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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: All
Severity: Medium
Votes: 0
Watching: N/A
Opened By OperativeNuke on Oct 20, 2018 6:24 pm
Last Edited By Arthmoor on Feb 6, 2020 1:25 pm
Closed By Arthmoor on Jun 30, 2022 11:20 pm
Resolution: Cannot Reproduce

Issue #25280: Preston Garvey and original Sanctuary settlers return to their set locations in Museum of Freedom

 
Upon completing When Freedom Calls and escorting Preston and his crew to Sanctuary, they will at some point return to the Museum of Freedom and are unable to be moved. The player can still trade with them and they will still count as settlers in Sanctuary (or wherever else), however they will have the same dialogue that they had during the quest (saying things such as "I can't wait to get to Sanctuary";) and they will not move from their set position. Garvey can still be recruited as normal, however he will always return to the Museum when dismissed. This seems to be triggered once you return to Concord and clear out the raiders there and inside the Museum again after the cell resets. I play on Xbox One but I have seen others reporting this same issue who are on PC. I would also like to note that I never used any mods (including UFO4P) when this occurred.

Footnote: This is my first bug report so any feedback as to how I can improve it would be appreciated.

Related Issues: 29100  

Comments

1 comment(s) [Closed]
Arthmoor said:
 
Going through the progression of everything relating to this, I see no way for it to be possible to skip the step where the quest advances to Stage 50 - the part that tells Preston and his people to start moving to Sanctuary. It's literally unavoidable according to the quest data because there's a failsafe action that forces the step even if you somehow break out of dialogue.

Further, if the NPCs got there, they'd be unable to return because arriving there also forces them into the Workshop system where they won't be leaving again.

So I'm not sure what happened here but it's not something that appears to be possible, and isn't something I can reproduce (of note, the game is not letting me force break the dialogue that normally sets all this up).

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