Roggvir Posted June 26, 2019 Posted June 26, 2019 Problem:Servitrons are unable to properly engage in melee combat. They will dance around you, but wont attack. Spoiler Related observations, and failed fix attempts: I can make them do the attack via use of pa ActionRightAttack console command. Which suggests that the animations and behavior tree works fine. I tried changing its Combat Style to one of Cait's (using optional robot module or console commands). - it didn't help. I tried changing its Class from RobotClass to CourserClass (which is what many NPCs are). - it didn't help. It affects only the Servitrons built from scratch in the Robot Workbench. If i create a Servitron as NPC in CK, and spawn that NPC in game, it works perfectly fine. Any ideas? SOLUTION: Dont be an idiot, and be more vary of CK sneakily injecting data to make me look stupid
Roggvir Posted June 27, 2019 Author Posted June 27, 2019 Looks like the problem is caused by the Attack Data override on DLC01CompWorkbenchBot. If i remove the override and let the bots inherit their attack data from their race, it seems to be working (at last for Servitrons - must test the other robot types to ensure this change wont affect them in some negative way). To clarify, in case somebody finds this... The problem is indeed caused by DLC01CompWorkbenchBot having some Attack Data override. But i was wrong assuming that the override is already set in vanilla game data - it is NOT supposed to be there. The override was sneakily added by CK the moment i opened the Attack Data tab on that robot npc record - having no other plugins loaded at that time, i came to the conclusion that this is how it is in Vanilla game data. It is a bug in CK - it sneaks in the attack data override, set to that npc record's race, if you merely LOOK at the Attack Data tab. So, if you happen to have similar problems with robots (and possibly other NPCs too), load your whole loadorder into xEdit, and look for any plugin that is overriding related NPC records, and check if they set the attack data override. I already saw several mods that do this without their authors knowing, so this does happen.
Roggvir Posted June 27, 2019 Author Posted June 27, 2019 OMG, this is going to be tricky. If you edit DLC01CompWorkbenchBot to remove the Attack Data override, and then load the plugin in xEdit, it will look IDENTICAL to the original record in DLCRobot.esm! This is not good, as it will inevitably result in confusion due to ppl cleaning it from the plugin as an ITM, or possibly thinking they can let other plugins override this because it looks the same (depending on whether it really is the same or not - that is the question needing to be answered). I can imagine two possibilities: The edited record really is identical And the fact that it has an impact in-game, could be because even as identical it somehow causes the game to refresh/reload/rewrite or properly initialize some data. The edited record is NOT identical Maybe xEdit isn't properly reading/displaying the data - i hope the creator of xEdit can answer that question. Anyway, its a mess. Here is the plugin for anybody wanting to have a look, or test it. The plugin was created from CK, not touched by xEdit. You wont probably see any effect in-game unless you are also using Servitron and test it in melee combat, but believe me - having this plugin in your loadorder makes all the difference (place it as low as possible to make sure). Servitron - DLC01CompWorkbenchBot patched.esp THIS IS ALL WRONG
Roggvir Posted June 28, 2019 Author Posted June 28, 2019 Long story short, apparently CK tends to sneakily fill the Attack Data override when you look at it. Add some simple mistake when restoring backed up plugins you are working on, and you'll get your very own mysterious "bug", and equally mysterious solution.
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