Issue Data
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Issue #29134: Missing variable on settlement quests causes random failures
I've been doing some research on the Minutemen radiant quests to document them for the Fandom wiki and found a silly bug in several of them that causes them to fail at random. All of the Minutemen radiant quests use scripts that extend MinRecruitQuestScript, which itself extends REScript. REScript includes a function that stops the quest when one of its aliases is unloaded. This function can be enabled or disabled via the StopQuestWhenAliasesUnloaded flag. REScript is geared towards random encounters, so this flag defaults to on to ensure random encounters don't wind up littering the wasteland. However, for a persistent quest that shows up in the quest log this is undesirable, because it causes the quest to randomly fail should the game engine decide to unload one of its references for a bit. As such, most of the Minutemen radiant quests have this flag disabled until they are complete (at which point they enable it to ensure everything gets cleaned up afterwards).
Most of them. This is Bethesda Game Studios, after all. I found three quests which didn't have the flag set and are thus prone to random failures. The offending EditorIDs are: MinRadiantOwned06ChangeLocOnly MinRadiantOwned07ChangeLocOnly MinRadiantOwned10ChangeLocOnly It seems likely these quests slipped through the cracks due to the low likelihood of actually obtaining them (they all have relatively strict requirements). I have assembled an esp with the changes and uploaded it to the Nexus for your convenience, link below. https://www.nexusmods.com/fallout4/mods/46038 |