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Tenpines -vs- Oberland 1st M.M. Quest.


jjb54

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Okay, so far far more often than not, THE FIRST STEP, quest that good old Preston sends you on is to: Tenpines.

 

Now 1 time late last year, I had Oberland be the first and simple restart fixed it! :)

 

. o O ( I found out that Tenpines simply was NOT going to happen. )

 

Now I laid off Fallout 4 for a year ... as I was getting to damn frustrated w/all the bugs and such.

 

I came back to it, just a few weeks back. Did all the Updates, re-installs, and such .. knowing that a lot had happened in prior year since I last played.

 

So now - Oberland is THE FIRST STEP quest, even after restarting. Yes, I went through the game and Tenpines NEVER came up and I had to console command to open the Workshop. :P

 

So I thought, " .. okay, start over with a clean save and make sure everything is updated... " CHECK!

 

Oberland is still THE FIRST STEP quest and Tenpines is not to be seen being given as a Quest to open the Workshop. All the other Settlements are given in the order that I remember, less Tenpines.

 

Am I missing something or is this a bug????????

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I just started a new game and Tenpines was first given, now Oberland next. Though I think location is random. Have had plays where Abernathy came up first, Oberland second, Tenpines third. Also had a play where it was Tenpines, Oberland, Graygarden. But as for buggy game. Please remember, this is a Bethesda game. So buggy is to be expected. Been doing their games back to Morrowind and Fallout before it was Beth's game. So do speak with some experience. As for workshop, not sure what you are asking about there. Do you mean you can't open workshop @ those settlements, because quest not done. Or can't open workshop at all, without using console. Maybe give a little more detail of exact issue.

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There should be an order to which settlement you get to unlock next. None of this random crap at all it would be better if it was tenpines and then abernathy and then starlight and then sunshine tidings and so on until you get down to diamond city area and pick up oberland station. I usually try to unlock the settlements that way since it makes more sense and allows the building of an army ready to reclaim the castle and push north east as well as south. Really wish there was a big battle to wipe out the gunners and take back quincy then destroy their HQ building and limiting the gunners to a remnant faction rarely seen anymore. Using the VTO redux mod is a great way to compliment settlement activities and provides more immersive fast travel.

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Quest MinRecruit00 The First Step order of priority from the target workshop quest fill conditions is:

 

Tenpines if not player owned

Oberland if not player owned

Any Unowned Workshop that has a starting population greater than zero

Any Workshop that has a starting population greater than zero

 

Why would Tenpines not be offered if not player owned ? = RND

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Quest MinRecruit00 The First Step order of priority from the target workshop quest fill conditions is:

 

Tenpines if not player owned

Oberland if not player owned

Any Unowned Workshop that has a starting population greater than zero

Any Workshop that has a starting population greater than zero

 

Why would Tenpines not be offered if not player owned ? = RND

 

That's my question. I know that it's the 1st Settlement offered. I'm at my wits end .... because I started all over again with a clean save .... and Tenpines is not given but Oberland. I even waited 24 in games hours .... and no, Oberland, not Tenpines .... I found that it screws up the Castle Quest ... ( the battle for ).

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You can force Tenpines by killing the settlers at Oberland and optionally taking ownership. No settlers, no chosey.

 

The order workshops are owned either direct or through MM recruit quests doesn't affect Taking Independence, Form ranks or Defend the Castle in any way. I have audited the code and run those sequences hundreds of times to develop SKK Fast Start Minutemen.

 

If you have a problem starting that quest, its typically the MinutemenOwnedSettlements counter not incrementing which SKK Workshop Ownership Utilities fixes. From https://www.nexusmods.com/fallout4/articles/972:

cqf SKK_WU "SKK_WUMainScript.UpdateMinutemenQuests"

Update Minuteman central quest workshop recruitment stats to bump dependent quests (Taking Independence, Form Ranks, Defend the Castle).
Edited by SKK50
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So... is there a mod that will let us choose while in game, the order of settlements we want to get a call from next? I really hate having to run all the way down to the swamp at sommerville place where some drunk and his two kids somehow heard about some guy from a vault that just started building stuff in sanctuary like wtf... I have been playing this game almost since it came out and I can remember how things have changed slightly over the years like certain perk magazines being moved from one location to another or from one part of a cell to another although I don't know if it was all beths fault or the unofficial patch ppl. Oh that reminds me you do know the unofficial patch team are really trying to fix up the scripts that handle settlements and build menu right? does your mods have compatibility with unofficial patch changes?

 

 

 

Have you checked out what makes some of us get the castle quest taking independence three or four times in a row? I have a castle mod it is V2 of something houza created and it works great but during that quest everything is out of whack. Mirelurks are invisible until shot and the various objectives like meet in the courtyard and kill the eggs and kill the queen get all mixed up during the fighting.

 

I still don't understand why the three MM npcs as well as preston go running straight to the queen instead of getting up on the walls and shooting it from a distance. I always have to rush over there trying to save that one private ryan guy lol from getting turned into a pile of acid goo. I show up with a maxed out T45 suit of PA and a skibs mod super gun that shoots 50cal bullets all maxed out. Once I jet up there on the wall and take aim that queen is VATSed to death there is no need for those dam npcs to run over there. When the game did at one time work right for this quest over a year ago, the npcs were busy with the mirelurk eggs by the time the queen showed up so I just had to follow private ryan around and save him from one or two mirelurks then jet over to the wall and kill the queen.

 

I'm trying to slim down my mod list I really am it is just taking some time to do and finally getting some things just how I want it. I'm planning on starting a new game without AGOMBZ and BS defense just using your SKK mods for workshop markers movement and settlement attack system to handle all the things those two mods did. I'm thinking the less mods I have the better the game runs and maybe I'm getting script lag and don't know it too.

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  • 1 year later...

There should be an order to which settlement you get to unlock next. None of this random crap at all it would be better if it was tenpines and then abernathy and then starlight and then sunshine tidings and so on until you get down to diamond city area and pick up oberland station. I usually try to unlock the settlements that way since it makes more sense and allows the building of an army ready to reclaim the castle and push north east as well as south. Really wish there was a big battle to wipe out the gunners and take back quincy then destroy their HQ building and limiting the gunners to a remnant faction rarely seen anymore. Using the VTO redux mod is a great way to compliment settlement activities and provides more immersive fast travel.

I am seconding this, hard. It breaks immersion for me real bad that Gunners are just always around no matter what, no matter how many of their leaders I kill, and no matter how many of their bunkers I raid. There should be a mod with some kind of quest similar to Red Glare to end the Gunners s#*!.

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