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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: Low
Votes: 0
Watching: N/A
Opened By Sclerocephalus on Apr 9, 2021 6:01 am
Last Edited By Sclerocephalus on Apr 11, 2021 2:28 am
Closed By Sclerocephalus on May 5, 2021 10:59 am
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.3

Issue #30278: Problems with RECampCT07a (Stash & Lexa dead)

 
This encounter can be missed entirely because it sets its tracking bool in the startup stage. Random encounters are started when their triggers load, and they shut down again when the area unloads. Thus, if the player just passes by an RECamp trigger at some distance, this quest could be started and subsequently shut down without the player even witnessing, but the tracking bool would have set nonetheless. Once that bool is set, the game can start the encounter where Simon (Stash's other guard) attacks the player, and when that happens without the player knowing about the camp scene, he miisses a part of the story.

This can be fixed by using the distance check functionality of REScript (which runs on thia quest anyway). To enable distance checking, we only have to set two properties, but we also need a
control stage on the quest and there's currently no stage existing that could be used for that purpose. Thus:

(1) Remove the line that sets the tracking bool from the startup stage
(2) On REScript, set StopWhenAllAliasesUnloaded and StopWhenAllAliasesDead to 'false'.
(3) Add properties on REScript to perform a distance check on the player and to set a control stage when he is sufficiently close to the trigger. Only then, it's safe to assume that the player has seen the scene.
.(4) Add a control stage with a fragment that sets the tracking bool and, on REScript, sets StopWhenAllAliasesUnloaded to 'true'.

Now, the quest can no longer shut down before the control stage has been set, and this won't be set before the player has witnessed the scene.

Finally, a condition needs to be added for the story manager to check for the quest's own tracking bool. This is currently missing, so the quest could repeat endlessly - theoretically, at least. Practically it will fail to fill its aliases when restarted because they are missing the 'Allow Dead' flag (in the first run, it fills the live actors in its aliases, then kills them in its startup stage). This likely lets the quest linger and block its trigger forever.