StarMystyk Posted September 30, 2016 Share Posted September 30, 2016 I've been searching via Google for anything about a problem I have but, people seem to only have a different issue. Has this happened to anyone else? Sorry if it's a bit long. Unlike others I *can* access the workshop at any time, even in combat, which is weird. In my game the Operators turned against me. They had Outpost Zimonja. So, for the quest I had to destroy this settlement. I guess by destroy it means kill everyone who lives there. Which is, like, 5 Operators and 6 turrets. No problem, we wiped them out. But, my quest marker still sits above the workshop. Activating the workshop just opens the build menu, where I can do whatever I like. But, it doesn't complete the quest. The quest is still active, the map icons (for Zimonja and Tenpines) are still raider ones. Also, the raider flagpole isn't there anymore. It disappeared ages ago after I left the area after plopping it down. I tried building it again (for the old gang that was there) then destroying it. That didn't do anything. I *can* use the console to complete the quest but the map icons are still raider ones and organising another job through Shank doesn't bring up that settlement, so I can't put anyone else there. Do I need to kill the settlers at Tenpines as well? They were supplying the outpost. If it hasn't happened to anyone else I guess I'll just console complete the quest and move on. Ignore that area and work on the other settlements. Link to comment Share on other sites More sharing options...
Moraelin Posted September 30, 2016 Share Posted September 30, 2016 Star, if your flagpole disappeared, presumably having had to place it with TGM, then THAT screwed up your quest chain. You shouldn't have ignored it. And what you describe is another effect of the same root cause: a pre-NW mod is overriding the workshop's parent quest. The problem is that Beth changed that parent quest for NW. Previously it only had to deal with normal settlements. Now it also has to deal with raider outposts and vassal settlements. And both placing the banner AND the quest you describe need to know if it's a raider outpost. If an obsolete mod saddles you with a pre-NW version, the game just doesn't have the information it needs. The one that was doing it for me was autoweapons.esp. I dunno if it got updated in the meantime. I'm not taking guesses either. I verified with FO4Edit that it's what overrides the workshop parent quest to an obsolete version. Well, my version was. Dunno if it got updated in the meantime. But basically you should update any mods that touch the workshop or its parent quest with a ten foot pole, to versions that support NW. Generally just removing the offending mod does the trick at least for placing banners. No idea if it still works if you got that far with a broken quest chain and broken settlements, but eh, I guess it's worth a try. Link to comment Share on other sites More sharing options...
StarMystyk Posted October 1, 2016 Author Share Posted October 1, 2016 Thanks for your reply. I just searched on how to find that out and, I found the culprit mod. I can live without it, I haven't had it activated long. The mod that just completely overwrote that quest doesn't look like it's here anymore. It was a mod that fixes the Vault Tec Rep and Sheffield's dialogues (esp name is Vault-Tec Rep and Sheffield Dialogue Fix.esp) so each time you talk to them it doesn't do the recruit spiel all the time. Looking at the file header and it's possibly been updated as it's the same author as this one Recruitable NPC Dialogue Fixes and Tweaks. Looks like he's updated it as now the Unofficial Patch is a requirement, where it wasn't before. Problem mod found, problem mod evicted from my load order. It might not fix the issues with my current game but I'll remember to leave it out for future playthroughs :smile: Link to comment Share on other sites More sharing options...
Moraelin Posted October 1, 2016 Share Posted October 1, 2016 Well, here's to hope that it does the trick. Just removing the mod does the trick for planting a flagpole, so there's hope. Link to comment Share on other sites More sharing options...
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