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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.
 
Yeah that’s what I got as well. Either way it’s not a deal breaker for me honestly her story and sending me to certain doom against gunners sometimes makes me want to shoot her anyways. That trigger finger is always itchy in Fo4 specially when I get unreasonable quests.
 
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.
Yes, the system used is a feature. When the power of :todd: prevents the quest from completing, its a bug.
But again this isn't a bug so not much can be done.
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.
Save before talking to her the first time if you don't like the local she sends you to. Reload and try again.
Unless the player clears the offending location before starting the quest again, there is a very high chance the same location will be selected.
I suspect she picks the location when she spawns.
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.
 
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.
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.
 
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.
 
I can confirm that this quest will not complete after clearing the Ruined Skyscraper location on v1.0.9a. I have never been to this location before.

Note to self- I need to make a test script to tell me if the location cleared flag is being set and the status of a couple of quest properties.
The location does not fill the quest alias for enemies and does not set the location cleared flag even using KAH.
 
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Just to add another voice to the chorus, I was also sent to the ruined skyscraper and cannot complete the quest despite spending an hour trying to find another Gunner in there to kill.
 
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.
 
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.
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.
 
Okay I've got good news and bad news.
The good news is I have identified the source of the bug and reported it to Kinggath.
The bad news is the bug is the in the base Fallout 4 code, not in SS2. 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.
 
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.
Would a possible solution be:
  • 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?
Or do I need to go an watch / read more tuts... :scratchhead

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
 
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Would a possible solution be:
  • 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?
Or do I need to go an watch / read more tuts... :scratchhead

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
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.
 
Its not really a code issue. Its a base game system for setting up radiant quests that has a few Gunner locations incorrectly setup. :todd:
The options are to either fix the base game records (which Kinggath doesn't like to do) or implement a work around... Option 2 is actually easier to implement.
 
Well color me wrong. On this play through I just got sent to Nuka World by her. I guess it's because I had cleared Quincy first in all other playthrough's before meeting her. This time I didn't.
 
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.
 
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.
Yes thank you that quest made it do I would avoid that lady like the plague.
 
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