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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Nuka-World DLC
Category: Quests & Dialogue
Assigned To: Nobody
Platform: Windows PC
Severity: High
Votes: 1
Watching: N/A
Opened By Bunslinger on Feb 13, 2021 9:39 pm
Last Edited By BlackPete on Feb 14, 2021 8:45 am
Closed By Arthmoor on Jul 7, 2022 12:29 am
Resolution: Mod Conflict

Issue #29607: Can't talk to Nuka-World vendors on version 2.1.2b

 
Been following this issue for a hot second--this was supposedly fixed in version 2.0.9, however I seem to be having the same issue on version 2.1.2b of UFO4P.

Basically the same as reported in the past: going to the nuka-town market and trying to speak to the vendors gets them to say their greeting line, but literally nothing else. no dialogue menu pops up or anything.

It was reported that this was an issue with the quest DLC04DialogueSettlement, and using the console to look at the current stage of this quest on arrival of the marketplace, it's set to 0 when upon further examination in FO4Edit, 0 isn't a valid stage for this quest, and I highly doubt it would still be at 0 when I'm directly in the marketplace trying to speak to the vendors.

I installed UFO4P before starting a new game, and everything has been fine up to the point. I loaded all my plugins into FO4Edit to see if any other mod had been overriding this quest for whatever reason, and nothing is.

Comments

4 comment(s) [Closed]
BlackPete said:
 
Can you upload one or more affected saves? One before starting the main DLC quest and one in its current state with the bug would potentially be helpful. None of us on the project team have experienced the issue since it was fixed back in v2.0.9, so we won't likely be able to even investigate without a way to reproduce it. As far as we're aware the only way this can still happen is if you're using one or more dialogue overhaul mods that don't play nicely with the fixes in the patch and maybe the quest setup in the vanilla game in general.

Comment #1 Feb 14, 2021 12:39 am  Edited by BlackPete on Feb 14, 2021 12:54 am
Bunslinger said:
 
My game is heavily modded, though I don't use any huge overhauls since I don't particularly like those kinds of mods because of their compatibility issues. Something I did notice was that I started a new game real quick and rushed myself over to the DLC area as fast as possible (using cheats to be the level to start the quest and everything normally, not just COCing to the affected area), and it was solved, which again, was the same deal with the original bug. But the strange thing is, I didn't update UFO4P mid-game or anything like that, it's almost like whether or not this happens is random, which I hope isn't the case.

Regardless, I'll upload a save at my settlement in Hangman's Alley before starting All Aboard, and one inside the Nuka-Town Market, as well as their F4SE co-saves if they help at all.



Attached Files:

Saves.zip

KLLZ said:
 
I am also having the above issue. Maybe we can compare mods and save files if that helps. The only dialogue mod that I can think of is Player Headtracking and Comments. I don't have any other dialogue mods. I have attached a save before entering Nuka-World and a save right after the Gauntlet labeled "dirty." This may be relevant context: "dirty" is actually where I verified my FO4 through steam to restore the original files that I "cleaned" using FO4edit. I started this playthrough at the beginning with cleaned masters only to find out that cleaning Nuka World would break the market and the Bradberton Amphitheater. After I restored to a "dirty" state, the two locations fixed.



Attached Files:

Saves.zip

Arthmoor said:
 
Neither set of saves is usable due to the mods that are missing in the test environment. Since this is definitely NOT broken in a vanilla + UFO4P setting, we can only conclude at this point that whatever happened is being caused by a mod conflict or having cleaned (and subsequently broken) the game's master files.

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