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  1. Ok. I'm not logging this as a bug yet because I don't know if it is one but... I'm doing Far Harbour before I have completed the FO4 main questline. I receive a quest from Acadia NPC Dejen to track and kill a courser on the island. Which I do. But when I find this courser he remains green, allows me to approach without going aggro and then he addresses me as I am a superior. I know the main quest story but....I haven't even been to the institute yet. Indeed the last thing I did in the commonwealth was find and kill the other courser, so at present I am hypothetically a courser killer and thus an enemy and a threat. Is this just lazy NPC writing where it was assumed by the developers that everybody would have completed the main questline before going to far harbour? (if so, why even unlock it until a certain main quest threshold has been reached?) or am I missing something? DO I have a glitched game and there actually IS dialogue or a response I am not getting? (another thing I've noticed. Trappers don't seem to have any dialogue if you pacify them. If you speak to them once they are pacified they become mute.) Edit. OK, I've just finished the questline for Far Harbor and just started recruiting settlers. Dialogue where it exists is shonky as hell, including computer generated voices rather than voice acting. I guess it was just really rushed and this would explain all of the above.
  2. somethingbrite

    Can't save or exit Shamrock Taphouse - molerat bug

    Yup. Tested last night thoroughly in vault81secret (where the same issue exists) Got a thread specific to this testing posted in the mod support forum here. In short though. Scrap Everything ultimate will cause the issue with 100% repeatability. But... Even with Scrap Everything active if the mole rats don't aggro then the issue does not occur! (which is strange to say the least.) Using console tDetect to test. All mods active. Passing the marker for the ambush does indeed trigger the mole rat ambush, but as the mole rats can not detect anything else they simply start walking around under the normal ai. Under these conditions the problem does NOT occur at all. Toggling tDetect back on then allows the rats to aggro and after this it is not possible to save or exit without a freeze. This testing was done in vault81secret (Hole in the Wall) where I have observed the exact same behaviour as Shamrock but the coc spawn point for player is well placed for testing. Testing in ShamrockInterior yet to be done.
  3. somethingbrite

    Mole Rat game freeze bug is baffling me....

    Whats you line of thought there? I'll give it a try tomorrow and let you know the result. I had thought the issue may be related to their dead bodies (which might reasonably have been included to a scrap mod) and their seems to be a mole rat that starts dead in vault81secret anyway. But if I use tDetect to stop the remaining ones from going into combat mode their standard walking around ai kicks in and it's still possible to save and/or leave the cell even though the ambush has triggered and the mole rats are active. Can't remember at that point if I have then killed them and what the impact of that is. I'll try disable on them and get back to you. Am also going to see what impact toggling the combat ai off has, think I saw a console command for that online.
  4. OK, so I have observed a situation whereby a molerat ambush triggered during 2 quests so far has resulted in a game freeze. (well, to be accurate the game does not freeze until you either try to save or exit the cell once the trigger has occured.) This occurs in "Hole in the Wall" quest (Vault81Secret cell) and Shamrock Taphouse - when entering the room with the microbrewing protectron. The issue is also described here - https://afkmods.iguanadons.net/index.php?/topic/5304-a-problem-with-molerats-not-the-disease-something-else/ I did a bunch of testing and I think I have found at least part of the problem, but I can't for the life of me figure out what mechanic is actually causing it. A series of run's through Vault81Secret with various different conditions set reveals that the mod "Scrap Everything" will cause the issue with 100% repeatability when it is enabled. If this mod is disabled then the issue does not occur. So, great, that identifies the culprit right? Well, maybe, maybe not. I have also noticed that even with this mod active, as long as the Mole rats do not actually detect the player (or companion I guess) and become hostile then the issue does not occur. - and it is this part which confuses me. I can't find anything in the Scrap Everything .esp which would impact the mole rats actual behaviour or that explains the subsequent freeze. In both Hole in the Wall (Vault81Secret) and Shamrock taphouse there appear to be actual trigger markers which will trigger the mole rat ambush. It is the point where these trigger that the problem will start from but...it's more complicated than that it seems... Testing conditions. (all testing so far has been in vault81secret) coc vault81secret from recent save inside vault81 or load up really old save and enter "Hole in the Wall" from start (inside vault81) = no difference to outcome. All run's were performed from the same save point's with console initiated save's made at 3 subsequent points (or until the game breaks) Testing save points = Before first trigger. After 2nd Trigger and Inside Curies lab. - failure would normally occur after first trigger. All mods on. = Issue does occur. All mods off. = Issue does not occur. All mods ON except Scrap Everything = Issue does NOT occur All mods OFF except Scrap Everything = Issue does occur (UFO4P enabled / disabled makes zero difference) On the nexus pages for Scrap Everything the author makes some comment related to a report of this bug that .ini edit's of bUseCombinedObjects should not be used, however testing with bUseCombinedObjects=1 or bUseCombinedObjects=0 - or indeed no entry at all seems to make no actual difference. All conditions were tested with this variation and in itself it made no difference. As long as Scrap Everything is active in the load order then the game will freeze. HOWEVER (and here is where it gets interesting.) Having established that the mod Scrap Everything is part of the problem I did several run throughs with various AI toggles in order to try to identify the actual mechanism that breaks the game. tAI - Has no effect. The ambush is still triggered by passing the trigger point and while the mole rats will not exit their tunnels the game will still be broken from that point. tDetect = inhibits the molerat AI from detecting player or companion. - With this toggled the issue does NOT occur! The mole rat ambush will still be triggered by trigger markers when you pass them, but the mole rats will not aggro and it is possible to save and/or exit the cell without freeze. Toggling tDetect back at any point after then allows the mole rats to aggro and....the problem occurs. So, the problem also seems linked to the mole rat behaviour. It seems in fact to be the point at which they aggro which breaks the game. - and that is the mechanic that I cannot understand. I looked through Scrap Everything - Ultimate Edition.esp with FO4Edit and yes, the plugin does have the mole rat ambush furniture in it. - But even removing all reference to these in the plugin has zero impact. I also can't really understand why it would be the mole rat aggro which is the point where the break occurs rather than (for example) the appearance of the mole rat tunnel exit decals, the tunnels or mole rat carcasses as these things might be the kind of thing included in a scrap mod. I'm going to drop a comment on the mod page itself, but if anybody with better knowledge of these things can offer any insight at all into why this happens and what the mechanic is then it would be very much appreciated. I really would like to understand the game mechanic a little better and who knows? One day maybe I'll fix a mod or make one myself.
  5. Out of interest... Why would a bad mesh on a CBBE outfit toast an entire cell and the scripts therein? I have actually performed a bunch of testing on this (using vault81secret cell as my test cell. I may extend this to Shamrock Taphouse but I think the results will show the same thing.) I posted my findings here - https://afkmods.iguanadons.net/index.php?/topic/5349-mole-rat-game-freeze-bug-is-baffling-me/ However, what I found was that the mod "Scrap Everything" would cause the issue with 100% repeatability if it was active in my load order. All other mods could be active but as long as "Scrap Everything" was disabled then the issue would not occur. However, I also discovered that even with Scrap Everything active in the load order, as long as the mole rats to not aggro then the problem does not occur! - to test this i used console to toggle AI detection OFF (tDetect) - passing the trigger points would still trigger the mole rat ambush, they would emerge from their tunnels but would not aggro and this it seems is part of the key. As long as thy do not aggro it is possible to save and/or exit the cell without a freeze. Once they aggro...then the freeze will occur on save or exit.
  6. somethingbrite

    Can't save or exit Shamrock Taphouse - molerat bug

    The game freezes when you either try to save (quicksave, named save via console command etc) or when you try to exit the cell (which indeed triggers an autosave) However, this is a symptom of the bug rather than the cause.
  7. I had that with hole in the wall and also shamrock taphouse - same thing, once the molerat ambush triggers there is no way to save or leave the cell without a crash. I just completed the Curie quest with console commands (which is annoying) but played around a bit with Shamrock. In shamrock if you TCL to clip through the wall at the robot end you can collect the password holotape and activate the protectron without triggering the molerats. Then you can save and exit etc without issue. However, if you trigger the molerats - even from outside the room (by shooting through the hole in the wall for example) then your game will freeze. I even threw a grenade from the top of the stairs for an insta-crash effect. I was thinking it may be related to a trigger marker that starts the ambush, but the more I think about it and my experience in Hole in the wall the more I think it's actually related to the molerat attack itself which does seem buggy. (Their behaviour is sketchy, a little like they are partially frozen/their AI is not running)
  8. I've observed an interesting behaviour in the Shamrock Taphouse while performing the Rufus quest to retrieve the micro-brewery protectron. It is possible to explore the entire interior with the exception of the final room without buggy behaviour. However, once you enter that room you cannot save nor leave the cell without the game completely freezing. It just entirely locks up. (Even with a console command save the screen simply locks up) The effect is very similar to something I experienced in Vault 81 during the "Hole in the wall" quest. - exit from there was not possible after a certain point through the map and if I recall correctly the game also stops creating saves at that same point. My feeling is that it is related to the molerat ambush, but of course there may be a trigger marker for that ambush which also triggers the glitch. It was possible for me to use TCL and clip through the wall as far away from the door/molerats as possible and collect the password holotape and interact with the protectron. If doing this, and therefore not triggering the ambush it was also possible to create a save and also leave the cell without issue. I think I created the glitch also by shooting through a hole in the wall which creates an explosion and triggers or kills some of the molerats without entering the room. Throwing a grenade from the door (effect= trigger/kill molerats) resulted in an instant freeze/crash.
  9. somethingbrite

    Issues with random encounters

    Got it installed already and this Random Encounter lock up has occurred recently. (since install of UFO4P) It's a great project by the way and I appreciate all the work that you have put into it. Is there a manual method to kill stuck random encounters or will reinstalling UFO4P actually do that?
  10. somethingbrite

    Issues with random encounters

    Sorry to necro this old thread. I'm just wondering if there is a way to terminate these stuck Random Encounters? (On PC) DLC01RETravelKMK02 (Robot's vs Rust Devils) totally locked up. Has been for what probably translates to a couple of in game weeks. Console indicates Stage 10 is active? but stage 500 and stage 1000 not. (I can't find any info on what those 2 stages actually are? Cleanup and stop/reset? There must surely be a method on PC to clear this quest through console or otherwise? - I can find this quest referred to in FO4Edit - but oddly can not find an actual file with this name. (DLC01RETravelKMK01 exists but not DLC01RETravelKMK02) I too have the Gassy settler (Longneck Lukovski quest giver), Random bar and burning tyres blocking up Random encounter zones. (as well as a stack of Radioactive waste barrels) - have completed Mystery Meat quest.
  11. somethingbrite

    Wilderness cell inside settlement build area

    Hi guys. Thanks for the input - I've just got back from vacation so can provide a full current mod list later. Interesting point Sclerocephalus. I've not made any changes to the workshop locations myself, and while I may be inadvertently running a mod that does I'm pretty sure that none mentioned changing the buildable area boundary. - however Scrap Everything and Build and Scrap beyond workshop boundaries are possible candidates for this behaviour. (I didn't install either in order to change the workshop build area but for other elements - at some point it would be nice to learn enough to create the mods that do exactly what I want and nothing else myself) Where would you look to check this parent location? (If for example I wish to check and fix it myself.)
  12. somethingbrite

    Wilderness cell inside settlement build area

    That explains the visual artifact regarding the TB command for sure. (I am indeed running "scrap everything") However how would this impact NPC + store/bed interaction? The cell borders glitch simple exposes that there are wilderness cells which have no precombine/previs included within the buildable area. - in the case of County Crossing its almost 50% of the build area. There must be some other information missing?
  13. I have noticed that with at least 2 settlements the build area as defined by the Green hazy border actually expands beyond the named exterior location cell and therefore includes what must by wilderness cells inside this build area. This appears to result in some strange behaviour which may account for the Oberland Station NPC vendor bug that is listed - http://fallout.wikia.com/wiki/Oberland_station Obervation. When using Toggle Borders command at a settlement a Grid is displayed across the landscape. (yellow/black line grid and blue (cell quadrant?) grid. Crossing from one grid to another on occasion makes the grid vanish - it does not appear possible to traverse the entire world map with this grid always visible. Type 1. Within a settlement build area there will often be one or more exterior cells which are named and listed here. http://fallout.wikia.com/wiki/Fallout_4_cell_ID being inside these cell's the grid is visible. NPC's interact with objects ok within these cells. Type 2. Within settlement build area's there also appear to be cell's which are not named or listed but it is possible to cross into these cells and the cell border grid still remains visible. NPC's also seem to interact with objects ok within these cells too. Type 3. Within settlement build area's there are also appear to be cells which are not named or listed BUT crossing into these cells will result in the cell border grid vanishing. NPC's can experience bugs with interaction in these cells. Example. Oberland Station. Issue exists with assigning settler NPC as vendor and/or interacting with them if that store is located in a wilderness cell where the cell border grid is not visible. (Type 3.) If that store is then moved to the named cell (Type 1) or even the Type 2 cell it functions properly. Some similar issues may also occur with bed assignment / bed count. It is even possible to have multiple stores of the same type without issue (other than sharing the same inventory) as long as all stores are located inside Type 1 and Type 2 cells. I may have also observed build objects disappearing from Type 3 cells. (not conclusive, it is still possible I forgot to put a floor there.) Affected settlements found so far. Oberland Station. E44E is the named exterior cell for Oberland Station. Inside the build area. (Type 1) E44D OK(ish) Appears to be a wilderness cell (not named) inside the build area but it does not cause the cell border grid to vanish if you are inside it. (Type 2) E42D Not OK. Appears to be a wilderness cell partially inside the build area which crossing into results in the cell border grid vanishing. (Type 3) E42C Not OK. Appears to be a wilderness cell partially inside the build area and crossing into results in the cell border grid vanishing. (Type 3) County Crossing. DB3F is the named exterior cell for County Crossing. (Type 1) DB3E appears to be a wilderness cell. (can't find it on any cell ID list) this cell appears to take up quite a lot of the build area. (Type 3) DB5E also appears to be a wilderness cell but this is right at the edge and only just inside one corner of County Crossing build area. (Type 3) Settlers appear to farm area's in the wilderness cell DB3E but I experienced issue's with bed complaints until I moved ALL beds inside the named cell - DB3F. Since moving the beds I have had no issue at County Crossing. (I have not built any NPC stores/bar outside this area at this settlement.
  14. somethingbrite

    Settler associations with settlements and quests

    Hi Sclerocephalus Yup, I'm running quite a few workshop related mods. I've attached the list as .txt file and also my total load order. (just in case I missed any as I made the list.) There are a few that have been installed almost since I started playing and I did not notice any settler issue. These include Build and Scrap beyond workshop boundaries and Scrap everything. The impacted settlements so far appear to be Finch Farm / Greentop nursery. settlers from one were picking up quests for the other. I've had both these settlements since quite early in game but have only started developing finch farm recently. Greentop nursery is largely undeveloped. (some workbenches, turrets and a shack) - Finch farm however has been extensively rebuilt. Installed settlement and Npc mods.txt LOOT load order.txt
  15. Hi Just wondering if anybody can knows and can explain how settlers are associated with settlements and quests in the game engine? I've been noticing recent issue's where Settlers at one settlement are involved in some way in the quests of another settlement. Kidnap reported at Greentop in fact results in rescuing a settler from Finch farm for example. or settlers at one settlement giving the "are you here to help?" or "we knew you would help us" dialogue when in fact the quest they are relating to belongs to another settlement. If checked with "showvars" these settlers all indicate that they belong to the correct workshop. (workshop ID 4 = Finch) - But also in showvars they are flagged as being part of the running script (for example there will be reference to Minrecruit01 etc) All of the settlers can be assigned and will perform settlement tasks. Guard, farm, scavenge etc and when kidnapped will return to the correct settlement, but their greeting dialogue belongs to a quest script attached to a different settlement. Normally this would be a minor issue, but I think I have experienced two instances when in fact the settler that gives the mission is the one that belongs to a different settlement and cannot be found. (whole settlement is asking for help but settlement spokesperson can not be found.) On the whole these are settlers that have never previously been attached to the other settlement. (In case of Greentop/Finch farm. All affected settlers were once at Sunshine tidings, but none have ever been part of Greentop nursery. Just wondering if anybody can explain the mechanism or point me in the right direction. Is there a way to view and/or edit which settlers belong to which workshop?

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