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Solved Maul is missing?

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35
I'm playing through Jammer's questline. I just completed Raucous Reconnoitering, and got word that Maul has been sighted again. Ophelia and I head out, and the quest progresses as normal. When we arrive where the MM should be attacking Maul, they're present but he isn't. Killing the MM gets to the cut scene, which plays out as normal except - Maul isn't present, his voice lines do not trigger, but Ophelia immediately moves to the next line.

Back in RR (my HQ) Jammer whines about Maul, Ophelia shows up, still no Maul.

Is there a way I can force Maul to appear?
 
hmm. sadly, not that I can think of.
To get an NPC's prid, you have to target them in the console to get it. Once you have the prid, you can summon it to your location. I think it's moveto.player <prid>

without that though, there's no telling what his ID is as its prefix is generated (in part? in total?) by the mod load order.
 
I appreciate the thought. I sort-of resolved things by getting rid of my faction packs. Since it's a shorter mission, I was able to play it several times. I got rid of the factions packs I had in two batches, and with the all gone he showed up again. :confused:
 
Here's a new one for you.
https://steamcommunity.com/sharedfiles/filedetails/?id=1973894697
Maul is there, but he's not there. Any ideas?

Can't find any conflicts or any mods that might override characters. Last playthrough he was there and visible, no issues. This playthrough and he's not. Ophelia still carries on the conversation. Absolutely stumped.

Love this mod, but things go frustratingly bonkers with it sometimes.
 
That's exactly what I was seeing too.

Ah. Found the conflict. You actually pointed it out in a previous comment and I missed it.

It's Atom's Glory Liberator Faction Pack. Could be the face gen files for that mod as well. Removed both and Maul is there again after restarting mission. Must be something they did in their last update. I'll post this on their nexus page.
 
It's Atom's Glory Liberator Faction Pack. Could be the face gen files for that mod as well. Removed both and Maul is there again after restarting mission.
I don't see how this could be possible - our mod is clean, I even double checked the version on Nexus right now. We have no edits to Vanilla or SimS forms, and since our mod doesn't actually have Conqueror as a master it isn't even possible for us to do edits to Maul or any Conqueror quests. The Facegen is an empty esp to load the meshes and textures for our npcs, no possibility for conflicts there either.

This must be one of those correlation not causation issues. Unless someone can show more concrete details of a possible conflict that we could work from?

(The only conflict xEdit shows in our mod is a location edit where there is a difference between Far Harbor and vanilla/Sim Settlements that gets carried forward by our mod.)

EDIT: Could you try without the Facegen files loaded? This would at least narrow it down to something in the meshes for the npcs conflicting with Maul (but very odd).
Just verified the facegen files too. The only meshes included in the archives are for the formids of our npcs "TNConq_EncChildrenOfAtomFaceF01" etc), nothing has snuck in for Maul or anyone else, and his formid is completely different from any of our npcs.
 
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I can't imagine why either, but I just tested two more times using the same save. When the AGLFP mod is enabled and you go through the eater of the pack mission Maul does not show up. With mod disabled, Maul showed up. Tested without facegen mod enabled and it still occurred with the AGLFP mod. So it's not the facegen esl at least.

It didn't happen with the previous version however. I haven't the slightest idea why. That's why I originally ruled out this thread when I was searching for a conflict. But after going through every new mod I've added over the past three weeks, this is the only one that makes Maul disappear. Could just rule it out to something in both the OP's and my mod lists, but it's something to keep an eye out for if others report it I guess?

Best faction pack mod out there btw. Sorry if my report is confusing. I usually only bring things up when I'm as close to sure of a conflict in this gremlin infested game as I can be. Might not be saying much with a bethesda game...
 
I can't imagine why either, but I just tested two more times using the same save.
It’s so weird. If it happens on your next save as well, let me know. I’ll try and replicate it on my side too, but it will likely take a while. Thanks for helping narrow down that it isn’t the facegens!
 
I looked deeper into that Location edit and I think it may somehow be the cause. In the last update we placed a new Commander in the world, disabled, because the quest isn't finished yet. I think this may somehow have caused a conflict with Mauls starting location. @eldiabs I'll PM you a cleaned test version that hopefully solves the conflict.

EDIT: with eldiabs help testing, Maul is back in his good old form in the new version. I'll have the faction pack updated hopefully within a day.
 
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