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Question Sturges issue?

Bored Peon

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I noticed Jammer's quest gave the option to kill the civilians inside the museum. I assume that means Preston and his gang of monkees.

Not sure if you know it, but there is an issue WAY down the road when you go to build the teleporter the scripting does a check to see if Sturges is alive. If he is not alive the quest just fails.
 
Even if you're using the MM or BoS to build it?

Yeah. It is a stupid coding thing sorta. I mean if you know you want to role play say a full Institute run and you want to kill off Preston and his gang you get screwed later.

I kinda get why they did it because the Minutemen is like the "failsafe ending" if you screw up the other three. I guess they underestimated people's tendency to kill unwanted NPCs.
 
Hmm, interesting.
I know the check is for Sturges, but I have have finished the game with Preston dead since early game. Which would break the fail safe anyhow, so I wonder why they put the check on Sturges.
 
Hmm, interesting.
I know the check is for Sturges, but I have have finished the game with Preston dead since early game. Which would break the fail safe anyhow, so I wonder why they put the check on Sturges.
Yeah well if I knew how Bethesda thought about some things I fear I would lose IQ for knowing.

Not to mention there should have been an instant message like previous games that says "quest failed" to warn you before finding out dozens to hundreds of hours later, lol.
 
Interesting. The last campaign where I completed the main quest, I killed Sturges, but was able to build the teleporter with the Railroad.
Well I was shown there was a line of code in the teleporter quest that checked to see if Sturges was alive. I had doubted it myself until someone showed the code.

Maybe it is one of them bazillion fixes in the Unofficial patch?
 
Maybe it is one of them bazillion fixes in the Unofficial patch?
Very much possible. Doesn't sound too wrong to fix this, but still, UFO4P does have a tendency to verschlimmbessern* things.

IMO, the best (and hardest) way to "fix" this would be to add a raider quest for the teleporter. Something like: after you get the courser chip analyzed, a new quest starts, with the objective "Talk to your Raiders about the Signal Interceptor", where you then can build the teleporter with the raiders.
You can then talk to Jammer about it. He either says "Go talk to Ophelia, she's the tech guy" or something like "I can't build it, but I think I might be able to get in contact with someone". The quest then turns to "Wait for Jammer to find a technology specialist", which when completes and turns to "Talk to Ophelia" as soon as you have her.

It then leads to Institutionalized, as usual.
Ophelia would then give you the network scanner holotape. Though, not sure how easy or hard it would then be to make the BoS/RR quests work, which have parts like "Go talk to Sturges/Tinker Tom/Ingram to get the Holotape back", to include Ophelia.
 
yeah, that would be a challenging thing to pull off. Something else to think about, is Shaun/Father's comments about the group you built the teleporter with. He's got something to say about each of them.

And there's likely other places that reference constructing the teleporter--all such instances would have to be accounted for. Makes integration a daunting challenge, that's for sure.
 
Well from the person that original found the issue the quest literally does not start at all if Sturges is dead.

One way to get around that would maybe toss a clone of him in the NPC random encounter room? Or would killing Sturges in the museum kill the clone s well?

I suppose should probably have someone take a quick look at the scripting for the quest.
 
I noticed Jammer's quest gave the option to kill the civilians inside the museum. I assume that means Preston and his gang of monkees.

Not sure if you know it, but there is an issue WAY down the road when you go to build the teleporter the scripting does a check to see if Sturges is alive. If he is not alive the quest just fails.

The last time I was able to kill/execute Preston in the museum I spared everyone else.

I wanted the perk, but I didn't want to diminish my labor force

I ran in and rubbed him out and then beat it the hell out of the museum. Of course, they went hostile and wanted me dead. I was counting on them having short memories.

Sure enough, after I eventually got the slave collars, I went back to the museum. They were back to their docile, happy selves. I then enslaved each of them one by one.

Had I continued with that save, I wonder if enslaved Sturges would have helped me build the teleporter?
 
hahahaha, I might use rename anything and see if I can change Preston's name to:

The Verschlimmbessern-ator! :cool

:giver: The world is safe "I don't think I can pronounce that word" :scratchhead
 
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