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FNV main story quests with a time table?


dubiousintent

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I have been under the impression (mistakenly it appears) that there was no particular time pressure to complete the main story line quests. So I've been running around doing all the DLC, side, and mods quests first. Imagine my surprise when I suddenly got the message "Quest For Auld Lang Syne has failed" before I even got it started. (Haven't even gotten the chip from Benny yet.)

One of the essential characters for that quest, Daisy Whitman, dies ~08:00 on 12.18.(22)82 (apparently of old age). This will automatically cause the quest to fail. I've confirmed this wasn't a "freak" incident. She was standing on the south end of the Novac Motel balcony where I spoke with her shortly before that time, and then she was collapsed dead in the same spot. I'm going to have to dig into the quest script to see if it's possible to adjust the timing, as I will otherwise have to dump a huge amount of game play in order to gain enough time to move the main story ahead with sufficient time before her appointment with the grim reaper.

Are there any other "time bombs" in other quests I should be aware of?

-Dubious-

Edited by dubiousintent
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are you absolutely sure this isn't related to any mod you are using?

could she have been killed by some enemy or something of this sort?

because I tried looking this up , and I couldn't find a single record of this

 

If you think this is set up like this , could you try starting a new character , and (if it's possible) change the date and time via console command to around that time , and test if she really does die at this point?

or if you want to have a look at any script attached to her , maybe you'll find an answer......

It's just strange that this has never been reported before (not anything I was able to find , or remember ever hearing about) , for a game that has been out for so long , and has been played so many times by so many people

I honestly doubt this was set up (don't think I've heard about any such "time bombs" , as you put it)

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I'm gonna keep an eye out for this, I went in game but the latest date I have on any save profile is the 6th of July 2282, that's with 250 hours on it. If this is actually a thing then it's pretty cool, however is it possible that something from a mod got in there and killed her? in one game my Goodsprings was a ghost town after things from Momod somehow found their way into town.

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Nothing found in the scripts (which were quite meager: only two and one was "OnDeath" only. Nothing in dialog "Result Scripts" either.)

 

I solved it simply enough by making her "essential" just before she would have died. I then sat with her for 20 minutes of game time (30:1 scale) after she previously died and nothing happened; so I went into an interior cell for a bit of repair work, and when I exited she made a comment about not being an easy kill and I found a dead mercenary in the courtyard. (Surprised me because I was suspecting a roaming Super Mutant outside of town.) So it's looking like it was a random encounter added by a mod. Haven't bothered to chase down which; unless someone expresses an interest in knowing that particularly. (That was three instances, so it really does appear to be intended from some point at least a day prior, which is how far back I went in testing.)

 

-Dubious-

Edited by dubiousintent
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Anyone know of a way to track down the source "mod index" of a spawned item (i.e. one with a mod index of "ff")?

 

I couldn't leave it alone and tried to track down where the mercenary attacking Daisy came from. Turns out she (a yellow haired Caucasian female named "Mercenary" (ID: "ff002003") coming from around the East side of the Motel) spawns at the Southern edge of it there already "engaged" with her pistol out. Attempting to talk to her just gets the line: "Someone there? I must be getting jumpy", but she won't engage in conversation.

 

All the hallmarks of a scripted assassination attempt, but the "ff" mod index just means it's spawned and doesn't tell me the source mod's index. You can't find an "ff" index item using xEdit that I am aware of, and leaving off the mod index gets nothing. Searching on the EditorID of "mercenary" didn't turn her up either.

 

Any other ideas?

 

-Dubious-

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I don't think you can track down a FF ID according to this: Any item that is not created by pre-defined game scripts (either original or from mods) will have reference ID starting with FF to indicate that this item belongs to this particular save game. It is for dynamically generated items, like loot from containers, random encounters or trader's wares.

 

I once changed the The Organ Harvesters mod to be hostile to everyone and they wiped out a modded Goodsprings before I knew what was going on.

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