Veladarius Posted May 17, 2018 Posted May 17, 2018 So I have found 2 amusing quest glitches (to me at least) concerning certain quests and npc's associated with them. They have been easily fixed in game but mainly show where you can do something and it completely confuses the npc associated with the quest and can stop the quest in its tracks or keep a quest from being given. First is the BoS quest to Arc Jet with Paladin Danse. On the floor where there are turrets that need 'destroyed' you can completely confuse Danse and stop him cold. The hallway where the turrets are goes around a room full of computer equipment, there are doors on enter end of the room from the hallway where the turrets are. If you get ahead of Danse and can get to the hallway first go through a door off to the left in the opposite wall from you and once in the room turn to the right and there is a terminal there. Hacking the terminal can let you shut off the turrets but Danse will stop and just stare at the inactive turrets and do nothing. He will not talk or continue with the quest unless those turrets are destroyed so to continue you need to turn them back on. I think he is quietly crying in his armor that he doesn't get to destroy the turrets. Second is the quest to retake the Castle given by Preston. If you take Preston as a companion to the Castle BEFORE he gives you the quest, clear it out and leave him there as a resident he will not give you the quest to retake it so long as he is there so the radio is left off and unmanned and no quests concerning the Castle will be given. As soon as you move him to another settlement and speak to him he will give you the quest to retake it (so long as you meet the level requirements) and apparently has no memory helping you clear it out and living there for a while. He will give you other quests if you go see him while he is there but never the one to retake the Castle. You would think that they would put some logic in there that could get around these simple issues but that takes at least a bit of foresight.
AWP3RATOR Posted May 17, 2018 Posted May 17, 2018 Yeah "Taking Independence" should be auto-completed, if you do it early on your own and uninvited by Preston. It is shorter if you have already cleaned it out. You may only need to repower the radio - but you're right about the game not recognizing this part. Also, if Preston talks to you about retaking the castle and then you dismiss him as a companion - this is all he will say to you until you accept the question. His dialogue is branched such that the normal recruit option becomes unavailable. Sadly, he will still send you on errands when you approach him though lol. My issue on the Arc Jet with Danse is that he will simply stop walking or reacting, but earlier. Immediately following the room where he comments that the Institute must have been involved after observing that no blood or bullet casings were found with the destroyed Protectrons. In the hallway leading to the cell change door following that room - he will just stop and stand still. I need to target him in console and do 'moveto player' so that he lands on the trigger for him to open the door and continue on the quest. Speaking of this quest - later, when you are repowering the generator and Danse is jumped by Synths, it is possible to do nothing and watch Danse endless struggle with the synths. Since he is essential he cannot die, and the event is scripted such that it only stops by either firing the rocket engine or if the player intervenes. Funny to watch
Veladarius Posted May 18, 2018 Author Posted May 18, 2018 9 hours ago, AWP3RATOR said: Yeah "Taking Independence" should be auto-completed, if you do it early on your own and uninvited by Preston. It is shorter if you have already cleaned it out. You may only need to repower the radio - but you're right about the game not recognizing this part. Also, if Preston talks to you about retaking the castle and then you dismiss him as a companion - this is all he will say to you until you accept the question. His dialogue is branched such that the normal recruit option becomes unavailable. Sadly, he will still send you on errands when you approach him though lol. I usually take the castle in advance of accepting the quest but wanted to see what Preston's reaction would be to helping me outside the quest. I left him there for a while after I cleaned up the place and used Transfer Settlements to outfit the place to see if he would ask about the Castle but he wouldn't until moved away from it. 9 hours ago, AWP3RATOR said: My issue on the Arc Jet with Danse is that he will simply stop walking or reacting, but earlier. Immediately following the room where he comments that the Institute must have been involved after observing that no blood or bullet casings were found with the destroyed Protectrons. In the hallway leading to the cell change door following that room - he will just stop and stand still. I need to target him in console and do 'moveto player' so that he lands on the trigger for him to open the door and continue on the quest. Never had him stop anywhere else unless I got too far ahead of him then going back and getting behind him usually got him going again. 9 hours ago, AWP3RATOR said: Speaking of this quest - later, when you are repowering the generator and Danse is jumped by Synths, it is possible to do nothing and watch Danse endless struggle with the synths. Since he is essential he cannot die, and the event is scripted such that it only stops by either firing the rocket engine or if the player intervenes. Funny to watch I use Modern Weapons and always have the jetpack so before I enable the power I will jump up to the platforms they come out of and put a mine inside the door and one outside it. It greatly reduces what as to be dealt with and I still get the xp for killing them.
AWP3RATOR Posted May 18, 2018 Posted May 18, 2018 Ingenious solution on the Arc Jet ending I do enjoy that the game allows for creative means for completing these kinds of tasks, but as to your original point, I would have liked it a bit more if at least some of the more obvious player actions were covered by logic cases. My first play-through ever, I was immediately banished from the Institute because I shot father in the face on the first meeting, after he reveals himself and walks in to a room with an armed and angry parent searching for their child, only to find out the child is a decoy. You'd think that perhaps in this case, Father would have been more prudent and sent a Synth copy of himself in to the room with said armed individual.... lol Fun times.
Veladarius Posted May 18, 2018 Author Posted May 18, 2018 27 minutes ago, AWP3RATOR said: Ingenious solution on the Arc Jet ending I do enjoy that the game allows for creative means for completing these kinds of tasks, but as to your original point, I would have liked it a bit more if at least some of the more obvious player actions were covered by logic cases. My first play-through ever, I was immediately banished from the Institute because I shot father in the face on the first meeting, after he reveals himself and walks in to a room with an armed and angry parent searching for their child, only to find out the child is a decoy. You'd think that perhaps in this case, Father would have been more prudent and sent a Synth copy of himself in to the room with said armed individual.... lol Fun times. I have killed Father in the first scene. One time I did it after saying I would stay and the doors were opened and proceeded to kill everyone there just to see what would happen later. When it came time to take down the Institute only generic scientists and synth troops were left. Father's body was in the same location that I left it but floating in the air at an odd angle and stiff as a board.
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