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Issue Data
Status: New
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Actors
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By VoodooChild on Mar 15, 2023 6:34 am

Issue #32821: Mercer Safehouse - RRR04 - B26C2 - Defense

 
Mercer Safehouse quest: Not sure if anything can be done, but I always have just about all settlements by the time I get to the Railroad. What happens is you get a message similar to Defense 167%, yet it makes you go to the settlement and do something like create a new turret for it to register stage complete. I mainly get the quest at Spectacle when it comes up if that makes any difference as I know Zimonja had Abernathy location reference bug.

Comments

6 comment(s)
VoodooChild said:
 
Sorry, this was supposed to be under Quests.

MauveCloud said:
 
My personal experiences with the quest "Sanctuary" (Min01) suggest that it should at least be possible to detect the defense level without performing workshop actions to advance the quest (I'm less certain about doing so without visiting the target settlement) - For "Sanctuary", if I build beds, water purifiers, turrets, etc. ahead of time, I can just talk to Sturges several times to complete the quest.

VoodooChild said:
 
Yes, I agree, as Sanctuary is exactly what I was gauging my thoughts about this quest as I do the same thing. I just continue to talk to Sturges after each stage registers. If this quest could do that same stage tree it would be fixed. The funny thing is it's right there... I can be in RR HQ, PAM gives the quest and it, indeed, scrolls by and says defense 167%, but does nothing until I physically go there and place another turret, that I immediately scrap. I don't really have much at Spectacle besides necessities and defense of around 167 or so and no settlers. I just don't like the place so I never build it up.

VoodooChild said:
 
Also, I considered the grid problem at Spectacle, but that is moot considering the game registers the 167% while I'm not even there. If it wasn't registering at all, I would consider the grid problem to maybe be the issue.

MauveCloud said:
 
The issue seems to be in the InitializeObjective function, where it updates the globals but does not invoke the workshop function that would check whether the quest should be advanced:
	if safety > 0
		ModObjectiveGlobal(safety, pRRR04SafetyPercent)
		ModObjectiveGlobal(safety, pRRR04SafetyCount, 200, pRRR04SafetyTotal.GetValue())		
	endif

It also neglects to divide safety by pRRR04SafetyTotal before assigning it to the percentage, which is why your 167 defense becomes 167% when it should really be 1670% if not clamped to 100%, since the target value is just 10 defense.
The script for the Sanctuary quest has calls to WorkshopParent.UpdateWorkshopObjectivesSpecific in each of the "initialize" functions if the relevant value is greater than zero.

I tried changing my local copy of the RRR04Script to call WorkshopParent.UpdateWorkshopObjectivesSpecific in place of the two calls to ModObjectiveGlobal, and now it shows 0% when I first get the quest from PAM, then once I fast-travel to the target settlement (Sunshine Tidings in my case, I'm using a mod to force that by changing the relevant FLST), it immediately jumps to 100% and gives me the objective to report to PAM (I didn't need to open the workshop menu).

I haven't figured out how to remove the need to visit the settlement. The CheckLocation function could be involved, but it sets quest stage 70, which doesn't appear to exist, either by console command sqs or in xEdit, so I'm not sure what's really going on there.

VoodooChild said:
 
If Sanctuary does it, it may be because Player Character is already within bounds of the settlement. Nice work!

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