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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: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By loopnotdefined on May 25, 2016 10:44 pm
Last Edited By Arthmoor on Mar 5, 2023 10:48 pm
Closed By Arthmoor on Mar 5, 2023 10:47 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.5.

Issue #20522: Radio (Radio Freedom) does not always play

 
The Radio activator object placed from Workshop mode is usually completely silent, not even playing static. For those unfamiliar with it, the different Radios can be found under Decorations > Miscellaneous. I've played around with it a bit, and dug through the Creation Kit, and only came up with a few things:


[In-game] Using Artillery Grenades while nearby will cause the Radio to announce artillery strikes, and then play music shortly after. Walking a short distance away and coming back, however, will set it back to complete silence.

[In-game] Playing Radio Freedom on the Pip-Boy, then turning the Radio on, will cause the Radio to work properly (even after turning the Pip-Boy back off). However, just like with #1, leaving and coming back will make it silent.

[CK] The activator objects used are RadioFreedomReceiver and/or RadioFreedomReceiverOff, but I've compared them to RadioDiamondCityReceiver/Off and RadioInstituteReceiver/Off (Classical) and found nothing wrong.

[CK] Classical Radio uses the quest RadioInstituteQuest and Diamond City Radio uses the quest RadioDiamondCity, while Radio Freedom uses the extremely large quest MinutemenCentralQuest. I'm betting the bug is buried within the MinutemenCentralQuest somewhere, but the Creation Kit constantly crashes whenever I try poking around in there, and I'm not too familiar with programs like FO4Edit.


Just to be absolutely clear, Radio Freedom works fine for me on the Pip-Boy and while standing around The Castle. I only experience this problem with the Workshop placeable object.

Comments

1 comment(s) [Closed]
Glitchfinder said:
 
Radio Freedom is operated by MinutemenCentralQuest (00067FF9), specifically the scene MinutemenRadioMainLoop (0009FF46). Phases 0 and 5 of that scene will only play if the player is currently tuned in to Radio Freedom on their Pip-Boy, or is currently at The Castle. This leads to the radio station being paused until the player tunes in. Presumably this behavior was implemented in order to ensure that the player receives the time of day and quest announcements as soon as they tune in to the station, but in the process it renders the workshop item useless.

I've done some testing ingame, and if the conditions are removed from those two phases the station will revert to operating as a normal station. It will consistently loop through songs, making an announcement between each one without waiting for the player to tune in. This changes the ingame behavior of the station to resemble other stations ingame, making it more time consuming to acquire a radiant quest in the process. (Since you need to wait until the end of whatever track is currently playing in order to hear the next announcement.) In the event that the player has a radio-relevant minutemen radiant quest waiting for them, the quest will be announced between every song, even over the standard radios. However, the player will only actually acquire the quest if they hear the announcer in person or via the Pip-Boy.

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