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[Bug] Companions are stuck in "alert mode" and don't want to follow me anymore

Marneus

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My companions that were in Sanctuary Hill (where I used ASAMs) are running around with guns or teeth out and trying to pick a fight with air. That started with "Defend settlements" quest and still occurs after the siege of Plaza. This only applies to companions that were in the settlements with plots because I had Ada in a settlement with no ASAMs and she is working just fine.
They are responsive - I can talk to them and pick them as followers but they won't follow you nor appear after fast travel.
I've tried to teleport them to me while I was away from the settlement but they are instantly starting to run towards it.
It's possible to move them between settlements but they just run around there.
I don't want to get back to save before the quest because I did many quests since then so please help.
 
There needs to be a 'settle down people' grenade- where it sets the aggression for everyone in the 'blast radius'(couldn't resist sorry) back to 0. Or even use a modified cryolator to 'cool them off'.
 
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There needs to be a 'settler down people' grenade- where it sets the aggression for everyone in the 'blast radius'(couldn't resist sorry) back to 0. Or even use a modified cryolator to 'cool them off'.
Yea, that would be useful. But about the aggression, I set it to 0 for my companion (which means he should be unaggressive) but it doesn't do anything.
I've tried to find out if one of the quests didn't end properly but when I used "sqt" command, after one starts, nothing seems to appear. Do you know how to find EditorID of the quest to use it in the command console?
 
I don't know if this is something you can fix with with console commands.

You can try clicking on the the glitched NPC in the console and enter StopCombatAlarmOnActor followed by EvaluatePackage
 
I don't know if this is something you can fix with with console commands.

You can try clicking on the the glitched NPC in the console and enter StopCombatAlarmOnActor followed by EvaluatePackage
Unfortunately, nothing changed. :/
In that case, do you know what could I edit in the game files that may resolve this problem? Maybe there is a script from SS2 that dictates NPC behavior during attacks on settlements?
 
TCAI toggles combat on and off. Id then try TDetect to also turn off an NPC's ability to see anything.

Good luck!
 

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TCAI toggles combat on and off. Id then try TDetect to also turn off an NPC's ability to see anything.

Good luck!
I've tried that It doesn't do anything. I have also tried:
  • kah (kill all hostiles),
  • disable/enable,
  • recycleactor,
  • kill/resurrect,
  • resetai,
  • setav 000002BC 0 (sets Aggression -> 0.00),
  • setav 000002BD 0 (sets Confidence -> 0.00),
  • setav 000002C1 0 (sets Assistance -> 0.00),
  • killing them manually,
  • moving them between settlements (with and without ASAMs) - they are going there but they still running with their guns raised,
  • setting city plan on the location that they are in,
  • building the sirene and turning it on and off,
  • assigning and reassigning them as a follower,
  • killing them manually.
And with most combinations of those. I run out of options. This feels really 'scripted' since they don't change behavior after setting their aggressiveness and confidence to 0 and they always get back to the settlement they were last assigned to.
I REALY don't want to redo everything from the point they bugged because it is around 12h of gameplay.
 
I tried at the farthest point I can but they just turn around and go to the settlement they are assigned to.
The problem is they completely ignore follow command. No matter how many times I click on it, the 'follow' command is always available. But only 'follow' doesn't work - 'stay' and 'go there' they execute flawlessly.
Another thing I've noticed is that in every settlement all of them have some predefined path that they patrol on (pretty short, somewhere near the workbench).
 
As I said before, this is likely not something that can be fixed with console commands. This sounds like something a companion type mod would cause. I doubt this is caused by WSFW or SS2 or this forum would be flooded with complaints of the same flavor.
 
Have you tried to TCL beneath the workbench to see if there's an 'enemy' npc that fell through the floor? I'm almost wondering if the npc's variables are somehow jumbled- where a set of specific variables should all be 'in-sync' which results if a given code behavior and somehow how they're now not. Also, I wonder if it's possible to add and remove 'objects' from a player's faction or something un-heard of like that.
 
I've been having the same problem, and it's not just my follower. Almost all of my settlers are doing the same thing. I've tried everything Marneus has, including TCLing for hidden enemies (which would've been cleared out with the kah command anyway) and even using the 'go there' command to guide my follower until they got into a different combat scenario, after which they just made their way back to the settlement.

The only follower mod I have installed is one that gives them infinite ammo and unbreakable power armor, and I'm positive that wouldn't cause anything like this.

EDIT: I should clarify that in my case the "defend settlement" quest triggered twice at the same time, and only after fast traveling to the settlement in question (Starlight drive-in). Reloading a save prior to the quest technically fixed the issue. Lost a couple hours of gameplay, but I can live with that as opposed to losing the entire save, though now I'm paranoid about visiting any of my settlements in the event it triggers again.
 
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I haven't had a chance to look, but, there's a way to display npc variables via the console- if somehow some of the varialbes are 'out of sync' with each other since the data controls through conditionals how the application behaves. And I'm sorry to say(trying not to be negative) that Bethesda doesn't have a good track record with testing 'edge' cases and imo releases games based on a very limited set of playing rules under the guise of 'we don't support what you just did' though it would seem reasonable.

Edit: Like... what npc variables need to what to do what. That kind of thing.
 
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Update, I got the quest again, this time for Tenpines Bluff. It didn't trigger twice this time, and triggered while I was away from the settlement in question. This removed the settlement from my fast-travel list, which is what I believe is supposed to happen. Defended the settlement, and this time the bug did not trigger. I can offer no explanations as to why.
 
It seems like the papyrus VM was blessed by the power of Todd...
This is where the saying: "Save early, save often" comes in.

@Mystical Panda What you are talking about is referred to as ActorValue. If you have Better Console installed, you can click on an NPC in the console, press [crtl] and a list will pop up. Scroll down to actor value and hover. This should display a list of all current ActorValue values.
 
be flooded with complaints of the same flavor
Maybe not "flooded" but after scanning some of the recent posts I found 5 people (counting me and TheZombieGhost) with the same issue.

I've been having the same problem, and it's not just my follower.
I was highlighting the companions because their behavior impacts my gameplay but other NPC's in my settlement are mad too.
 
This is where the saying: "Save early, save often" comes in.
That's not the point... I have saved the game before and there is no problem with going back. As I said the problem is I've played a lot since then. This bug appeared when "a new exciting quest with defending the settlements" showed up and in my case, it coincided with Lupe's assignment as a follower. I thought that the problem would fix itself after I finish "war is a good business" but before that, I wanted to finish Nightingale and CPD quest lines to get their help with the Gunners. Maybe I was naive but here I am...
I will try some last ideas on the weekend and I'll give up. I will redo the progress after a break.
 
Same problem, my Piper and Cait are glitched. Conversations are normal but they keep running back to settlements in combat stance. They would run to random points in the settlements and go to the next point after turning several rounds at place.
I was using 'Amazing Followers Tweak', 'Advanced AI Tweaks', 'Settler and Companion Dialogue Overhaul' and Companion Heather. Don't know if these mods would complicate the problem.
Tried
Downing with friendly fire
kill in console
player.moveto and moveto player
recycleactor
disable, enable
dismiss and change settlement assignment
None helped.
I noticed that when there is a fire in GNN headquarters, companions would participate in putting out the fire. Later when I returned and listed all active projects, there were 2 fire jobs even after the fire was dealt with. The 2 put out fire jobs can't be cancelled as they don't show up in the popup window after the trading interface. Maybe they're somehow related?
 
Did this ever get resolved? I've also hit this same bug, and looks like it'll cost me about 6 hours of gameplay if there's no solution other than going back.
 
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