the Sim Settlements forums!

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Bug Report: A Kiss Before You Leave Me.

Et0hman

Active Member
Messages
412
The quest sent me to Breakheart Banks. Once the settler appeared, and asked me to investigate, quest had me kill mole rats {//}:{//} then find the family. The family was already dead and stripped of clothing up by the steamer trunk. I killed the mole rats (3 of them), found the family. But it still states I need to kill the mole rats AND that the marker for the family is about 3 feet way and about 6' above them. I went into TCL and went all around that marker and above it. Stood on it. Nothing triggered.
 
This isn't a bug, when I did it it was super mutants and I ended up having to use a console command to spawn her to the family to get the final trigger

In the end, it wasn't a bug. There were two super mutants or mobs otherwise in a hut a a bit further out from the property itself on the borders that also have to be killed to clear the area. Quest text or reminders should be edited to reflect this as it really wasn't obvious
This quest got a pretty significant revamp in 1.0-something, so a lot of this old thread is no longer relevant.

as an additional note for future searchers, i JUST went through this quest a few days ago, and i can confirm it tracks hostiles in a larger radius then you expect. wander around a bit if the objective is still hovering in the air. it DOES automatically shift down to the family once the area is clear, and it won't let you do that bit till the first bit is done.
 
Its still relevant as I probably only encountered this a week ago or so and made a mental note to eventually come here to report.

Its nice to know there was work to fix it but it still isn't properly fixed unless it just was a few days ago :D
 
[...]it still isn't properly fixed[...]
sorry, i lost the plot a little bit i think. the original posters problem was due to a quest script miscounting molerats, which was fixed in 1.0.9, and then the quest got a systems rewrite in 1.1-something, and your issue was the same as my issue, i.e. look around and make sure you killed all the things the quest wants you to kill.

what needs to be fixed again?
 
behaviourally it seems like a bug when it either isn't i.e. those two spawns need to be tracked or you shrink the radius and make them unnecessary to kill to progress
 
Top