Brandonwigwam Posted August 1, 2019 Share Posted August 1, 2019 So I've been replaying New Vegas for a while now and I keep having a recurring issue in which npc's seemingly refuse to move. It started out with Sunny Smiles during the tutorial quest, but then it kept happening with other examples including Manny Vargas and the doc/her mercenaries in Novac, the drug addled people in the high times quest in Freeside, Orris and Pacer during the G.I Blues quest (the Latter after the shootout thank god, and what's caused me to finally report this issue, the people who come up to you during the birds of feather quest during the guard portion which is causing a problem with the quest. This has also with the legion in Nipton, but in that instance several of them were bunched up together near one of the crucifixes close the general store (along with Vulpes Inculta) and again refused to move except Vulpes (who is most likely scripted to leave). I'm not sure if it's a navmesh issue given that it doesn't effect all the NPC's in a given cell, but for all I know it could be. I'll have load order linked below for reference. Also in the load order I have about 6 merged plugins mod I'll have the plugins inside those linked below as well. Pack2.esp (F.T.R was added after the goodsprings incident) = Tales from the Burning Sands.esm, NewVegasRailroads.esm, TheREPCONNBlues.esp, TripToTheBank.esp, AlienExterminator.esp, FiveAcesGunShop.esp, NewVegasRailroads-PNPatch.esp, NewVegasRailroads-AWOPPatch.esp,YUP-TBS.esp, YUP-Railroads.esp, TheCollector.esp, TankHome.esp, MM Headhunter.esp, Aliens&MiniBlasters.esp, housepresence.espG.R.A.esp = M1905.esp BT87.esp BHPM1935.esp MSR556.esp M16A2.esp CZ805.esp SVU.esp FAMAS.esp Galil.esp Pernach.esp PKM.esp Serbu.esp Scout.esp KP31.esp TOZ66.esp WA2000.esp M1897.esp PN_DEagle_Replacer.esp ilbuonorevolver.esp clintsfistfulrevolver.esp DLC Weapon Integration - WMX.esp Camon & Scottmack Weapons.esp Crossbow.esp Walther SMG.esp GyrojetCarbine.esp M1903A3Springfield.esp R700.esp Campo_Giro.esp SPARMAMENTARIUM.esp SPRearmed.esp CloudGrenades.esp FO4_PipeRifle.esp TLOUHomemadeFlamethrower.esp Classic10mmSMG.esp weapon patch.esp (merged patch to deal with conflicts)N.C.A.esp = A Difference of Opinion.esm Transcendence.esm Abandoned Complex.esm Finality.esm Sweet Home.esm Folly of the Old World.esm rotfacetoriches.esp avangraffscorned.esp athornysituation.esp awilderwasteland.esp Pacersgambit.esp TMCOTT - Restored.esp Beyond The Beef Tweaks.esp OldWorldBlues - Keep Big MT Active.esp OWB-Path Lights.esp Cut Sewers Restored.esp Pickable Cave Fungus with OWB.esp Uncut Wasteland.esp NVR3_UncutWastelandPlusNPCs Patch.esp Rewarding Exploring.esp OWB_CazaclawFacility.esp Courier's Stash Scattered.esp The Law Won.esp CaveHome.esp VertibirdCrashSites.esp AutoFac.esp A Guide To Revenge.esp NationalGuardCheckpoint.esp BibleHuntingQuest.esp RagsToRiches.esp ChemControl.esp quest patch.esp (merged patch to deal with conflicts)B.P.J.esp = Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp ILO - A World of Pain.esp ILO - D.E.I.M.O.S.esp ILO - NVWillow.esp ILO - Nevada Skies Patch.esp ILO - YUP Patch.esp WMX-ArenovalisTextures.esp Project Nevada - WMX.esp AWOPDeadMoneyVendorPatch.esp AWOP WRP Patch.esp ILO - New Vegas Bounties.esp NVR3_AWOP Patch.esp NVR3_ElectroCity Patch.esp NVR3_ProjectNevadaEquipment Patch.esp NVR3_YUP Patch.esp Willow by Dracomies v2.esp Alternative Repairing - Honest Hearts.esp Alternative Repairing - Lonesome Road.esp NVR3_OutsideBets Patch.esp AWOP - Russell.esp outsidebets_meyersfix.esp Someguy Series Tweaks.esp NVR3_UnofficialPatchPlus Patch.esp Unofficial Patch Plus - PN Cyberware Patch.esp Unofficial Patch Plus - Project Nevada Patch.esp Unofficial Patch Plus - PN Rebalance Patch.esp NVR3_VendorContainersElaborate Patch.esp NVR3_TLDTravelers Patch.esp YUP - AutumnLeaves Patch.esp RobCo Certified Friendly Hit Fixer.esp Enhanced NPC Awareness.esp CraftableWeaponMods-WeaponsOfTheNewMillenia.esp fwvXoanon_QuestSounds.esp fwvXoanonOutfitBonuses.esp fwvXoanonGamepadWeaponMenu.esp fwvXoanonGamepadProtocols.esp fwvXoanonRevisedCompanions.esp YUP-Khan.esp YUP-OutsideBets.espY.M.C.esp = SafeAutoSave.esp NukaCola-Ojo.esp Cowboy Perk Complete - New Vegas Bounties.esp Delay DLC - DM + HH + OWB + LR + GRA.esp CraftedMantisGauntlet.esp Burning Campfire.esp Burning Campfire - HH Patch.esp Glasses Fix.esp Rebreather Tweaked.esp Asterra's Many Fixes.esp Bathroom Doors Fix.esp Caleb McCaffery NPC and Hat Bug Fixes.esp Female White Glove Society Mask.esp FIXforLegionArmors.esp MeleeReachFixed.esp Nightkin Scripts Corrected.esp Perks Day Tripper and Chemist Survivalist Style Fix.esp CassFix.esp NV_IFR.esp Lucky Shades use Authority Glasses Model.esp Camp Grills.esp Camp Grills - Honest Hearts.esp CounterfeitCaps.esp Honest Hearts Workbench Crate Luck.esp Snowglobes Redone.esp migWellRested.esp WorkingCapPress.esp WorkingCrimsonCaravanTraders.esp Motion Sickness Reduction Mod.esp Better Hollowed-Out Rock Loot.esp BetterNCRSupplyCache.esp Dead Money Surprise Items.esp Eddie Hears An Explosion.esp Logic and Consistency Fixes.esp Lonesome Road Roughin It Bedroll Kit Fix.esp RadscorpionEggRestoration.esp Strip Wall Billboards.esp MojaveSandyDesert.esp Mother Lupa.esp Vicious Violetta.esp STDG.esp Boones Machete is a Broad Machete.esp ImmersivePickupSoundsFNV.esp Combat Music.esp RetrievableThrowables.esp ThrowableFixes.esp Rain Fix.esp WeightlessAmmo.esp Unlimited Traits.esp Economy Overhaul.esp Gifted.esp Near Death.esp NPCs Can Miss.esp Stealing -1 Karma.esp Casino Exchange All.esp Convenient Fast Travel Markers.esp JokerineKarmaGraves.esp No more giant manhole covers.esp lexx_brahmin-variant.esp Laurens_Bathroom_poetry.esp Lucky 38 intro poster.esp SpoonRedone.esp Tutorial Killer.esp GasPumpsOfNV.esp Teas.esp SimpleRoastedFood.esp NVAnimatedTerninalScreenSaver.esp misc patch.esp (merged patch to deal with conflicts)C.L.A.esp = Armored Duster.esp Dark Justice Duster.esp JRougeRangerCoats4Loot.esp manwithnoname.esp I Got Spurs.esp courierpowerarmor.esp Fiendish Power Armor.esp Book of Steel.esp ILO - New Vegas Bounties II.esp ArmoredVault21JumpsuitRestoration.esp Combat Leather Jacket.esp LonesomeRoadScorchedSierraPowerHelmet.esp DeadMoneyMoreCraftedKnifeVariants.esp CasinoHeistPack.esp CasinoBankMoney.esp FO2CombatArmor.esp DragonskinTacticalOutfit.esp DragonskinNCRPersonnelWearingOutfits.esp TheLozza's_Gasmasks_V2.esp Tribal Power Helmet.esp JustAnArmorPack_NV.esp Classic Leather Armor MkI MkII.esp ClassicMetalArmorMkI.espWastelanders.esp = kochandbohr.esp Sentry Bot Toy Attacks.esp CIB Bighorners Var.esp CIB Bighorners - HH.esp NVGustsyHandyAnimatedEyes.esp Mojave Raiders.esp NVR3_MojaveRaiders Patch.esp Mojave Wildlife (Vanilla-Style).esp BartonThornTrigger.esp Sheriff Meyers.esp VincentVincent.esp 3DNPC_Velius.esp Alien Merchant.esp Irradiared Radroaches.esp NVFeralGhoulChildren.esp khanpresence.esp ncrandlegionpatrols.esp Link to comment Share on other sites More sharing options...
dubiousintent Posted August 1, 2019 Share Posted August 1, 2019 Don't believe it is a "navmesh" issue, unless it is induced by some of your "merged plugins". In general it is not a good idea to merge ESM files, in part because the process used by "Merge Plugins Standalone (MPS)" (which I assume you used) uses the "merge down" method which changes record references and can unexpectedly break dependent mods. (This is discussed in the wiki "Merged Plugin Guidelines for Personal Use" article.) In addition, ESMs are treated differently than ESP files by the game engine. When merged, those conditions are not recognized. It looks like you have merged ALL of your non-DLC mod ESMs (which are not listed but presumably there), so I am not surprised you are having problems. It sometimes helps to think of using ".ESM" files to add new things, and ".ESP" files to change existing things or modify existing areas. Depending on how you create your "ESM", it might not modify existing things in-game. In other words, if there is an existing navmesh, an "ESP" will overwrite that navmesh, but an "ESM" might not. Similarly, if your "ESM" deletes an object (like a rock) it might work as an "ESP" but the rock might still be there as an "ESM". - from the "ESM and ESP Files" entry in the wiki "Getting started creating mods using GECK" article.Merging plugins is something of an art form. That some can be merged does not mean that they should be merged. As you are having problems with "actors", in addition to separating out the ESMs (and mods that act as "masters" for other mods, like WMX and AWOP), I would try also separating out any plugins that contain actors you are having problems with. Finally, assuming that list is in "sort order", I have problems with it. It is great that you included the makeup of your "merged plugins", but we REALLY need to see a "load order" as produced by "LOOT"; to include the main game and DLC files. With modded games its the sequence, not merely the list of mods, which is the cause of many problems. LOOT's sort gives a good first approximation, correcting the most obvious issues and is sufficient for most players. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". Instructions on how to copy it's list for posting are in the "How to ask for help" article, and "Checklist Item #11' entry in the wiki "Fallout NV Mod Conflict Troubleshooting" guide.Please see the 'Vanilla Load Order' entry in the 'First Timer Advice' section; and the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article. Follow the "Common Problems" advice BEFORE you merge plugins. I personally try to keep the plugins in LOOT sort order as much as possible when merging, which can mean multiple merges that are not neat "logical category" groups such as "ALL weapons" and "ALL NPCs". LOOT sorts based upon dependencies which it determines by examining the internal file headers. Sometimes it doesn't matter which plugin comes first, but when it insists one come before another, I always assume it has a reason. Generally I place all newly added plugins at the top (lowest numbered) of the LO, below the ESMs. Then I know that it can typically be moved lower in the order when I need to make it adjacent to others prior to a merge. But I always resort until LOOT gives me a "no changes" message. If these suggestions do not resolve your problems, we probably will need to see your sorted LO of all those plugins BEFORE they are merged with MPS. Even though you have created "merge patch" files for some of your "merged plugins" (which is fine but you will need to rebuild them after you split out plugins), suggest you also create one for the entire LO to determine if there are any record level conflicts between them and the ESMs. -Dubious- Link to comment Share on other sites More sharing options...
Brandonwigwam Posted August 2, 2019 Author Share Posted August 2, 2019 Sorry for not including my load order (I thought Nexus had the file saved but apparently not(my luck)) so here is my load order if that helps. FalloutNV.esm=1DeadMoney.esm=1HonestHearts.esm=1OldWorldBlues.esm=1LonesomeRoad.esm=1GunRunnersArsenal.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1CaravanPack.esm=1YUP - Base Game + All DLC.esm=1oHUD.esm=1Interior Lighting Overhaul - Core.esm=1New Vegas Redesigned 3.esm=1Factions Reloaded - Merge.esm=1ELECTRO-CITY - CompletedWorkorders.esm=1AWorldOfPain(Preview).esm=1NVInteriors_Core.esm=1NVInteriors_ComboEdition.esm=1SaxxonsQuestPack.esm=1CoitoErgoSum.esm=1ELECTRO-CITY - Highways and Byways.esm=1domecity.esm=1MoonQuest.esm=1Niner.esm=1The New Bison Steve Hotel.esm=1AWOPDeadMoney.esm=1NVWillow.esp=1NevadaSkies.esm=1SomeguySeries.esm=1Th3OverseerCore.esm=13DNPC_FNV.esm=13DNPC_FNVGeneric.esm=1More Challenges.esm=1New Vegas Stories.esm=1KhanInitiation.esp=1Companion Core.esm=1RobCo Certified.esm=1Project Nevada - Core.esm=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Cyberware.esp=1Project Nevada - Extra Options.esm=1Weapons.of.the.New.Millenia.esm=1D.E.I.M.O.S..esm=1fwv.esm=1fwvXoanon.esm=1SpeedyResources.esm=1YUP - NPC Fixes (Base Game + All DLC).esp=1The Mod Configuration Menu.esp=1JIP Companions Command & Control.esp=1Project Nevada - Cyberware Additions.esp=1The Weapon Mod Menu.esp=1N.C.A.esp=1fwv.esp=1fwvXoanon.esp=1Loot Vehicles.esp=1Pack2.esp=1Vendors Containers Respawn Fix.esp=1Project Nevada - Rebalance Complete.esp=1RetrievableThrowables.esp=0Wastelanders.esp=1Project Nevada - All DLC.esp=1EVE FNV - ALL DLC.esp=1Weapons.of.the.New.Millenia.Leveled.Lists.esp=1New Vegas Redesigned 3.esp=1BLEEDNV.esp=1outsidebets.esp=1RememberAmmo.esp=1Mojave Wildlife (Vanilla-Style).esp=0Distributed Necklaces and Chains.esp=1TLD_Travelers.esp=1Eliza.esp=1vault22FloralOverhaul.esp=1WeaponModsExpanded.esp=1WMX-DLCMerged.esp=1WMX-EVE-AllDLCMerged.esp=1Lucky38Reloadedv5.esp=1Identity Crisis Part I - Silent Struggle V2.esp=1G.R.A.esp=1AG Supplementary Uniques-AllInOne.esp=1CaveHome.esp=0Mojave Rooftops.esp=1Unofficial Patch Plus.esp=1Weapon Retexture Project.esp=1NewVegasBounties.esp=1Economy Overhaul.esp=0Y.M.C.esp=1NewVegasBountiesII.esp=1TheInheritance.esp=1CIB Supermutants - Overlords.esp=11nivVSLArmors.esp=1Russell.esp=1CourierCacheWSE.esp=1Headhunting.esp=1C.L.A.esp=1NorthRoad.esp=1BLMedical.esp=1More Perks Merged.esp=1Identity Crisis Part 2 - Long Night.esp=1ADAM Complete.esp=1ADAM - MERGE.esp=1OldWorldBlues - Keep Big MT Active.esp=0Mojave Rooftops Clutter and Enemies.esp=1Mojave Rooftops - Old World Blues.esp=1fwvXoanon_PersPref.esp=1Cazador Companion.esp=1Lucky Shades use Authority Glasses Model.esp=0WorkingCapPress.esp=0Unofficial Patch Plus - Addendum.esp=1MoreNiner.esp=13DNPC_HopeLies.esp=1Honest Hearts Workbench Crate Luck.esp=0Limitless Stats.esp=1AutumnLeaves.esp=1Alternative Repairing.esp=1FNV NPCs Travel.esp=1AG Supplementary Uniques-GRA.esp=1KingOfTheRing.esp=1NewVegasBountiesIII.esp=1B.P.J.esp=1AWOP-WMX-EVE AllDLCMerged.esp=1Mojave Arsenal.esp=1Project Nevada - EVE All DLC.esp=1Crashed Vertibird Interior.esp=1WMX-POPMerged.esp=1RestoredCaravanPlayers.esp=1NVBabyDeathclawCommander.esp=1Project Nevada - Better Sprinting.esp=1CheckpointGary.esp=1Ragdolls.esp=1The Groovatron NV.esp=1Interior Lighting Overhaul - Ultimate Edition.esp=1NevadaSkies - Ultimate DLC Edition.esp=1FNV Merged.esp=1 Link to comment Share on other sites More sharing options...
dubiousintent Posted August 2, 2019 Share Posted August 2, 2019 (I use a lot of "boilerplate" material for responses, so some of this may seem "elementary" as a consequence of writing for the "lowest common denominator" of newbie.) * Move any "inactive/disabled" plugins out of the game "Data" folder. They count against the "plugin cap" because they get loaded by the game engine if found, and can cause "Missing Master" problems. Please see the wiki "Missing Masters" article if you get that error message. Our current understanding is that if you have a plugin (active or not) installed in the "Data" folder, the game engine loads it up into memory when it starts. This can cause problems such as conflicts, even though the plugin is not "actively" used by the game; and it does count against the "plugin cap". However, the plugin cap is mostly a guideline as to "more than this the game starts to have memory issues" and it really depends upon the mix of plugins and textures involved and how much memory they collectively consume as to when that occurs. You have a limited amount (4GB when patched; 2GB by default) of memory available to the game and every plugin of any nature consumes some of that memory. Add to this that the game can be shown to have "memory leaks" which eventually cause it to CTD. Additionally, any time you remove a plugin from your current play-through you risk corrupting your save game files. This is because they typically store information there as to the state of their variables and quests. If you picked up a unique (non-vanilla) item added by a mod, that item (like any item you pick up) is stored in the save game, but also requires the plugin it came from to be available as that item's "source records". Hence the general advice to never remove a plugin from your current game. So, convenient or not, uninstall those inactive plugins. Once you do play them (as "active" in your "profile"), leave them in your game or start a "new" one. At the very least, if you think they are "completed" and you have not kept any of their "unique" items, make sure you know which was the last save game prior to removing the mod and are prepared to have to revert back to it when things go wrong later on (no matter how many hours later that may be). Perform a "Clean Save" (see the 'Clean Saves' section of the wiki "FNV General Mod Use Advice" article) after removing the plugin and before resuming play, even once you go back to a previous save. * "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. (This also applies to "fix" files.) 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. You can make minor adjustments to the order and tell LOOT how to remember them. It's in the on-line documentation under "Metadata". This applies even if the compatibility patches have been merged with other plugins. But also beware that "merging" might break their ability to patch the "master file", and vice versa.I'm not familiar with the "3DNPC_FNV" (found it is from another site) and "CompanionCore" plugins (though the latter appears to be from "Companion Share & Recruit" (CSR), which is popular enough these issues should been more widespread if it was the cause). But as your primary issue is "NPCs stop moving", they are potential causes. I did find a comment in the "CSR" comments about a suspected conflict with "RobCo Certified" and/or "JIP CC&C" 'breaking the "wait" function for companions recruited through this mod [CSR]' as well as another about problems of companions following "fast travel". -Dubious- Link to comment Share on other sites More sharing options...
Brandonwigwam Posted August 2, 2019 Author Share Posted August 2, 2019 So starting from the top; I have removed most of my unused plugins before posting this (the ones you see here were just the ones I have yet to get rid out of shear forgetfulness(I have removed them by now)) as a means of solving this problem. Granted I did do this far into the game so that may have something to do with it, but still it didn't fix the problem. I also haven't uninstalled any mods throughout this entire play through except for one. That one being Navmesh Fixes and Improvements which I thought was that cause for my issues. But I only uninstalled it late into my game and the reason it did was because I was reading through the comments section of that mod and one of the first comments was a bug report about someone having issues with Orris(one of the npc's I was having issues with) not being able to go through the gate. They found that after uninstalling the mod the issue was resolved for them so I tried it as well, with no luck with my issue. Now granted I didn't do the clean save method to uninstall it, but that is because I rarely uninstall mods in my playthroughs knowing the risks that causes to my save files (I lost a skyrim SE save file last year do to uninstalling a script heavy mod and trying to solve the problem by simply removing the scripts with a save cleaner. Short version; it only caused my save to be unload-able). Also when I was looking through the mod in fnvedit, trying to undo any edits I may have made to my merge patch to insure I could remove it with all of it's changes removed, I found that it only changed navmeshes and never added any of its own. Granted I could be wrong about this seeing as how I had to look through several navmesh entries, but I'm farely certain it only changes stuff and doesn't add new stuff. So I'm not sure if doing the clean save method would help solve the problem, but I will git it a shot given that It was only a little while ago when I uninstalled it. Onto the compatibility patch topic, I do in fact ensure I grab all the necessary compatibility patches for all the mods I use, including unofficial ones(provided there as up to date with one or both of the mods their trying to solve conflicts for). And while you mentioned the issue of merging compatibility patches not being able to make the necessary changes to their mods, and I was aware of this possibility before even starting my playthrough. So before starting the whole thing I checked each of the merges to see if everything was correctly handled, and found that everything did transfer over correctly, minus the navmeshes info map because they all used the same name. Now granted I did try to resolve the issue by trying to add new entries that had the similar data, which might have not been the best method of getting around that so I may trying removing those new referrences and seeing if that fixes the problem (obviously making a backup esp just incase it either doesn't or makes the problem worse). And for your last point, while you may be right point thinking that 3DNPC_FNV and CSR could be causes as they effect npc's, these mods only add new stuff to the game and effect none of the npc's I listed above. Plus I've used both the 3DNPC mod and the CSR plugin (which came included with Rob-co certified) most recent version in past playthroughs and didn't have these issues so it doesn't really add up why they would all of a sudden start causing problems (in fact very few of the mods listed are new mods to me). Even the conflict issue between "RobCo Certified" and/or "JIP CC&C" doens't add up as logically that would only affect my companions, which all of the npc's listed above are not. I hope that none of this comes across as me being rude or something like that (as I feel like I come across very annoyed while writing this). I just really want to get this issue resolved, because there are only so much that console commands and the groovatron's move npc's function can possibly fix. I myself have been modding my games since I bought Fallout 3 GOTY in 2013 and have learned a lot since then so I'm glad to be speaking to someone who seems to know a lot about modding and can possibly help me with my issues. Link to comment Share on other sites More sharing options...
Brandonwigwam Posted August 2, 2019 Author Share Posted August 2, 2019 So it tried out one of my solutions (removing the added references to the navmesh map info and it seems to have solved the problem. I went and loaded all the saves that had these characters acting wierd, and all of them Sunny Smiles, Vulpes Inculta, Orris, and the drunks who bother you during the birds of a feather quest, all worked as they normally did. It's amazing how much one simple change that two new references that shouldn't be there can change the whole game like that. I have no idea why adding two new references to the navigational mesh map info can cause the bugs I saw, but appearently they do, so new lesson to add to the pile. Don't add new stuff to that section. Link to comment Share on other sites More sharing options...
dubiousintent Posted August 2, 2019 Share Posted August 2, 2019 Congrats on resolving a perplexing (and apparently rare) problem! (And, "no" you weren't rude. You just logically explored and discarded a number of unsuccessful suggestions to potential causes. It can be frustrating, but is still necessary. We can only proceed on how a problem is described to us and the information provided. That can be incredibly hard to convey without turning a "post" into a "book". Which is why my replies tend to be "verbose".) I just checked the comments on "Navmesh Fixes and Improvements" and found a recent one (07 Apr 2019) similarly reporting a problem with Orris. The author wasn't able to duplicate, so I'm sure they would appreciate learning what you discovered. (Wild Edits can creep in on anyone.) [Edit:] In attempting to write up what you did, I realized that it is not clear which "Navmesh Map Info" record group you deleted. Each plugin that affects that record group has it's own entry under that plugin in FNVEdit. My impression is that you had already removed the "Navmesh Fixes and Improvements" plugin, so unless you were removing it from a "Merged Patch" file, it would have to be under each plugin; or you reloaded that plugin and worked on it's Map. Then you would load each plugin separately into the GECK and resave so it rebuilds the Map for each. Clarify for those of us who haven't done this operation before, please? -Dubious- Link to comment Share on other sites More sharing options...
DeLisle9mm Posted November 3, 2023 Share Posted November 3, 2023 How were you able to fix this? Because I'm having the same exact problem, but in TTW and only some NPCs are walking about. Most egregiously, Lucas Simms refuses to move after I give him the Fusion Pulse Charge.I can't find any posts other than this that'd help me. It's a long shot, but maybe what you did would work for me too. Link to comment Share on other sites More sharing options...
Brandonwigwam Posted November 3, 2023 Author Share Posted November 3, 2023 Do you have a FNV edit merged patch or something like that? Link to comment Share on other sites More sharing options...
DeLisle9mm Posted November 9, 2023 Share Posted November 9, 2023 Not that I know of Link to comment Share on other sites More sharing options...
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