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Boston After Dark (RRM01) Bug


Deebz96

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Hello,

 

Sorry if there is a better forum for this, but I was hoping someone familiar with modding FO4 could help me out here.

 

The Railroad quest Boston After Dark, ID RRM01, causes a repeatable and seemingly permanent bug with companions during or after the sequence where you follow High Rise to his safehouse.

 

The bug is that all companion AI breaks in some way. Nearly all of them now follow me by sprinting directly into me, taking a few steps back, and then just standing there without sandboxing until I move again. Dogmeat is even worse. He won't ever run ahead of me, and will sometimes stop walking entirely, only to be "dragged" by an invisible force to keep up with me at about 15m away.

 

This happens with or without mods, on multiple save files, so it seems like the quest may set a flag somewhere during the High Rise following sequence that never gets unset. Does anyone know what this may be, and if there is a console command that could fix it? Google did reveal that a few other people had this same bug, but short of replaying the quest without a companion, there was no other solution. Sadly I don't have saves from before this quest anymore...

 

If anyone can assist with resolving this, maybe by checking the quest to see if it sets any flags and letting me know a console command to correct it, I would be very grateful. I have very little experience with modding this game, but I can see that the quest references the "Followers & Companion System Control Quest" quest, and also sets some flags related to blocking companion idle chatter. At the moment though, this is as far as I've been able to get on my own...

Edited by dummiesboy
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  • 1 year later...

I know it's an old post, but since there are no answers.. maybe someone will find it useful.

 

After you arrived at Ticonderoga and talked to High Rise, the quest (Boston After Dark, EditorID: RRM01) would advance to Stage 700. There's a line in the quest fragment script:

(pElevatorObject as LoadElevatorPanelScript).MakeElevatorFunctional()

In short, it makes the game to act as if you entered a Load Elevator. Since the "Elevator Follow Min and Max Radius" are both set to 0 (see package template: FollowPlayer), every follower (and not just companions) will immediatelly travel to (bump into) you and their sandboxing will be turned off. The solution: really enter a Load Elevator (the one in Vault 81 is perfect), sandboxing will be enabled again.

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  • 2 weeks later...

LarannKiar, thank you so much for explaining the issue and it's solution! - and thank you DummiesBoy for posing the question so clearly.

 

I thought I had a companion-management mod problem after finishing the Boston in the Dark quest with Piper. But removing that mod and re-doing the quest didn't work. And thanks to you guys, I now know why. Anyway, following your lead, I can report that just using the open platform elevator from Diamond City Market up to the Mayor's office fixed Piper's sandboxing.

 

Once again thank you.

Edited by streetyson
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Wow, thank you guys for clarifying why this happens to companions. It happened to me recently to the point it got so much on my nerves that I dismissed the companion altogether because I didn't know how to cure it.

 

I have one small question on this, does this issue only happen once when you do the Boston After Dark quest, or will it happen every time you go to that area/building? I believe there is a later quest in the game where you have to go in there and end up in a fight with synths.

 

Many thanks.

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I have one small question on this, does this issue only happen once when you do the Boston After Dark quest,

 

I'm not sure but the same line I posted above can also be found in the script fragment of the quest Operation Ticonderoga (the quest you mentioned) so there's a chance.

 

 

 

or will it happen every time you go to that area/building?

 

No it won't.

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