Rivet City Losers

Post » Fri May 04, 2012 2:02 am

There are people hanging out all day at the entrance to Rivet City. Two of them are shopkeepers who can still sell wares, two of them children, and the last two are market regulars. They are Cindy Cantelli, Gary Staley, Brock, James Hargrave, Trinnie, and CJ Young.

I checked FO3Edit and only one mod affects two of them, Hairday.esm. Nothing is touching their AI packages. ResetAI does nothing, and disable / enable doesn't shake them. It would be nice to see them go back to their lives. Disabling mods one by one might find the culprit, but man I've done this so many times.

Is there a console command or workaround to get them back on their schedules, or anything I can try? At least I heard new dialogue: Trinnie asking Brock why he never hits on her.
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Felix Walde
 
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Post » Fri May 04, 2012 2:11 pm

Don't know if it will do any good, but did you try "kill" then "resurrect"?
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Lizs
 
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Post » Fri May 04, 2012 5:32 am

Kill / resurrect simply does nothing.

But, I got lucky with random commands. These npcs, who seemed to have no schedules, resumed their activity if prid and moveto player was used on them. So, one by one, I moved them back to the market. CJ Young seemed to be the last one, but outside she was doing the swimming animation with her arms and having a conversation with someone who wasn't there.

James Hargrave was at the bottom of the river, along with six other npcs! Mister Lopez was one of them. So again, moved them all back to the market. Last one was Ted Strayer who told me to "stay chill, dude." Behind him was Fawkes. Maybe some joker moved the door teleport marker down there. But everyone is now back to where they belong.

And I can try to use GECK and FO3Edit to find the mod that did this so that I can ban it from the load order and notify the author.
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JERMAINE VIDAURRI
 
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Post » Fri May 04, 2012 11:15 am

Do you have any mods that affect the RC marketplace? While I was making Rivet City Realigned, I found that same problem after changing the navmesh in the marketplace once. Some inexplicable problem with it that I still can't figure out why it did it then.
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Kayleigh Williams
 
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Post » Fri May 04, 2012 4:04 am

Fallout Wanderer's Edition is the only mod that touches that interior cell RCHanger ( Rivet City Market ). It doesn't seem to do anything foul.

The problem might be related to whatever mod it is that automatically extends and retracts the bridge. Actors might be falling off of it into the water below. Or it might not be this at all. Fallout Remastered touches that bridge, but I can't tell what exactly it is doing. In fact, Remastered touches many of RC's doors that use the RCSmDoorLoadL object.

And then there is this XMarkerHeading called TempGoToRivetCity. This is that persistent object that is deleted by Broken Steel.

This topic...
http://forums.nexusmods.com/index.php?showtopic=401813
...says to make changes to Unofficial Fallout 3 Patch - Broken Steel with FO3Edit. I did that as well as make that same change to Fallout Remastered.esp. Coincident to the situation, I did notice those actors standing out there sometime after I had applied this fix and finished the main quest. The incident hasn't repeated itself. I want to keep those changes because otherwise the game is likely to crash around Rivet City when trying to save.
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Taylor Tifany
 
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Post » Thu May 03, 2012 11:42 pm

I can't identify which record it is, but something in Fallout Remastered is causing those residents to bunch up around the side door leading to the stairwell. And when the player uses that side door, all or most of them warp to the bottom of the river. The exceptions are Gary Staley and Trinnie.
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Raymond J. Ramirez
 
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Post » Fri May 04, 2012 1:28 pm

I downloaded Fallout Remastered to see what could be the problem. The GECK went off on multiple errors with the navmesh in cell 19,-18 which is the cell with the bridge & then entry door to the hangar.
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Tinkerbells
 
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Post » Fri May 04, 2012 12:31 pm

Check the Remastered comments on nexus. A few posts down there is a complaint about how Rivet City residents fall off the deck and somehow end up in Springvale. It seems to me that once they exit that side door they become stuck in sandbox mode forever and ever through sun, rain, nuclear winter, night and day.

I really don't know what it can be, because I checked every record of Remastered that touched Rivet City, made a merged patch that undid all those changes, and the problem persists. I don't know if it could be a NavMesh problem, or a sandbox package problem that the loiterers are using, or something else. I ended up disabling Remastered for now, they are probably working on fixing the loitering for the next release.

So for now, I'm using the Unofficial Patch ( they shouldn't be used together, but now that one is disabled... ) with the Rivet City save crash fix, which has nothing to do with the loiterers.

http://forums.nexusmods.com/index.php?showtopic=401813
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ImmaTakeYour
 
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