Resetting all NPC'sTowns

Post » Thu Jun 07, 2012 2:55 pm

I had some NPC's in Riften vanish recently. I think it had to do with the open cities mod I had installed. I'd really like it if there was a console command that shocks the game into repositioning NPC's who've wandered or got themselves killed. I managed to recover some noticeably missing Riften NPC's by using console command, "player.placeatme " where base-ID of course is the base ID of the NPC in question.

This method seemed to recover the missing characters and they went back to their duties. Though I don't know if more are missing I'm unaware of. So it would be nice if there was a wide-sweeping solution rather than having to respawn individuals. Is there?
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Thu Jun 07, 2012 5:37 pm

I can't answer your question. I play on the 360. But I would like to see something similar.
Had about 275 hours on my first character. Level 53 Mage. Gave up and started new after glitches and freeze-ups.

And I was AMAZED at how many people were around in the new game!
I guess the slowness of the depopulation kept me from noticing.
I guess if you maybe played for 2000 hours or something, you'd be playing in a world devoid of all life! (?)

This really needs to be addressed somehow.
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Thu Jun 07, 2012 7:36 pm

IIRC the placeatme command creates a clone of whatever it is you called for, it doesn't give you the "original" thing. It's not recommended for use with named NPCs for that very reason.

http://www.uesp.net/wiki/Skyrim:Console#Targeted_Commands
This code uses the Object (base) ID and not specific reference ID as it is creating a new instance of that object/actor in the world; using it with named NPCs can result in duplicates unless the original was somehow removed.

Not sure what the longterm ramifications are when you use it, but if an NPC simply wandered off and you duplicated them, it's very possible that you now have two instances of the same specific NPC in your game. If the original was already killed I don't know that duplicating them by using placeatme is going to alter that fact, the duplicate might not function correctly in some cases (for instance if the NPC was a vendor or involved in any quests, those functions might have "died" with the original and the duplicate may not offer them).
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Thu Jun 07, 2012 9:09 am

Hm, so there is no solution whatsoever... too bad. In fact the three missing NPCs in Riften I spawned went back to their stalls and appear to be fully functional. But thanks for the heads-up.
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Thu Jun 07, 2012 7:56 pm

You can use the resurrect command to bring back dead NPCs, I've done it once with someone who apparently was killed in a dragon attack while I was in the middle of a fetch quest for them. I suppose you could just use prid and then resurrect (or resurrect 1 may be preferable IIRC) if you can't locate them to target them, I didn't know that at the time and couldn't find a body (didn't really know the person was dead at that point) so I used player.moveto to move me to their location which is how I found out they were dead. I think I used enable/disable once I found and resurrected them but I'm not sure if that makes any difference. The NPC functioned fine for the completion of the quest and appeared to walk back to her normal location and go about her normal business after the resurrection.

If you are just concerned about the location of missing NPCs you can use player.moveto like I did to see where they've gone, if necessary you can also use

prid
moveto player

to bring them to your location. I usually go to their location first just out of curiosity. I always save before using either command so I can reload if something goes terribly wrong. If necessary I will use moveto player to get them back where they're supposed to be assuming it's someone who has gone missing from their normal routine.

Except for the one resurrection I have only used this type of thing for NPCs who appeared to have bugged out due to mods, or when I'm testing out the effects of some mod and need to locate an NPC very quickly. It's not something I do on a regular basis just because it's possible, OTOH, I've never really had an NPC go missing without a really good reason and I can count the number of random NPC deaths that made a noticeable difference to my game on the fingers of one hand so it's not like I've had a lot of reasons to play around with it.

If the game bugged out somehow and the originals of your missing NPCs were actually removed from it entirely for some reason, I guess it's possible that the new ones you created are now functioning as originals and not duplicates. I don't know. I just wouldn't use placeatme on a named NPC if I can use moveto and find out what happened to them before I try anything else.
User avatar
Mizz.Jayy
 
Posts: 3483
Joined: Sat Mar 03, 2007 5:56 pm

Post » Thu Jun 07, 2012 10:14 pm

Well! If I knew there was a command to bring MY character to the NPC I would have used that. Thank you! Now I wish I had, to see where the heck they were.
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Thu Jun 07, 2012 8:11 pm

No problem, it comes in really handy if you've lost track of someone. Great for missing followers. And like I said, if you save right beforehand you can locate someone and then if where they are isn't a problem you can just reload and go about your business secure in the knowledge that they aren't dead.
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Thu Jun 07, 2012 11:34 am

Right, so I discovered I'd actually had a save just before things went wonky. I place the blame squarely on open cities mod. I reloaded the save and the missing characters were there, but the town was not complete. Many missing textues and meshes. I walked out of the city (the Riften gate was missing so I could stroll right out of the city, even though that mod is removed), then reentered (the gate materialized behind me) and the town looks right again but the NPC's are missing. I used the moveto function and was transported back to the broken city. So it seems there are two instances existing, one where the missing NPC's are hanging out in a broken riften town and another where a Riften looks normal but the NPCs are eaten up in the void. Standing int he complete town and using the command to get the NPC to move to me (rather than respawn) seems to work. Too bad there might be other missing characters I'll never know about, though...
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Thu Jun 07, 2012 6:26 pm

This reminds me of Oblivion, where npcs would leave Imperial City for a stroll and got eaten by an ogre. Many npcs would "disappear" this way.
User avatar
Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Thu Jun 07, 2012 11:01 pm

Except in this case, they left the city and were eaten by a mod. :P

@colvax: glad you were able to get some idea of what was happening, but... a duplicate "broken" city? That's just wild.

Here's a list of Riften NPCs, don't know if that's all of them but it's certainly a fair sized group.

http://www.uesp.net/wiki/Skyrim:People#Riften_People
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Thu Jun 07, 2012 10:10 pm

So it seems there are two instances existing, one where the missing NPC's are hanging out in a broken riften town and another where a Riften looks normal but the NPCs are eaten up in the void.
Sounds like some kind of weird quantum-like world you've created in your game! That's awesome...
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Thu Jun 07, 2012 4:24 pm

This reminds me of Oblivion, where npcs would leave Imperial City for a stroll and got eaten by an ogre. Many npcs would "disappear" this way.
In the vanilla game?
User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Fri Jun 08, 2012 1:06 am

Sounds like some kind of weird quantum-like world you've created in your game! That's awesome...

I know, it's like Skyrim's own episode of the Twilight Zone. I would expect to hear a voice-over by Rod Serling popping up at some point...
User avatar
^~LIL B0NE5~^
 
Posts: 3449
Joined: Wed Oct 31, 2007 12:38 pm

Post » Thu Jun 07, 2012 11:24 pm


In the vanilla game?
Ive never had this happen on 360
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Thu Jun 07, 2012 3:26 pm

Alright, I found others saying their Riften's also went [censored] up after installing and then uninstalling the open cities mod. I've managed to disable my cloned NPC's and pull the original ones out of the depths. I just wandered the broken Riften and made note of everyone I found and wrote down their reference ID's. It was crazy but it worked. There might be more missing that I didn't see, but I guess they'll have to stay in the void til I notice their absence. Poor little Ritenites.

Moral of the story: Avoid the open cities mod. :)
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Thu Jun 07, 2012 7:19 pm

So the Open Cities mod is no good?
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Thu Jun 07, 2012 7:44 pm

Correct.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Thu Jun 07, 2012 9:09 pm

I can't answer your question. I play on the 360. But I would like to see something similar.
Had about 275 hours on my first character. Level 53 Mage. Gave up and started new after glitches and freeze-ups.

And I was AMAZED at how many people were around in the new game!
I guess the slowness of the depopulation kept me from noticing.
I guess if you maybe played for 2000 hours or something, you'd be playing in a world devoid of all life! (?)

This really needs to be addressed somehow.


Simply have generic NPC's respawn in place of the dead NPC's.. They only need guard dialogue, some can be merchants and mine owners as well and will move into the dead NPC's houses and run their buisnesses.

This really shouldn't be too hard to implement and I really hope Bethesda release this in a future patch, depopulation is becoming quite a concern for me now, it's unrealistic as well as people would purchase the property and businesses of deceased NPC's and make them their own.
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Thu Jun 07, 2012 10:25 am

NPC's in cities are all there for me to the best of my knowledge. Some of the towns have been hit by dragon attacks though.
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Fri Jun 08, 2012 12:48 am

In the vanilla game?
Any NPC equipped with an AI package that takes them out of a city and who is not set as essential could potentially die in vanilla Oblivion. And it's the same in vanilla Skyrim. It is not a problem exclusive to the Open Cities mod.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Thu Jun 07, 2012 1:41 pm

No, non-essential wanderers are indeed fair game. Their deaths add some spice to the game. My only issue with the Open Cities mod is what it's done to Riften.
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Thu Jun 07, 2012 5:34 pm

So the Open Cities mod is no good?
Correct.
Not correct, and I'll say nothing more on this except that someone ignored the directions in the readme. (Really? Saved INSIDE a city then removed the mod? Yep, YOUR fault, not the mod's.)
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Thu Jun 07, 2012 3:47 pm

Not correct, and I'll say nothing more on this except that someone ignored the directions in the readme. (Really? Saved INSIDE a city then removed the mod? Yep, YOUR fault, not the mod's.)

Oh, does that only occur if a save's been made inside Riften and then the mod is removed exactly following that? I wasn't aware I'd made that error but if that's how it happens, good to know.

However, I just went and checked the mod's description on the Nexus and there's no mention of "Do not save within Riften and then disable the mod because your city will explode!" Kind of an important point to leave out of the main mod description. Still blame it. ;)
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Thu Jun 07, 2012 4:33 pm

An excerpt from the README from both Nexus and the downloaded archive:

Uninstalling Open Cities Skyrim
===============================

Oh, now why would you want to go and do a thing like that? :smile:

But, since this isn't going to be for everyone, and you may decide you don't like what it does, the following procedure needs to be followed to remove the mod:

* Load your game, and move to a location away from any of the cities. Don't use an interior attached to a city for this. Save and exit the game.
* Deactivate any patches you installed for other mods first. Load your game, then save in a new slot and exit the game.
* Remove the patch ESPs from your Data folder.
* Deactivate the ESP. Load the save you just made and save again in another new slot.
* Uninstall Open Cities Skyrim from the game. Steam Workshop users should unsubscribe first.
* Be sure the ESP and BSA files are removed from your Data folder.
* Rebuild your Bashed Patch if you have one, as it is possible it may have pulled records from the mod.

You will need to allow 48+ game hours to pass for AI to recover before returning to the cities.

If NPCs are missing, you need to LEAVE AGAIN and either go do something else for awhile or wait for a longer time period before coming back.

This procedure has been thoroughly tested and if followed correctly will return your game to the vanilla state.
They are called readmes for a reason :P
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Thu Jun 07, 2012 3:54 pm

Yeah I saw that after Arthmoor pointed it out. But those instructions should be in a more prominent place - such as the mod's main description. There's no reason to have it separated.
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Next

Return to V - Skyrim