Fallout

Unofficial but Comprehensive Bug Roundup – NPC’s – Feb 2019

fallout 6 - Unofficial but Comprehensive Bug Roundup - NPC's - Feb 2019

Due to the Character Limit on Reddit / BethNet I'm going to do by "Type" Bug Roundups and then link them to a main thread.

Because of the volume of issues that need to be reported (and my limited time) this page will be getting updates as I gain more information and time.


General NPC Issues:

Issue: "Meat pile" Cleanup operation is resulting in Server instability. (Ticket Submitted on 02-13-2019)

This is easily replicated in high spawn locations, for example WhiteSprings (Pre or Post nuke) the Meatpile conversion process is clearly intended to reduce the overall burden on the server, however due to the cleanup apparently happening when the Cell is Empty busy locations become a burden on the Server's stability very quickly.

This is a hundred fold more true since the "Black Tuesday" Fixes, the locked carrying capacity means more and more corpses are not being looted, and with no active cleanup occurring while active players are in cell you can quite literally watch the servers become laggy and unstable due to the volume of unlooted meatpiles, and then resolve the issue by having the control group go and loot the corpses and dump the unwanted items in a controlled fashion.

This is a complicated issue, as the balance between loosing loot (and the fallout from the player base) and making sure it's always there is delicate, but the current system is not sustainable.

Fix:

There are Dozens of fixes ranging from simple straight forward to overly complicated and interrelated fixes that can be explored and some of course having the potential to cause even further burden on the already overtaxes World Instances.

I'll outline a couple and hopefully someone on the Dev team will either reach out for further communication or expand further.

-Create a "Trash Can" system for players to dump extra unwanted loot in, this would satisfy several thousand requests for a public way to place unwanted items in a "free to take" container. Overall burden would be much lighter than having 200 unlooted meat piles without question, and reinforces the sense of community.

The question of use is there, but in dozens upon dozens of "Nuked WhiteSprings" I've run with randomly people once I establish and prove the increased server stability gained from cleaning up the corpses nearly 100% of the people involved start pitching in.

Clean the trashcans every couple hours and all is good.

-Hard cap the Meat Pile / Corpse cleanup operation to automatically delete corpses after X amount of time has passed.

Running concurrent timers could create their own problems and if the '76 system can't support this then doing half or full hour forced cleanups would be a small price to pay to ensure servers stay stable and online.

Some specific corpses would need to be exempted, notably the SBQ and Event Bosses would be immediate candidates.

Issue: T-Pose when spawning in. (Ticket Submitted on 02-13-2019)

NPC's will frequently spawn in "T-Posed", it appears more common with Ghoul's, Scorched and SuperMutants, but has been seen with nearly every Biped NPC.

Read:  Fallout 76: Patch Notes – February 19, 2019

Similar situations can be replicated in Fallout 4, and generally it seems to be due to the NPC's AI not loading in properly or being delayed.

It can also be caused by incompatible Animations.

Fix:

Unknown.

Issue: Variety is Lacking due to level structure. (Ticket Submitted on 02-13-2019)

With the current level'ed structure of the NPC's you are locked with specific variants at specific levels, so for example at level 100 you only ever see Glowing MoleMiners.

This reduces replay overall enjoyment and is fairly easy to fix.

Additionally in some cases, like the Ghouls, the configuration results in difficulty completing quests.

Fix:

Fairly easy, by adjusting the level cap and changing the leveled lists to Calculate based on level and each item in count it would great increase variety with little additional effort.

Example structure found in "
24357?tab=description - Unofficial but Comprehensive Bug Roundup - NPC's - Feb 2019
Unique NPCs – Creatures and Monsters of the Commonwealth"

This fix would also resolve the ongoing issues with spawns for events being mixed very high and very low, with no additional effort.


Hostile NPC's:

#Mongrel – All:

Issue: "Stretched Head" syndrome. (Ticket Submitted on 02-13-2019)

Common Issue with the Mongrels, without the ability to open and test the Nif's it's challenging to troubleshooting the root issue.

Fix:

Unknown

#Scorched

Issue: Animations are bugged for Scorched. (Ticket Submitted on 02-13-2019)

Often the Scorched seem to have bugged animations with some weapons.

Fix:

Many of the scorched issues can be fixed by re-rigging the Scorched to the Human Skeleton, allowing all human based animations to carry over.

This can be done in an afternoon by someone skilled with 3DSMax, or a human body could see a remapped UV.

Issue: "Stretched Head" syndrome. (Ticket Submitted on 02-13-2019)

Common Issue with the Scorched, without the ability to open and test the Nif's it's challenging to troubleshooting the root issue.

Fix:

Many of the scorched issues can be fixed by re-rigging the Scorched to the Human Skeleton, allowing all human based animations to carry over.

This can be done in an afternoon by someone skilled with 3DSMax, or a human body could see a remapped UV.

Issue: Using Different weapons than what is looted, melee more than ranged. (Ticket Submitted on 02-13-2019)

When looted the these NPC's are often found with different weapons in their inventory than used again the NPC. Additionally 2 players will often loot 2 different weapons from the same NPC.

The Fact it appears a second operation is occurring with the scorched swapping the weapon they were wielding for another suggests this could be an area of improvement performance wise.

Fix:

Many of the scorched issues can be fixed by re-rigging the Scorched to the Human Skeleton, allowing all human based animations to carry over.

This can be done in an afternoon by someone skilled with 3DSMax, or a human body could see a remapped UV.

#Scorchbeast's:

Issue: Scorchbeast Risk vs Reward is still unbalanced.. (Ticket Submitted on 02-13-2019)

Leaving the obvious bugs unmentioned the general difficulty for the average player coupled with a very low "Loot" Table makes them problematic for lower level / new players and a frustrating time and resource sink for higher level player.

Read:  Fallout 76 Has An Identity Crisis

Fix: (Several different suggestions, Independent of each other.)

-Increase the "Resource" reward for all the SB's.

-Consider making the "Random Spawn" SB's Legendaries (1 to 3 star, not "Zero Star") then at least the brutal encounters will be more rewarding and worth the risk. Do not do this with "Rift" SB's to prevent farming / exploiting.

-Consider making the "Random Spawn" SB's a separate class of NPC's with a more gentle curve and better naming structure. Having a level 50 SB (or three of them) in lower level areas with level 15 to 20 Players "sounds" like it could be thrilling, but in practice due to the broken mechanics of the SB's it is actually infuriating and causes "Rage Quitting". Having a "Scorchbeast Runt" that is a level 30 in the same area as level 15 player's for example is a much much better idea, as long as their damage curves and the "Screech" is actually fixed.

-Adjust the Frequency of the Random spawn Scorch Beast player attack.

NINE TIME in 15 logons since "Black Tuesday" my level 320 character was assaulted by (3) level 80 Scorch Beasts, there are multiple posts on Reddit and BethNet about seeing similar clusters, even against lower level players.

Again someone might have thought this was a good idea or amusing, but it's not, especially considering in almost ever instance I encounter there were 2 or 3 "Spamming ScorchBeasts" in each group, as a melee character this is infuriating

Issue: "Stalking" Scorchbeast. (Ticket Submitted on 02-13-2019)

After killing a Scorchbeast, very rarely the corpse will not turn into a meat pile, and will "Follow" the player around the map.

This issue sounds almost unbelievable but it has been witnessed and reported by many people since launch, and seems to occur the most with Scorchbeast's from the Cranberry bog, but not enough data has been captured to know if this is anecdotal or not.

Fast traveling makes the issue worse, and the only way to free yourself from the "Stalking Scorchbeast" is to server hop.

Becomes a greater issue in C.A.M.P.'s due to it blocking the ability to build.

Fix:

Unknown

#Scorchbeast Queen:

Issue: SBQ Turns into a "Meatpile" too quickly. (Ticket Submitted on 02-13-2019)

Leaving the obvious bugs unmentioned the Queen is turning into a Meatpile too quickly, resulting in either lost opportunities to loot leading to frustration. This is a known issue so I won't beat the dead horse.

Fix:

Exempt the Queen from the "Meatpile" Body cleanup operation.

#Super Mutants:

Issue: Legendary "Zero Star" Supermutant has a bugged AI. (Ticket Submitted on 02-13-2019)

Spawned in, the Supermutant is fleeing, announcing retreat.

As amusing as this was the first time, it's clearly a bugged AI Inheritance, and it's defaulting to Cowardly.

Fix:

Unknown.

All of the root AI's seem configured correctly.

However several of the Lchar tables have flags not yet decoded by XEdit, so it could be there?


Vendor NPC's:

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