We've Moved! Just as Gamepedia has joined forces with Fandom, this wiki had joined forces with our Fandom equivalent. The wiki has been archived and we ask that readers and editors move to the now combined wiki on Fandom. Click to go to the new wiki.

Talk:Recovering missing non-player character in Fallout 3

From The Vault - Fallout Wiki
Jump to: navigation, search
This talk page is only for discussing improvements to the page "Recovering missing non-player character in Fallout 3".
It is not the place for general discussion or sharing stories about the topic of this article. Please use the forums for these purposes.

Hey, Bethesda...

This still happens in Fallout 3 1.6. Why can't you fix the problem, since this affects many people and can cause the gameplay to cease?

don't laugh at me if all this fails.) and changing it might do the trick. There's two ways to find the correct variable (or whatever it is in this case..) in GECK:

  • From Crow's script
  • From the dialogue of the guy who upgrades their inventories (The line that says he's dead will have some check that checks if the variable says he's dead or not, probably 1 for dead and 0 for live Crow)

This entry is getting so big that I'll have to stop typing :). But I really want to investigate this, my comp is just too crap to run FO3 -- Burneddi 21:03, 2 January 2009 (UTC)

Is there a console command or general way to equip a certain armor on a NPC? For me, Lucas Simms and Lucy West both died in Megaton by falling. I looted their corpses long before I knew about resurrection, and having them running around without clothing is kind of disturbing. Not important enough for me to want to start over but would be nice. Buckethead! 14:29, 7 November 2008 (UTC)

In my experience every time NPC is resurrected, his condition is restored from base state, including giving them a new set of their default armor/clothing. Just now I killed Simms, looted him and tried resurrect on his body and he resurrected with new coat and hat. --Rowaasr13 17:53, 7 November 2008 (UTC)
It didn't work that way for me, perhaps it has something to do with their deaths? For me the cause of death was falling (I suppose), and they had been dead for quite a while. Buckethead! 18:06, 7 November 2008 (UTC)
Same happens with raiders I too killed quite a while ago. You can try selecting them with prid/clicking and use additem command with IDs of their belongings that you can find yourself by droping those items on ground and checking their ids. I'm not sure if they will equip them or not though because I can't resurrect them naked and thus can't check it myself. You can also try kill/resurrect combination. --Rowaasr13 18:17, 7 November 2008 (UTC)
I managed to get Lucas and Lucy armor equipped by killing them and resurrecting them yet again. Lucas got his weapon on the 2nd time and his armor on the 3rd.. odd. However, Lucas' son (and I suppose other NPCs) still consider him dead. I'll let a few days pass and see if it perhaps will change. Buckethead! 01:37, 8 November 2008 (UTC) Btw, someone got Lucky Harith's refID? Buckethead! 14:17, 8 November 2008 (UTC)
Don't count on it. Death of some NPCs is tracked by setting script variables, that affect other NPC actions/speech later and those scripts, naturally, don't take resurecting in account as it is impossible in normal play. --Rowaasr13 09:29, 12 November 2008 (UTC)

Killing them, changing their inventory, then resurrecting them using "resurrect 1" instead of "resurrect" causes the npc to "wake up" with their inventory as you left it, and i think they auto equip weapons and armour too. 12:57, 12 November 2008 (UTC)

Flak and Shrapnel have started mysteriously wandering the Wastelands, as I discovered when I needed to track one of them down. I have had little luck with keeping them in place again, but Shrapnel's RefID appears to be 0001e74a. Sometimes when I moveto this RefID I am transported to Flak instead, but using the prid command targets Shrapnel. --Trithemius 10:47, 9 November 2008 (UTC)

Speaking of Rivet City, I seem to have lost Seagrave Holmes! I can't find his RefID anywhere. Could someone add RefID's for Riviet City NPCs who get lost too? 19:12, 18 November 2008 (UTC)

Also how about the Wandering Merchants? I asked for and recieved Crow's BaseID from someone and it's greatly appreciated but the game keeps puking that it's a wrong PRID at me. We need Crow and Lucky's info methinks. Kobura Cape 17:30, 20 November 2008 (UTC)

Working on it. Crow is the only one that I don't have the RefID (PRID) for. Go to each of their pages from Caravan Merchant to find the RefIDs. —ErzengelLichtes (Contribs) 18:51, 20 November 2008 (UTC)
I got a REFID for Crow, but now I re-enabled him and all's well he even comes around the towns... but I can't upgrade his stock! Canterbury Commons says he died. I looked through the script commands to see if I could un-do a script triggered on his death which would make sense to fix it (cheating, really, honestly) but no dice. Anything on that? I'll get Crow's PRID stuck into the page as well as the other roaming traders. Kobura Cape 19:45, 20 November 2008 (UTC)
As said above, it's probably impossible to fix through the console. I've just gone through and made them all essential so I don't have to worry about it. I just want the RefID so I can teleport to them as necessary. ;) —ErzengelLichtes (Contribs) 20:31, 20 November 2008 (UTC)
RefIDs are all there now. I can get you the bodyguard and Brahmin ones too if you want. Kobura Cape 20:33, 20 November 2008 (UTC)
It shouldn't be impossible to change the script value/journal entry for Crow's death. I'm not too familiar with the G.E.C.K. editor, but if it works as I suspect it to work (which means similiar to Morrowind's and Oblivions editors, which would be logical as Fallout 3 is pretty much just Oblivion with guns...), it's just one console command away. Either change the global variable or change the "journal entry" (Pardon me for using Elder Scrolls terms --) or whatever they're called in Fallout 3 so that it's the same as before Crow's death. Some research in GECK would be required to confirm this, as I, as a console player, have no idea how it treats these, but I'm almost positive that it's not even difficult to fix it. If someone with some knoweledge with the editor could view the possible script on Crow's NPC would confirm the variables or "journal entries" that it sets when he dies (Probably after "OnDeath" or something if it works anything like Oblivion's script language [Which I strongly suspect to be the case] it would be possible to change the variable back to "normal". Something like "ShowVar" on Crow and seeing if it lists out anything useful that you could change back to normal (again, I have no more precise info about how this might work, I'm just theorizing) like "CrowDead" or something like that (That's how it worked in Oblivion and Morrowind at least :P really, PLEASE don't laugh at me if all this fails.) and changing it might do the trick. There's two ways to find the correct variable (or whatever it is in this case..):
  • From Crow's script
  • From the dialogue of the guy who upgrades their inventories (The line that says he's dead will have some check that checks if the variable says he's dead or not, probably 1 for dead and 0 for live Crow)
This entry is getting so big that I'll have to stop typing :). But I really want to investigate this, my comp is just too crap to run FO3 -- Burneddi 21:03, 2 January 2009 (UTC)
Thanks to Burneddi's suggestions, I was able to put together a quick and dirty solution to the dead merchant problem. Run GECK, go to Actor Data -> Quest -> DialogueCanterburyCommons. Double click on it to edit it, go to the Topics tab. The CCTrade*1 entries contain the initial merchant upgrade dialog that checks to see if they are dead. The problem is that it checks for a non-zero number of times that they have died, instead of if they are actually currently dead, thus resurrecting them has no effect on the upgrade dialog. Changing the test function from GetDeadCount to GetDead fixes this. It's also handy to add a script to the end of the dead check dialog that goes ahead and resurrects, sets them essential so we won't have this problem again in the future, then moves them to the player's current location. For example:
  • CrowREF.resurrect 1
  • SetEssential Crow 1
  • CrowREF.moveto player
Once the merchants are revived, they can be upgraded normally thanks to the fixed GetDead checks. They will resurrect without their normal wares for sale, but if you wait 2 days or so their inventories will respawn as normal, including upgraded inventories (well, at least upgrades after resurrection work, I have not tested to see if upgrades prior to death persist after resurrection). -- Ewelsh 12:05, 19 January 2009 (UTC)
Thanks for posting this Ewelsh and Burneddi, saved me a lot of hassle after Harith got killed by 2 deathclaws :<. I was also having a problem with his guard who only follows Harith if deathcount == 0 and otherwise runs to uncle roes house and disables herself. Fixed this in GECK by going to HarithCaravanGuard1 in the NPC list going to ai packages and changing the condition on her follow behaviour from GetDeadCount to GetDead as well. I've created myself a little plugin for this but i'm just wondering is there no way at all to force the deathcount to 0 using the console? I guess you guys have already thought of trying that it just seems like something that should be modifiable through the console (but bethesda didnt think so?). 02:36, December 30, 2009 (UTC)

Multiple Same NPC's

Does anyone know if its possible to have two Jerichos, or three Charon's in your party. I do have a mod that unlocks NPC so you can have all of them follow you, but I want to try a few of the same kind any ideas?(Global1ff 04:21, 26 November 2008 (UTC))


I used the process on the video on the article and found 10 Megaton NPCs that have been missing for a long time. The problem is that I cant get them back. I tried pissing them off but they wouldnt chase me back to Megaton. I'm on PS3 so I cant use console commands. Any idea on what I should do? --Chipgambino 01:12, December 4, 2009 (UTC)


I was thinking about using the Mesmetron, but it seems Colin Moriarty is immune. Can't find Jericho, either, 'cause I wanted my party to start smoking. 22:53, December 23, 2009 (UTC) JL

They're gone?!

A while ago I was recovering lost NPC's on my Xbox 360 using the technique described, it worked three times. (Pickpocketing their ammo and chasing them to Megaton.) But then I went back and now the little patch of land there is gone and the NPC's as well? What do I do now?

Still Gone

Ok so i get to the void to find 1 Megaton Setteler Billy Creel(he has been gone for a long time i only found him in Megaton once) and Confessor Cromwell... i went there for Walter.. couldnt find him... so... is he dead?

Lucas Simms dead and gone.

How can I get Lucas Simms back if he has been dead for a while and his body is long gone?


PRID 00003B46
MoveTo Player
SetEssenTial 00000A60 1


big town

A while back all the residents walked out of big town, a later visit spawned the supermutants who should have attacked earlier. Attempting to restore them using the methods on this page (though a batch file) results in a pile of bodies, using the resurrect command results in them dying again. Any suggestions?