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[solved] Abernathy Locket Missing.

Doirion

New Member
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11
The abernathy locket for the Abernathy farms seems to be missing from the Olivia base. I have gone there and cleared it with Stranger/Jake but the locket was not where it usually is.
 
Sorry, I just started a new game so thought I would see how this played out.
Talked to Abernathy, went with Jake to Olivia, Locket was there.
Went back to save before speaking to Abernathy and didn't speak to him, went with Jake to Olivia, Locket was there.
Went back to previous save, went to Olivia without speaking to Abernathy or taking Jake and Locket was there.
That was the exact same for me. :smile
 
So basically there are SS2 users that can find the locket, no matter if they talked to Blake Abernathy or not. This would imply that Blake Abernathy has a line to recognize that you already have the locket.
Others have reported that the locket isn't in the original version of Station Olivia, but can be found in the SS2 version (which is not supposed to be active yet and requires using the intercom).
Some have reported that the locket wasn't present in the original version of Station Olivia at first, but did eventually spawn (after waiting for a few days it would seem).

As someone who is encountering this bug for the first time after reaching 1,600+ hours of playtime, knowing that others have reported more or less the same issue, I am tempted to think that something is wrong, whether it's related to SS2 Chapter 3 itself or a mod conflict. I did have a peek at the locket item in FO4Edit, and found nothing. Googling the issue leads to very few results, including a wiki entry that says that the locket can spawn under one of the plants in Abernathy farm, with the "verification overdue" status. I checked my self and could not find the locket.

I am stumped.
 
As a side note, users in this thread that were reporting a similar issue before Chapter 3 pointed at another mod called Configurable Minutemen Radiant Quest Limits And Fixes. I don't have that mod installed, but it is possible that similar mods that make changes to Minutement quests are interfering. Returning the Favor is a Minutemen side quest, after all.

To add to the confusion, here's an explanation from Kinggath (one of the first posts in this thread) that does not seem to apply to everyone in this thread:

The locket is spawned by quest MinRecruit03, if you haven't agreed to take over the Minutemen, this quest is not started and the locket won't be there.

(This isn't be remembering it either - I just traced through the Creation Kit to confirm how Bethesda set it up and to make sure nothing we did in Olivia would interfere)
 
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As a side note, users in this thread that were reporting a similar issue pointed at another mod called Configurable Minutemen Radiant Quest Limits And Fixes. I don't have that mod installed, but it is possible that similar mods that make changes to Minutement quests are interfering. Returning the Favor is a Minutement side quest, after all.

To add to the confusion, here's an explanation from Kinggath (one of the first posts in this thread) that does not seem to apply to everyone in this thread:
i didn't have any problems with this quest until chapter 3. im tempted to start a new game without chapter 3 and see what happens.
 
i didn't have any problems with this quest until chapter 3. im tempted to start a new game without chapter 3 and see what happens.
Me either….but I may discovered the problem.
‘The current chapter 3f version did’nt fix it either.
I disabled on mod and started a new game… Got the quest returning the favor and the waypoint marker became active.
‘The locket was found in the toolbox as usual.
‘The one mod I disabled is….The unofficial fallout4 patch.
 
Me either….but I may discovered the problem.
‘The current chapter 3f version did’nt fix it either.
I disabled on mod and started a new game… Got the quest returning the favor and the waypoint marker became active.
‘The locket was found in the toolbox as usual.
‘The one mod I disabled is….The unofficial fallout4 patch.
interesting. I'm going to go ahead with a new game without chapter 3 anyway, theres something else i want to check. ive noticed jakes stash isnt where its supposed to be via loot detector. it's up the road under a refrigerator. i want to see if its in the right spot without chapter 3 installed. will reply after i do that later this evening.
 
Me either….but I may discovered the problem.
‘The current chapter 3f version did’nt fix it either.
I disabled on mod and started a new game… Got the quest returning the favor and the waypoint marker became active.
‘The locket was found in the toolbox as usual.
‘The one mod I disabled is….The unofficial fallout4 patch.
I have the unofficial patch and chapter 3 and it worked for me. Are you the General of the MM?
 
Issue should be fixed for the next version after I mentionned the bug to kinggath. At the very least the locket and other stuff linked to references should not be found in the SS2 version of the location, which is triggered as part of a quest during Chapter 3 from what I understand. We'll see if this works as intended after next patch!
 
I'll need to get work out of the way this weekend- and I'll skip going to Abernathy completely and head straight to the satellite array and see if it's there.
It wasn't for me when I skipped Abernathy. I have gotten to the point where I just skip going to Abernathy and just check the toolbox after dealing with Jake and the raiders. 9 times out of 10 (literally) it's not there.
 
It wasn't for me when I skipped Abernathy. I have gotten to the point where I just skip going to Abernathy and just check the toolbox after dealing with Jake and the raiders. 9 times out of 10 (literally) it's not there.
I just did it today. I got the Concord five then went to the Satellite array and got the locket, then went to Abernathy... discovered Abernathy Farm came up... had the option to say "I took care of some raiders earlier, and found this locket" (or something to that effect). So I was able to obtain the locket before ever going to Abernaty Farm, or seeing Jake (since SS2/SS3 isn't installed on this end). So something is happening on your end...

Was the toolbox there? If so, go into the console and click on it (with "Better Console" installed), it should tell you the last 'base' change- see if that points to something that might be changing the contents of that box. Could you post that? I do use a Bashed patch here (which combines leveled lists), so I'm not sure if that's effecting whether the locket is there for me.

After watching part of the KG livestream, I think he said they didn't touch the Satellite Array until later in the quest line- so we'll need to see if we can figure out what's happening that might cause this problem with your game.

Here's a list of my current plugins and F4SE plugins- any "----" is a in-active mod and anything ending with ".disabled" isn't loaded by F4SE into the game. Give me a bit and we'll see if we can figure this thing out.
 

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I just did it today. I got the Concord five then went to the Satellite array and got the locket, then went to Abernathy... discovered Abernathy Farm came up... had the option to say "I took care of some raiders earlier, and found this locket" (or something to that effect). So I was able to obtain the locket before ever going to Abernaty Farm, or seeing Jake (since SS2/SS3 isn't installed on this end). So something is happening on your end...

Was the toolbox there? If so, go into the console and click on it (with "Better Console" installed), it should tell you the last 'base' change- see if that points to something that might be changing the contents of that box. Could you post that? I do use a Bashed patch here (which combines leveled lists), so I'm not sure if that's effecting whether the locket is there for me.

After watching part of the KG livestream, I think he said they didn't touch the Satellite Array until later in the quest line- so we'll need to see if we can figure out what's happening that might cause this problem with your game.

Here's a list of my current plugins and F4SE plugins- any "----" is a in-active mod and anything ending with ".disabled" isn't loaded by F4SE into the game. Give me a bit and we'll see if we can figure this thing out.
Got it, took me a minute. Installed Better Console and it said, "last base change fallout.esm." Hit or miss if the locket shows up. I have gone after it both ways. Meeting the Abernathy's with Jake and skipping them with Jake. This is my tenth try with this mod sooo. I know it was there with no issues in Chapter 2. I hope this helps. I know there are some issues with vanilla companions as well acting strange since Chapter 3. I was so excited yesterday because the game was running great, so smooth, I had gotten farther into the game then I ever have even in Chapter 2 (which I couldn't finish due to CTD constantly) Then I get done with the bank and decide to check on some of my settlements and I can't even enter them because my game crashes. I know about standing and waiting for the game to catch up and having my settlements to full will cause crashes also the "triangle of death", So I know to keep them as small as possible. They were, so that was not the problem. I don't know. I just keep going and keep asking. I do appreciate your help, thank you.
 
which I couldn't finish due to CTD constantly) Then I get done with the bank and decide to check on some of my settlements and I can't even enter them because my game crashes
I honestly don't think it(the crashes) has anything to do with scripts catching up or the triangle of death of most cases- they have been causes in the past but I believe it de-centers the actual root cause. When I encountered crashes playing SS2, it was almost always a 'loose filestream' or sometimes a 'power grid corrupted' crash and pretty much random- I could get a crash going to Concord but not on the next run. Most of my crashes were in Concord after it started to to reach it max 'rebuild' state when sandbags and guard posts started going up.

I don't have SSx installed now and I'm getting 'loose filestream' crashes every now and then, whereas the last load order or the one before that, I didn't. I'm not sure what the Buffout author means by 'loose' other than a stream that's already closed by still in a list? A file that should be closed but isn't, and when it goes to use the stream again, it can't because it's in use elsewhere? Maybe the latter as that would make more sense.

The 'loose filestream' doesn't have anything to do with SS2 as I believe it has to do with dlls injected into the game by F4SE allowing scripts to create lists of objects and those objects are modified without while still queued in a list- where two scripts loads objects and one modifies or removes that object then the second unwaware of the first tries to access the same object without checking to see if it actually exists first. Though that's just a guess.
 
I honestly don't think it(the crashes) has anything to do with scripts catching up or the triangle of death of most cases- they have been causes in the past but I believe it de-centers the actual root cause. When I encountered crashes playing SS2, it was almost always a 'loose filestream' or sometimes a 'power grid corrupted' crash and pretty much random- I could get a crash going to Concord but not on the next run. Most of my crashes were in Concord after it started to to reach it max 'rebuild' state when sandbags and guard posts started going up.

I don't have SSx installed now and I'm getting 'loose filestream' crashes every now and then, whereas the last load order or the one before that, I didn't. I'm not sure what the Buffout author means by 'loose' other than a stream that's already closed by still in a list? A file that should be closed but isn't, and when it goes to use the stream again, it can't because it's in use elsewhere? Maybe the latter as that would make more sense.

The 'loose filestream' doesn't have anything to do with SS2 as I believe it has to do with dlls injected into the game by F4SE allowing scripts to create lists of objects and those objects are modified without while still queued in a list- where two scripts loads objects and one modifies or removes that object then the second unwaware of the first tries to access the same object without checking to see if it actually exists first. Though that's just a guess.
What do I do when it happens?
 
Here's the relevant patch note from version 3.0.0j
  • Fixed a bug that could cause the Abernathy locket to be spawned inside of the Chapter 3 version of USAF Satellite Station Olivia, instead of the vanilla version of the cell.
    • Players who already had this issue, will find the locket moved back where it belongs shortly after this patch is installed.
Let's hope it works as intended, if anyone can confirm
 
Here's the relevant patch note from version 3.0.0j

Let's hope it works as intended, if anyone can confirm
I can confirm that 3,0,0j has fixed the problem
Started a fresh out of the vault character and went straight to Abernathy farm.
‘Talked to Blake and received the quest to return it.
‘Immediately I was hopeful since a waypoint appeared with the door symbol.
‘After fighting my way to the basement I retrieved the locked from the tool chest.
‘Also I tested by passing Abernathy farm to see if the locket was in the toolbox and it wasn’t.
‘Which I personally have no problem with.
 
What do I do when it happens?
Sorry for taking some time to reply- it really depends on the 'root' cause of the problem. If it's random it could be a specific spawned in actor, outfit, weapon or combination, a combination of running scripts of injected F4SE dlls. What would be nice is... if F4SE has a heap type buffer to keep track of which function is currently running or being utilized (with a startup option like DEBUGMODE or something in an ini file) then Buffout can check this also and report a list of what and which F4SE injected (or loaded) dll was being used. Might help see a pattern hidden in the executing code.
 
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