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Vault 101 Stuck


Cherubina

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Hi,

 

I've played FO3 with some mods and am pretty far now, there's just one "little" problem:

 

I wondered why the "Trouble on the Homefront" quest doesn't start and went into the cave of Vault 101 ...

When I walked in the door was just about to get into the endposition and there were still the two hostile guards behind the door.

First I couldn't save the game after leaving the place, then I deactivated some mods and the game worked again but the mission still doesn't start.

 

Is there any way to repair the savegame? I don't want to start the game over again ...

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anchorage, broken steel and most side quests complete, "the pitt" still missing

 

I've got a personal vault full of stuff like tons of power armors .... they weren't good enough for me so I installed the WH40K mods for new stuff and new things to do ...

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On the same topic I am having a different problem. The Trouble on the Homefront quest doesn't start for me either but from what I have read if you don't activate it after the Waters of Life quest and before Operation Anchorage DLC quest then you will not be able to activate it due to a glitch. So here is my question. How can I fix this in the geck. I tried to make a seperate activator for the radio station hidden under the ground in front of vault 101 and placed it in front of vault 101 so you would spawn right on it when fast traveling and it didn't work (but I am really not sure what I am doing with scripting and activators etc.). I was hoping to make a mod for anyone who accidently causes this glitch, by not activating the quest in time, so they could go to vault 101 and still activate it "manually". Im sure there is some variable used in the quest's script that changes when you do Operation Anchorage or something but I have no idea what to look for. Please help me so I can put the mod out there for others with the same problem.

Thanks.

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*If you enter the operation anchorage simulation when the signal was available but not activated the quest, the signal will disappear upon exiting the simulation preventing you from ever starting the quest. There was an unusual fix to this however, when exiting The Pitt, the signal becomes available after returning to the capital wasteland. (unconfirmed)

 

http://fallout.wikia.com/wiki/Trouble_on_the_Homefront

 

It Seems You will need to Install the Pit to Fix the Glitch.*Sigh*

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Yeah I already have it installed but it doesn't work (at least not for me). I wanted to get Butch as a companion b/c I've never done so and I don't want to restart (30+ hrs on this new game). Do you (or anybody for that matter) know how to either:

 

Make a change in the Geck that will allow for the quest to be started via a mod,

or

Use console commands or something to get Butch as a companion if he is still in the Vault.

 

Thanks.

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... so no way to start the homefront quest ...?

 

I've also got another problem: "Reilly's Rangers" does not work properly...

 

The mechanic doesn't repair the elevator;

 

If I repair it myself they run to the ground floor, fight there and after all mutys are dead the go back to the elevator and just stay there doing nothing ...?

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