gooboo Posted April 4, 2017 Posted April 4, 2017 I have a question regarding the raiders/gunners you can capture with the Wasteland Workshop mod and why the npcs disappear when I go into cities or interior cells after making them followers. I've been using the Wasteland Workshop mod to capture raiders and gunners and, after a last-man-standing type of battle, recruiting the victorious npc into my own "gang" using mods and the console command. This method of turning npcs into followers has worked just fine with the regular raiders you come across in dungeons or outdoors. Those npcs follow me around everywhere, don't disappear when loading new cells, etc. No problems at all. Something is different with the raider and gunner npcs that spawn from the cages in the WW dlc, but I don't know what exactly it is. Whenever I walk into a city like Goodneighbor, or any interior in general, the npc disappears (or de-spawns). I tried moveto player and player.moveto, but it doesn't work. Nothing moves over to me, and when I use the move.to function I just move to where the npc was last standing before I went inside to another cell, and the npc is gone. As I mentioned previously this doesn't happen with any of my other raider/gunner followers, so I know this can work. I figure there's something in the dlc that makes these npcs de-spawn, I just don't know what it is or where to find it. I have little talent with scripting, so I don't really know where to look. I looked up the "npc" that spawns the raiders/gunners in the CK but I didn't find anything that would make them de-spawn when loading new cells. Is this something that's typically controlled with scripts? Is there some other function that I'm not aware of? I hope someone with more knowledge of the CK can help me out here. Thanks!
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