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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 deathclay on Jun 6, 2018 8:47 pm
Last Edited By Sclerocephalus on Dec 15, 2019 11:30 am
Closed By Sclerocephalus on Nov 22, 2019 8:43 am
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.0

Issue #24639: Raiders/Junkies/Settlers/Gunners Notes

 
Occasionally you will come across a dead body with a note such as this:

"Dealer said there was a big stash of chems up at [...] Get them, and we'd be set for months. Or we could sell 'em and buy something stronger."

However instead of sending you to a location to collect chems or weapons caps etc it often just says: [...] and doesn't give you the location or start the quest. I suspect the same bug causes the eyebot from the eyebot pod to occasionally fail to find materials but with no notification.

Has anyone else experienced this?

Related Issues: 24998  

This issue has had a reopen request processed which was denied for the following reason:

There's nothing wrong with that.

The bodies with the notes will spawn in random encounter zones, but the quests that set up the bodies do not block these zones. Thus, a new random encounter may take place the next time you visit the area, and this may be another treasure hunt encounter that spawns another one of these bodies. Since you can have multiple treasure hunt quests active at the same time (this is intentional), there may be numerous bodies piling up in the same spot.

The actual treasure hunt quest will start when you take the note, Once this is done, the respective body will not clean up until you complete the quest.

The postman is from a normal random encounter (i.e. it is not placed by a treasure hunt quest) and therefore will always clean up when the area unloads.

Comments

3 comment(s) [Closed]
Sclerocephalus said:
 
Yes.

This is a note from a previous quest (which you already completed). Once that quest has stopped running, the note is losing the location name (because the quest has cleared the location alias when it did shut down). This is a bug because the note can be configured to keep the name.

If a new quest starts running and you find a new note, you have to loot it from the corpse, and it is added to your inventory, i.e. you do not read it immediately. To actually read it, you have to click on it in your inventory, In your inventory however, these notes stack, and what's highest on your stack is the oldest note - and that is the one that's now missing the text. To read the note you picked up last, you have to drop the older note first. This is a bug too: the notes should not stack or stack in the reverse order (so that you read the latest one when you click on the stack) or should be configured so that you read them before they are put in your inventory, but I doubt that this can be fixed

Comment #1 Jun 6, 2018 9:23 pm  Edited by Sclerocephalus on Jun 6, 2018 9:26 pm
deathclay said:
 
I always read the notes as soon as I find them and the last one was a junkies note, I had not found one before and had no other "Junkies Note" in my inventory yet it still showed [...] I was able to drop this note unlike other notes of this sort, which work and activate the quests (I have a Gunners and a Raider one active at the moment) these cannot be dropped because they are quest items.

BTW I have not completed any of these types of quests on this save yet.

Comment #2 Jun 6, 2018 10:42 pm  Edited by deathclay on Jun 6, 2018 10:44 pm
Sclerocephalus said:
 
I solved it.

To understand the problem, you need to know the "mechanics" of the treasure hunt quests: they are all controlled by a master quest that gets started by the random encounter triggers. The master quest then places a dummy (= marker object without 3D) within the encounter zone and starts one of the treasure hunt quests. These quests then place the body with the note. Subsequently, the treasure hunt quests wait for the player to read the note, while the master quest waits for the area to unload (by observing the dummy). If the area unloads, the master quest shuts down and tells this to the treasure hunt quest. The treasure hunt quest then checks whether the player has taken the note already, and if not, it shuts down too.

The system was conceived in this way because the reandom encounter triggers start their quests when they load. Every time the player crosses a cell boundary, five new cells on the edge of the 5x5 grid start loading and all triggers within that cells will start a random encounter quest. Thus, the quests start running when the player is quite some distance away from the triggers. This is important because most RE quests have a massive setup to do, and if they would wait with starting their quests until the player enters the trigger, everything would inevitably pop out of nowhere (and often with a considerable delay). With the two cells distance (on average) however, the setup is usually done when the player arrives in the area. Now there's a problem however: there is no guarantee that the player ever arrives in the area because he can change his direction of movement at any time. In fact, most random encounters that are started by the game are never witnessed by the player. To keep the work load as low as possible, the game doesn't keep these quests running any longer than required and shuts them down (and clens everything up) once the trigger unloads again.

It's the same with the treasure hunt quests: they do not wait until the player eventually finds the body with the note (since this could take a very long time to happen) but silently assume that he's no longer around if the area unloads without the note having been taken. As it turned out however, the treasure hunt quests have a specific cleanup problem. Normally, actors placed by random encounters (whether dead or alive) will be cleaned up almost instantly when they are removed from the quest aliases (which happens when the quest shuts down), but the body with the note does not - because it is a quest item container. The note itself is no longer a quest item after the quest has shut down, but it still is until the quest stops running, and this turned out to be sufficient to block the cleanup of the body. So the truncated notes you find are left from past encounters that did shut down prematurely.

To fix this, I modified all treasure hunt quest scripts to remove the notes from the bodies before they shut down. Now the bodies clean up as expected, and you won't find any truncated notes any longer.

RETreasureHuntSC06_DN070 (Hadrian and the Treasures of Jamaica Plains) will even go one step further and disable the body before shutting down, just in case the cleanup still takes a tad longer than for normal random encounter quests. This is to make sure that the player won't find any duplicates of an actually unique actor.

Comment #3 Oct 16, 2019 5:46 pm  Edited by Sclerocephalus on Oct 16, 2019 5:47 pm
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