GoodGuyJoseph Posted October 13, 2019 Share Posted October 13, 2019 (edited) Updates: The Institute faction is set to ally with the player faction despite the player not joining it canonically. Using [ setenemy institute player ] temporarily fixes the bug. Mods don't cause the issue to occur on a new save (synths are always enemies when spawned very early), something gets messed up during gameplay. Synths spawned using placeatme aren't exempt from the bug, they are aggro on new save and passive on bugged save. Playing a new character now until it the issue pops back up. Original post: When exploring, all enemy synth groups are friendly to the player, including those spawned by mods and scripted to spawn inside of Fort Hagen (as part of story.) FO4Edit doesn't show any overwrites of the Synth or Institute faction forms. AFAIK I have no mods that change factions (aside from Docile RadStags, which only affects radstags.) Here is my mod list:Fallout4.esmDLCRobot.esmDLCworkshop01.esmDLCCoast.esmDLCworkshop02.esmDLCworkshop03.esmDLCNukaWorld.esmHUDFramework.esmTrueStormsFO4.esmArmorKeywords.esmHomemaker.esmUnofficial Fallout 4 Patch.espLushAmbience.eslSettler Sandbox Overhaul.eslFastFillingBottles.eslServitron.esmTopless Raider Armor.eslArmorsmith Extended.espCBBE.espEatFood.espQuickTrade.espPacifyOverhaul.espBetter Settlement Defence.espEnhancedLightsandFX.espJourney.espNoCombatMusic.espVerticalSpawns.espW.A.T.Minutemen.espWOTC.espextendedLightsWS.espTrueStormsFO4-FarHarbor.espTrueStormsFO4-EarlierSunsets.espTrueStormsFO4-EarlierSunsetsFH.espTrueStormsFO4-FarHarborExtraRads.espTrueStormsFO4-GlowingSeaExtraRads.espTrueStormsFO4-NukaWorld-FH-Compat.espImmersiveScrapping_SeasonPass.espBrahmin Watertrough.espBrahminFeederFull.espSoundOfSilence-E.espSoundOfSilence-No_Events_music.espRustbelt Flora.espNPC's Use Grenades.espstimpacks hurt.espReverb and Ambiance Overhaul.espWeapon Rack Extended.espInvisible_Guard_Marker.espAutomatronUnlocked.espAttackButton.espmove that workbench!.espSandbag Fortifications - Version 2C.espDocile Radstags.espBetterSettlers.espBetterSettlersCleanFacePack.espBetterSettlersNoLollygagging.espIcebreakerCDO-Settlements.espdcc-dialog-helm.espPip-Boy Flashlight.espstrongheight.espAllSetsExtended.espManufacturingExtended.espManufacturingExtendedFH.espProtected Unique Brahmin.espspacefiddle_Follower-Stealth-Distance-Fixes.espMore Smarter Companions Mod.espOCDecorator - No Experience.espOCDecorator.espOCDecoratorDLC.espOCDispenser.espASEFarHarbor.espQuieter Settlements - Contraptions.espQuieter Settlements - Vanilla.espQuieter Settlements - Wasteland Workshop.espClean Water - Clear - Rads.espBetterLowHealth_35.espMoreNoticeableHitEffect_Lighter.espBetterNightVision.espDarkerNights.espDarkerNightsDetection.espDogs can grab player.espFallout4 - Marmo1233 - Deathclaw.espKillable Children.espSettlementMenuManager.espextendedLightsWS - No shadows.espAkaDeliveryService.espBusySettlers.espAkaInvisibleFurniture.espHousekeeping.espRILF.espLARGE_Immersive_Molotovs_Flamer_Ruddy88ExtendedESP.espCell Respawn Timer 186.espBetter Stealthboy.espMoreAGOMBz.espMoreAGOMBz_CP_ASE_ASEFH.espLongerPowerLines3x.espValde's_Trapdoor NavMesh.espLooksMenu.espAzarPonytailHairstyles.espHeadcrab_Bunny_nonAWKCR.espFrenchMaidFO4-CBBE.espHN66Fo4_EasyGirl_BS.espColored Workshop Lights.espCrimsomrider's 1950s Feminine Outfits.espRaiderFaceVariety_2.0.espTrapperFaceVariety.espMore Power Armour Mods.espMore Power Armour Mods - Automatron.espPAMAP.espCWSS Redux.espCigaretteInMouth.espLightUp2.0.espSleepOrSave.espSettleObjExpandPack.espSettleObjExpandPack-LightShadowDisabler.espFoodHealthRemoved.espFood Healing Fixes.espBufandmyst.espLooksMenu Customization Compendium.espDepravity.espOutcastsAndRemnants.espProjectValkyrie.espAA FusionCityRising.espGoodneighborExpanded.espSkip DIMA memories.espStm_DiamondCityExpansion.espDCE_female_body_replacer_EasyGirl.espYou Talk Too Much.espFogOut - Exterior - All DLC - Darker Nights - Level 0 - Dark Sky - No24-7.espFogOut - Interiors - All DLC.espSprintStutterRemover.espRusty Face Fix.espEveryonesBestFriend.espCompanion Infinite Ammo.espWAYN_CompanionTracking.espBetterShackBridges.espMoreRobotVoices.espScrap Everything - Ultimate Edition.espHomemaker - Streetlights Use Passive Power.espImmersiveVendors.espSnappy_HouseK.espSmaller Institute Weapons.esp3dscopes-replacer.esp3dscopes-replacer-smallInsWeap.espTopless Raider Armor.espOWR.espOWR_CraftableDecor.espOWR_CraftableDecor_CW.espPeopleCollars.espNukaVimRack.espBetter Locational Damage.espBetter Locational Damage - DLC_Automatron.espBetter Locational Damage - DLC_Far_Harbor.espBetter Locational Damage - DLC_Nuka_World.espBetter Locational Damage - DLC_WWorkshop.espBetter Chems.espBetter Perks.espBetter VATS - 0.50.espBLD - Leveled Lists - DLC.espP.G.Overhaul.espPlayerComments.espPlayerComments_IcebreakerCDO-Settlements_MainVersion_Patch.espBashed Patch, 0.esp Edited October 15, 2019 by GoodGuyJoseph Link to comment Share on other sites More sharing options...
G4M3W1NN3R Posted October 13, 2019 Share Posted October 13, 2019 have you joined the institute, because doing that will make all synths friendly to the player if not, then the 2 mods that stand out to me that could be the cause are these: PacifyOverhaul <-- uses scripts, so this will not show up in overwrites. VerticalSpawns <-- add more spawns accordingly, could be conflict. Link to comment Share on other sites More sharing options...
GoodGuyJoseph Posted October 13, 2019 Author Share Posted October 13, 2019 have you joined the institute, because doing that will make all synths friendly to the player if not, then the 2 mods that stand out to me that could be the cause are these: PacifyOverhaul <-- uses scripts, so this will not show up in overwrites. VerticalSpawns <-- add more spawns accordingly, could be conflict. Haven't joined, this is on a new character. Gonna disable those two mods and see if there are any changes. Link to comment Share on other sites More sharing options...
SKKmods Posted October 13, 2019 Share Posted October 13, 2019 Do this in the console [ player.RemoveFromFaction 0005e558 ] which is the institute faction. Then find some combat synths, if they go hostile something has added the player to the intitute faction. If not console [ setenemy 0005e558 0001c21c ] which is Institute > Player factions. Then find some combat synths, if they go hostile something made the institute an ally of the player. Link to comment Share on other sites More sharing options...
GoodGuyJoseph Posted October 14, 2019 Author Share Posted October 14, 2019 Do this in the console [ player.RemoveFromFaction 0005e558 ] which is the institute faction. Then find some combat synths, if they go hostile something has added the player to the intitute faction. If not console [ setenemy 0005e558 0001c21c ] which is Institute > Player factions. Then find some combat synths, if they go hostile something made the institute an ally of the player.Thanks, I'll try this out too. :) Link to comment Share on other sites More sharing options...
GoodGuyJoseph Posted October 14, 2019 Author Share Posted October 14, 2019 (edited) setenemy worked and the synths attack now. Could you give me some pointers for diagnosing this issue? I'm thinking of checking my mods in either Fo4edit or the creation kit but I'm not sure how to do it efficiently. EDIT: It does not work entirely, I need to keep inputting the setenemy command for newly encountered synths to attack... Edited October 14, 2019 by GoodGuyJoseph Link to comment Share on other sites More sharing options...
SKKmods Posted October 14, 2019 Share Posted October 14, 2019 It could be a hard xEdit hack of the base actor factions or a scripted thing. The dangers of poorly documented mods. Edit: unless you are a memebr of the institute when this may be by design (I forget ze detailz). Link to comment Share on other sites More sharing options...
GoodGuyJoseph Posted October 15, 2019 Author Share Posted October 15, 2019 (edited) It could be a hard xEdit hack of the base actor factions or a scripted thing. The dangers of poorly documented mods. Edit: unless you are a memebr of the institute when this may be by design (I forget ze detailz).I'm thinking it's something that scans the faction reputation for changes (like story progress etc) but the mod author used values from a playthrough where the player had already joined the institute. Might end up using a quick start mod and just enable all my addons in batches until I narrow it down to the culprit. This sucks because my FO4 takes around ~7 minutes to load completely x_x Edited October 15, 2019 by GoodGuyJoseph Link to comment Share on other sites More sharing options...
GoodGuyJoseph Posted October 15, 2019 Author Share Posted October 15, 2019 (edited) Turns out that the bug isn't present on a fresh save with all of my mods enabled (spawned a synth in 111 using placeatme, it is always aggressive). Gonna play on a new character until the bug occurs. So far leaving the vault doesn't trigger it, neither does changing to survival mode, loading, saving or killing enemies. Might be related to completing quests even though I began/finished very few on my bugged save. Edited October 15, 2019 by GoodGuyJoseph Link to comment Share on other sites More sharing options...
HeyYou Posted October 17, 2019 Share Posted October 17, 2019 If it keeps resetting itself, sounds like a bugged script. Link to comment Share on other sites More sharing options...
Recommended Posts