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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: Very Low
Votes: 0
Watching: N/A
Opened By kawaksallas on Dec 3, 2020 10:15 am
Last Edited By Sclerocephalus on Apr 25, 2021 8:49 pm
Closed By Sclerocephalus on May 5, 2021 10:57 am
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.3

Issue #29458: Courser and Gunner dialogue can become stuck

 
that's a fun one

during the main quest you fight through greenetech genetics to kill a courser and etc, when you reach the top of the building, there is a scene that plays with said courser and some gunners: the courser is asking for a password to open a locked door and the gunners tries to negotiate with him to no avail, the courser simply kills all of them

except sometimes this is not what happens

sometimes the gunner can spawn using heavy combat armor (especially if you are doing this quest at a high level), so as a highly armored npc, the courser using an institute pistol simply cannot do enough damage to kill him - so the dialogue scene does not continue. The courser shoots once, the gunner don't die and the scene become stuck. I confirmed this by selecting the gunner held at gun point, and using the console unnequiped all his armor, then the courser pistol does enough damage killing him and the scene continues as expected.

Comments

1 comment(s) [Closed]
Sclerocephalus said:
 
A script fragment on DN009_MQ205 reduces the health of all gunner prisoners to 5% before any of the scenes start running. Plus, the courser has a perk to deal double damage anyway. So I ran a few preview checks on the leveled list that generates his weapon, and the best weapon he can get even at higher levels deals 37 energy damage in a single shot. Some weapons are automatic, but this doesnt matter here because he's scripted to fire single shots at his gunner captives. With his perk, that makes a maximum damage of 74, while a high level gunner's health at 5% is still 65. And we have not even considered the damage reduction by the gunners' armors and their faction-specific resistances (they have their own perks).

So yes, it's likely getting narrow,

And while we are at it, I have seen in my own game that the mysterious stranger - unlike the perk description claims - is unable to kill a high level enemy in one shot either, but that's a different issue and will eventually get its own ticket.

I'll let DN009_MQ205 give him a custom perk that deals a generous extra damage to the faction the gunner captives are in. Can't do this directly on the actor record because he's templated and draws a level-dependent set of perks from a leveled character list.

Comment #1 Apr 25, 2021 8:35 pm  Edited by Sclerocephalus on Apr 25, 2021 8:50 pm
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