Can this, in any way, interfere with PANPC's ai? After installing this mod, I've entered cells and have had npc not able to recognize me, like i'm invisible. My companion doesn't see the npc, and there are no perception hits on my compass. Never had these issues ever. I'm trying to pinpoint the problem. This is the only other mod in my load order that touches ai. My theory is that it's some how killing vital scripts in PANPC, with it's delay.
If I were you, I'd go to Greslin Game's discord (his habitat) and ask him directly. Greslin knows his s#*! and he'll be probably be able to tell you quite quickly if this will f*#@ with PANPC.
I removed this mod and the issue went away after testing it on a new start. Good enough for me. I'm using the current version of PANPC, incase anyone is wondering.
We also had this behavior and yes, this mod and panpc cause this problem as we tested out: " Yeah! Seems like it worked. I disabled the mod, loaded the game and this gunner stayed neutral. I re-entered the building and he turned aggressive. "
EDIT: Asked Greslin (PANPC Author) and he wrote:
I looked at this about a week ago and ran a few tests…..“…..“…. Also, there's nothing in PANPC that would make you undetectable. That would mean that you're somehow interfering with the vanilla AI layer, maybe turning everyone nonaggressive or something like that. Whatever's going on, it's not happening as a PANPC conflict.
Perhaps there is something wrong with the settings to make everyone neutral for a short time after a cell loads. If they're *staying* neutral, then this behavior will happen.
Sometimes all NPC in that area are neutral after the loading-screen. I can stand in front of a raider and he is "green" and I have the "talk to" Icon. If I try to talk to the Raider, nothing happens.
Also console "Set FastTravelAIDetectionFix_ApplyEffectOnSaveLoad to 0" with save/reload changes nothing
So both mods work alone but not together? Unfortunately I can't test them together because I don't have PANPC but from what I've heard, PANPC utilizes higher priority (higher than the vanilla) AI to take over NPCs' behavior. This mod doesn't contain custom AI but it makes nearby enemies nonhostile and the player and their companions undetectable for a short time, until the game fades back in. If PANPC detects it as if the hostiles were friendly NPCs then probably a patch would be need. This mod utilizes two short temporary effects. If you're interested, you can check if the effects are being active with the commands "14.HasMagicEffect xxxxxxx6" and "RefIDofHostile.HasMagicEffect xxxxxxx9". Replace 'RefIDofHostile' with the actual RefID of one of the neutral NPCs that's supposed to be hostile. The 'xxxxxxx' part of the effect's FormID depends on where the mod has been placed in the load order. Type "SQV FastTravelAIDetectionFix_Handler" to reveal the mod's full load order prefix. By the way, does the issue persist if you disable the mod through the console (with "StopQuest FastTravelAIDetectionFix_Handler")? Does the command "CQF FastTravelAIDetectionFix_Handler ToggleEffect False" make any changes if it's used while the handler quest is running (so before typing the StopQuest command)?
Thx for your fast answer and your commands! Honestly said I dont have time/dont want to check all this at the moment, so I will remove this for now from my Collection. Perhaps an other user which uses PANPC is willing to check this out?
But anyway, it works great (without PANPC) and thx for your idea and effort with this mod!
Installed it again to try out the "StopQuest FastTravelAIDetectionFix_Handler" and it changes nothing on already spawned NPC which are "neutral" instead "hostile". (AND, It seems there are only SOME "neutral", not all) After a cellreset they all are again hostile as they should be.
Thanks for the reply. "StopQuest FastTravelAIDetectionFix_Handler" turns off the mod globally so probably a patch is needed to make it work reliably with PANPC.
@LarannKiar Just saying, I think this is now possible with the ExecuteConsoleCommand function implemented by you. Event Actor.OnPlayerLoadGame(Actor akSender) UI.OpenMenu("Console") ;because ExecuteConsoleCommand may not work without it UI.CloseMenu("Console") ToggleAIFunc() EndEvent
Function ToggleAIFunc() GardenOfEden2.ExecuteConsoleCommand("tai") GardenOfEden2.ExecuteConsoleCommand("tdetect") GardenOfEden2.ExecuteConsoleCommand("tcai") Utility.Wait(waittime) GardenOfEden2.ExecuteConsoleCommand("tai") GardenOfEden2.ExecuteConsoleCommand("tdetect") GardenOfEden2.ExecuteConsoleCommand("tcai") EndFunction Like this? However, I haven't tested this and don't have PANPC, so I don't know if it will work.
I could rewrite this mod based on F4SE and Garden of Eden SE (though it'd be an overkill for one compatibility issue) but that would unfortunately introduce multiple dependencies. For already released mods, I'd like to keep the original dependencies which for this mod is only the base game.
anyone suffer infinite loading screen with this ?? now i have 2 mods causing this in my game Disk cache enabler and this mod , and i already uninstall disk cache when this bug happen
Same here. Had a lot of infinite loading issues after re-entering a zone I had exited before. Sometimes restarting the game would allow me in, couldn't get back in certain zone at all. Narrowed it down to this mod. No more freezes after uninstalling. Disk cache enabler was problematic for me too. edit: disk cache enabler seems to work better together with shadow boost.
You could also just open the console menu as soon as the game loads to fade the game in (works in Skyrim too) or increase the "PostloadingMenuSpeed" setting in High FPS Physics Fix (to 3.0 for example).
Thank you for this tip! I've been trying to figure out how to fix dialogue freezing when an NPC starts talking immediately after going through a load door and hadn't had much luck. I tried this but had to set it to 4.0 and it worked!
The known "opening the console" method is not quite immersive and the setting PostloadingMenuSpeed speeds up the fade back animation if I'm right. Actually, I wanted make keep (and fix) the vanilla behavior. AI detection in the vanilla game starts when the game starts fading back in so even if you set PostloadingMenuSpeed to 3.0, you'd be still 0.33 seconds late compared to hostile NPCs.
instead of putting the console command everytime if I want it to be on for a save game load, can I in the fallout4.ini , under General, just add this extra line? sStartingConsoleCommand="[Set FastTravelAIDetectionFix_ApplyEffectOnSaveLoad to 1]"
I believe that starts it once game gets to main menu? Someone confirm?
No need to call this console command from the .ini. Typing it only once is enough, the mod doesn't discard these settings when exiting the game. They are stored in the save game. You only need to enable this feature again if you start a new game.
This is something I've been wanting for a long time. Thank you!
Maybe you can look into another loading issue that occurs in this game. When you're walking back to your base, your attempts at decoration can disappear. As you approach, the game loads havoced items (misc items) first, then the buildings and furniture. All the stuff you lay around the place spawns and immediately falls down to the LOD ground surface. After the building loads, your stuff ends up under the floor. The only exceptions are items that were already in the cell at the beginning of the game. They tend to spawn in their original locations; not always, but frequently. The only way to avoid this is to fast travel home before you get close enough for any of your junk to spawn. That seems to cause everything to spawn at once.
Hi Larannkiar, Just a little message to tell you publicly that I have found a team to port your mods, the Creative FamilyMods team, those responsible for the Creative Clutter mod among others. Your mods are a perfect exemple of the kind of mods they want to port and promote on Bethnet for the console community. But given the new rules on Bethnet, we need a public endorsement, Damanding/Crayonkit would be the porter.
So, if you're stll willing something along the lines of "I allow Damanding/Crayonkit to port all my mods to Bethnet for Xbox" would be great! And once again, thank you for your fantastic mods! Edit:Of course we'll credit you and link the mods to you!
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"Fast Travel Background Load AI Detection Fix" is also a bit unintuitive. How about "No Enemies Attack After Fast Travel Load"
"
Yeah! Seems like it worked. I disabled the mod, loaded the game and this gunner stayed neutral. I re-entered the building and he turned aggressive.
"
EDIT: Asked Greslin (PANPC Author) and he wrote:
I looked at this about a week ago and ran a few tests…..“…..“…. Also, there's nothing in PANPC that would make you undetectable. That would mean that you're somehow interfering with the vanilla AI layer, maybe turning everyone nonaggressive or something like that. Whatever's going on, it's not happening as a PANPC conflict.
Perhaps there is something wrong with the settings to make everyone neutral for a short time after a cell loads. If they're *staying* neutral, then this behavior will happen.
I can stand in front of a raider and he is "green" and I have the "talk to" Icon.
If I try to talk to the Raider, nothing happens.
Also console "Set FastTravelAIDetectionFix_ApplyEffectOnSaveLoad to 0" with save/reload changes nothing
Take a look:
https://youtu.be/gt7z0zE67AM
Honestly said I dont have time/dont want to check all this at the moment, so I will remove this for now from my Collection.
Perhaps an other user which uses PANPC is willing to check this out?
But anyway, it works great (without PANPC) and thx for your idea and effort with this mod!
After a cellreset they all are again hostile as they should be.
Would that be a more universal implementation that would fix this issue?
Just saying, I think this is now possible with the ExecuteConsoleCommand function implemented by you.
Event Actor.OnPlayerLoadGame(Actor akSender)
Like this? However, I haven't tested this and don't have PANPC, so I don't know if it will work.UI.OpenMenu("Console")
;because ExecuteConsoleCommand may not work without it
UI.CloseMenu("Console")
ToggleAIFunc()
EndEvent
Function ToggleAIFunc()
GardenOfEden2.ExecuteConsoleCommand("tai")
GardenOfEden2.ExecuteConsoleCommand("tdetect")
GardenOfEden2.ExecuteConsoleCommand("tcai")
Utility.Wait(waittime)
GardenOfEden2.ExecuteConsoleCommand("tai")
GardenOfEden2.ExecuteConsoleCommand("tdetect")
GardenOfEden2.ExecuteConsoleCommand("tcai")
EndFunction
Disk cache enabler was problematic for me too.edit: disk cache enabler seems to work better together with shadow boost.or increase the "PostloadingMenuSpeed" setting in High FPS Physics Fix (to 3.0 for example).
sStartingConsoleCommand="[Set FastTravelAIDetectionFix_ApplyEffectOnSaveLoad to 1]"
I believe that starts it once game gets to main menu? Someone confirm?
Maybe you can look into another loading issue that occurs in this game. When you're walking back to your base, your attempts at decoration can disappear. As you approach, the game loads havoced items (misc items) first, then the buildings and furniture. All the stuff you lay around the place spawns and immediately falls down to the LOD ground surface. After the building loads, your stuff ends up under the floor. The only exceptions are items that were already in the cell at the beginning of the game. They tend to spawn in their original locations; not always, but frequently. The only way to avoid this is to fast travel home before you get close enough for any of your junk to spawn. That seems to cause everything to spawn at once.
Just a little message to tell you publicly that I have found a team to port your mods, the Creative FamilyMods team, those responsible for the Creative Clutter mod among others.
Your mods are a perfect exemple of the kind of mods they want to port and promote on Bethnet for the console community.
But given the new rules on Bethnet, we need a public endorsement, Damanding/Crayonkit would be the porter.
So, if you're stll willing something along the lines of "I allow Damanding/Crayonkit to port all my mods to Bethnet for Xbox" would be great!
And once again, thank you for your fantastic mods!
Edit:Of course we'll credit you and link the mods to you!