Yes, the system used is a feature. When the power of prevents the quest from completing, its a bug.This was mentioned in the live stream by KingGathlast night as not a bug but a feature. It's meant to get you out of your settlements and make you explore. No bug here guys.
There is plenty that can be done. Like when a user reports location X doesn't allow the quest to complete, it can be added as a condition to the quest so that location won't be selected in the future. If it wasn't for all the vanilla "features" the UFO4P team wouldn't exist.But again this isn't a bug so not much can be done.
Unless the player clears the offending location before starting the quest again, there is a very high chance the same location will be selected.Save before talking to her the first time if you don't like the local she sends you to. Reload and try again.
Most likely, the location is determined when the quest stage is set and the location alias is filled. I haven't looked at this in the CK, so I do not know the exact conditions for location selection.I suspect she picks the location when she spawns.
My point is not much will be done (by devs) if the devs look at this as a non issue. We the modders maybe. Or get the powers that be to see that their feature is bugged.There is plenty that can be done. Like when a user reports location X doesn't allow the quest to complete, it can be added as a condition to the quest so that location won't be selected in the future. If it wasn't for all the vanilla "features" the UFO4P team wouldn't exist.
Huzzah! Hail the conquering hero!I have just done the quest to kill the courser so I can get into institute, at "Green-Tec Genetics" and I killed all the gunners and completed both quests Turncoat turn out and the courser chip.
Yeah the idea of the quest is good I think the issue is there’s only so many places that have groups of gunners and some are unmarked and some are quest related , so you run into a lot of issues with this one. My suggestion on this one is still to pick a specific location with gunners that isn’t quest related like the overpass by tenpines or the one by costal cottage they both have gunners both regen after time away and are not tied to main quests or faction quests. I just don’t know how to implement the changes without screwing something up.The quest objective "kill the Gunners" will not be able to complete at the Ruined Skyscraper location currently. The only way is by using console commands or waiting for Kinggath to fix this in a future patch.
Would a possible solution be:There's no easy way to fix it really without modifying a lot of base game code, and the work arounds will probably take a while to implement.
This was my line of thinking to there needs to be a more direct method instead of relying on the base games feature of just looking for random locations that fit what’s checked. I think idea number 1 was kinda what I was thinking as well , you give it a set of locations that are not tied to main quest or dont have map markers , then have it run against that list. If a basic keyword set and script is the answer that’s where I can’t help as I don’t understand code enough to write or read it.Would a possible solution be:
Or do I need to go an watch / read more tuts...
- make a list of locations this quest can be completed
- use a script to add a key word to those locations
- use the added keyword for the LocationAlias in the Quest
- Profit?
Edit- Idea #2:
- set the LocationAlias to none on the Quest
- create a FormList of possible locations
- have the quest script get a random number between 0 and FormList.GetSize()
- use that as an index in the FormList to populate the LocationAlias
SameI had the same issue, and it described a location that I couldn't find anywhere, even on Fallout wikis. Turns out it was sending me to Ini-Tec, a location in the Fusion City Rising mod.
Fusion City and the other ThuggySmurfs mods are also known to cause issues with the Ron and being able to get settler quests from him.Same
Yes thank you that quest made it do I would avoid that lady like the plague.Good news from the patch notes for 1.0.12 (available now on Nexus):
- The quest Turncoat Turnover will now only select clearable locations. Previously it could select locations that could never be marked cleared, and thus the quest could not complete.
Alas, it probably won't help anyone with the quest currently active, but should prevent the issue from recurring.
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