the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

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.
 
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.
They need to stay in the Commonwealth too.
 
IIRC, the fix was to make the quest pick from a FormList of locations. This FormList should only contain Commonwealth locations.
 
Yes please there’s a mod that does something similar Here. that does what everybody wants just not sure it would affect ss2 mods since they aren’t entirely base game radiant quests but quests that are added to the base game. Guess somebody would have to try them together run her quest a few times and see what happens.
 
Yes please there’s a mod that does something similar Here. that does what everybody wants just not sure it would affect ss2 mods since they aren’t entirely base game radiant quests but quests that are added to the base game. Guess somebody would have to try them together run her quest a few times and see what happens.
I checked a while back with kinggath regarding "Keep Radiants in the Commonwealth" mod and he told me that SS2 quests are not included. The mod does a manual edit of each of those quests so that they don't generate locations outside the commonwealth.
It's last update was in 2017.
 
Last edited:
I checked a while back with kinggath regarding "Keep Radiants in the Commonwealth" mod and he told me that SS2 quests are not included. The mod does a manual edit of each of those quests so that they don't generate locations outside the commonwealth.
It's last update was in 2017.
That’s kinda what I figured as well since ss2 adds its own quests instead of recycling base game ones. So looks like a custom patch would need to be made or for the file to be edited to remove areas outside the commonwealth
 
IIRC setstage SS2_characterquest_emilymarcus 20
That should complete the "Kill the Gunners" part and move to the return to Emily objective.
 
Good thing I kept this thread in my bookmark. Patch 1.0.16 and not fixed.
This was ostensibly fixed in 1.0.12 (by making sure the quest will only choose from "clearable" locations)
but
As far as I know it could only prevent it from occurring moving forward and was not able to fix an already broken instance of the quest.

That said, it's entirely possible the change was accidentally reverted in one of the subsequent patches. Did you already have the quest active prior to 1.0.12, or is it a brand new instance?
 
When I did the quest several times it sent me to Quincy, vault 75 (no marker, had to google cause completely forgot) and I think vault 95 (nevermind, it was the crashfest Med-bay)? Was a while ago, no problem with clearing it but maybe the marker problem is still there.
 
This was ostensibly fixed in 1.0.12 (by making sure the quest will only choose from "clearable" locations)
but
As far as I know it could only prevent it from occurring moving forward and was not able to fix an already broken instance of the quest.

That said, it's entirely possible the change was accidentally reverted in one of the subsequent patches. Did you already have the quest active prior to 1.0.12, or is it a brand new instance?
Negative, a brand new playthrough started with 1.0.15, but the actual quest started on 1.0.16
 
I also have no marker, for her or the location. But mine is in Nuka World... maybe she already went there.
I wish the Keep Radiants in the Commonwealth applied here. Wasn't planning on Nukaing this go round.

Also, if the goal was for these NPC quests to get you to get out and see the world, they could put them a little further than the NW quadrant of the map...
I just got assigned about 6 of these, and they are all no farther south than Greygarden and all west of Greentop.
 
Last edited:
I used cheat terminal to teleport to Bradberton overpass and back. Don't think that broke anything. She herself should be in one of your settlements, or a specific one if you send her there immediately. Think that marker appears when the gunners are dealt with.
If you're talking about settlement radiant quests, those are mostly relatively close to the quest giver. Which mostly makes sense.
 
The way the game sets them is it looks for a clear able place if it can’t find it then it looks outside in the dlc areas. Think it also will pool from places you have visited first as well kinda like how if you walk through a settlement 5 mins later you get Preston sending you there to help them.
 
I don't know about that, on one save I've never been to Quincy and she still sent me to god knows where. It's more random for some. I believe "Greenskins" vanilla quest sent me to Faneil Hall once or twice when there were other, closer and way less painful locations.
 
Think it also will pool from places you have visited first as well
From my understanding, the "Radiant Quest" system actually does the opposite - tries to prioritize sending you to places you HAVEN'T already been, perhaps with some kind of "level range of the area" modifier. That's how it always seemed to me.
I mean, that first quest of Preston's to re-start The Minutemen is actually Radiant too, it's just that it works out so that if you go straight to it on a fresh character, the level ranges will almost certainly result in it being Tenpines Bluff wanting you to clear Corvega - not even meeting Preston&Pals until substantially higher level will change where he sends you and what they want.
 
Last edited by a moderator:
From my understanding, the "Radiant Quest" system actually does the opposite - tries to prioritize sending you to places you HAVEN'T already been, perhaps with some kind of "level range of the area" modifier. That's how it always seemed to me.
I mean, that first quest of Preston's to re-start The Minutemen is actually Radiant too, it's just that it works out so that if you go straight to it on a fresh character, the level ranges will almost certainly result in it being Tenpines Bluff wanting you to clear Corvega - not even meeting Preston&Pals until substantially higher level will change where he sends you and what they want.
Interesting 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. Still pretty sure it should pool from the commonwealth though before looking at dlc locations and gunners tend to only be in a few specific regions of the map meaning if you have cleared that area it will start sending you outside the commonwealth.

although this isn’t just a Fo4 thing Skyrim will send you to the Dragonborn dlc island for some radiant quests as well.
 
Top