Just curious if there is a reason for this to matter other than being a notation on your stats. I'll eventually be doing a serious playthrough with a new character and would like things to be accurate then.
I've currently gone on a few binges, when the various nps's have annoyed me to the point of just giving everyone in my vicinity a snoot full of 40mm so my murder stats are completely nuts with this playthrough. Sarah and Vasco by themselves, if they weren't essential, would put me in the triple digits with the number of times I've put one in their piehole because of a comment or blocking a doorway.
If you want to retroactively remove the murders from your stats, no. You can use the console command: modpcms murders -x (replace x with number of murders) to remove murders from your crime stats.
I don't know if it matters, but for my own fix I also deleted the "Crime Faction" entry from the 6 npc's who were using this faction as both their faction (kept) and crime faction (deleted). And I unchecked "tracks crime" from the faction.
My reasoning was that the similar factions, such as Ecliptic and Spacers factions, don't have "tracks crime" and all the units using them don't have a crime faction set (deleted field, not even a null ref). And there is no scenario where these quest npc's (the turrets and clones) aren't enemies on sight, so they should behave like other encounter enemies. The naming of the faction "TestAustinF Faction" makes it seem like it wasn't exactly carefully setup or intended for more.
I assumed the community patch would have fixed this by now, if not Bethesda, so I never got around to posting my own. And then I haven't played in months. So good on you. I am surprised this bug didn't bother more people to get fixed sooner. I had zero murders and suddenly saw I had murders after this quest and had to go back to redo it. I was checking the stats every couple of hours luckily so I caught it sooner than later. I was trying for no crime at all, but some quests make you steal and one makes you get a bounty, so I had to eventually accept that, but still no murders at level 91 in third *redacted*
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I've currently gone on a few binges, when the various nps's have annoyed me to the point of just giving everyone in my vicinity a snoot full of 40mm so my murder stats are completely nuts with this playthrough. Sarah and Vasco by themselves, if they weren't essential, would put me in the triple digits with the number of times I've put one in their piehole because of a comment or blocking a doorway.
I just came across this, I'm going to try it now, thx ahead of time even if it doesn't work.
thx
You can use the console command:
modpcms murders -x (replace x with number of murders)
to remove murders from your crime stats.
My reasoning was that the similar factions, such as Ecliptic and Spacers factions, don't have "tracks crime" and all the units using them don't have a crime faction set (deleted field, not even a null ref). And there is no scenario where these quest npc's (the turrets and clones) aren't enemies on sight, so they should behave like other encounter enemies. The naming of the faction "TestAustinF Faction" makes it seem like it wasn't exactly carefully setup or intended for more.
I assumed the community patch would have fixed this by now, if not Bethesda, so I never got around to posting my own. And then I haven't played in months. So good on you. I am surprised this bug didn't bother more people to get fixed sooner. I had zero murders and suddenly saw I had murders after this quest and had to go back to redo it. I was checking the stats every couple of hours luckily so I caught it sooner than later. I was trying for no crime at all, but some quests make you steal and one makes you get a bounty, so I had to eventually accept that, but still no murders at level 91 in third *redacted*