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Distress signal call from Vault 111


draytalon

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Ok, i tuned in and listened to the distress call from V111, proceeded to go through it killing all the raiders and freeing the occupants. Next stage was to go to the beacon to link the terminal, SGT Peterson tags along with you. Now, after playing and restarting over several times, i have found that going to the radio beacon is best started from level 10+. So in doing this again, several raiders on the attack have the red skull against them now, no big issue with that, but SGT Peterson just stands in the doorway and says " I'm being hit ". How can i get him to attack because taking on the throngs of raiders by myself is near impossible. No i do not like to load in cheats, i prefer the challenge, but after my 20th attempt it gets frustrating.

 

Sorry if this post is in the wrong area

Edited by draytalon
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Haven't played the mod, so I'm not familiar with the situation that you're talking about.

 

Basically what you would need to do is go into the mod's files, and change his AI. To one that does combat.

His AI package is what decides if he will fight, how he goes about fighting, and stuff like that.

 

However, if you're not a modder and don't feel comfortable tampering around with the mod files, then you're going to have to go with a different option.

 

One option would be to hold off on the quest, until you have gained more levels, and access to more gear.

Another would be to hold off until you have a companion with you. (Or, several. If you play using mods that allow you more than 1.) Or if you really don't want TOO many companions with you, there's always Everyone's Best Friend. https://www.nexusmods.com/fallout4/mods/13459 which would allow you to take Dogmeat + 1 with you.

So Dogmeat and Codsworth could bullet sponge and draw aggro while you work on dealing out the lead poisoning.

 

Then there's my one personal favorite saying: "Any situation can be resolved with the proper use of explosives". Mines, grenades, even rockets. Those clear up large numbers of enemies. Foo Fast.

Here's a really fun mod for mines. https://www.nexusmods.com/fallout4/mods/64039# Tho they're craftable, so you'll need to have the needed requirements.

 

Basically what it's coming down to, is that if you can't beat the situation with firepower, you're most likely gonna need to either A) Change the AI of that NPC. or B) Start using better tactics ;)

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@StormWolf01, you are correct, i am not a modder or comfortable around changing AI abilities. I do have Dogmeat and Codsworth as companions. Also, i levelled up to 14 and went back, now i get more red skull raiders than when i was level 10. Using missiles is not an option as its close quarter battles. I did plant around 20 Frag Mines, that took out some of the raiders, some got injured and then used a stimpak to heal themselves to rejoin the battle. I even went and collected my T45 Armour, still didn't help. Peterson actualy starts the attack by saying ' Wait, do you here that, they are attacking, see if that terminal has anything on it that can help our defence'. But alas, he doesn't say these words, i run out of the building to activate the battle, but, well, no good. It looks like it's a glitch because i have done this part of the quest before, looks like i am having to restart again.

 

Thanks for the info and suggestions

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Heyas Talon :smile:

Oh crap. It sounds like it's scripted or set up to spawn enemies that are above the player's current level. For the challenge, naturally. :wink:

Yeah, I can't say that I blame you. I mean, Myself, I'd be ok with changing the AI, but messing with what they did for the spawning, that's not something that I feel comfortable with. So I feel ya there. :wink:

 

Ok so I looked at a mod page, I think that this is the correct mod? https://www.nexusmods.com/fallout4/mods/58607

It says that you have to pass another quest, before this one will start. Might that be why the trigger isn't activating, to start the attack?

 

Ok that self healing they're using is dirty!

There's ways to counteract that, tho! :D

Incendiaries. Molotov cocktails. Incendiary weapons, Flamers (tho, yeah. You'd need a mod weapon that was easy to get, early in the game, if you're not wanting to get cheaty)

Poisoning will also do the trick. There's mods that add weapons that inflict poisoning.

Bleed is also another option, but while it's really effective in other games, not so much in this particular game.

 

Maybe you need to start using some munitions that inflict Frenzy. :woot: Make them start attacking each other, so that they can further whittle their own numbers down. I know that there are some mods which add grenades that can do it. There's also a mod that adds a different kind of syringer, that can do it too ( I am sooo sorry, I can't remember the name of hte mod, and now I can't find it!) But hallogine gas grenades are way too hard to make, early game.

 

Heh. Ok. Brain slipped a gear there for a sec. I was gonna say... go back to the vault and unlock the Cryolator. But ummm.... yeah. The reason why that's no good is self evident! :laugh:

Cryo may help to slow them down some for you though. So cryo grenades or mines might help out.

 

I'm starting to drift off into the realm of doing high modding now.... An automatic shotgun with the explosive ammo legendary, or a mod weapon that employs explosive ammo would help out a lot.

 

If you need to resort to going OP there's the automine bugs that I linked before, and there's also this pistol. https://www.nexusmods.com/fallout4/mods/14527

Big damage, with some really, really explosive ammo to throw into the mix. Hella recoil on the fragger tho. Also depends on what your graphics card is like. If there's a truckton of mobiles already working on your graphics card, the textures on this pistol may not help your framerates. :confused:

 

Ok, don't take this seriously, I'm just trying to throw a laugh into the mix. Myself, I'd throw several spawner grenades for deathclaws in there, and just let the problem sort itself out :D :laugh:

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Ok, sorry to double post, especially after throwing a book at you, to read there before.

What you were saying about him not starting the fight again.

 

This might be a problem with your savegame. If you've got a save where you have already been there, and started the fight. Then left, or died, and then have to go back, it may not trigger again.

This is a problem caused by the way that bethesda games do their saves. The trigger event from that script, is saved into your savegame. So if you load up a game where that trigger has already been pulled, depending on how it's written, it MIGHT NOT trigger again.

 

This is really annoying, because it will mean that you'll have to delete (or move them out of the My Documents folder) saves from when you entered. And then start back up on a save that was prior to starting the attack.

 

:sad: :sad: :sad:

 

EDIT: Ok, I jsst thought of one other option that you could do. Tho, its a cheap shot, like a kick to the groin.

Start the game up through the launcher, and set the difficulty settings down as far they'll go, so the enemies aren't as tough. Maybe get you thru the fight, save it, and then go back and reset them to what you normally play at........

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Ok, got fed up with trying new ways to get this done, still wouldn't work. The mod was not 'The Rise Of The Enclave' it was 'America Rising - A Tale Of The Enclave'. So, because i was only at level 14, i decided to restart the game, replicated the same scenarios and went to the beacon, this time Petersons dialogue activated and i was able to complete that part of the mission. Thanks everyone for the input and help

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