All mine! All mine! All mine! All mine!

Post » Wed Jul 01, 2009 12:03 pm

I admit, this is getting really frustrating. And I really don't want to start a new character since this one has 33 hours and only around 60% of stuff done in the game.

Can't be the mods I'm using. My another character works fine.
Can't be anything I'm wearing. I've tried removing clothing.
Can't be my companions just acting weird. EVERYONE seems to freak out every time I get close to them.


ANY, ANY and ALL suggestions welcome. I'm good at modding and console commands, so bring it on!


It sounds to me like you've got an invisible target/item following you and it could be invulnerable. Its not necessarily the case that it's not a mod, it could be just something that has gone wrong in this game and doesn't affect your other game. I would try deactivating mods.

Also Hugga's suggestion about a console command for who is detecting the player is a good one.
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Wed Jul 01, 2009 4:57 pm

You say it's the Sloan quest so it's an unmarked quest? Did you go talk to Melissa Lewis on the hill and do the Don''t Make a Beggar Out of Me quest? If you can do that quest at all, follow it through and see if it triggers done, it might knock out the other one. Also, make sure there are no Deathclaws stuck in the hills behind the quarry, there's a ton of them around there, maybe one glitched. If you can get the Great Khan quest, make sure it's selected and you can try a movetoquesttarget command and see where it takes you. Since it's in the quarry, it might bring you to a deathclaw instead.
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Wed Jul 01, 2009 6:59 pm

Had something similar happen today near Bittersprings. After fighting fire geckos Veronica stayed in her boxing stance and backed down the hill until she was up against a cliff wall. No geckos, but she wouldn't go back to normal. I had to fast travel to get her to go back to normal. I was worried I would have to load my previous save (35 minutes back).

I had the same thing happen except it was the robo dog. I was on the mountain behind Sloan buildings and had told Cass and the dog to wait while I finished clearing the deathclaws. A deathclaw came from nowhere and attacked them. The dog backed into a rock wall and I killed the deathclaw. I think I pressed follow me and he did. The guy I was supposed to talk to also got killed. Bummer.
User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Wed Jul 01, 2009 1:25 pm

Sounds like a enemy clipped through the ground/rock.
User avatar
jasminε
 
Posts: 3511
Joined: Mon Jan 29, 2007 4:12 am

Post » Wed Jul 01, 2009 8:34 pm

Punch someone and holster your fists

Tried, didn't work.

Is there a way to check which factions that character is in? Is there a way to clear all factions?

I'm not a GECK whiz but I see a GeneralHostileToPlayerFaction and there are other enemy characteristics mentioned when doing a search of Actor Data, Faction and filter it by the word "Player."

I hope you reported this in the problem forums since they're working on a patch right now and it could happen to any of us. Good luck...still thinking on it.

How could I make my problem known to the big guys?

Are you getting 'CAUTION'? If so there was a console command on oblivion which let you see who was detecting the player, could find out what's causing it...

If not I guess it is the PC. Is it possible to kill and resurrect the PC or would it just count it as an ordinary death?
Other than that, I'd probably go for making a hard save and resetting things to neutral; reputations etc...it sounds like a mod might do it but I can't think why it would.

How do, say, NCR troopers react? Or ones which are normally friendly? The same way as the securitrons? In which case it's not the PC being hostile but a perceived threat accompanying the PC...obviously if KillAll didn't work though : / ......

OOH! PROGRESS!
I looked up a detection console command and got "ToggleDetection", which disables/enables AI detection of player. I disabled it, and suddenly my companions, and everyone, calmed down.
Unfortunately they all freaked out again once I re-enabled detection.

NCR troopers as all usually friendly NPCs are friendly and engage in dialogue normally.
It sounds to me like you've got an invisible target/item following you and it could be invulnerable. Its not necessarily the case that it's not a mod, it could be just something that has gone wrong in this game and doesn't affect your other game. I would try deactivating mods.

Also Hugga's suggestion about a console command for who is detecting the player is a good one.

Mods didn't do the trick. I disabled them all, even "Unlimited Companions".

You say it's the Sloan quest so it's an unmarked quest? Did you go talk to Melissa Lewis on the hill and do the Don''t Make a Beggar Out of Me quest? If you can do that quest at all, follow it through and see if it triggers done, it might knock out the other one. Also, make sure there are no Deathclaws stuck in the hills behind the quarry, there's a ton of them around there, maybe one glitched. If you can get the Great Khan quest, make sure it's selected and you can try a movetoquesttarget command and see where it takes you. Since it's in the quarry, it might bring you to a deathclaw instead.

I was able to complete the Sloan quest by talking to the quarryman and told him I offed the D-claws. I got the reward, but everyone was still crazy. I then started running around Sloan using KillAll, to no avail.

I had the same thing happen except it was the robo dog. I was on the mountain behind Sloan buildings and had told Cass and the dog to wait while I finished clearing the deathclaws. A deathclaw came from nowhere and attacked them. The dog backed into a rock wall and I killed the deathclaw. I think I pressed follow me and he did. The guy I was supposed to talk to also got killed. Bummer.

I had the issue of NPCs backing down in combat mode in Fallout 3, but it was always temporary.
The difference here is that companions follow me all the time. The difference is that they enter and leave combat constantly, and they also crouch all the time. If I stay still, they may start running into random directions and stop, aiming their weapons at nothing.

Sounds like a enemy clipped through the ground/rock.

I did think of that, but after excessive use of KillAll I figured it can't be a foreign creature.


I'm really starting to think that the source of the problem is my character. Maybe she has somehow been flagged in a faction universally hostile, like Animal faction? But that doesn't explain it all. That would mean everyone is hostile. But the problem is that everyone is friendly as usual but run away as I approach them.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Wed Jul 01, 2009 7:06 pm

Pistolero asked: "How could I make my problem known to the big guys?"

I'd make a post first in the PC Issues forum here. http://www.gamesas.com/index.php?/forum/112-fallout-new-vegas-pc-issues/

A good subject line and as much detail as you can provide to the techs will help them to zero in on the problem for the new patch they're working on.

There's a contact page here to send them an email too...it couldn't hurt to fire off an email and send them the link to your post in the PC Issues forum.

http://www.gamesas.com/eng/contact_email.php

Good luck and I hope your game gets fixed. I had to stop my first FNV game started on release day because of a logic problem glitch and then I restarted that character and she just did the endgame the other day...but she finally got there. :)
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Wed Jul 01, 2009 12:40 pm

I've been having this problem too; any NPC I go near behaves as if I am a hostile, except for the hostile part. They stay friendly,but point weapons at me and follow me around.

Could be a mod causing it, but I'm more inclined to think it's a bug with NV. Really annoying.
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Wed Jul 01, 2009 1:14 pm

Hmmh.

Well.

I got it sorted out, finally.

I actually tried the trick three times. First time it worked, second time it didn't, and third time it worked again. But:

1) Sneak
2) Use console command "ToggleDetection"
3) Fast travel to a place with an empty building
4) Enter building
5) Use console command "KillAll"
6) Save and exit to main menu
7) Reload save and use ToggleDetection again
8) Everything should be fine.
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Thu Jul 02, 2009 12:25 am

EVERYONE seems to freak out every time I get close to them.


Yeah, that's kind of hilarious right there.

And I've noticed that the AI scripting can be wonky at times. I kind of stay away from Sloan while in the early levels, and even away from the Scorpion Gulch area, because for some reason, the giant radscorpions and deathclaws detect me at more than extreme range. I remember sneaking up to the machine shop door at Sloan, and my status changed from "HIDDEN" to "CAUTION." Somehow, at least two deathclaws in the quarry detected me and literally walked all the way around to the camp. The giant radscorpions are more unnerving as they immediately charge towards my position at top speed. They can close distance surprisingly fast.

Same with Boone and ED-E, they sometimes will detect an enemy at long range, and immediately engage, even if I have them set to passive. Annoying when I'm heading over this way and suddenly ED-E plays his music and flies off in a completely different direction. By the time I notice what's happening, I hear him explode. FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
User avatar
Bones47
 
Posts: 3399
Joined: Fri Nov 09, 2007 11:15 pm

Previous

Return to Fallout: New Vegas