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Interesting NPCs (3DNPC) two Delphines... closed


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Posted (edited)

New game. I have 3DNPCs installed. I discover I have two identical Delphines in the Sleeping Giant (poor Orgnar).

Now...I know one is a duplicate to be used in a 3DNPC questline. But why is the Duplicate wandering around the Sleeping Giant pre quest?

Would this be due to SPID, or Skypatcher? I have a few NPC overhauls.

 

Alt. might it be to do with the fact I used Alternate Start Riverwood Sleeping Giant start and installed 3DNPCs shortly after I started at the inn?  Is there a safe solution, like simply disabling the duplicate 3DNPC Delphine?

 

Any ideas on how to take this forward, much appreciated

Edited by Bluegunk
  • Bluegunk changed the title to Interesting NPCs (3DNPC) two Delphines...
Posted (edited)
2 hours ago, Bluegunk said:

Any ideas on how to take this forward, much appreciated

 

Where are we headed?

 

Towards a fix? Since the 2nd copy of Delphine is apparently part of a quest, I'd start by changing the 3DNPC quest such that it starts later when the original Delphine is no longer at the inn: like after Alduin's Wall. May want to check that its actually the quest that's spawning the NPC first though.

 

Towards a workaround? Disable the original Delphine for now. Look up her ref id on the wiki when you need her again.

 

Edit: Should probably mention that I haven't tried leaving an NPC disabled for a longer period of time. My understanding though is that without markfordelete, they're never removed.

Edited by traison
Posted
35 minutes ago, nunyabidnez said:

Have you tried swapping the load order for 3DNPC or the Alternate Start mod you're using?

I haven't. It's an interesting solution so I could try that temporarily and see what comes of it. Thanks!

Posted
8 minutes ago, traison said:

 

Where are we headed?

 

Towards a fix? Since the 2nd copy of Delphine is apparently part of a quest, I'd start by changing the 3DNPC quest such that it starts later when the original Delphine is no longer at the inn: like after Alduin's Wall. May want to check that its actually the quest that's spawning the NPC first though.

 

Towards a workaround? Disable the original Delphine for now. Look up her ref id on the wiki when you need her again.

 

Edit: Should probably mention that I haven't tried leaving an NPC disabled for a longer period of time. My understanding though is that without markfordelete, they're never removed.

 

If load order won't cure it, I'll look at the quest timing. Thanks! 

Posted

OK everyone. Thank you for your contributions! I appreciate you taking the time - even with the Delphi Oracle...lol.

 

Since the 3DNPC version of Delphine has not even got near starting her quest I decided to disable-mark for delete and run an evaluate package on the cell.

She's now gone.  I'll have to wait and see if this proves a catastrophe but hopefully it won't because the quest would have to spawn a fresh one anyway.

  • Bluegunk changed the title to Interesting NPCs (3DNPC) two Delphines... closed
Posted
1 hour ago, Bluegunk said:

OK everyone. Thank you for your contributions! I appreciate you taking the time - even with the Delphi Oracle...lol.

 

Since the 3DNPC version of Delphine has not even got near starting her quest I decided to disable-mark for delete and run an evaluate package on the cell.

She's now gone.  I'll have to wait and see if this proves a catastrophe but hopefully it won't because the quest would have to spawn a fresh one anyway.

MarkForDelete is an impressively bad idea in a time like this. The only time to run that command is if you have quadruple checked every possibly reference to the object in Papyrus, Plugin files (using xEdit), and in .ini files.

Since you posted this only a few minutes ago I would encourage you to load your save prior to running that command. Run Disable instead. If something catastrophic happens due to disabling the NPC, often you can run Enable to fix it. But if you run MarkForDelete there is no going back. Or rather: sometimes you can go back (using poorly documented console wizardry to correct this grave mistake), but you will need enough knowhow to know that running MarkForDelete was a truly terrible idea. 

Posted
57 minutes ago, kaxat said:

MarkForDelete is an impressively bad idea in a time like this. The only time to run that command is if you have quadruple checked every possibly reference to the object in Papyrus, Plugin files (using xEdit), and in .ini files.

Since you posted this only a few minutes ago I would encourage you to load your save prior to running that command. Run Disable instead. If something catastrophic happens due to disabling the NPC, often you can run Enable to fix it. But if you run MarkForDelete there is no going back. Or rather: sometimes you can go back (using poorly documented console wizardry to correct this grave mistake), but you will need enough knowhow to know that running MarkForDelete was a truly terrible idea. 

 

Thanks for taking the time out to let me know.  I can retreat easily enough and re-do that.  I agree, I didn't like doing the delete side of things as it goes against the grain.  But the heat, flies and dust of recent weather here in the UK addled my brain.

 

I can fix. And thanks!   👍

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