The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

HalloweenSax Sep 16, 2017 @ 7:08am
How can I reset AI packages?
If a mod or the game itself changed some of the AI packages, is there a way how to reset them to their default, how they should be? I tried running the game with all mods unselected, but that didn't help.

I'm asking since either the base game or one of the mods (UOP or EngineBug Fixes) changed the porter AI most likely in the Fighter's Guild, so it's always locked. But since I'm not sure if anything else has been changed, I'd like to try resetting all of them, and if there's not a quickaround, I'll just reinstall the game and run it first vanilla, and then try UOP and everything else.

Thank you!
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Leeux Sep 16, 2017 @ 1:18pm 
It should reset as soon as you remove the mod IF the package is a new record added by the mod...

You can try selecting the NPC in the console and entering: evp

((You can find the reference id for the porter in UESP or using TES4Edit, and do: prid <refid> in the console instead to going to it and clicking in him.))

Also, the mod RefScope (or FormID finder too) is useful for inspecting the current state of NPCs including its active packages and from which mods they come from.

You can try doing a ~disable and then ~enable after a few frames (close the console a bit between the two).

And lastly, another thing tha might work is waiting in another cell for 3 or more in-game days and checking again after removing the mods.

EDIT: Keep in mind that some packages only trigger as some particular times in the day, so it also might be that you have to wait until a bit before the package triggers and do the reset and after that wait until it triggers.

Good luck!
Last edited by Leeux; Sep 16, 2017 @ 1:20pm
HalloweenSax Sep 17, 2017 @ 12:34pm 
Originally posted by Leeux:
It should reset as soon as you remove the mod IF the package is a new record added by the mod...

You can try selecting the NPC in the console and entering: evp

-snip-
So if it's not a new package but an old one, and the mod modifies it, then it won't reset?

I just realized Idle Dialogues might be changing the porter AI.
Leeux Sep 17, 2017 @ 2:03pm 
In that case, it should reset when it refreshes... as in, when you do the EVP command, or the trigger conditions change (forcing other package to be active.)

Problem with those kind of packages that have the lock/unlock action is that (note: I *think*, I'm not sure on this, hope someone else corrects me if I'm wrong) the locking/unlocking action only happens on transition (at start/end) so it requires either a refresh or a change of package, or a wait for a full day to trigger them again... at least that's what I seem to remember from my old tinkerings with this kind of stuff... but it has been ~10 years already, don't hold me on that if it turns out that I'm wrong :D
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Date Posted: Sep 16, 2017 @ 7:08am
Posts: 3