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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Nuka-World DLC
Category: Quests & Dialogue
Assigned To: Sclerocephalus
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Relight on Oct 22, 2016 1:09 pm
Last Edited By Sclerocephalus on Nov 15, 2020 2:37 pm
Closed By Sclerocephalus on Nov 24, 2020 7:47 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.2

Issue #21317: Progressing Open Season Doesn't Fail Other Quests

 
Once you make any progress in Open Season, it should theoretically fail other open quests.





As expected, it does fail:


- Home Sweet Home





It doesn't fail, but should:


- Amoral Combat





Not checked, should be checked:


- Any radiant quests from the three gangs


- Any of the main quests prior or subsequent to Home Sweet Home

Related Issues: 27624  

Comments

4 comment(s) [Closed]
Relight said:
 
Incidentally, when I finally proceeded with Amoral Combat after finishing Open Season and killing all raiders throughout Nuka World, I went into the arena and my combatant just stood there, so I killed him easily, and the quest completed. Then, the 30 or so raiders who had come out of nowhere and had filled the arena to cheer me, all attacked me :)

BlackPete said:
 
Just as a note in case it might be useful: I included a game save in Issue #27624 (closed as a duplicate) to help reproduce the issue. I've uploaded it here.



Attached Files:

Save_27624.7z

Comment #2 Nov 11, 2019 9:41 pm  Edited by BlackPete on Nov 26, 2019 2:01 am
Sclerocephalus said:
 
To handle the player's kick-out of any faction in the game, there are specialized kick-out quests, one for each faction. Most of these kick-out quests do nothing on its own but are just placeholders for the faction-specific kick-out script that run on them, but in the case of the Nuka World raider factions, the kick-out is handled by an actual quest, namely "Open Seasons". To make kick-outs work, all events in the game that lead to kick-outs of a specific faction (e.g. dialogue choices, quest progresses, etc.) set a stage on the corresponding kick-out "main quest" that lets the faction-speciific script on that quest start running. The script then updates the faction settings (to make anyone hostile that should now be hostile to the player) and tracking globals, and finally sends a kick-out event which all quests that need to shut down in case of a kick-out are listening to. For this purpose, alll affected quests need to have a kick-out handler script attached. This script automatically registers for the kick-out event when its quest starts running, and stops the quest (or sets a stop stage) when the event fires.

This sounds complicated, but is actually a rather elegant solution that makes the setup of all the quests that need to shut down in case of a kick-out pretty simple.

Unfortunately, Amoral Combat (DLC04SettlementFF01) is missing the kick-out handler script, so cannot react to the kick-out event and thus does not shut down when it should. Instead of attaching the missing script, I fixed this by adding a line to DLC04:DLC04KOQuestScript (the kick-out "main script", which lives on Open Seasons). to handle this - mainly because I had to modify that script anyway to solve the issue with Fritsch.

The Fritsch issue is closely related: DLC04:DLC04KOQuestScript was supposed to make him hostile once the player gets kicked out of the raider factions. but it failed to do so - presumably because he's not in any of the raider factions that are already taken care of by the script. Instead, he's in its own faction (DLC04VendorFactionFritsch).

Comment #3 Nov 15, 2020 2:33 pm  Edited by Sclerocephalus on Nov 18, 2020 7:57 pm
Sclerocephalus said:
 
I'll mark this as fixed now, although I only took care of Amoral Combat and related issues. The tracker entry suggests that there may be more quests that do not properly shut down in case of a kick-out, but I did not check that. If more quests with the same issue turn up, please open new tickets.

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