Nardologist Posted May 7, 2020 Share Posted May 7, 2020 (edited) HEY there people..!! Don't know if this has been addressed before, but starting a few days ago, an issue arose where vendors would suddenly be too damn lazy to work. I don't quite remember the precise point this began or how it works exactly, but sometimes I'll see them wandering around town. I could approach them and talk to them and make a purchase/sale like normal, (or when it's after hours, get a typical rejection), but for some reason they don't seem to remember the way to San Jose. This seems to have been affecting the world wholesale, rather than in a single area, as I've also witnessed this in Fourville, which is a custom cell from Seddo's excellent Fourville quest mod, and possibly even a little bit of it in MunkySpunk's [just-as-awesome] Bleachers expansion in Diamond City. NPCs would be out and about during times they should be stationed at their stores; another trend I've seen is for, when I engage in dialogue with them, some of them to constantly turn away from me then back then away again and proceed to do this for the duration of the dialogue process like a swivel door. I will try to conduct some selective mod uninstallations and see what's up, etc. But I was just curious if anyone mighta come across something like this before, and whether it's commonplace or not or has an established cause. Either way, while I try to get to the root of this (or just become distracted and give up midway), I do have a copy of my current active mod/load order at hand, luckily... 0 0 Fallout4.esm 1 1 DLCRobot.esm 2 2 DLCworkshop01.esm 3 3 DLCCoast.esm 4 4 DLCworkshop02.esm 5 5 DLCworkshop03.esm 6 6 DLCNukaWorld.esm 7 7 AAF_STATS.esm 8 8 ArmorKeywords.esm 9 9 SimSettlements.esm 10 a WorkshopFramework.esm 11 b AAF.esm 12 c FO4HHS_AAF.esp 13 d Censor_Comments.esp 14 e PiperCaitCurieDialogueOverhaul.esp 15 f SLAPPY.esp 16 10 Witcher - Geralt's Prologue Gear.esp 17 11 Armorsmith Extended.esp 18 12 3DNPC_FO4.esp 19 13 OutcastsAndRemnants.esp 20 14 sectorv.esp 21 15 AlootHomePlate.esp 22 16 Homeplate_Sound.esp 23 17 Eli_Armour_Compendium.esp 24 18 Depravity.esp 25 19 FarHarborStory.esp 26 1a AA FusionCityRising.esp 27 1b Vault4.esp 28 1c SimSettlements_XPAC_Conqueror.esp 29 1d Firelance2.5.esp 30 1e DCGuard_Overhaul.esp 31 1f Flashy_CrimeAndPunishment.esp 32 20 APC_Mobile_Base_v1.3.esp 33 21 CheatTerminal.esp 34 22 3DNPC_FO4Settler.esp 35 23 ProjectValkyrie.esp 36 24 ProjectHelljumper.esp 37 25 LNDatingTheCommonwealth.esp 38 26 sisterofbattle.esp 39 27 LString_Bow.esp 40 28 1TIL.esp SCDC_v0.5.esp 41 29 CBBEHeadRearFix.esp 42 2a C_VWAS.esp 43 2b VisibleWeapons.esp 44 2c BogartNick - Gen 2 Stubble.esp 45 2d MiscHairstyle.esp 46 2e Ghost.231346.231346.esp 47 2f Krisa.esp 48 30 Yennefer.18B5F6.esp 49 31 With.225B69.esp 50 32 Triss.23134C.23134C.23134C.23134C.esp 51 33 Ellie.23134B.esp Ciri.18B5F4.18B5F4.18B5F4.esp 52 34 Lora.18B5F7.esp 53 35 Lin.231349.231349.esp 54 36 Lima.225B6A.225B6A.225B6A.225B6A.esp 55 37 Heather.18B5F3.18B5F3.18B5F3.esp 56 38 cute.231348.231348.esp 57 39 Jodelle.23134A.esp 58 3a Atomic Lust.esp 59 3b CBBE.esp 60 3c LooksMenu.esp 61 3d Smoke-able Cigars.esp 62 3e Vioxsis_Strap-Ons.esp 63 3f AAF_GrayAnimations.esp 64 40 AAF_SEU.esp 65 41 CasualCombatOutfit.esp 66 42 FlirtyCommonwealth.esp 67 43 FlirtyCommonwealthFemale.esp 68 44 KSHairdos.esp 69 45 Roxy.225B68.225B68.225B68.225B68.225B68.225B68.esp 70 46 Lexxa.225B67.225B67.225B67.225B67.esp 71 47 KSHairdos_oel.esp 72 48 LMBTOverlays.esp 73 49 RohZima_RealAnimatedPoses.esp 74 4a SavageCabbage_Animations.esp Sparky_Salon.esp 75 4b tdaFO4 Vanilla.esp 76 4c Campsite.esp 77 4d Pet - Call -Feed Dogmeat.esp 78 4e Cait moira.esp 79 4f MiscHairstyle for children.esp Common Children.esp 80 50 rpampas.esp 81 51 CCOFoxyFactionsReplacer.esp 82 52 CCOSaucySettlersReplacer.esp 83 53 CCOVulgarVillainsReplacer.esp 84 54 FO4Hotkeys.esp 85 55 VtawWardrobe4.esp 86 56 WestTekTacticalOptics.esp 87 57 R91M.esp 88 58 Fallout 4 - New Postapocalyptic Soundtrack made by Orkus - FIX.esp 89 59 Rage_parasite_suit.esp 90 5a Rage_XOF_armor_pack.esp 91 5b VtawWardrobe2.esp 92 5c _CustomPort Fox48.esp 93 5d DiverseChildren.esp 94 5e DavesPoses.esp 95 5f [W0LF]_EVA_RECON.esp 96 60 SettlementMenuManager.esp 97 61 Assorted Revolutionary Capes.esp 98 62 AK74M.esp 99 63 llamaCompanionHeather.esp100 64 ruined_simsettlement_faction_wastelanders.esp101 65 FV20_DreadHG.esp102 66 HK_MP5.esp103 67 OWR_AOC.esp104 68 _Gurl.esp105 69 Journal.esp Again this only really began a few days ago, the course of which included me newly downloading some big mods, including the aforementioned Bleachers, Crime and Punishment, and Depravity. Then again, maybe I only started noticing it recently and these shopkeepers have actually been neglecting their 9-to-5 for months. *shrug* Ever still. I'm no expert on this stuff yet, but I'll see to switching some things around, on and off, et al, try to figure what works and what doesn't. A navmesh problem, a wider scripting problem, whatever it is, if anyone knows what might be the catalyst to all-a this, I would be quite grateful. Thx for yo' time..!! Edited May 7, 2020 by Nardologist Link to comment Share on other sites More sharing options...
JimmyRJump Posted May 8, 2020 Share Posted May 8, 2020 Sounds like something affected navmeshes for the whole game. In case you don't know, navmeshes are paths an NPC can take to get from point 'A' to point 'B'. If something messes with those, then the A.I. doesn't know how to get NPC to where they need to be. Usually, they toss and turn on the same spot while the game figures out an alternate route and NPC get zapped in place after an undetermined while if a new route can't be established. A second point can be an over-abundance in resources, but this usually only happens with settlers tending to crops, who stop tending their care when the WorkShop has too much food and/or water. Regularly empty each settlement's workshop of food, water and bottlecaps. Tertio, there's a possibility you tinkered with daytime hours or changed the game's pace. But since the vendor NPC seems to react normally when spoken to, this doesn't seem to be the case. My gut tells me something went awry with navmeshes. It also tells me I need food, so I'm off grabbing a bite. Link to comment Share on other sites More sharing options...
Wererommel Posted May 8, 2020 Share Posted May 8, 2020 I have found this mod helpful. https://www.nexusmods.com/fallout4/mods/20442/? Link to comment Share on other sites More sharing options...
JimmyRJump Posted May 9, 2020 Share Posted May 9, 2020 I have found this mod helpful. https://www.nexusmods.com/fallout4/mods/20442/?I've been using that sandbox mod but it doesn't seem to affect any of my vendors. It makes other settlers wander around more and go to the bar/diner or sit on a bench and have a rest and drink more often. Besides, I can't see how a mod that makes settlers wander around be helpful to make 'em stay put. Link to comment Share on other sites More sharing options...
Wererommel Posted May 9, 2020 Share Posted May 9, 2020 It doesn't help them to stay put, but it helps to get them there in the first place: "What has been done, I have expanded the radius of how far your settler can be assigned to an assignment from the workshop epicenter." NPC movement is seriously FUed. They have trouble finding their way around corners. But this gives them a longer leash to run around on. It doesn't solve the problem, but it reduces it some. Link to comment Share on other sites More sharing options...
JimmyRJump Posted May 9, 2020 Share Posted May 9, 2020 No, it doesn't help them around. That's done by navmeshes. Link to comment Share on other sites More sharing options...
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