Issue #32818: Quest - Out in Left Field Fails to complete/infinite dialogue loop on quest turn in.
NOTE: I believe I'm on the current version of the Unofficial patch. I downloaded it through the in-game mod downloader/organizer rather than through nexus, and the version number listed in the in-game mod menu is presumably whatever version's loaded on the Bethesda servers and labels the patch as "Version 38" rather than using the 2.1.5 or 1.10.163 listings on this website or on the Nexus homepage for the patch, and due to the different labeling, I'm unsure if it's the current version or not. I don't know why the version I have wouldn't be the most up to date as I presume what's put on Bethesda's servers is the same as what's on the nexus, but I also don't know why the version I have wouldn't be labeled correctly to match what's on this site or the Nexus.
Anyway, this issue relates to the Quest "Out in Left Field" which after doing some research online, has been a problematic quest in the past. The issue I'm encountering stems from the fact that two of the 3 quest items aren't properly labeled/tagged as quest items. Specifically, the Signed Baseball Card and the Signed Baseball Glove. I know they're not tagged correctly because I can drop them from my inventory in-game, but I can't do the same for the Signed Baseball quest item, which is tagged correctly as a quest item.
This results in a pretty bad bug when you go to turn in the quest to its associated NPC, Moe Cronin. Moe will trigger the proper dialogue for all 3 items AND give you the caps for all 3, but instead of saying the matching lines associated with each item and then a quest completion line, the the game will repeat the item received dialogue for the Signed Baseball Card and Signed Baseball Glove (the two improperly tagged quest items) endlessly in a loop and never complete the quest while appearing to be in a soft lock. You CAN break out of the dialogue loop with the cancel button and moving your character away from Moe and putting some distance between the player and the NPC which stops it from being a hard lock, but then the quest breaks and you can't complete it.
While I've been running about 50-ish other mods on the file I encountered this bug with, the only one that might affect this quest in any way would be the unofficial patch, as none of the other mods even touch Diamond City or the Westing Estate where the quest items are located in any way. They're largely some minor immersion mods like Elzee's or PAMS, a few radio mods for more songs, and a small number of other tweaks. The only mods I have that affect quests are the various "No Autostart" Mods to prevent the aquisition of the various DLC quests from popping up in my questlog without first triggering them via an in-game source by listening to their various radio frequencies or whatnot, none of which should affect this quest.
That's about all the info I think I can provide. I searched the bug tracker for anything related to this quest and found two bugs. One about incorrect reward amounts (I receive the correct amounts as I didn't succeed in the persuasion check to get more money) and the other being about a different set of looping dialogue if you tell Moe you don't have the items he's requested. So, as far as I can tell, this is a new issue, at least for this tracker.
UFO4P newest build from 7/22 and previous, doesn't seem to touch on 35D03 Out In Left Field, at least from a plugin database perspective. Not sure if they replaced a pex/script or not. What I can say is I have Quest Object removed from all quests including those 3 aliases and Quest Object flag, is, indeed, set on all 3 in the base game with no overrides from DLCs. Something else may be going on with your game as it looks to me, as Quest Object flag is not meant to be an activator for a quest of sort. It's only meant to lock it in to your inventory. Open XEdit, at the top there will be FormID box. Type in 35D03 and hit enter. Anything you have in your load order will show that does an override on that quest. If there's nothing there, then there is a possibility that an vanilla pex unlocks it ahead of time accidentally but that would be for the team to look at as I am not well versed on scripts yet.
Further reading on this, they are saying that it has to do with dialog view with power armor and other stances affect it. Maybe the team can figure this one out as I've never encountered it, myself.
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