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Question Unique NPCs spawned bug

nong003123

New Member
Messages
3
I got a problem with Unique NPCs spawned bug.
Im travel to "Ticonderoga" and get some sluttering lag, then i walk to raider camp neaby and found this.
140077321_138506708081223_5219473609780892307_n.png
I try to close Unique NPCs,Named NPCs in SS option, it still bug

then i disable SS1 MOD in NMM and load last saved
It work! I save and leave the game
i try enable MOD again and load Exit save file, it seem work
there Unique NPCs disappear but my settlement disappear too.

Someone know how to fix that? please help me, i don't wanna delete this mod too.
Thanks
(im sorry for my bad english skill, i try to use Google translate with my little skill in this thread)
 
They are all sim settlements visitors, we are not sure why it happens.

Turn of visitors. City Holotape > Options> Gameplay options> Immersion>Visitors

Turning this off should make them go away after a while.
 
They are all sim settlements visitors, we are not sure why it happens.

Turn of visitors. City Holotape > Options> Gameplay options> Immersion>Visitors

Turning this off should make them go away after a while.
I turned off visitors and unique NPCs and go another area for a hour
and go back there, NPCs still there. :oops:

i should break some settlement or anything?
 
No, give it 2 ish hours with no fast travel waiting or sleeping if possible away from them, And your settlments. It takes a while for scipts to run that removes them. If you are on survival travel To a place where you can get a full sleep oh 7-8 hours, then spend 2 real life hours without fast travel, waiting or sleeping.
 
No, give it 2 ish hours with no fast travel waiting or sleeping if possible away from them, And your settlments. It takes a while for scipts to run that removes them. If you are on survival travel To a place where you can get a full sleep oh 7-8 hours, then spend 2 real life hours without fast travel, waiting or sleeping.
I played for 2-3 hours without go nearby "ticonderoga"
after that, i go to check.
NPCs still there :confused:
ScreenShot7.png

ScreenShot2.png
 
Huh. Well the best I can suggest is maybe the

killall

consol command but wait untill someone who can coment on if it’s safe to do so.

basicaly all this does is eliminate script related lag, the bodies will still be there So graphic lag will not go away untill the cell resets.

in Fallout 3 New Vegas, Skyrim and maybee earlier totals, basically what is going on is the npcs who are suposed to just “go away“, usually by walking running or getting into a vehicle from a location because a quest trigger makes them walk away, and are not regular NPCs who are expected to turn up elsewhere like the merchant-Brahmin-Guard teams, are sent to a cell that will cause them to path away from there starting location in a believe least direction where a cell reset will eventually “delete“ them, usually though the cell they are sent to is usually one that is deliberately set to a faster respawn rate, however Im not sure about that locations respawn rate since it’s also a quest location. Usually the fast respawn locations they go to are ones that basicaly have no NPCs or critters spend in them and few item spawns. however a more than a few also seem to have custom pathing that takes them past hostile npcs, although that part may not be deliberate, as the spawn may have been added by another dev.

( teleporters seem to have custom functioning depending on the script, some of them are dumped into a dev cell, where they are stuck untill they eventually go away in a cell respawn . Some are technicaly deleted, others are oddly enough sent to another in game location, probably what happens depends on when and who the teliporter is. And when the teleportation event was scripted.
 
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Ok I just verified that at least one NPCs who walks off at the end of her quest just gos to a seeming random spot In oblivion. But gad that was annoying even in god mod Given how many npcs she aggroed that could not kill her.
 
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