Ai package scheduĺe problem with ttw332

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Laclongquan
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Ai package scheduĺe problem with ttw332

Post by Laclongquan » Sat Oct 15, 2022 11:11 am

Iam having some problems that i suspect relating to ai package, aka schedule.

I 'd like to leave this thread here as alist of similar issue and , if possible, how to avoid.

1st. Megaton schedule are all messed up. People mostly stand in the plaZa and very rarily walk around. From lantern to craterside there no moving. At least not as much as in 322 day.

2nd. HARKNESS package. He was supposed to stand at bridgehead to greet player 1st thing. For me he didnt but others here say they did. So i chalked it up as my cause. Minor issue because meet him elsewhere he still initiate his 1st greeting dialog properly. Same deal with sarah lyons as her suppose to stay in gnr for a while before return to citadel. In my case never seen her inside gnr once.

2nd. Salt lake stories mod. Mc henry jump out of thin air to push the bait quest without caring where i am. I can only think of ai package schedule being the cause. Then kenny move from his shack to stand at other place without returning to his shack to function. Prid then move him back seem to break this frozen state. These two cases are more serious as they are central to push things forward.

Also no one complain about them so i suspect it relating to 332.

... to be continue

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RoyBatty
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Re: Ai package scheduĺe problem with ttw332

Post by RoyBatty » Sat Oct 22, 2022 2:53 am

You probably changed the time scale, this is why you can't do that.
Image

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Laclongquan
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Re: Ai package scheduĺe problem with ttw332

Post by Laclongquan » Thu Oct 27, 2022 1:52 pm

Thanks Roy. Thats a good clue...

If i know which mod of mine doing that.

I will have to keep looking.

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Laclongquan
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Re: Ai package scheduĺe problem with ttw332

Post by Laclongquan » Sun Jan 29, 2023 5:07 pm

@RoyBatty and @Risewild

Which stat/variable do we check in FNVEDIT to know the timescale is affected? I have no clue~

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Laclongquan
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Re: Ai package schedule problem with ttw332

Post by Laclongquan » Wed Jan 17, 2024 10:51 am

Checking both 332 and 332a, I can say this is a problem. It's just hidden beneath too much complex layer to show how bad it is.

Because AI package still present in 332a fresh off install mills, less than 5 mods install, and nothing should affect creatures/NPCs showing the symptom. Also you can NOT find the source of trouble, since FNV EDIT show that nothing should affect that creature (pure F3 data, nothing else).

----------Method to discover if your game has that problem-----
Right out of V101 tunnel exit, you can open console command and go to
coc repdavecapitol
Basic design only has 3 adults in that building. But if it's bugged, you will discover others in there, from NPC to one or two cows. Which is how you know how bad it is: there's nothing that should have cows from outside coming inside the building. Sometimes there's two, but most of the times there's one
0602b8bd
0602b8bc

Second method: use console to
coc rivetcityexterior08
This will move you to the foot of the bridge building on riverside. Run up to the top and use intercom to move the bridge. Run over the bridge.
In a normal game you will meet Harkness standing at the other end of the bridge greeting you.
In a bugged game he's not there, possibly either in rcstairwell or rctower. You can check by
player.moveto harknessRef
----
:( :geek: :o :?

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