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[solved] Ed-E's Brain Is Broken

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Zanderat
Posts: 39
Joined: Mon Jun 27, 2022 1:20 pm

[solved] Ed-E's Brain Is Broken

Post by Zanderat » Sat Jul 16, 2022 1:33 pm

Ed-e is acting very strange this play-through. He will follow and fast travel like normal but he refuses to fight. If a combat situation arises, he plays his combat music and then nothing. He doesn't fight and enemies can target him and he just takes it. After the battle is done, he won't follow. Roy suggested (on Discord) that the resurrect command might help. And while it does get him following again, it doesn't fix the combat problem. After a fight, the resurrect command is needed again.

I am not sure that this is a TTW problem or even a mod a conflict problem. XEDIT shows no relevant conflict aside from the packages TTW adds. I suppose they could be buggy. But no one else is reporting any issues with Ed-e and TW.

I am using TTW 3.3.2 with mostly just textures replacers and nothing that *should* affect Ed-E. In fact, this is the first time ever that Ed-e has been a problem. So, I was hoping someone here might have a suggestion short of starting a new game, LOL! Thanks.
Last edited by Zanderat on Mon Jul 18, 2022 11:34 am, edited 1 time in total.

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Bullfrog
Posts: 146
Joined: Mon Jun 13, 2022 3:01 pm

Re: Ed-E's Brain Is Broken

Post by Bullfrog » Sat Jul 16, 2022 5:09 pm

Which ED-E is it, the original, upgraded armor (Brotherhood path) or upgraded weapons (Followers path)?

For some tests please select ED-E in the console and use the following commands:

Code: Select all

getav BrainCondition

GetPlayerTeammate

getrestrained

showvars
Output should look somewhat like this:

Code: Select all

GetActorValue: BrainCondition >> 100.00

Player teammate  >> 1

ED-E is not restrained

EDEScript->Waiting = 1
EDEScript->CombatStyleMelee = 0
EDEScript->CombatStyleRanged = 1
EDEScript->IsFollowingDefault = 0
EDEScript->IsFollowingLong = 1
EDEScript->FollowerSwitchAggressive = 0
EDEScript->fTimer = 0.0000
EDEScript->OnceOnly = 2
EDEScript->iLogsPlayed = 0
EDEScript->iRadioConversation = 0
EDEScript->rLogBlocker = (00000000)
EDEScript->bSameCell = 0
EDEScript->IsFollowingShort = 0
Above values are from my ED-E, which is currently waiting and set to ranged combat. It's already upgraded by the Followers, but that shouldn't really matter.
"iLogsPlayed" and "iRadioConversation" can be different, depending on the count of keywords that have already been triggered for the "ED-E my love" quest.

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Zanderat
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Joined: Mon Jun 27, 2022 1:20 pm

Re: Ed-E's Brain Is Broken

Post by Zanderat » Sun Jul 17, 2022 3:36 am

Thanks. My Ed-e has the Follower upgrades and is following. I tested after a fight when he becomes non-responsive. Some vars are different from yours:

Code: Select all

GetActorValue: BrainCondition >> 100.00

Player teammate  >> 1

ED-E is not restrained

EDEScript->Waiting = 0
EDEScript->CombatStyleMelee = 0
EDEScript->CombatStyleRanged = 1
EDEScript->IsFollowingDefault = 1
EDEScript->IsFollowingLong = 0
EDEScript->FollowerSwitchAggressive = 1
EDEScript->fTimer = 0.0000
EDEScript->OnceOnly = 2
EDEScript->iLogsPlayed = 0
EDEScript->iRadioConversation = 0
EDEScript->rLogBlocker = (00000000)
EDEScript->bSameCell = 0
EDEScript->IsFollowingShort = 0

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Bullfrog
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Re: Ed-E's Brain Is Broken

Post by Bullfrog » Sun Jul 17, 2022 9:21 am

These differences in vars are not important. The "FollowerSwitchAggressive" only handles if he attacks on sight or waits. This can be set via companion wheel. My ED-E is set to passive, while yours is set to aggressive.
It seems you haven't modified his follow range, so he is still set to the default ("IsFollowingDefault"). Mine is set to long distance.

You could also check his packages. Maybe he picks an unwanted package after combat. Here is a test I did with my ED-E.

Following normally (long distance):

Code: Select all

GetCurrentPackage
GetCurrentPackage >> [001572EA]
GetCurrentStablePackage
GetCurrentStablePackage >> 1572EA "FollowersEDEFollowPlayerLONG"
GetCurrentAIPackage
Current Process >> 1.00
Selected stable package is the same as the active package (following long distance).
AI package is 1 = follow.
Your current and stable package should show "FollowersEDEFollowPlayerDEFAULT" (001572EB).

Now he is in combat:

Code: Select all

GetCurrentPackage
GetCurrentPackage >> [FF003ACA] 
GetCurrentStablePackage
GetCurrentStablePackage >> 1572EA "FollowersEDEFollowPlayerLONG"
GetCurrentAIPackage
Current Process >> 5.00
Selected stable package stays the same (follow long), but his active package is combat. Don't bother looking up that ID in FNVedit. You won't find it, as it's a dynamic ID.
AI package is 5 = combat.

After combat he goes back to his follow package:

Code: Select all

GetCurrentPackage
GetCurrentPackage >> [001572EA] 
GetCurrentStablePackage
GetCurrentStablePackage >> 1572EA "FollowersEDEFollowPlayerLONG"
GetCurrentAIPackage
Current Process >> 1.00
That's how it's supposed to be.

For AI packages check the GECK Wiki

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Zanderat
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Joined: Mon Jun 27, 2022 1:20 pm

Re: Ed-E's Brain Is Broken

Post by Zanderat » Sun Jul 17, 2022 2:22 pm

I appreciate the help. I keep coming back to it seems to be a vanilla problem. Google show this as somewhat common with no real fixes. Testing as you suggested, things seem to be set correctly, FNVedit doesn't show any conflicts except the packages added by TTW. I tried removing them and it didn't change anything. So, I am left with something with falloutnv.esm and I am assuming TTW didn't touch Ed-e there. I thought of swapping back in vanilla falloutnv.esm but wasn't sure if my game would blow up, LOL! Maybe I will anyway, as a test.

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Zanderat
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Re: Ed-E's Brain Is Broken

Post by Zanderat » Sun Jul 17, 2022 2:43 pm

I tried showinventory command. What do you make of this? The "cannot equip" messages don't seem right.Image

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Bullfrog
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Re: Ed-E's Brain Is Broken

Post by Bullfrog » Sun Jul 17, 2022 2:53 pm

Yeah, that doesn't seem right. When I do that on my ED-E, it looks like this:

Code: Select all

showinventory
EDE2Ref (001732D0) has 6 items:
4 - AmmoSmallEnergyCellRobot (00078CC2)
1 - EDEZapGunUpgrade (001694DF) (100,100.00%) - Worn
1 - EDEZapGunUpgrade (001694DF) (90,90.00%)
1 - EDEZapGun (00166B94) (100,99.90%)
1 - EDEZapGun (00166B94) (100,100.00%)

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Zanderat
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Joined: Mon Jun 27, 2022 1:20 pm

Re: Ed-E's Brain Is Broken

Post by Zanderat » Sun Jul 17, 2022 3:10 pm

This seems to be the problem. He can't equip his weapons, even if GetCurrentAiPackage=5. I tried removeitem and additem. Didn't make a difference. I have no idea at this point what could cause that. Is there a command to force equip an item?

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XanthosGambit
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Contact:

Re: Ed-E's Brain Is Broken

Post by XanthosGambit » Sun Jul 17, 2022 4:06 pm

equipitem

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Zanderat
Posts: 39
Joined: Mon Jun 27, 2022 1:20 pm

Re: Ed-E's Brain Is Broken

Post by Zanderat » Sun Jul 17, 2022 4:52 pm

Thanks.

What I did was removeitem for all the "cannot equip" items and then did additem/equipitem. Unfortunately, I got the same results.

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