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NPCs Spawning with No Weapons


jeffm24

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*** UPDATE ***

 

It seems I was using an outdated version of Wrye Bash (Wrye Flash) and it was not using the tags from all but 3 of my plugins. It went from changing 173 to 742 records after updating it. That is probably my main issue here.

It seems I also overlooked an obvious part of the Mojave Raiders description. He says you'll need to manually resolve any conflicts w/ FNVEdit. I believe there was a conflict w/ Mojave Raiders, NVCE, and possibly JSawyer mod (as it touches Raiders leveled lists as well). I have installed Character Expansions Revised as it modifies less and has patches for UPP, Mojave Raiders, JSawyer Ultimate, and Uncut Wasteland out of the box.

 

I'm still not confident about the load order. LOOT doesn't have a quick way to tell me if a plugin wasn't managed by it, and requires manually ordering (BOSS had this, but it's outdated according to every guide I've seen).

 

 

I've got an issue with enemies spawning in with
1. No weapons (or)
2. Melee weapons where they'd normally have guns

Specifically, I'm noticing this on NCR troopers. It's breaking the quest with Captain Parker and Keith in the Aerotech office building as Parker spawns w/out his Service Rifle. I suspect it's a conflict or load order issue. I have my ESPs sorted w/ LOOT. I've manually moved a few of them around as it didn't look like LOOT detected them:

FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
YUP - Base Game + All DLC.esm
Advanced Recon Tech.esm
NVCE Ultimate.esm
CFWNV.esm
JIP Selective-Fire.esm
NVInteriors_Core.esm
NVInteriors_ComboEdition.esm
oHUD.esm
YUP - NPC Fixes (Base Game + All DLC).esp
DarNifiedUINV.esp
The Mod Configuration Menu.esp
The Weapon Mod Menu.esp
brayduck_classic.esp
Uncut Wasteland.esp
SimpleStreetLights.esp
SimpleStreetLightFix.esp
SimpleStreetLights (Extra Lights).esp
Mojave Travel.esp
barber-mirror.esp
HZNovacCampfire.esp
NVCE Ultimate - NPC Edits.esp
JSawyer Ultimate.esp
Harvestable Cave Fungus.esp
Mojave Raiders.esp
Mojave Raiders - 22LR Varmint Rifle.esp
31 New Food Items.esp
LFox Missing Ammo Recipes.esp
LFox Missing Ammo Recipes HH DLC.esp
LFox Missing Ammo Recipes GRA DLC.esp
Advanced Recon Gear.esp
Advanced Recon Tech.esp
1nivVSLArmors.esp
FlashlightNVSE.esp
ImprovedGeckoLeatherArmor.esp
KillingKarmaFix.esp
Light Step ED-E.esp
Burning Campfire.esp
Burning Campfire - HH Patch.esp
Easy Hacking.esp
Quicker PipBoy Light-0_4Sec.esp
WeaponJamming.esp
CFW-DLC.esp
CFW_Loudness_Corrections_v1.0.esp
CombatArmor_MarkIIRE.esp
RHF-30_backpacks.esp
All Weapon Sounds Overhaul .esp
Colt N99 10mm.esp
BetterCaravanShotgun.esp
NVCE Ultimate - YUP Patch.esp
JSawyer Ultimate - NVCE Patch.esp
Mojave Wildlife (Vanilla-Style).esp
BLEEDNV.esp
YUP - BLEED Patch.esp
VATS Alternative - Bullet Time.esp
NVInteriors_Rewritten.esp
Unofficial Patch Plus.esp
FO3WeaponsRestoration.esp
Mojave Raiders - FO3 Weapons Restoration Patch.esp
YoureEssentialToMe.esp
Delay DLC - DM + HH + OWB + LR + GRA.esp
Better Pickup Prompt.esp
JIP Improved Recipe Menu.esp
Weapon Stat Viewer.esp
Cheaper Repair Vendors 50%.esp
Simple Reputation and Disguises.esp
Complete Respec.esp
mojave music radio expanded v1.1.esp
Conelrad 640-1240.esp
Survivalist - All DLC.esp
LFox Bottle That Water.esp
Merged Patch.esp
FNV Realistic Wasteland Lighting - All DLC.esp
Bashed Patch, 0.esp

Most likely culprits:

Mojave Raiders
JSawyer Ultimate (possible conflict?)

Edited by jeffm24
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Re: LOOT management of mods. By default, all "unrecognized" mods are placed in the "Default" Group. Read the online documentation as to how Groups work. There is also a "Introduction To Load Orders" section on how it doesn't matter if it recognizes the name of a mod. It determines the load order on the basis of the file header info. If the plugin is in the "Data" folder, then LOOT will sort it. But like any automated tool, sometimes it needs a human to tell it the finer points, such as a particular plugin needs to be loaded after another, which is where the "manual ordering' comes in. But once you have that worked out, you can use the "MetaData" to have LOOT remember that in the future. Read the docs. It's worth your time.

 

-Dubious-

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Re: LOOT management of mods. By default, all "unrecognized" mods are placed in the "Default" Group. Read the online documentation as to how Groups work. There is also a "Introduction To Load Orders" section on how it doesn't matter if it recognizes the name of a mod. It determines the load order on the basis of the file header info. If the plugin is in the "Data" folder, then LOOT will sort it. But like any automated tool, sometimes it needs a human to tell it the finer points, such as a particular plugin needs to be loaded after another, which is where the "manual ordering' comes in. But once you have that worked out, you can use the "MetaData" to have LOOT remember that in the future. Read the docs. It's worth your time.

 

-Dubious-

Thanks, I didn't realize that LOOT sorted based on the ESP's header info. I'll read up on the manual and see if I can optimize my load-order. As it is, I can run the game fine w/ an automatically created Merged Patch (FNVEdit w/ Leveled Items entry removed). If I build and activate a Bashed Patch I get NPCs w/out weapons.

 

I'll look into this. Thanks again, you explained the issue w/out being condescending and basically suggested I RTFM-- but in a nice way (:

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