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Vendors not showing up at their storefronts & other NPC AI problems...


Nardologist

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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...

 

 

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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 by Nardologist
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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.

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  On 5/8/2020 at 10:59 PM, Wererommel said:

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.

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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.

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