Random Failure of House Always Wins, Pt. 1 (SPOILERS)

Post » Wed Jan 12, 2011 6:30 am

I can't try it because I was not in Vault 11 yet but maybe

ClearFactionPlayerEnemyFlag Lucky38Faction
ClearFactionPlayerEnemyFlag Lucky38MrHouseFaction

helps?

@Miaximus

The base objects:

CrTurretCeiling01
CrTurretCeiling02
CrTurretCeiling03

are in the Lucky38Faction.



No go on the


ClearFactionPlayerEnemyFlag Lucky38Faction
ClearFactionPlayerEnemyFlag Lucky38MrHouseFaction
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adame
 
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Post » Wed Jan 12, 2011 2:06 pm

No go on the


ClearFactionPlayerEnemyFlag Lucky38Faction
ClearFactionPlayerEnemyFlag Lucky38MrHouseFaction


It makes them non-hostile, if you put in the faction ids (001267AB, 00175C2F) instead of the words, but House still can't be activated.
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Javaun Thompson
 
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Post » Wed Jan 12, 2011 3:24 pm

It makes them non-hostile, if you put in the faction ids (001267AB, 00175C2F) instead of the words, but House still can't be activated.



I guess I should have been more clear, House was still mute :P
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Anna Kyselova
 
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Post » Wed Jan 12, 2011 6:10 pm

I guess I should have been more clear, House was still mute :P


That computer jerk!
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Alan Cutler
 
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Post » Wed Jan 12, 2011 5:17 am

Ok did a lot of research in the meantime. If the player is a enemy of the Lucky38Faction and is near the 'Entrance' Victor he is scripted to make suicide:

Lucky38VictorEntranceSCRIPT
Line 188

Gamemode block

	Elseif vStoryEventMrHouseNeutralized == 0 && GetPCEnemyOfFaction Lucky38Faction == 1 	&& Lucky38VictorEntranceREF.GetDisabled != 1				If VStreetFluffNPC.iPlayerInArea == 1			If GetDead != 1 && GetDistance Player >= 1024				Lucky38VictorEntranceREF.Kill				If VDialogueLucky38Entrance.L38EntranceOpen != 1					Lucky38EntranceDoorActor.SetOpenState 1					Set VDialogueLucky38Entrance.L38EntranceOpen to 1				Endif				Set bVictorOff to 1


which leads to a chain of events because in his OnDeath Block all house quests are now ended per script. This means there isn't a simple way with a few console commands to take these back.

Conclusion:
The faction setting of the turrets destroys the House questline.
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Zoe Ratcliffe
 
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Post » Wed Jan 12, 2011 5:52 pm

Ok did a lot of research in the meantime. If the player is a enemy of the Lucky38Faction and is near the 'Entrance' Victor he is scripted to make suicide:

Lucky38VictorEntranceSCRIPT
Line 188

Gamemode block

	Elseif vStoryEventMrHouseNeutralized == 0 && GetPCEnemyOfFaction Lucky38Faction == 1 	&& Lucky38VictorEntranceREF.GetDisabled != 1				If VStreetFluffNPC.iPlayerInArea == 1			If GetDead != 1 && GetDistance Player >= 1024				Lucky38VictorEntranceREF.Kill				If VDialogueLucky38Entrance.L38EntranceOpen != 1					Lucky38EntranceDoorActor.SetOpenState 1					Set VDialogueLucky38Entrance.L38EntranceOpen to 1				Endif				Set bVictorOff to 1


which leads to a chain of events because in his OnDeath Block all house quests are now ended per script. This means there isn't a simple way with a few console commands to take these back.

Conclusion:
The faction setting of the turrets destroys the House questline.


Figures. Can you just become friends with the faction again, resurrect the outside Victor, then give yourself House Always Wins Pt1 again? I assume not.

And thanks, you're really digging up all the useful stuff here!
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Lloyd Muldowney
 
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Post » Wed Jan 12, 2011 5:25 am

So is it possible for someone to make a mod that changes those turret factions to stop this happening again?
I am pretty much resigned to having to scrap my first character due to this bug now.
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hannah sillery
 
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Post » Wed Jan 12, 2011 9:06 am

@El Yolker
Resetting a quest especially a complex and connected one with other quests like the house questline is, is pretty hard. I don't want to make such a fix and I don't believe Obsidian will do it.

@Paradox187
I am looking at this in the moment.
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Samantha Jane Adams
 
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Post » Wed Jan 12, 2011 11:42 am

So is it possible for someone to make a mod that changes those turret factions to stop this happening again?
I am pretty much resigned to having to scrap my first character due to this bug now.


I am pretty sure just saving before the fight, playing through and checking after a few minutes if the House quest is still there should suffice. The bug only strikes under some weird, rare conditions.

@ sesom
Yeah, I get it. Le sigh.
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Josh Sabatini
 
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Post » Wed Jan 12, 2011 9:04 pm

I guess that means I am going to have to hit the Strip a lot earlier than I wanted too.
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Craig Martin
 
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Post » Wed Jan 12, 2011 7:57 pm

I uploaded the fix on Nexus http://www.newvegasnexus.com/downloads/file.php?id=35666. It simply changes the factions of the turrets in Vault 11.
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Sun of Sammy
 
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Post » Wed Jan 12, 2011 4:12 pm

I uploaded the fix on Nexus http://www.newvegasnexus.com/downloads/file.php?id=35666. It simply changes the factions of the turrets in Vault 11.


Thank you for this Sesom. :)

I am curious... In examining the plug-in I notice that all you did was remove the "Use Factions" flag and removed it's two existing factions; "CreatureFaction" and "Robots". No Lucky38 on these guys...

Was it the Robots faction that actually caused the issue? Perhaps pissing that faction off makes Victor the robot mad and makes him suicide?

Interesting...
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alyssa ALYSSA
 
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Post » Wed Jan 12, 2011 9:18 am

Thanks for the fix Sesom.

Can you explain where this file should go please.
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kasia
 
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Post » Wed Jan 12, 2011 7:03 am

Ok did a lot of research in the meantime. If the player is a enemy of the Lucky38Faction and is near the 'Entrance' Victor he is scripted to make suicide:

Lucky38VictorEntranceSCRIPT
Line 188

Gamemode block

	Elseif vStoryEventMrHouseNeutralized == 0 && GetPCEnemyOfFaction Lucky38Faction == 1 	&& Lucky38VictorEntranceREF.GetDisabled != 1				If VStreetFluffNPC.iPlayerInArea == 1			If GetDead != 1 && GetDistance Player >= 1024				Lucky38VictorEntranceREF.Kill				If VDialogueLucky38Entrance.L38EntranceOpen != 1					Lucky38EntranceDoorActor.SetOpenState 1					Set VDialogueLucky38Entrance.L38EntranceOpen to 1				Endif				Set bVictorOff to 1


which leads to a chain of events because in his OnDeath Block all house quests are now ended per script. This means there isn't a simple way with a few console commands to take these back.

Conclusion:
The faction setting of the turrets destroys the House questline.



Alright I think I see how the scenario works out now.

You visit vault 11 and get a turret with the luck38 faction (not so lucky).
Kill it become an enemy of lucky 38.
Victor pops himself in shame from digging you up and runs his script setting several variables that disable the quest.

Wonderfull... not!

Ok , is this quest arc central to the game ? Can you still finish it with his quest line broken ?
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SWagg KId
 
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Post » Wed Jan 12, 2011 8:57 am

@Paradox187
Like any other mod. The esp file has to be in your Fallout New Vegas/Data Folder and you have to select it under 'data files' in your launcher.


@Miaximus
What makes him suicide is in the script that I posted it's in the first line that's the place where the faction check happens! Creature and Robotfaction are harmless every molerat or protectron are in it so there can't be a problem.

@Baradox
I think that Mr. House is a major player in the story. So my opinion is that this questline is important and I want to play it fully. The game assumes that you have completed this quest in one way if this bug has happend and you aren't able to play the others (I try to be spoilerfree that's why I am so cryptic).

Btw. for my first Character it isn't a problem he will kill Mr. House :brokencomputer: anyway ;) .
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NO suckers In Here
 
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Post » Wed Jan 12, 2011 10:46 pm

Great (but not really), I'm not the only one with this bug.

The only difference I can tell from me and "everybody" else, is that my newest savegame is prior to even getting into The Strip, talking to Victor and gettin the "The House Allways Wins" quest.

I tested out not going into Vault 11 before getting this quest with an old savegame, and it works without the bug. I just need to go back about 17hours of gametime (noway).


My question is!

Is there any way to fix the bug when I haven't even entered The Strip and talked to Victor???
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Caroline flitcroft
 
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Post » Wed Jan 12, 2011 2:41 pm

Thank you for this Sesom. :)

I am curious... In examining the plug-in I notice that all you did was remove the "Use Factions" flag and removed it's two existing factions; "CreatureFaction" and "Robots". No Lucky38 on these guys...

Was it the Robots faction that actually caused the issue? Perhaps pissing that faction off makes Victor the robot mad and makes him suicide?

Interesting...


No, it's the Lucky38Faction that those turrets were in (due to the 'Use Factions' flag and the turret's base objects being in the Lucky 38 faction).
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darnell waddington
 
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Post » Wed Jan 12, 2011 9:11 am

Very irritating. Looks like I wasted my first week+ of gameplay time as the only answer for me is to start over as I have no savegames before Vault 11.

*SIGH*
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RUby DIaz
 
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Post » Wed Jan 12, 2011 10:24 pm

On a side note;

I started getting friendly with the NCR because Mr House would not talk to me any more. Eventually the NCR asked me to to go kill Mr House.......

So I stood outside the Lucky 38 Casino with my Minigun ready and went in preparing for a big fight.........which never happened.

Victor said hello and escorted me up to the Presidential Suite. I went up the Pent House and said hello to Jane. I went over to the console where Mr House was on the screen waiting for me to talk to him and........

Mr House wouldnt talk to me so I blew the heads off all the robots, killed Mr House and stole everything that wasn't bolted down! :)

Footnote: Something I did obviously reset the faction like in the fix, but did not fix Mr House...... :(
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RaeAnne
 
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