Timmhaze Posted July 2, 2017 Share Posted July 2, 2017 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.esp100 64 GRA-WRP-Patch-Two_Unofficial.esp101 65 357retex.esp102 66 FP gun follows crosshairs.esp103 67 ManualReload-OldWorldBlues.esp104 68 ManualReload.esp105 69 RWD-NV v1.4 [standard Version] Update+DLC.esp106 6a The Mod Configuration Menu.esp107 6b Quicker PipBoy Light-0_2Sec.esp108 6c Feng Shui NV.esp Feng Shui - Keymap Template.esp109 6d Pickpocket Overhaul.esp110 6e Alternative Repairing - Ultimate Edition.esp111 6f Alternative Repairing - NVInteriors.esp112 70 ImmersiveRecoil.esp113 71 Nights are Darker - Ultimate Edition.esp114 72 FCO + YUP + JSawyer UE.esp115 73 JSawyer Ultimate - FCO Patch.esp116 74 JSawyer Ultimate - NVR3 Patch.esp117 75 Interior Lighting Overhaul - Ultimate Edition.esp118 76 ILO - NVInteriors Project.esp119 77 LightUpAndSmokeThoseCigarettes_edisleado.esp120 78 1nivVSLArmors.esp121 79 1nivPNSLPatch.esp122 7a MediumBeard.esp123 7b FCO - NPC Changes.esp124 7c FCO - GlowingOne.esp125 7d FCO - OHSB NPC Edits.esp126 7e FCO - Russell.esp127 7f FCO - Willow.esp FCO - Willow (Cazy).esp128 80 New Vegas Redesigned 3.esp129 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. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted July 2, 2017 Share Posted July 2, 2017 The same issue is described here: https://forums.nexusmods.com/index.php?/topic/5772672-npcs-randomly-move-at-hyperspeed-clip-included/&do=findComment&comment=51444627Maybe you'll find some solutions there as well. Link to comment Share on other sites More sharing options...
dubiousintent Posted July 2, 2017 Share Posted July 2, 2017 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- Link to comment Share on other sites More sharing options...
Timmhaze Posted July 2, 2017 Author Share Posted July 2, 2017 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. Link to comment Share on other sites More sharing options...
Timmhaze Posted July 2, 2017 Author Share Posted July 2, 2017 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. Link to comment Share on other sites More sharing options...
dubiousintent Posted July 2, 2017 Share Posted July 2, 2017 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- Link to comment Share on other sites More sharing options...
Timmhaze Posted July 2, 2017 Author Share Posted July 2, 2017 (edited) 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 July 2, 2017 by Timmhaze Link to comment Share on other sites More sharing options...
PsychorGames Posted July 4, 2017 Share Posted July 4, 2017 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. Link to comment Share on other sites More sharing options...
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