Detection and Aggro Issues

Post » Tue May 17, 2011 4:35 am

I've been having issues with actor detection of my character. Hostiles just aren't detecting my PC or even NPCs. For example:

I can shoot into a group of hostiles and they will run around looking for my PC, but they cannot detect him, even with line of sight, unless they get within 15-20 feet.
I can walk up to Super Mutants and they will just stand there and not engage unless you or an NPC engages them first. Then proper aggro kicks in for all hostile actors in the area.

I've been digging around in FO3Edit and lots of creatures have an aggro radius of zero. I'm not sure if this is right or not, as this is set to zero by Fallout.esm and is not overwritten by any esps.

My load order is as follows:

Spoiler

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] xCALIBR.esm
[X] Project Beauty.esm
[X] DCInteriors_ComboEdition.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] StreetLights.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] DarNifiedUIF3.esp
[X] Project Beauty- Broken Steel.esp
[X] Project Beauty- Point Lookout.esp
[X] CRAFT - Activation Perk.esp
[X] FalloutFood.esp
[X] GalaxyNewsRadio100[M].esp
[X] CASM.esp
[X] Fellout-pipboylight.esp
[X] Realistic icons.esp
[X] StreetLights - Wasteland.esp
[X] MaintenanceShed.esp
[X] RobCo Certified.esp
[X] NotSoFast.esp
[X] DCInteriors_DLC_Collectables.esp
[X] xCALIBRmunitions.esp
[X] xCALIBRmunitions_FOSEnhancements.esp
[X] SShop.esp
[X] BlackWolf Backpack.esp
[X] BlackWolf Backpack - Vendor Script Replenish.esp
[X] Treasure Maps_A Fist Full of Caps.esp
[X] Treasure Maps_Secrets of the Wasteland.esp
[X] Treasure Maps_Underground.esp
[X] ZoomReworked.esp
[X] Responsive Kill Reactions.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] FO3 Wanderers Edition - Project Beauty.esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
[X] FalloutFoods - FWE Master Release.esp
[X] Tailor Maid.esp
[X] Tailor Maid Anchorage.esp
[X] Tailor Maid PITT.esp
[X] Tailor Maid Brokensteel.esp
[X] Tailor Maid ZETA.esp
[X] Tailor Maid Black Retex.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] EVE.esp
[X] EVE Operation Anchorage.esp
[X] EVE - FWE Master Release.esp
[X] EVE - FWE Master Release (Follower Enhanced).esp
[X] EVE Anchorage - FWE DLC Anchorage.esp
[X] EVE - FWE with WeaponModKits.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - FWE with EVE.esp
[X] Mart's Mutant Mod - Project Beauty.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - Project Beauty + FWE.esp
[X] Fellout-Full.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-PointLookout.esp
[X] Fellout-Zeta.esp
[X] Realistic Interior Lighting.esp
[X] Realistic Interior Lighting - OA.esp
[X] Realistic Interior Lighting - BS.esp
[X] Enhanced Weather - Rain and Snow in Fallout.esp
[X] Enhanced Weather - Weather Sounds in Interiors.esp
[X] Enhanced Weather - Sneak Bonus during Storms.esp
[X] okdaddio Merged Patch 3.2.esp


I've moved some things around load order wise and nothing has worked. I have not started to disable mods yet - I wanted to see if one of you knowledgeable folks had some advice first.

Thanks in advance.
User avatar
Holli Dillon
 
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Joined: Wed Jun 21, 2006 4:54 am

Post » Tue May 17, 2011 9:14 am

Do the creatures have very low perception too?

George.
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Roberto Gaeta
 
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Joined: Tue Nov 06, 2007 2:23 am

Post » Mon May 16, 2011 11:08 pm

Maybe you're running an old (and bugged) version of
[X] Responsive Kill Reactions.esp

These issues should be fixed in the http://www.fallout3nexus.com/downloads/file.php?id=11750
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roxxii lenaghan
 
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Post » Tue May 17, 2011 1:21 pm

I'm using the latest RKR (RKR_-_Responsive_Kill_Reactions_v1-2-11750). Could the download be corrupt?
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renee Duhamel
 
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Joined: Thu Dec 14, 2006 9:12 am

Post » Mon May 16, 2011 11:16 pm

I'm using the latest RKR (RKR_-_Responsive_Kill_Reactions_v1-2-11750). Could the download be corrupt?

Hm no, then i guess that isnt the problem.

Since you're using FWE, have you tried out different settings in the Sneak submenu? (Main Menu -> Character -> Sneak) For example try the experimental settings and see if that results in an improvement.
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FLYBOYLEAK
 
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Joined: Tue Oct 30, 2007 6:41 am

Post » Tue May 17, 2011 12:38 pm

I switched to the realistic sneaking setting and, after a brief playtesting, this seems to have fixed the issue. Thanks :)
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bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Tue May 17, 2011 12:51 am

I can confirm that - for me, at least - it wouldn't be the latest version of FWE, or the latest version of RKR, to blame. Or MMM, for that matter.*

I am, however, using Gary Bash, whereas you are evidently not. I'm nearly 100% certain it's not required, but it has helped my game's integrity and stability, etc., I'm fairly sure.

Other than that, the mod lists are not *incredibly* dissimilar - actually, if anything, mine is far more "risky-looking" and kinda strange - so... I just don't know. :shrug:


* All with default settings, I mean.
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Naughty not Nice
 
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