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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Actors
Assigned To: Sclerocephalus
Platform: Windows PC
Severity: Medium
Votes: 0
Watching: N/A
Opened By ManuMods on Oct 21, 2019 4:17 pm
Last Edited By Arthmoor on Mar 4, 2023 6:46 pm
Closed By Arthmoor on Mar 4, 2023 6:45 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.5.

Issue #27726: Hangman's Alley raiders may respawn

 
Hangman's Alley is the well know best settlement for Survival Vanilla.

I am not sure if the bodies are permanent because of the associated quest "Mercer Safehouse" which put markers on them.
I had the problem at least 3 times.

Is verified here:
https://fallout.fandom.com/wiki/Hangman%27s_Alley
Last line of the article =>
"
Icon pc The raiders that are killed to capture the settlement often respawn when the cell is reset.[verified]
"

-

Related Issues: 25951  

Comments

2 comment(s) [Closed]
Sclerocephalus said:
 
Enemies at any workshop chosen by the Mercer Safehouse quest (RRR04) will never clean up, but this is a specific issue with RRR04: this quest puts the enemies in a separate alias that is never cleared because the quest never shuts down.
This has been reported already in #25951, is fixed now and will be included in the next version of the patch.

Other than that, I see no valid reason why the enemies at Hangman's Alley should not clean up. They will be temporarily in an alias when you get the quest to capture the settlement, but this alias is cleared when the quest stops running after reporting back to Preston. It may be worth noting however that this may take some time: pre-placed actors always clean up slower than quest-placed actors (due to a special flag set on the actors by the quests that create them).

Remains the issue with the raiders respawning:
First of all, the wiki is not a reliable source of information. In this case, they are wrong about the cell reset and I really wonder how they verified that because cells in workshop locations do never reset (the entire workshop system would break if they did).
I can confirm from one of my own playthroughs however that they may indeed respawn, so I'll leave this ticket open for this specific issue (I have also changed the ticket header accordingly).
Why this happens is currently unknown (we did investigate this on an earlier occasion already but have no clue what's going on), so the chances for this getting fixed soon are low.

Arthmoor said:
 
This is an old issue, but in digging through it, I'm confused as to why RRR04 was altered at all.

These are all preplaced raiders in each of these settlement zones. They are not spawned in by any quests - they're just there. All settlement encounter zones are specifically marked as "NoReset" and "Workshop" which means anything placed in them will not respawn. RRR04 never had any alias to put bosses into - that's been added by UFO4P and there's no basis for it and no documented reason for it that I can find. In fact, adding this alias collection led to generating Issue #25951 and further modifying the quest script to clear the collection out. A step that was never necessary before.

As for why the raiders at Hangman's Alley, the references not assigned to the Encounter Zone for the area. Thus the game will respawn them eventually because their parent template NPCs call for that. This is a worldspace cell so removing the "Respawn" flag on the reference is never enough.

Comment #2 Mar 4, 2023 4:52 pm  Edited by Arthmoor on Mar 4, 2023 6:46 pm
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