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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Quests & Dialogue
Assigned To: Sclerocephalus
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By BlackPete on Mar 11, 2018 1:52 am
Last Edited By Arthmoor on Jul 6, 2023 10:26 pm
Closed By Arthmoor on Apr 11, 2024 6:03 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.6.

Issue #24039: QF_MQ106_000229E7: model was not loaded when we tried to play an animation on it...

 
[03/10/2018 - 12:48:20PM] error: (000CFF43): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:
[ (000CFF43)].Default2StateActivator.PlayAnimation() - "<native>" Line ?
[ (000CFF43)].Default2StateActivator.SetOpen() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\Default2StateActivator.psc" Line 270
[MQ106 (000229E7)].Fragments:Quests:QF_MQ106_000229E7.Fragment_Stage_2000_Item_00() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\Fragments\Quests\QF_MQ106_000229E7.psc" Line 519

Related Issues: 33695  

Comments

4 comment(s) [Closed]
Sclerocephalus said:
 
This door is disabled by the stage 5 fragment of BoS201, and this presumably runs before MQ106 can set it open.

If the door is supposed to be disabled, setting it open before MQ106 shuts down is pointless.
On the other hand, why would BoS201 need to disable a door inside Fort Hagen ? The property on that quest script is named "MQ106_CommandCenterDoor", so we can exclude that they inadvertently filled a property with the wrong reference.

Sclerocephalus said:
 
Removed the interfering line from BoS 201. Disabling a door is a bit over the top, considering the fact that this may happen if the player is still in the same cell (-1 for immersion, Todd). MQ106 sets it open, and since Fort Hagen interior is a no reset zone, it will stay open.

EDIT: Also made the SetOpen operation on MQ106 foolproof, just in case that the respective fragment runs while the door is not loaded. Something tells me that this may be the case, and this might also be the reason why BoS 201 disabled it at all.

Comment #2 Mar 13, 2018 4:55 pm  Edited by Sclerocephalus on Mar 16, 2018 11:16 am
Arthmoor said:
 
Reopening this based on a mention from the xEdit Discord. It appears as though blocking BOS201 from disabling this quest is leaving open a loophole that will break the arrival of the Prydwen. Bethesda wants you to go out through the elevator and the door being open here is letting people bypass that.

Obviously this leads to breaking things if someone doesn't realize they need to come back and go through the fort and back out the elevator instead.

Glitchfinder said:
 
The line of code mentioned here, in stage 5 of BoS201, appears to be a failsafe to enable access to all of Fort Hagen in the event that the player returns through the elevator immediately after watching the Prydwen cutscene. The specific events involving this gate are:
  • A trigger box in FortHagen01, which sets stage 101 of MQ106. This stage attempts to open the door. Without mods or console, the player is required to run through this trigger in order to access FortHagen02. (Side note: If the code for Default2StateActivator was working as written, the end result of this fragment with the unofficial patch installed would be to lock the player out of the Fort Hagen Command Center. But that code is not working as written, which I've documented in 25256 and 33695.
  • The door itself, which has IsOpen set and will thus open automatically the first time FortHagen02 is loaded.
  • A trigger box in FortHagen02, which sets stage 105 of MQ106. This stage locks the door in preparation for the fight with Kellogg, and would normally force the player through the elevator to leave. As documented in 33695, that behavior is currently not working as intended.
  • Stage 5 of BoS201, which disables the (intended to be closed) door during the Prydwen cutscene.
  • Stage 2000 of MQ106, which fires as part of the post-Reunions conversation between the player, Nick, and Piper. This stage attempts to reopen the closed door, which would have been disabled by this point if the player were successfully forced through the Prydwen cutscene.


Ultimately, my personal assessment of this would be that the BoS201 fragment should be given priority and the door should be removed from stage 2000 of MQ106. This would allow the player free reign of the entire Fort Hagen interior if they return immediately, which appears to be the developer intent. It might also be worth changing it from an attempt to disable the door to an attempt to reopen the door, much like stage 101 of MQ106 uses.

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