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Question Possible issue with Willie one-eye?

Scarlett Voletta

New Member
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5
OK so im new to conquerer. I've been doing the quest line and I've killed the three raider leaders. On the part where you need to get Willie one-eye the ammo from Cambridge. got him the ammo but it wont let me hand it in. It says to report to him but he just repeats the line about getting the ammo and if there was issues with the BOS. Is there something I'm doing wrong?
 
i did at the time aye. i've deselected it for now and went on to get my base sorted. not sure if there is something specific. do i have to help the BOS with the arcjet stuff too?
 
No, I just straight murdered Danse and the other 2 plebs (as with every playthrough). The vanilla quests have no bearing on Conqueror.
I was getting a speech loop with Willie and once I selected the quest he immediately continued to the next part of the dialogue.
 
OK so update. tried again today with even using an older save and he stuck in the loops of dialogue. don't know why it's happening. Is there possibly a setstage ID i can use to get past it cause i really dont want to have to redo my entire run. XD
 
Maybe related: Willie keeps moving around when I try to to update him on a mission (eg after getting the ammo from Cambridge Police Station), and breaking the conversation flow. It takes a lot of retries to get the conversation advanced. In future Conqueror updates, if possible, please have him stand still when in a conversation!
 
It's not just with Willie one Eyed for me, its almost every scripted scene , I need to keep re loading and trying different hacky methods to advance these.

Sometimes saving in the middle of a scripted event of these break scripted scenes entirely making it impossible to progress the quest you were doing, unless you re load a save that wasnt the one you just did in the middle of a scripted scene.

If a random NPC in the world attacks a character involved in a scripted scene with triggers it can also break the scene if you don't take care of the hostile NPC fast, these happened a lot in the missions where I have to go scout with ophelia and jammer or just with ophelia.

The only way for these to progress(again, for me, not sure if everyone else have this) is if no object/npc gets in the way and scenes work out flawlessly. That is hard to make happen because Fallout 4 is so dynamic, especially my setup, I can have a scene one minute but the next re load a deathclaw will come in claws blazing on the same scene , random encounters, and stuff.

Im thinking gath did something to the dialogue in this update that just f*ed it up for me because when Conqueror first launched I wasn't having these kind of problems, and I still don't on early questline missions, its just when I get to the new content missions involving ophelia and the new characters where stuff is just too broken.
 
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having triggers based on dialogues is bad planning overall.
in vanilla sometimes you would never be able to unlock ballistic weave because tinker tom did not say the magic words.

so how can this be prevented?
well there is a mod called basement living that comes to mind.
why not have a HQ plot that holds a door to a new cell where the leadership can relax and keep their plans to themselves and not be disturbed by a sudden bloatfly.

If briefings and debriefings were to happen in these cells the script might just be a wee bit much more stable.
 
having triggers based on dialogues is bad planning overall.
in vanilla sometimes you would never be able to unlock ballistic weave because tinker tom did not say the magic words.

so how can this be prevented?
well there is a mod called basement living that comes to mind.
why not have a HQ plot that holds a door to a new cell where the leadership can relax and keep their plans to themselves and not be disturbed by a sudden bloatfly.

If briefings and debriefings were to happen in these cells the script might just be a wee bit much more stable.

Thing is this uses the same kind of triggers outside of HQ, in several missions, unless he removes those and have them be at the HQ , I think it would be easier to just re arrange the quest triggers so it checks for objective completion instead of checking if the scene arleady played or not
 
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