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Followers "not friendly" #49941
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Semi-false alarm on the second occurrence? This time they stayed close to the camp (though still running around randomly) and telling them to guard and then follow again seems to have fixed them. There might still be an issue though as the first mentioned follower (which i sadly do not have a save for) took of across the countryside for a good 15 overmap tiles from my camp before getting killed, never tried ordering him to guard so don't know if that would have stopped him. Not sure weather or not to close this now considering the first rogue follower seems more unambiguously bugged? |
For this specific NPC all I can see is that it keeps running around the camp with an activity set, apparently the "tidying up" one. Debugging doesn't show anything wrong with the NPC either. I don't know if that's the expected behavior but I don't think this is related to the linked issue. The NPC still reacts to commands correctly and stays within the camp overmap tile. |
yeah, will close this until/unless i get a second case like the first npc that took of running across the world. |
okay, this time there is definitively something screwy going on, has friendly dialogue when spoken to gives a "Errol Madrid is not Friendly!" log message when i try to sort his armor and i cant push/swap position with him, what happened: sent him out on a camp mission but did not have enough stored calories when he got back. He started to leave but when a talked to him he gave me the "get me an inhaler" mission which i gave him after which he became like this. Note that i never had to re-recruit him after giving him the inhaler, he was immediately acting like he was part of my faction again. Pretty sure i'm not just being stupid this time @GoLoT Edit: to add to the oddity i can still send him on camp missions, just tried to upgrade a building and he showed up in the list and could indeed be sent despite being "not friendly"... |
I'll take a look and see if I can figure something out. If he actually quit your faction this time it's possible that one of the following actions left him in an inconsistent state. Probably a bug this time. |
I got NPCs that tried to run away in multiple games You must ask them to stop their current activity, at least in my case. Mine seem to start wanting to smash non-existent corpses located really far away Edit: after reading the issue again, I realized that this problem and mine aren’t the same. I’ll let my comment here since the issues might be related even if different |
I came across this bug as well recently. I was able to sidestep it by debugging the NPC to a leader attitude and then talking to them to insist that I lead. I suspect it may be related to debug teleporting. |
Describe the bug
Npc suddenly ran away from my faction camp and would not follow orders despite still acting like they where in my faction when spoken to.
This is the second time in a few days this has happened on two different worlds. The first time being the one mentioned in the linked issue (which i'm no longer sure is the same bug hence the new report).
Steps To Reproduce
Ordered the follower to chop wood into planks and went to sleep. After my character woke up i went and talked to my follower selecting not to wake them when i got the message that they where asleep at which point they started wandering away.
Expected behavior
Followers not randomly deciding to gtfo?
Screenshots
No response
Versions and configuration
Dark Days Ahead [dda],
Disable NPC Needs [no_npc_food],
Bionic Professions [package_bionic_professions],
Blaze Industries [blazeindustries],
Alternative Map Key [alt_map_key],
SpeedyDex [speedydex],
Stats Through Kills [stats_through_kills],
Stats Through Skills [StatsThroughSkills],
No Rail Stations [No_Rail_Stations]
]
Additional context
possibly related to #36386? i can adjust their armor though.
traitor follower standing right next to me in this save:
Echeta.zip
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