order. I wasn't aware that old. deactivated plugins have an effect on the game. I'll have to keep that in mind in future. Also Zan Auto Purge was considered one of the foundation mods for stability, I thought? I'll assume your information is far more up to date than my own and remove it. Besides, if the fellas of the Script Extender team take issue with it then who am I to argue xD

 

If I find anything else I'll let you guys know. Thanks again for your help.

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So I have done some testing. Upon removing Awesome Crippling effects and reloading my most recent save (In Novac, where the issue always crops up) nothing has changed. Electro-city Engineers are still warping around at light speed and I am still annoyed.
I did, however, load an old save, one from just after leaving Doc Mitchells house. I used my own speedmult command to run over to just past Nipton, then I used the console to COC to Novac. The issue wasn't immediately present in previous experiences, so I went around and did the usual stuff I would normally do, albeit 5x faster. I went into Cliff Briscos shop, I did the majority of the quest, Come Fly With Me, and I returned to town. It was always without fail around this point that I would see the bug happen. However, it didn't. The sample time is a bit short imo but it could very well be the case that Awesome Crippling effects is having some issue with one or more other mods myself and Valfaun are using, or that it is a bug that can just randomly hit. The author of Awesome Crippling effects has a sticky note up saying that a previous incarnation of the mod had issues regarding speedmult, but this issue caused NPC's to walk far slower than intended. He has since fixed this issue but perhaps its gone a little(lol) overkill. Either way I will test this again with time being a few hours (Pretty much activate god mode and do a speed run of all the quests that I'd normally do between Goodsprings and Novac).

 

Once again, if anything crops up I will post about it here.

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Thanks for the information. Once a script gets involved in changing game settings (like the speedmult) they can persist in save games even after the plugin is removed. This is just one of the reasons for the advice to never remove a plugin that was active in a saved game. If you can identify a save game (such as it appears you did) prior to when you added a particular mod, that is a reasonable way to test if that mod is the cause.

 

Some other things that might be involved:

* The "timescale" setting. There have been other issues reported where having a timescale other than "30" can cause problems with scripts.

* In addition, the Wrye Flash "Bashed Patch" file has a "Game Tweak" setting when you build it to change the "Base Movement Speed". The default it has is "77". I currently have mine set to "90" without the problem, though I do not have a save with "Awesome Crippling Effects" in it.

 

-Dubious-

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Cool, thanks for the advice, much appreciated. I have done a more lengthy post over on Valfauns thread, as I've said there I will continue with my testing tomorrow (As of time of writing) and let you know what happens. If Awesome Crippling effects is the cause then it is imperative that we contact the mod author to notify him Of The Issie so he can create a patch. The mod is popular (For good reason) and could potentially affect a lot of save games. Edited by Timmhaze
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The author of Awesome Crippling effects has a sticky note up saying that a previous incarnation of the mod had issues regarding speedmult, but this issue caused NPC's to walk far slower than intended. He has since fixed this issue but perhaps its gone a little(lol) overkill.

 

I didn't develop the JIP version of the mod, which is the one you're using. I made the regular version. That said, I can't help but giggle a little bit imagining NPC's hitting light speed and veering off into the sunset for no reason.

 

This is not an issue as of regular ACE 1.6 because I wrote in the script essentially this command: "If the character doesn't have either of their legs crippled but their speed is less than 75 (this was the issue in which NPC's would have no broken legs but were inexplicably walking slower), set speedmult of this bugged character to 2X their current speed (which will hopefully reset them to their original speed.)"

 

I use spells to keep track of whose legs have been crippled and who has had their speedmult corrected.

 

I'm going to post an updated version of NVSE Awesome Crippling Effects, one which corrects a different problem entirely, but maybe you can try it out and tell me if it works better for you. The problem that 1.7 addresses is sometimes some NPC's will be getting constantly pushed around after being crippled. I added a spell to them that makes it so that they won't get pushed around if the spell is presently on them.

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