Good News!! Seems like this bug will be fixed in the next update. I am glad they are looking into this problem. Sadly the Neon City tech crew is not in his office, so this mod is still needed :(
Had an interesting outcome with this mod that is entirely not the fault of this mod. This mod is amazing and I'm only posting because nothing I've tried has fixed it.
The first time I ran the bat file it summoned the new Atlantis ship tech to me. Shouldn't have happened since the first line of the bat file correctly targets the neon ship tech and it's done exactly like that every other time I've used it.
My problem is that now the new Atlantis ship tech is bugged. He doesn't spawn in new Atlantis and when I spawn him in he immediately starts walking to the tram and disappears. He still has all the options and functions if I talk to him before he disappears though. I've tried resetting his ai, attempted to kill him with console so I can respawn him but he's protected. I believe theirs a console command to make protected npcs killable but I'm not sure if it's entirely reversable. It's probably the next thing I'm going to try, just got tired of dealing with it so turned of his ai until I need him. Not a great long term strategy though so just looking for anything obvious I've missed.
Thats weird. Do you have any backup save to reverse back to see what New At ship crew id? I think they should have different id. My New At ship crew are still there when I bat the file.
No, I didn't notice for awhile. I'd never seen the neon ship tech so I just figured he looked the same. Their ref id's are definitely different and the bat file is calling the right one. It's worked perfectly fine the several times I've used it since so I'm chalking it up to sometimes random s#*! happens.
I'm just gonna say it again .. THANK YOU!!! .. you solved a problem, few mods do that .. you did .. awesome and VERY Well Done.
.. and (tad bit of roll-playing here) .. because of you I got that damn package off my ship and got home in time for dinner with the wife and kids .. lol ..
29 comments
Good News!! Seems like this bug will be fixed in the next update. I am glad they are looking into this problem.
Sadly the Neon City tech crew is not in his office, so this mod is still needed :(The first time I ran the bat file it summoned the new Atlantis ship tech to me. Shouldn't have happened since the first line of the bat file correctly targets the neon ship tech and it's done exactly like that every other time I've used it.
My problem is that now the new Atlantis ship tech is bugged. He doesn't spawn in new Atlantis and when I spawn him in he immediately starts walking to the tram and disappears. He still has all the options and functions if I talk to him before he disappears though. I've tried resetting his ai, attempted to kill him with console so I can respawn him but he's protected. I believe theirs a console command to make protected npcs killable but I'm not sure if it's entirely reversable. It's probably the next thing I'm going to try, just got tired of dealing with it so turned of his ai until I need him. Not a great long term strategy though so just looking for anything obvious I've missed.
Thank you for the amazing mod!
.. that whole "No LifeGuard on Duty" thing was getting to me .. man .. I got a delivery schedule to maintain .. lol ..
.. and (tad bit of roll-playing here) .. because of you I got that damn package off my ship and got home in time for dinner with the wife and kids .. lol ..
Thanks for this.
P.s As this uses the moveto player, This will not stop the NPC from taking a running jump back to the wrong waypoint in the oceon.