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I swear to God, you two... (Commonwealth tales)


metaphorset

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One more time, one more FRICKING TIME....!

 

Ok, let's start from the beginning. I know, the Creation Engine's RNG is quite bad. It was already bad in Skyrim (once I had about 20 Charmed Necklaces because every second encounter were the revellers...) and I already had a similar situation in an earlier playthrough. But this really takes the cake and I really don't know anymore how it works...

 

I have those two settlers at Sanctuary, a male and a female. The male works as a guard, the female (one of the first settlers that arrived) works as a farmer. Whenever I come to Sanctuary, one of them awaits me at the spawn point and tells me about the kidnapping of her/his friend. If she gets kidnapped, she is always in Medford Memorial, if he gets kidnapped, I'll find him in Back Street Apparel. Every. Single. Time.

 

I get them out, send them home, when I get back to Sanctuary, the other one tells me what a swell guy I am - and the next time I visit Sanctuary the whole thing starts all over again.

 

Now, I'm a nice guy, so I thought "Let's spice things up" and I sent her to Finch Farm and him to Sunshine Tidings. First of all - it took both of them ages to arrive there. I met her at Abernathy's a day after I sent her on her way and he did show up at Sunshine Tidings 4 ingame days later. I gave them both slicker hats as a reward for their superior pathfinding capabilities.

 

All went well for a while - until today. I visited Finch Farm and found her standing at the spawn marker. "Uh... hey. Wuzzup" - "Njenjenje friend got kidnapped njenjenje...". Now, Finch Farm is a considerably large settlement, so I couldn't find someone specific missing, so I went - guess where? And I found - guess who?

 

How does this even work? Do they have cell phones? Psychic connections?

 

As I said, I'm a nice guy, so I already thought about using them as provisioners. But I really suspect them to be completely broken second choice synth trash that will break my supply lines. I start to believe that I have to send them to Starlight Drive-In. You see, it's empty and there is this nice old shack at the back... let's do this Old Yeller style - minus the tears...

 

 

 

 

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I once had a settler named Ned.

Ned always repeated what he said.

Ned got on my nerves so I shot him in the head.

Now my settler Ned is quite dead.

 

Ok, piss-poor poem, it was completely spur of the moment.

You definitely have a broken script, faulty mod, or mod incompatibility going on there, my friend.

First I'll ask if these settlers are from a mod. Second I'll ask if you have any mods that affect your settlers. If you answer yes to 2) I'll ask if you have more than one of them that affects settlers, then ask if you've tried juggling them around to see if you can them to play together via the load order.

 

So, lets get a bit more info, and see what you've got going on ;)

 

Poor Ned.

Ned is dead.

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I once had a settler named Ned.

Ned always repeated what he said.

Ned got on my nerves so I shot him in the head.

Now my settler Ned is quite dead.

 

Ok, piss-poor poem, it was completely spur of the moment.

You definitely have a broken script, faulty mod, or mod incompatibility going on there, my friend.

First I'll ask if these settlers are from a mod. Second I'll ask if you have any mods that affect your settlers. If you answer yes to 2) I'll ask if you have more than one of them that affects settlers, then ask if you've tried juggling them around to see if you can them to play together via the load order.

 

So, lets get a bit more info, and see what you've got going on :wink:

 

Poor Ned.

Ned is dead.

Ned had it coming.

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Right?

Now if only he could take Marcy and Jun along with him.....

I dump them in sanctuary, and then avoid the place like its radioactive. :D I stop in to visit now and then, and make sure things are still golden..... (and chat with preston) and that's about it. I have them both assigned to food production. :D and gave marcy a 'clean blue dress', that I added ballistic weave to, so it's MUCH better armor than the rags she was wearing.

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LOL I loved that comment about radioactive. My first good laugh of the day! Thanks!

Yeah, I kinda avoid the place too. Quite a bit. I'd seen that mod a while back, "Friendlier Marcy" or w/e it was named, and thought I might try it out eventually. But, there's still Jun. And Sturgess. And....Preston.

That's got me curious tho. Now I kinda wanna see ol' RBF in a Blue Dress. HAHA maybe I'll make a mod with that. And give Sturgess one to match :D

 

 

Edit- aaaahh! Most of my vanilla clothes have the brown shoulder! :sick: :yucky:

Other than that, the Blue Brocade dress makes her look really pleasant :)

Edited by StormWolf01
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You definitely have a broken script, faulty mod, or mod incompatibility going on there, my friend.

First I'll ask if these settlers are from a mod. Second I'll ask if you have any mods that affect your settlers. If you answer yes to 2) I'll ask if you have more than one of them that affects settlers, then ask if you've tried juggling them around to see if you can them to play together via the load order.

 

So, lets get a bit more info, and see what you've got going on :wink:

 

Poor Ned.

Ned is dead.

 

Sorry for the late answer.

 

In short: I am modding Bethesda Games since 2003, so no, there are no buggy scripts (third pary, that is), no incompatibilities, no broken mods, no load order issues... it's just good old plain weird BGS Games nonsense as a result of poor playtesting.

 

One of the simplest explanations I can come up with is that the vanilla script that controls the "rescue the settler" quests gets "buried" in the save game. Thing is, I already know how this rescuing game works and when I saw a familiar face standing at the spawn point, I decided to not talk to her by going into the other direction, because sometimes there's just much more important stuff to do than constantly tying your kid's shoelaces. The quest gets initiated, the settler moves to the spawn point and remains there for a couple ingame days (or weeks) and while doing important Sole Survivor business, it stays in the savegames. Since I didn't talk to her, her buddy remained in Back Street Apparel and no kill timer goes off.

 

There are similar problems with other quests. Take the Ness bug, for example. On my first (almost unmodded, no scripts) playthrough I met her at the crossroads located at Drumlin Diner, I agreed to help her, but already had set my mind on clearing out Corvega, which i did first, because I'm a man with a plan. After that, I went back to Tenpines to claim the settlement, then I made my way to the meeting point. This results in her not talking and the location most probably swarming with gunners that talk like Synths.

 

You can also get Preston into a weird state at the Castle during "Taking Independence". Just for shits and giggles I told him I'll meet him there, created a savegame but then went to Far Harbor instead for a nice little vacation and some savegames. When I turned up at the meeting point, we all stared at each other for a while, Presto Gravity would just gave me the general General greeting and neither he nor his merry bunch of losers didn't do s#*! while moon-moon and I cleared the Mirelurks. No queen would show up, so no Castle. And, on the bright side, no radio and no Pesto Garlic giving me settlement quests either. I reloaded the savegame from before going to Far Harbor and the quest would proceed as normal.

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