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Issue Data
Status: New
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Nuka-World DLC
Category: Quests & Dialogue
Assigned To: Arthmoor
Platform: All
Severity: Medium
Votes: 1
Watching: N/A
Opened By Lone_Wolf on Apr 17, 2020 8:59 pm
Last Edited By Sclerocephalus on Apr 27, 2021 11:20 am

Issue #28958: Shake Down Quest ( DLC04RaidCoerce ) is not selectable in PipBoy

 
Talk to Shanks tell him you want to convince a settlement to provide supplies to the Raider Settlements. You get the normal on screen notifications about the quest starting. Except that the quest cannot be selected in your pip boy, going to the settlement the settlers still have the default dialog. Going back to Shanks you can keep queuing this quest in the pipboy, such that you have multiple active. None will be complete able, seems like you should not be able to do that IMHO.

I did this multiple times it did finally work once for The Slog settlement, could not get it to work properly again. Tried Tennpines, Sunshine CO OP, basically anything else. Not sure if this broke during the Tutorial missions Shanks send you on or if is a general bug with the quest. During the Tutorial missions Shank stated there were no suitable settlements in range to provide supplies and suggested I just go and put food, etc in the workshop. My assumption is that this dialog is due to not building the Nuka-World radio transmitter. Think that it was left it in some type of weird state. As The Slog should have been the settlement he sent me to instead of stating that there were none in "range". The Raider settlement was Coastal Cottage.

My assumption was that since I had not discovered The Slog prior to starting the tutorial missions that is the reason he stated there were no suitable settlements. After I discovered it, I could select it from his dialog options.

Saving the game and reloading the save the optional/primary quest adjectives are then "grayed" out in the pipboy, quest is still not select able. SQS shows the quest as stopped. Also for some reason the quest does not show up using the SQT command as well.

Tried various setstage options nothing worked could not get it to clear from the quest log or advance in anyway. Eventually, it will clear on its own as if there is a certain amount of in game time you have to complete the quest.

Save Attached.



Attached Files:

shake_down_tennpines.fos

Related Issues: 27275  29256  

Comments

14 comment(s)
Lone_Wolf said:
 
I have a hard save just prior to taking with Shanks for the very first time if you guys need that as well.

ManuMods said:
 
Hi i can confirm the issue, i can even start & "queue" the quest several times by asking shenk again about "convince a settlement to provide supplies".

Target settlement is still allied and there's no dialog to initiate intimidation or persuasion, clicking on quest in pip boy does not point out the quest marker, line stays unselectable.

The target settlement can also be the target for "taking it by force", but the Shake Down quest will still be in quest list once down, unselectable and fucking up the quest log for ever.

Maybe the problem was here before the 2.11 ... Never tested it in 2.10 because i usually avoid this quest.

Will warn players downloading my translation of the UFO4P about this issue.

Lone_Wolf said:
 
Retested with WorkShop Framework for grins, same issue. What I don't understand is that "The Slog" does work but no other settlements do.

Lone_Wolf said:
 
I did find a posting for what is worth, the poster stated that the last working version was UFO4P 2.0.6. stopped working correctly after that. I have not been able to verify that. I can check it if you guys need some one to validate that.

Comment #4 Jun 4, 2020 11:44 am  Edited by Lone_Wolf on Jun 4, 2020 11:45 am
Lone_Wolf said:
 
Okay, found an old Oxhorn video on how Vassal settlements work. According to the video at timestamp: 5:50, he is looking at the code in the CK that relates to how the system determines if the settlement is eligible to be a vassal. It runs two check, the first is for essential characters at the location, the second is for a population. There cannot be any essential characters and the settlement has to have a non-zero population to qualify to be a vassal. So from what I gather one of the 2 checks must be always returning a value for a given settlement that disqualifies it from being a Vassal. In order for Shanks to state there are no settlements available. This is when Shanks tells you upfront there are no valid settlements to be vassals.

I can post a link to video if someone requires it, but all you have to do is search "oxhorn raider settlements" to find the video.

Comment #5 Nov 23, 2020 10:15 pm  Edited by Lone_Wolf on Nov 23, 2020 10:26 pm
krlll said:
 
This happens to me too but only with settlements I "own". With settlements I don't "own", the quest completes correctly.

krlll said:
 
I would like to add to my previous post:
After selecting the location and Shank looks at his book, his response is usually something like 'Yeah, that one will work". But, his response should be "That's your territory. Are you sure?".

Lone_Wolf said:
 
Your previous post does explain why The Slog worked but not Tenpines for me. However, the last play through I did he would not give out the quest at all. All he did was say "there were no settlements in range". So I could not even get this enter action to work.

Lone_Wolf said:
 
Okay as a work around for this you can install SKK50's Workshop Ownership Utilities, and disown the target workshop prior to talking to Shanks.

Located here is the mod.
http://skkmods.com
I believe as krill stated Shanks should say "That's your territory. Are you sure?" when you tell him yes the game should do the same thing as the Outpost option and disown the workshop, disable fast travel to the settlement. I think the quest is failing on the check for workshop ownership and leaves it in a weird state.
getstage DLC04RaidCoerce shows quest stage 1000, but the wiki says it should show 20, with 100 being the quest completion stage

krlll said:
 
I'll check out SKK50's Workshop Ownership Utilities the next time I play NukaWorld. It's probably better than disabling UFO4P each time I try to shakedown my own settlements.

ithilyn said:
 
@Lone_Wolf: Created an account to say thank you, I had the same problem described here, and your solution worked. I installed Workshop Ownership Utilities, disowned the settlement, and afterwards the quest Shank gave me correctly identified the settlement leader, and I was able to complete the quest. Cheers.

Screech2142 said:
 
No need to install another mod to fix this.

Steps to take BEFORE starting the quest "Shake Down [settlement]"
1. Travel to the settlement you want to supply your raider outpost (the "vassal" settlement)
2. Open console and click on the workshop table to select it
3. Enter 'setpv OwnedByPlayer False' without the apostrophes. The workshop/settlement will still show up in your Pipboy as if you still owned it, but that's ok.
4. Go back to Shank and start the quest.

You should have the settlement leader properly tracked and the location marked as unvisited. I'm not sure if fast traveling is necessary after entering the command, but keep that in mind if you're in survival mode since I know fast traveling can trigger certain things that traveling on foot can't (such as if Buddy is stuck inside a building, fast traveling can fix his location in your settlement).

Lone_Wolf said:
 
Thanks!

Spegs21 said:
 
I started looking into this after experiencing the same issue. What I've found is the problem goes away if I disable UFO4P but I'm concerned it will cause issue with the save.

I recompiled the quest script to include the debug.trace statements and it appears the script does correctly identify the settlement as player owned but never correctly fires the Shank approval scene. The papyrus log shows the failsafe timer continuously resetting waiting for a player decision it will never get. Furthermore, once the palyer disengages Shank, it kills the quest because it thinks it didn't receive approval.

That's as far as I've gotten with it so far. The quest is quite complex.

Showing Comments 1 - 14 of 14