ScaryPunkGhost25 Posted December 6, 2019 Share Posted December 6, 2019 I'm having a strange issue with my modded New Vegas where certain NPCs stand in place in certain areas. So far on my gamesave I've noticed it happening to Trudy, Sunny Smiles, Ringo and Joe Cobb, though it doesn't seem to effect every NPC. Trudy and Sunny Smiles for instance both just stand outside of their house and don't move. I made merged plugins and had to remake my navmesh so maybe it has something to do with that but I'm stumped. Load Order 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 oHUD.esm 12 c SomeguySeries.esm 13 d NVInteriors_Core.esm 14 e Interior Lighting Overhaul - Core.esm 15 f Navmesh Fixes and Improvements.esm 16 10 NVInteriors_ComboEdition.esm 17 11 TLD_Travelers.esm 18 12 Project Nevada - Core.esm 19 13 Project Nevada - Equipment.esm 20 14 CFWNV.esm 21 15 Weapons.of.the.New.Millenia.esm 22 16 Project Nevada - Rebalance.esp 23 17 Project Nevada - Cyberware.esp 24 18 Interior Lighting Overhaul - L38PS.esm 25 19 Project Nevada - Extra Options.esm 26 1a FCOMaster.esm 27 1b YUP - NPC Fixes (Base Game + All DLC).esp 28 1c The Mod Configuration Menu.esp 29 1d The Weapon Mod Menu.esp 30 1e dD - Enhanced Blood Main NV.esp 31 1f Book of Steel.esp 32 20 Distributed Necklaces and Chains.esp 33 21 Pipboy2501.esp 34 22 Filling New Vegas.esp 35 23 Vurt's WFO.esp 36 24 Uncut Wasteland.esp 37 25 SimpleStreetLights.esp 38 26 MiscMerge1.esp 39 27 New Vegas Landscape Overhaul.esp Harvestable Cave Fungus.esp Vendors Containers Respawn Fix.esp 40 28 Project Nevada - Rebalance Complete.esp 41 29 Project Nevada - All DLC.esp Project Nevada - Gun Runners' Arsenal.esp 42 2a EVE FNV - ALL DLC.esp 43 2b IMPACT.esp 44 2c L38Improved.esp 45 2d TheSinkRemodel.esp 46 2e CFW_Fix_POSTFIX-AiO.esp 47 2f Mojave Arsenal.esp 48 30 Unofficial Patch Plus.esp 49 31 Unofficial Patch Plus - Addendum.esp 50 32 Asurah_reanimation.esp 51 33 WeaponModsExpanded.esp 52 34 MiscMerge2.esp 53 35 Unforgiving Combat.esp 54 36 WMX-DLCMerged.esp 55 37 CCSP2_5d.esp 56 38 WMX-EVE-AllDLCMerged.esp ImmersivePickupSoundsFNV.esp 57 39 Perk Rework.esp 58 3a CFW_Fix-AiO.esp 59 3b FNV Realistic Wasteland Lighting - All DLC.esp 60 3c Nights are Darker - Ultimate Edition.esp 61 3d More Perks Merged.esp 62 3e ADAM Complete.esp 63 3f ADAM - MERGE.esp 64 40 ADAM - Trooper Gloves.esp 65 41 CraftableWeaponMods-WeaponsOfTheNewMillenia.esp 66 42 Weapons.of.the.New.Millenia.Leveled.Lists.esp 67 43 No Witnesses.esp 68 44 cfw-perkoutofthisworld.esp 69 45 WMX-CCSP-EVE-AllDLCMerged.esp 70 46 WMX-EVE_ALL_DLC.esp 71 47 Unofficial Patch Plus - Project Nevada Patch.esp 72 48 SomePerks.esp 73 49 Project Nevada - Cyberware Additions.esp 74 4a True Wasteland Economy.esp 75 4b More Realistic Aiming.esp 76 4c B42Inertia.esp 77 4d NPCs Can Miss.esp MiscItemIconsNV.esp 78 4e Water Overhaul.esp 79 4f medtektraumakit_edisleado.esp 80 50 medtektraumakit_edisleado_fasttravelcripple.esp 81 51 medtektraumakit_edisleado_HH.esp 82 52 VATS Alternative - Bullet Time.esp 83 53 Quest Item Hider.esp 84 54 FOVSlider.esp 85 55 Companions Combat-Ready.esp 86 56 AutoMedicKitNPC.esp 87 57 JIP Companions Command & Control.esp 88 58 ILO - YUP Patch.esp PG Camp North.esp better docs house1.4.esp BT Remove Powderganger Ownership.esp 89 59 ArmourMerge.esp 90 5a DeepSpiritualEyes-NV.esp 91 5b Ragdolls.esp 92 5c CorpsesUseVanillaSkeletons.esp ncrandlegionpatrols.esp 93 5d NewVegasBounties.esp 94 5e TheInheritance.esp 95 5f Russell.esp 96 60 Project Nevada - WMX.esp 97 61 Project Nevada - EVE All DLC.esp TeslaWeaponsPack.esp 98 62 Baddarkl Perk Overhaul.esp 99 63 NV_STTraitsandPerks_Crunch - NVSE.esp100 64 Improved Traits.esp brotherhoodpresence.esp Strip Wall Billboards.esp MP5K.esp101 65 AutumnLeaves.esp102 66 NukaCola-Ojo.esp103 67 FNVMerged2.0.esp104 68 CFW-PN-DLC.esp105 69 CFW-PN.esp106 6a CFW-DLC.esp107 6b Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp108 6c CFWNV_Fixed Weapons.esp109 6d YUP - AutumnLeaves Patch.esp Mossberg590.esp TFH 1st Recon Helmet.esp110 6e Glasses Fix.esp WEarmor.esp T45d Power Armor Replacement - PN.esp PrimmCarnival.esp AAACourierRiotGear(Craft).esp111 6f AAACourierRiotGear.esp GlovesGalore.esp GlovesGalore_DeadMoney.esp SpoonRedone.esp M1897.esp SR556.esp112 70 L96.esp expadvarmor01.esp XVSharlArmour.esp DragsModernGunslinger.esp I Got Spurs.esp hz_1 by 1 Reload Fix.esp hz_Automatic Weapons Fix.esp Diagonal movement.esp evilkarmatweak.esp Stealing -1 Karma.esp JokerineKarmaGraves.esp migWellRested.esp Nevada Combat.esp ImmersiveRecoil.esp Pickpocket Overhaul.esp Threshold.esp BetterArmedBrightFollowers.esp Honest Hearts Workbench Crate Luck.esp Ghouls Glowing Spell Fix.esp Faster Terminals.esp Debt Collector Quest Fix.esp Rain Fix.esp Casino Exchange All.esp Better Pickup Prompt.esp Eddie Hears An Explosion.esp Tutorial Killer.esp BushSounds.esp No More Double Open & Close Sounds.esp Cut Sewers Restored.esp UltimateUnarmedMeleePerkTweaks.esp GS G36c.esp Empty or Not Empty.esp RangerPA.esp113 71 SimpleStreetLightFix.esp khanpresence.esp L85a2.esp Widowmaker-UniqueLeverActionWeapon.esp XM4RAW.esp114 72 Kriss.esp FCO - PathFixing Vanilla.esp KnifeRetextureWMX.esp New Icons For T-51B FONV Edition.esp CIB Bighorners - HH.esp karlsJnlegionledger.esp Skinny Bears.esp CIB Bighorners.esp FCO3-PNEquipment.esp JohnsonNashNCRAmmoFix.esp FCO + YUP.esp FCO - OHSB NPC Edits.esp FCO3-CFWNV.esp115 73 WMX-ArenovalisTextures.esp116 74 AmmoChecking.esp117 75 WTHeskett's DamageMult 5x.esp118 76 ArmedToTheTeeth-NewVegas.esp119 77 HairPatcher.esp120 78 zzjayHairsFNV.esp121 79 CASM.esp Holorifle Re-Projected.esp Karabiner98k.esp GS Benelli M3Super90.esp PhotonLaserWeapons.esp M2281A1_TAR.esp M1903A3Springfield.esp GS Barrett 95.esp AI_Revolver.esp RemingtonModel8.esp R700.esp SKS.esp ReconLaserWeapons.esp L96_AMR.esp Pernach.esp BT87.esp BHPM1935.esp KP31.esp Serbu.esp WA2000.esp Scout.esp TOZ66.esp Galil.esp SVU.esp FAMAS.esp HeavyPlasmaRepeater.esp TacticalLaserRifle.esp CZ805.esp PKM.esp M16A2.esp DEagle.esp Karmic Balance.esp122 7a DYNAVISION 3.esp123 7b Interior Lighting Overhaul - Ultimate Edition.esp124 7c ILO - New Vegas Bounties.esp125 7d ILO - NVInteriors Project.esp126 7e WeaponsMerge.esp127 7f FCO - NPC Changes.esp128 80 FCO - GlowingOne.esp129 81 FCO3-UFPP.esp Thanks in advance for any help. 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dubiousintent Posted December 6, 2019 Share Posted December 6, 2019 This sounds like you have "too many plugins". * 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. If those plugins without the "mod index" numbers are "deactivated by the "Bash Patch", then you failed to have them "ghosted" by "Wrye Bash/Flash" when you built your "Bashed Patch" (which does not appear to be the case). Please see the wiki "Bashed Patch file with Marked Mergeables" article.* Don't install every optional file for a mod. Read the install instructions carefully. Optional files need to be selected on a "case by case" basis. For example: with any mod you usually only need one ESP (and possibly one ESM) "base" file depending upon whether you have all the DLCs active or not. Only if you don't have them all active do you need to install any specific DLC versions if there is an "Ultimate Edition/All/Merged DLC" version.* "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". FYI: The "pre-order packs" (aka "POPs": Caravan, Classic, Mercenary, and Tribal; available now in the "Courier's Stash" addon), are not considered "true DLC expansions" by most mods and are treated as "compatibility patches" because they just add certain unique items. So their absence should not deter you from using "All DLC Merged" plugins. Where they are included, they should come after "GunrunnersArsenal.ESM" which is a true DLC expansion. When in doubt, follow the process in the wiki "Missing Masters" article to confirm they are not "master files" for that plugin.* 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. Take a careful look at your WMX and EVE plugins. You don't appear to need some in view of the "merged" versions you are also including. If they are still needed as "masters", then you need to re-examine how you created your merges. Please see the wiki "Merged Plugin Guidelines for Personal Use" article.Please see the 'Common Game Problems' section of the wiki "FNV General Mod Use Advice" article. -Dubious- Link to comment Share on other sites More sharing options...
M48A5 Posted December 6, 2019 Share Posted December 6, 2019 (edited) :ninja: by dubious. Edited December 6, 2019 by M48A5 Link to comment Share on other sites More sharing options...
ScaryPunkGhost25 Posted December 6, 2019 Author Share Posted December 6, 2019 The disabled plugins in my load order are part of the plugin merges I have made. Are they still safe to remove from my load order? Also, I do have a merged patch in my load order made by FNVEdit, it just wasn't at the bottom as it should have been. Also which EVE and WMX plugins do I not need? They're compatibility for DLC, CCSP, WRP, Project Nevada and Weapons of the New Millennia, which i use all of. Edit: I tried disabling all of my inactive plugins but the problem still persists. When I've had a problem with too many plugins before it's never manifested like this, the game usually just doesn't load any textures and then crashes. Link to comment Share on other sites More sharing options...
ScaryPunkGhost25 Posted December 7, 2019 Author Share Posted December 7, 2019 Update: I waited in game until nighttime and Trudy moved cell from outside her door (where she was stood) to inside her house. She walks around fine inside her house, but Ringo outside is still stationary, and Trudy begins to stand still again upon leaving her house, making me think this may be an issue with the navmesh. Is there a way for me to check and fix the navmesh / find out what plugin may be causing it? As I said earlier, when I made one of my plugin merges, I had to rebuild my navmesh info map, so maybe it has something to do with that. Link to comment Share on other sites More sharing options...
ScaryPunkGhost25 Posted December 7, 2019 Author Share Posted December 7, 2019 Update: Solved! Turns out this was an issue with the mod "Filling New Vegas" deleting navmeshes. Deactivated the mod and the problem went away. Link to comment Share on other sites More sharing options...
dubiousintent Posted December 8, 2019 Share Posted December 8, 2019 Glad to hear you resolved your problem. Thanks for reporting back. In answer to your question about still needing the original files that have been "merged": Not if done properly. When you merge plugins, the resulting file should be combining all the contents of the ESPs that were being combined. (Merging ESMs is not generally a good practice as other mods often expect to find and use them as "masters" for their assets. If you have merged them into your own plugin, those "other plugins" won't find them unless you manually change them to use your plugin as their master instead, which leads to a whole barrel of worms.) Speaking of "assets" any "mesh, texture, etc." loose files any of the individual combined files need to also be included in the merged package (or installed separately). Mator's "Merge Plugins StandAlone" tool has a configuration checkbox you need to enable to ensure these get included. The resulting merge has everything you told it to include. So the original files are no longer needed in the "load order". If some other mod needs the original as a "master", then it is not a good candidate to be merged. Rebuilding the "navmesh info" of a merged plugin is common. As it is automatic by opening the plugin in the GECK and immediately saving again without doing anything else, there isn't much room for error there. A mod deleting navmesh paths is a more common error. -Dubious- Link to comment Share on other sites More sharing options...
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