hkrecon Posted January 11, 2019 Share Posted January 11, 2019 hi, lately New Vegas' npcs have been acting weird, i can't tell if it's a problem with the game itself, or my mods.the npc often run around at times like there is a fight, i often have to leave to the main menu and load a save to fix it for a time. i am currently playing through the new vegas bounties mods and i'm currently on 2. the ai for captured bounties tends to bug out, and stop moving, i first noticed this when i captured rzeznik, and he just stood up, unequipped his gun, and just froze. another bounty i am currently on, is the one gang near molerat ranch, the bounty, after being captured, walks a few feet and then stops. when i try to move him he tries to move back to the position he stopped at. i had an issue with my companions with the russel mod, when we went to the mining town map, my companions were sort of stuck after leaving a building. i don't know if that's related to this or not. also, when the nps run around like there's cobat, i can't rest or wait for more than a 2 or 3 hours, i also hear a powerfist when near the gang close to molerat ranch. please help, thank you. Link to comment Share on other sites More sharing options...
dubiousintent Posted January 11, 2019 Share Posted January 11, 2019 This sounds similar to the 'Issue: NPCs and Creatures are moving at "hyper-speed"' under the Solutions to Performance problems' section of the wiki "Fallout NV Mod Conflict Troubleshooting" article. However, you don't have the mod known to cause that problem, so it's possible another mod is having the same effect. If so, please report what you find out.Please see the 'First Timer Advice', the 'Towards Game Stability', and the 'Common Game Problems' sections (at a minimum) of the wiki "FNV General Mod Use Advice" article.Do not mix MMUE and YUP together. They directly conflict.* You really need to use a "Merge Patch File" with that collection of mods. Please see the 'Third Rule: The Rule of One' and 'Merge Patch File' sections of the wiki "FNV General Mod Use Advice" article.* "Compatibility patches" to make one mod work with another need to be placed after (as in "physically lower, higher numbered") in the "load order" than ALL of the plugins they are designed to make compatible. ESMs should always be placed at the top (lowest numbered) positions in the "load order", followed by the related ESPs though they can be separated from their ESMs by other plugins. "LOOT" does a good job of determining those basic orders. Getting the "load order" incorrect will cause "Missing Masters" errors as well.Try cleaning up those issues and see how it goes. -Dubious- Link to comment Share on other sites More sharing options...
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