AI problem with Super Mutants

Post » Fri May 13, 2011 8:29 pm

A lot of them seem to stand in place. I recently went to the GNR building, and when I came up from the subway I noticed a few things:

1) Super Mutants were given weapons added by the mod 19th and 20th Century Weapons v5, but were running around with their fists as they were not equipped for some reason.

2) Some of the Super Mutants acted oddly and would not try to attack me. Some would gladly rush me and try to pummel me or shoot me, but some would stand in place and only attack me if I manually moved myself into their attack range. I think they still moved for things like grenades. The behemoth suffered from this as well.

3) Lyons and her squad did not spawn. Not sure why, may have something to do with the fact that I traveled to Rivet City before this and completed the quest Following in His Footsteps.

Load Order:
Mod load order report
! Warning: current load order template contains 19 duplicate entries

Fallout3.esm
Masterlist Information: $Revision$, $Date$, $LastChangedBy$

Unofficial Fallout 3 Patch.esm

Slower Levelling - slower - LITE.esp (Inactive)
* This mod does not exist in the current template

CALIBR.esm

Mart's Mutant Mod.esm

CALIBRxMerchant.esp

GalaxyNewsRadio100[M].esp
! This plugin conflicts with 'galaxynewsradio80[m].esp'
! This plugin conflicts with 'galaxynewsradio60[m].esp'
! This plugin conflicts with 'galaxynewsradio40[m].esp'
! This plugin conflicts with 'galaxynewsradio20[m].esp'

GalaxyNewsRadio80[M].esp
! This plugin conflicts with 'galaxynewsradio100[m].esp'
! This plugin conflicts with 'galaxynewsradio60[m].esp'
! This plugin conflicts with 'galaxynewsradio40[m].esp'
! This plugin conflicts with 'galaxynewsradio20[m].esp'

GalaxyNewsRadio60[M].esp
! This plugin conflicts with 'galaxynewsradio100[m].esp'
! This plugin conflicts with 'galaxynewsradio80[m].esp'
! This plugin conflicts with 'galaxynewsradio40[m].esp'
! This plugin conflicts with 'galaxynewsradio20[m].esp'

GalaxyNewsRadio40[M].esp
! This plugin conflicts with 'galaxynewsradio100[m].esp'
! This plugin conflicts with 'galaxynewsradio80[m].esp'
! This plugin conflicts with 'galaxynewsradio60[m].esp'
! This plugin conflicts with 'galaxynewsradio20[m].esp'

GalaxyNewsRadio20[M].esp
! This plugin conflicts with 'galaxynewsradio100[m].esp'
! This plugin conflicts with 'galaxynewsradio80[m].esp'
! This plugin conflicts with 'galaxynewsradio60[m].esp'
! This plugin conflicts with 'galaxynewsradio40[m].esp'

UPP - Pack 1.esp

UPP - Pack 2.esp

UPP - Original Perks.esp

UPP - Experience Perks.esp

UPP - Quest Perks.esp

20th Century v5 ALIVE (Brotherhood_Outcast).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Chinese Ghoul).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Containers).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (NPC_Settler).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Raider).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (RivetCity).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Slaver).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (SuperMutant).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Talon_Regulator).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (TEST Container).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Vault 101).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Vendor).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century Weapons.esm
* This mod does not exist in the current template

UPP - Beverage Perks.esp

WeaponModKits.esp

RH_IRONSIGHTS.esm
* This mod does not exist in the current template

RH_IronSights_Basic_PittPlugin.esp (Inactive)
* This mod does not exist in the current template

RH_IronSights_Basic_PointLookoutPlugin.esp (Inactive)
* This mod does not exist in the current template

RH_IronSights_Basic_VanillaPlugin.esp
* This mod does not exist in the current template

Mart's Mutant Mod.esp

Mart's Mutant Mod - No Skeleton Decay.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

The Mantis Imperative - Combat.esp
* This mod does not exist in the current template

The Mantis Imperative - Jello.esp
* This mod does not exist in the current template

The Mantis Imperative - Mantis.esp
* This mod does not exist in the current template

The Mantis Imperative - Medical.esp
* This mod does not exist in the current template

The Mantis Imperative - SkillBooks.esp (Inactive)
* This mod does not exist in the current template

The Mantis Imperative - XP.esp
* This mod does not exist in the current template
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Sat May 14, 2011 1:36 am

#3 is normal, for the reason you guessed.
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Fri May 13, 2011 9:18 pm

A lot of them seem to stand in place. I recently went to the GNR building, and when I came up from the subway I noticed a few things:

1) Super Mutants were given weapons added by the mod 19th and 20th Century Weapons v5, but were running around with their fists as they were not equipped for some reason.
20th Century v5 ALIVE (Brotherhood_Outcast).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Chinese Ghoul).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Containers).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (NPC_Settler).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Raider).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (RivetCity).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Slaver).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (SuperMutant).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Talon_Regulator).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (TEST Container).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Vault 101).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century v5 ALIVE (Vendor).esp
! This plugin depends on master '20th century weapons.esm', which is loading after it in the load order
* This mod does not exist in the current template

20th Century Weapons.esm
* This mod does not exist in the current template


Well, duh, isn't part of the answer pretty obvious here? Esm's need to load before esp's. You've got the 20th century esm AFTER the esp's.
User avatar
Matthew Barrows
 
Posts: 3388
Joined: Thu Jun 28, 2007 11:24 pm

Post » Fri May 13, 2011 3:24 pm

Oh, alright. Thanks. I'll try fixing that.
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Sat May 14, 2011 12:03 am

I have never used 20th C. Weapons and I have the bug of super mutants not attacking until I get into their power attack range. Personally I "blame" MMM, since it's the only mod I have that changes muties (I had the problem before using FWE). But of course, I could well be wrong since I've not seen others report the issue.
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Fri May 13, 2011 9:45 pm

Only run 1 of the GNR add ons.
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Sat May 14, 2011 12:36 am

I have never used 20th C. Weapons and I have the bug of super mutants not attacking until I get into their power attack range. Personally I "blame" MMM, since it's the only mod I have that changes muties (I had the problem before using FWE). But of course, I could well be wrong since I've not seen others report the issue.


I don't know about MMM, I've had one instance so far where I was able to sneak up close enough to gently toss a grenade into a small group in a tunnel, but most of the times they'll just run after me and bash my face in.
User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Fri May 13, 2011 11:47 pm

A lot of them seem to stand in place. I recently went to the GNR building, and when I came up from the subway I noticed a few things:

1) Super Mutants were given weapons added by the mod 19th and 20th Century Weapons v5, but were running around with their fists as they were not equipped for some reason.

This happens because you need a Merged Patch when using those weapon mods together with MMM. Either that or Century Weapons forgot to add their weapons to the Mutant Weapon form list, in which that case that mod is too blame, but in no way MMM

2) Some of the Super Mutants acted oddly and would not try to attack me. Some would gladly rush me and try to pummel me or shoot me, but some would stand in place and only attack me if I manually moved myself into their attack range. I think they still moved for things like grenades. The behemoth suffered from this as well.

Again, see above.

3) Lyons and her squad did not spawn. Not sure why, may have something to do with the fact that I traveled to Rivet City before this and completed the quest Following in His Footsteps.

That's right, no bug.
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Fri May 13, 2011 6:47 pm

It would help if you actually read what your load order report is telling you:

! This plugin conflicts with 'galaxynewsradio80[m].esp'
! This plugin conflicts with 'galaxynewsradio60[m].esp'
! This plugin conflicts with 'galaxynewsradio40[m].esp'
! This plugin conflicts with 'galaxynewsradio20[m].esp'


You only use one of those plugins, not all of them.
User avatar
Amy Smith
 
Posts: 3339
Joined: Mon Feb 05, 2007 10:04 pm


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