DaemonGrin Posted January 15, 2013 Share Posted January 15, 2013 (edited) cannot for the life of me figure out why those NPC's are showing up in my mod. Not to mention when I zone in and out of the house facial recognition droids appear as well. The only entrance to the wastes is a duplicated and renamed hatch the rest are ecv pieces. they either appear at the utility ladder exit or at the ECV main entrance door. I deactivated all my mods made a clean save. I have it optimized with roombounds and portals. No navmeshing yet since i have no companions I am just looking for issues with the main layout. Minimal clutter. I am crashing in my mod almost every time. I made it through once and thats when I discovered all the collision issues with ecvwarroom01 lol frustrating discovery. Archive Invalidated (manually with FOMM ) everything i change. Any ideas? this is a husk mod so far there is nothing I have changed in scripts. I changed 1 texture on a bed but it works since I copied the model, renamed, redirected its location and it's textures that I madeloads prefectly in geck atleast. Thanks, very frustrated. XD Got a new addition today after makIng again another clean save. lol Edited January 15, 2013 by DaemonGrin Link to comment Share on other sites More sharing options...
Xaranth Posted January 15, 2013 Share Posted January 15, 2013 Go through your mod with FNVEdit and look for things - especially activators and scripts and Levelled Actors - that oughtn't be there. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 15, 2013 Author Share Posted January 15, 2013 Go through your mod with FNVEdit and look for things - especially activators and scripts and Levelled Actors - that oughtn't be there. Well I am relatively new to FNVEdit but I don't see anything that shouldn't be there that I could tell anyway. I'm at a loss. Thanks for the tip. Link to comment Share on other sites More sharing options...
Xaranth Posted January 15, 2013 Share Posted January 15, 2013 Oh, and also make sure (With FNVEdit) that you haven't overriden any of the Vanilla AI packages with your mod. Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 16, 2013 Author Share Posted January 16, 2013 Oh, and also make sure (With FNVEdit) that you haven't overriden any of the Vanilla AI packages with your mod. The one thing I noticed that I don't know if its a standard implementation for all mods but I found defaultpatrolCasual in the package branch? Link to comment Share on other sites More sharing options...
Xaranth Posted January 16, 2013 Share Posted January 16, 2013 (edited) If it's in your mod, you should probably delete it. I suspect you edited it without intending to, and pointed it at your mod, and all those critters are using it. Yeah, that package is used by the facial recognition scanners. Edited January 16, 2013 by Xaranth Link to comment Share on other sites More sharing options...
DaemonGrin Posted January 16, 2013 Author Share Posted January 16, 2013 (edited) If it's in your mod, you should probably delete it. I suspect you edited it without intending to, and pointed it at your mod, and all those critters are using it. Yeah, that package is used by the facial recognition scanners. Yeah thanks man! I deleted it and no spawns no crash. Finally was able to get in and write down things that need touch ups like the roombound/portal alignment. Is there a way to darken behind doors that lead to nowhere (other then .01 scale up to hide the void lol). The only thing I have done with NPC's is edited the faces of Doctor Usanagi, Cass, Veronica and Ghost (the drown victim esh). Oh I did play around with a deathclaw companion I was thinking of adding but the geck crashed since i didn't have the data for him I thought the crash removed everything I did. Thanks again! Edited January 16, 2013 by DaemonGrin Link to comment Share on other sites More sharing options...
Xaranth Posted January 16, 2013 Share Posted January 16, 2013 RE: the doors, there are several doorframe pieces designed for that sort of thing, if I remember right. I know of at least one designed to fit around a utility door. Otherwise you can find something else to patch it with or, as you said, scale the door up a bit. Link to comment Share on other sites More sharing options...
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