So this conflicts with your own 'Fort Overhaul' - as far as landscape & nav's are concerned. Which one should load last? Or I guess, how compatible are they together? Thanks!
I made an override plugin that, in theory, should stop the despawning at the cost of leaving all NPCs permanently enabled, which might affect performance. It also turns off autosaves when crossing the old gate position, as well as some print statements in the console. Note that I haven't actually tested this yet, but all it took was a few minor script changes, so not much can go wrong.
https://files.catbox.moe/bkn43m.esp
Don't be sketched out by the URL; catbox.moe is just a convenient drag-and-drop file host that doesn't need an account. If you're still not convinced, then feel free to message me and I'll send it to you some other way.
thank you for the plugin. matter of fact, it increased performance for me. the only place i was lagging was while passing through the gate.. your plugin fixed that and caused no noticeable fps drops elsewhere
FYI @CovenantTurtle - feel free to upload your patch to Nexus if you like.
I'm likely going to offer an alternate version of my mod that doesn't play with NPC spawns at some point - but until then I think your plugin is probably useful.
What command/cellID would I use to correct missing NPCs? I've been using the old Vanilla Behavior version on my modlist, (just saw the update) and its still mostly empty past the gate. Antony & the Fight Pit Legionnaire are missing, for example. Using "ResetInteriorAlt TheFort" brings back an error.
Reloading on an older save & entering the fort for the first time fixes the issue, but if it's possible to avoid. The only mod referencing FortAntony, etc. is YUP.
EDIT: Going from that new save, they are there on first load, but seem to disappear after the securitrons have been activated, even with the new version. Most NPCs in the camp do, except Lupa and anyone past the gate. Sorry for the spam.
Generally not a good idea to swap between the different "behaviour" versions after you have visited the fort. (Updating is usually safe, unless I say so in the patch notes)
I hadn't expected such a quick fix, thank you! I still have the older save, I'd tried to just push through with placing NPCs, (since I keep mentioning Antony specifically, it was for Rex's brain ^^') but it is a Legion playthrough, so I'd been noticing a lot.
I'll test on both current and old, and see how it goes. Thanks again!! (And thank you for the commands as well, just in case)
UPDATE: Works beautifully on all saves- newest, first load and 2nd. Thought it had been an issue with directly fast traveling into the fort that caused it, but FTing in worked perfectly. I'd been seeing it happen on the strip with new map markers, when not going through loading zones. Sorry, rambling a bit. Gonna send a donation to you as soon as I can. Thanks again for fixing my one person problem, lmao.
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- Do not uninstall this mod mid-playthrough! no exceptions.
- If you find that the gate is open but you still need to interact with an invisible wall to enter the fort:
Ensure you have Fort_Open.esm loaded after Improved AI (Navmesh Overhaul Mod)It should be possible and safe to merge it yourself though - but do test it yourself.
The damn forced autosave at the top of the hill also contributed to performance issues.
https://files.catbox.moe/bkn43m.esp
Don't be sketched out by the URL; catbox.moe is just a convenient drag-and-drop file host that doesn't need an account. If you're still not convinced, then feel free to message me and I'll send it to you some other way.
The area by the tent causing spawns *might* be a conflict with my map marker mod. (Are you using that by any chance?)
The current version of this mod maintains vanilla behaviour but I'm considering offering a version that removes the autosave / npc spawn scripts.
I'm likely going to offer an alternate version of my mod that doesn't play with NPC spawns at some point - but until then I think your plugin is probably useful.
The old vanilla behaviour version will remain availiable for download.
Reloading on an older save & entering the fort for the first time fixes the issue, but if it's possible to avoid. The only mod referencing FortAntony, etc. is YUP.
EDIT: Going from that new save, they are there on first load, but seem to disappear after the securitrons have been activated, even with the new version. Most NPCs in the camp do, except Lupa and anyone past the gate. Sorry for the spam.
Generally not a good idea to swap between the different "behaviour" versions after you have visited the fort. (Updating is usually safe, unless I say so in the patch notes)
You can try:
FortInteriorNPCParent.Enable
FortExteriorNPCParent.Enable
or
FortInteriorNPCParent.Disable
FortExteriorNPCParent.Disable
Edit: that being said I think I should be able to add something that adjusts for cases like this. I'll provide an updated version soon.
Fast travelling to the fort main gate will re-enable NPCs (Unless you are using FPGE and completed the game)
I'll test on both current and old, and see how it goes. Thanks again!!
(And thank you for the commands as well, just in case)
UPDATE: Works beautifully on all saves- newest, first load and 2nd. Thought it had been an issue with directly fast traveling into the fort that caused it, but FTing in worked perfectly. I'd been seeing it happen on the strip with new map markers, when not going through loading zones.
Sorry, rambling a bit. Gonna send a donation to you as soon as I can. Thanks again for fixing my one person problem, lmao.
His tent is a separate worldspace entirely so it's not as simple as just removing a load door.