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Issue Data
Status: New
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 MauveCloud on May 31, 2017 12:33 pm
Last Edited By Sclerocephalus on Nov 11, 2019 9:08 am

Issue #22468: Minutemen radiant quests dry up after a while

 
Originally playing a run without DLC or UFO4P, I got to a point where neither Preston nor Radio Freedom would give me any more radiant quests to help settlements. Radio Freedom still plays music (I later added a mod for more variety in the music) and announces the time, but instead of saying anything about a settlement being in trouble, it just says "nothing to report", "all's quiet across the commonwealth", or some other similar statement. I've seen posts elsewhere indicating that I'm not the only one with this problem (and one asking about console commands to fix it, but that wasn't answered), but I've searched the UFO4P forum thread of comments, and for other similar bugs (including closed bugs), and haven't found any there, so idk whether this is something that UF04P can fix.

I have held off on completing any of the "Nuclear Option" quests, and the only non-DLC settlements I have not claimed are Home Plate (which has never seemed worth buying given that it can't be connected to a supply line) Somerville Place (which I discovered was the target for the first "Feeding the Troops" quest in my current playthrough, but completing that has not unlocked a Minutemen quest to claim it as far as I can tell, although maybe that's normal for the BoS quest to permanently lock me out of claiming the settlement for the Minutemen if I hadn't done so beforehand, I'm a little confused on that point), and Spectacle Island.



Attached Files:

modlist.txt

Comments

5 comment(s)
MauveCloud said:
 
Update: in a new playthrough, with UFO4P installed from the start, it's starting to look like this might be related to character level. Earlier in the game, I was able to have 3 or 4 Minutemen radiant quests running concurrently (once I activated Radio Freedom), but now I'm level 63, and I am only getting one at a time - once I report success to the settler, I can get another (I don't have to wait until I've reported back to Preston), but they seem to only be alternating between County Crossing and Finch Farm lately, even though I've claimed a bunch of other settlements for the Minutemen.

I think in my previous playthrough, when I originally reported this, it might have been when I reached level 64 or 65 that the quests stopped. I tried installing FO4Edit to look at fallout4.esm and see if I could figure out where this is coming from, but since I hadn't used the program before, I was in over my head.

MauveCloud said:
 
Update 2: now I'm less certain about this being related to character level. While at level 68, a little more than halfway to the next level, I suddenly started getting some Minutemen quests involving different settlements: Ghoul Problems at The Slog (which seems weird to me considering the residents there are all ghouls, but they sent me to Super Duper Mart, in case that helps with figuring this out), and Greentop Nursery: Greenskins so far.

Edit: I got one more involving The Slog (a kidnapping quest), but now it seems to have gone back to just Finch Farm and County Crossing.

Edit 2: It seems I spoke too soon. The Slog and Greentop are still in rotation, but that's only 4 out of I think 11 pre-populated settlements (including Bunker Hill and Covenant, though I think some of the named Covenant residents died during a random attack), plus there are several generic settlers at Sanctuary and a bunch at Starlight Drive-in (most of the others barely have any settlers beyond a provisioner), so more variety in the settlements I get sent to would be nice.

MauveCloud said:
 
Update 3: I've started a text file listing the basic details of the Minutemen radiant quests I've done in my current playthrough (plus some other quests that involved gaining access to settlements, to help with understanding the sequence in which I gained access to the different settlements), and I count 75 so far (22 of them at Finch Farm and 20 at County Crossing, with no other settlement even getting to 2 digits), while a quick count with my previous character came up with about 45. I will attach this file if/when the quests stop in this playthrough, or sooner if requested.

A couple other differences that might be relevant:
1. In my previous playthrough, I had the gameplay difficulty set to "Very Easy", but now I'm on "Normal". The help says this only affects damage inflicted by and to the player and the chance of legendary enemies, but I could easily believe there are additional undocumented differences between the difficulty levels.
2. In my previous playthrough, I had never made Preston my companion (I was planning on saving him for last), but this time I maxed his affinity fairly early on.

MauveCloud said:
 
In my latest playthrough, I'm up to 150 radiant quests, so it seems this didn't happen. I don't really know what I did differently to prevent it from happening, but I've noticed a very uneven distribution of the settlements involved in the quests, which I will file as a new bug.

Edit: after getting 160 radiant quests (and having maxed affinity with all non-DLC companions except Cait, whose companion quest didn't start properly), I decided to go through with the Minutemen variant of "The Nuclear Option" (keeping both the Railroad and Brotherhood around), then after radiant quest #162, I got a second "Defend the Castle" quest (against super mutants this time), and now the radio is saying "all's quiet" even though I have no active Minutemen quests.

Edit 2: just in case it makes a difference, I was level 94 when this happened.

Lonewanderer said:
 
Your reports look very similar to my experiences. One thing: You need to listen for a longer time to Radio Freedom. If I understand the script correctly (I do not work on the patch and are just an amateur!) then it rolls a dice after every music loop (one piece played) if there happens something. Also, your defenses in your settlements are important, if you have very good defenses, which most people have at this point, then the chance for an attack is very low (but never zero).

I did not take note of my level and progress in the game. AFAIK Preston (who always lived in Sanctuary and whom I never took on as companion) is active until you have at least 8 settlements, because you need that to defend the castle and win the game with the Minutemen. Maybe they did not care how it went on. One settlement (in my case it was too Somerville Place) I could never acquire, except by killing the settler, which I will not do - probably also marked by the Brotherhood. In 3 other playthroughs I was sent to Somervile Place and had it as a settlement. This seems to be dertermined early in the game, or when you talk to the quest giver at the Brotherhood, but this are only speculations.

So the 'radiant quests' from the MM are not endless, probably because of sloppy programming. All the other radiant quests continue endlessly, but they become old, since after a certain point there is no variation at all. Also sloppy programming, I think...

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