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[SOLVED] who is this?


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Posted (edited)

I'm at the Sleeping Giant Inn and I see an NPC that isn't there. Does anyone know which mod it should be generated from? I don't have any additional follower mods.

Not even the console can find it.

 

Spoiler

SkyrimSE2025-08-0615-38-10_490.jpg.86e468c6b0abf83b5d115ed67e1089f9.jpg

 

 

Edited by Dorabella
Change title
Posted
46 minutes ago, Grey Cloud said:

Have you checked all the rooms and had a look outside?

You could try moving the NPC to you or moving you to the NPC.

I searched the entire inn, spoke to everyone, but the NPC reported seems to be non-existent. The console can't find it , To move it towards me, I think I need the NPC ID.

I have inspected the various mods that can generate NPCs, but the one reported does not exist.

 

Posted

Did you check the secret room? The one which Delphine opens during "A Blade on the Dark"?

 

Mod-added NPCs often sandbox there even though it should be inaccessible.

Posted
7 hours ago, belegost said:

Did you check the secret room? The one which Delphine opens during "A Blade on the Dark"?

Not yet, since I restarted the game, I have to get to that point in the quest. It's a possibility I hadn't considered.

Posted

You can also "visit" the room outside of the quest... what's the point of console commands (like "TCL") if they're not used for debugging!

Zitat

In the Elder Scrolls V: Skyrim, the console command tcl toggles "no clip" mode, allowing the player to walk through walls, floors, and other objects. It essentially disables collision detection for the player. This can be useful for getting unstuck from the environment, exploring areas not intended to be accessible, or even finding items or bodies that have glitched through the world. To turn it off, simply type tcl again

 

There are also mods to search for NPCs

- give them a tracker

- teleport them to the player

etc.

 

Here's just one example for Skyrim SE/AE

https://www.nexusmods.com/skyrimspecialedition/mods/76063

 

There are also mods that add companions even though they are not companion mods... for example mods that restore cut out content -> for example "Cutting Room Floor

 

Posted (edited)
2 hours ago, Miauzi said:

There are also mods that add companions even though they are not companion mods

I inspected the ones in my possession (Vominheim, EVGSirenroot, The Crown of Nocturnal, SLEN).None of these contain the selected NPC.

 

2 hours ago, Miauzi said:

Here's just one example for Skyrim SE/AE

I'll try this

 

EDIT 

 

The reported mod cannot find the NPC. Where Are You - Lookup And Track Followers and other NPCs

Strange, since it should find all NPCs/Followers present in the console.

 

Using the console, by typing “help Yuka 4,”and " help Shizue 4 "  I obtained the IDs.

 

When I type the string "player.moveto FE059832 ( Yuka Ref ID) the NPC, I should find it in front of me

 

Spoiler

SkyrimSE2025-08-0711-05-53_802.jpg.fae7f9ce31a8cbd896e69889fb2a4cb7.jpg

 

When I type the string "player.moveto FE05981F ( Shizue Ref ID) the NPC, I should find it in front of me

 

Spoiler

SkyrimSE2025-08-0712-15-32_472.jpg.7b5ccfdc691270b3ff3e64798137ae71.jpg

 

 

EDIT 

 

Spoiler

SkyrimSE2025-08-0712-25-57_440.jpg.55033149e48b0bb1d08136ad6d5bb42a.jpg

 

Spoiler

SkyrimSE2025-08-0712-27-57_209.jpg.10424431fab3afec86448daf774f65e3.jpg

 

Papyrus says

 

Spoiler

[08/07/2025 - 12:24:41PM] [CF][Main Quest] Player casting target puppet spell
[08/07/2025 - 12:25:45PM] [CF][Main Quest] Player casting target puppet spell
[08/07/2025 - 12:26:34PM] [CF][Main Quest] Player casting target puppet spell
[08/07/2025 - 12:27:07PM] [CF][Main Quest] Player casting target puppet spell

 

But this action was never executed. Was it dependent on BWA?

Edited by Dorabella
Posted (edited)

The NPC can be still present but disabled. This is what e.g. CFTO does with vanilla drivers. It has copies of them placed on the carriages with all the extra routes added, while the originals are still technically in the game, just disabled. They can be traced through prid RefID, but executing moveto commands will seem to do nothing.

 

This may be one such NPC that is initially disabled only to show up later,  presumably after certain conditions are met.

 

Try enable first, then moveto player.

 

Or just find that ID in xEdit and you'll see right away what mod do they belong to. If they are flagged initially disabled you have your answer.

Edited by belegost
Posted
22 hours ago, Grey Cloud said:

Only thing I can suggest is some sort of night sight/detect life spell. 

The spell detects life, does not find it.

 

New game, new location (currently unknown), and look who's here?

This game was started with:

Captive Player

Captive Player Alternate Start

Captive Followers

When inspecting the three mods in XEdit, the NPC does not exist.

 

Spoiler

SkyrimSE2025-08-0813-20-12_257.jpg.a14fccfd4c3dbee800d1048cd9dfa026.jpg

 

 

Posted (edited)

Could Shizue be some sort of creature your PC is carrying around?

In English shih tzu (type of dog) is pronounced more or less the same as Shizue.

Edited by Grey Cloud
Posted
25 minutes ago, Grey Cloud said:

Could Shizue be some sort of creature your PC is carrying around?

I have no idea. 

 

Another test, another new game. Location: dangerous northern pass.Same activation as above

 

Spoiler

SkyrimSE2025-08-0814-44-51_852.jpg.abac1eb5897321a05b9f3525911a8cd9.jpg

 

Even though I recently installed this Expansion of Staff Behavior-New Staff School Act 2- Duet and all requirements , The 2 NPCs/Creatures were already present.

The same applies to Captive Followers/Player. They are a real mystery.🙄

Posted
On 8/7/2025 at 9:44 AM, Dorabella said:

Using the console, by typing “help Yuka 4,”and " help Shizue 4 "  I obtained the IDs.

Did you use XEdit to search your mod list using the ID?

  • 2 months later...
  • Dorabella changed the title to [SOLVED] who is this?
  • 3 weeks later...
Posted (edited)

For future Googlers, the easiest way to find the source mod for an NPC when you have the name but can't physically find them:

  1. Open the console anywhere. Main menu before loading the game works too.
  2. help npc_name 4 NPC_
  3. Note down the first 2 numbers of the form id.
  4. Quit the game and query your mod manager for the plugin index - this is the source mod.

Example:

help Lydia 4 NPC_
----OTHER FORMS-------------------
NPC_:  (000A2C8E) 'Lydia'

 

mod index = 00
00 = Skyrim.esm

 

Edit: See the post below this for FE plugin indexes.

Edited by traison
Posted
2 hours ago, traison said:

For future Googlers, the easiest way to find the source mod for an NPC when you have the name but can't physically find them:

  1. Open the console anywhere. Main menu before loading the game works too.
  2. help npc_name 4 NPC_
  3. Note down the first 2 numbers of the form id.
  4. Quit the game and query your mod manager for the plugin index - this is the source mod.

Example:

help Lydia 4 NPC_
----OTHER FORMS-------------------
NPC_:  (000A2C8E) 'Lydia'

 

mod index = 00
00 = Skyrim.esm

As an addendum for future searches

If the first two digits are FE, then the npc is from a light plugin. If that's the case, you'll want the following 3 digits as well. The mod you're looking for will be the light plugin with that number as index. For example

NPC_:    (FE004812) 'Name'

Index FE004

This would be the 5th light plugin in your load order (FE000 is the first)

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