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Turncoat Turn Out bug

holikki

Member
Messages
103
Minutemen lady comes up, gives sob story, gives quest to go kill gunners, quest starts with the first task to go to a location. No marker to follow and no understanding where to go.
 
I always thought tenpines was a set place for the first quest and not radiant, guess it’s just due to the fact it has settlers is close by and stuff needed for the quest.
Yeah, I have had it pop as being Oberland Station instead, and have had the Tenpines settlers send me to Walden Pond instead of Corvega too. Notice that Preston's dialog never actually NAMES a location, just says (as the meme goes) "another settlement" - the settlers dont verbally name where they send you either, your Pipboy just somehow magically knows what they mean - thats usually a clue that its Radiant.
 
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Minutemen lady comes up, gives sob story, gives quest to go kill gunners, quest starts with the first task to go to a location. No marker to follow and no understanding where to go.
Can confirm I'm still getting sent to Bradburton Pass in Nuka World with no quest marker on 1.1.0b
 
Iirc the markers and dlc areas were never patched, only the unclearable locations were removed. Use the cheat terminal to get there if you don't want to do the DLC (or console commands I guess).
 
I just got this quest and she's sent me to Mass Bay Medical Center. There was no marker but the objective stated that location. That building has been claimed by the Nightingales already in my game. I tried overriding the door lockout and going into the vanilla building and killing them all but there were only 3-4 gunners and an assaultron in there and killing them hasn't progressed the mission.
 
Did you take the elevator upstairs? I assume you need to kill the power armor guy (where the armor stands in hijacked version).
I did yeah, went up as far as the roof just to be sure, even went out the back door before the elevator where you have the metro bit and there were two guys out there I killed. I had already cleared the location before I started the Nightingale story and they then took over the building so I don't know if maybe that somehow bugged it because there were no where near as many Gunners in there as there were the first time I went to the building.
Ended up using setstage command to force completion of that stage and went back to speak to her to get the quest finished.
 
That must be it. Even though there was a bug fix to prevent the quest from pointing to unclearable locations, the cell must have reloaded in part but not the "location boss" if that makes sense. Explains the no marker thing too. This kind of stuff happens outside mods too, I got a quest to clear supermutants in Far Harbor and the boss was already lying dead so it advanced only after resurrecting and killing him again.
 
How do you write the set stage and resurrect in tild just in case I need to use them, or is there somewhere where I can find a list of the tild key codes. Thanks
 
That must be it. Even though there was a bug fix to prevent the quest from pointing to unclearable locations, the cell must have reloaded in part but not the "location boss" if that makes sense. Explains the no marker thing too. This kind of stuff happens outside mods too, I got a quest to clear supermutants in Far Harbor and the boss was already lying dead so it advanced only after resurrecting and killing him again.
Oh yeah I've definitely had it happen occasionally over the years with vanilla quests too, I just thought it was strange that an SS2 side quest would make use of a location which is now being used by SS2C2.
How do you write the set stage and resurrect in tild just in case I need to use them, or is there somewhere where I can find a list of the tild key codes. Thanks
I used setstage SS2_characterquest_emilymarcus 20 which I got from the wiki entry for this quest. For resurrect, if you get there and the boss is lying there dead you can open the console, click on the body and then just type resurrect and it should bring them back.
 
Oh yeah I've definitely had it happen occasionally over the years with vanilla quests too, I just thought it was strange that an SS2 side quest would make use of a location which is now being used by SS2C2.

I used setstage SS2_characterquest_emilymarcus 20 which I got from the wiki entry for this quest. For resurrect, if you get there and the boss is lying there dead you can open the console, click on the body and then just type resurrect and it should bring them back.
Thanks
 
I just thought it was strange that an SS2 side quest would make use of a location which is now being used by SS2C2.
The quest mas made before ch2, I guess no one bothered with it or wanted to change it after. There are very few gunner locations as it is, fewer if she stops giving Nuka-world.
 
This should be a predetermined location that just spawns generic gunners with a commander to kill, could easily be setup to happen at any location with map marker and no other quest tie in stuff. So basically a self contained side quest that provides a location and enemy to fight.
 
This should be a predetermined location that just spawns generic gunners with a commander to kill, could easily be setup to happen at any location with map marker and no other quest tie in stuff. So basically a self contained side quest that provides a location and enemy to fight.
this is basically exactly how radiant quests work. the problem is not that this system doesn't exist, bethesda put a ton of effort making it work. the problem is that the list of locations is notoriously difficult to filter for sanity, so you end up with turncoat hunter em sending you to the middle of far harbor or the back end of nukaworld because you are technically above the level of that area and it fits the selection criteria built into the quest specifics.

for reference, the quest in question has the following filter:
Code:
Subject.GetInCurrentLocationFormList(SS2_LocationLimiter_ExcludeLocationsFromRandomization [FLST:0C04AD4F]) = 0.000000 AND
Subject.LocationHasRefType(Boss [LCRT:00003956]) = 1.000000 AND
Subject.LocationHasKeyword(LocRegionQuincy [KYWD:0009AFD7]) = 0.000000 AND
Subject.LocationHasKeyword(LocEncGunners [KYWD:000581E0]) = 1.000000 AND
Subject.LocationHasKeyword(LocTypeClearable [KYWD:00064EDE]) = 1.000000 AND
which (near as i can figure) works out to "places not involved with SS2.ESM that you don't know about, that has a boss NPC, that aren't in quincy, and have gunners, and are clearable". notice that C2, nuka, and far harbor are not mentioned, so fair game.

edit: remove irrelevant clause per msalaba
 
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An issue has been logged for keeping SS2 Quests in the Commonwealth - includes Miss Emilly Marcus, and Mr. Handsy.:declare
Thanks folks. :hearts

Emily's quest isn't repeatable, it just sends you to a random location that has gunners, that can be cleared or has a boss to kill.
 
This should be a predetermined location that just spawns generic gunners with a commander to kill, could easily be setup to happen at any location with map marker and no other quest tie in stuff. So basically a self contained side quest that provides a location and enemy to fight.
This would definitely solve many of these issues.

The main issue is there are several vanilla gunner locations that are not completely setup. So SS2 can grab a location that is supposed to be clearable but actually is not. This is also the reason why most of the time there is no quest marker for Turncoat Turnout.

the problem is that the list of locations is notoriously difficult to filter for sanity, so you end up with turncoat hunter em sending you to the middle of far harbor or the back end of nukaworld because you are technically above the level of that area and it fits the selection criteria built into the quest specifics.
Actually, the encounter zone has nothing to do with it. It just needs a condition added to not grab locations outside of the Commonwealth.
The condition to do so is not very straight forward. :todd:
 
This would definitely solve many of these issues.

The main issue is there are several vanilla gunner locations that are not completely setup. So SS2 can grab a location that is supposed to be clearable but actually is not. This is also the reason why most of the time there is no quest marker for Turncoat Turnout. :todd:
I know that's just my ideal solution like make it the overpass by the northeast side of the map or something, or pick a location that has a map marker and add some gunners to that location personally I like the toilet kings location it's near a marked spot is an interior and nothing inside to do with main quests or anything (toilet king the dude from the conquers quest line sorry forgot his name but he was hilarious)
 
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