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A lot of AI unresponsive

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captainradish
Posts: 7
Joined: Thu Aug 20, 2015 1:40 am

A lot of AI unresponsive

Post by captainradish » Mon Aug 24, 2015 4:03 am

I have no real clue what happened, but all of a sudden I started noticing a lot of people not doing what they were supposed to. For example, I started a new game and where I expected the security chief he was instead down the hallway and didn't appear until I shot officer Mack in the head. The Overseer just stood there looking at me and didn't run into the corner like he was supposed to. Odd, I thought. I then re-did my bash patch just in case, loaded a save before that point, and it worked fine.


Now I just got through slaughtering the raiders at the super-duper mart. I say this because they just looked at me as I blasted them with 20-gauge slugs even when I stood right in front of them and looked them in the face. They knew I was there but did absolutely nothing. Obviously this is a tad bit of an issue.


I'm sure this is some kind of mod issue as this JUST started happening. However, I can't remember what the last mods I installed were, so I'm hoping to see if anyone in the amazing community here has any kind of solution.


Load order: http://pastebin.com/sGTP44z4



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Try uninstalling project

Post by RoyBatty » Mon Aug 24, 2015 4:12 am

Try uninstalling project weaponry and senterpats weapon mod.


other than that, standard trouble shooting applies. Uninstall mods 5 at a time (not just disable) until the problem goes away, then when it does install the last 5 mods one at a time until you locate the culprit.


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captainradish
Posts: 7
Joined: Thu Aug 20, 2015 1:40 am

Senterpats has been included

Post by captainradish » Mon Aug 24, 2015 10:16 pm

Senterpats has been included since the beginning, so I have doubts it's the issue. Project weaponry is a recent addition, however, so I'll try getting rid of that one and see what happens.


I do wish there was a better way to troubleshoot, though. Bleah. I hate having mod problems.


Edit: fortunately for me NMM remembers when I installed a mod even if I did not. At first glance, it appears to be some kind of problem with the old Ammo Ingredients as Loot mod. After removing that mod the raiders behaved like they should. I'm hoping that fixes the problem.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

The unpacking of the ammo

Post by Gribbleshnibit8 » Wed Aug 26, 2015 5:04 am

The unpacking of the ammo ingredients items (I'm assuming it's adding the bulk objects like "case of caps") uses AddItem, which when used on NPCs breaks their AI and makes them stand around and do nothing. This is the case for ANYTHING that does AddItem on NPCs where the mod doesn't use workarounds to fix it.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

huh, Ammo ingredients as loot

Post by RoyBatty » Wed Aug 26, 2015 5:52 am

huh, Ammo ingredients as loot for me just adds stuff into some containers leveled lists... also the chance none is inverted and should be fixed to the opposite.


 


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Lyndi
Posts: 555
Joined: Tue Jul 07, 2015 8:32 pm

That is kinda odd though. I

Post by Lyndi » Wed Aug 26, 2015 11:53 am

That is kinda odd though. I've had ammo ingredients as loot shoved into a merged esp and, like Roy, haven't had any issues with it either.


There is probably something else going on there as well, but I'm not qualified to speculate. cheeky


Produces the programming equivalent of coffee stains.

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