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

Post » Wed Jan 12, 2011 4:16 pm

Haven't been able to duplicate it, but I was rooting around in Vault 11 and just finished mopping up the end of it when I suddenly failed The House Always Wins, Pt. 1... all I had to do was turn in the chip.

I went back to Lucky 38, and Victor had died out front. I don't know WHY, but I guess something killed Victor and the system blamed me. The Victor by the elevator, however, was still alive.

It was completley bizarre, having that happen out of the blue. I haven't been able to duplicate it, but it was a strange thing to have happen anyway.
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Wed Jan 12, 2011 11:33 am

Haven't been able to duplicate it, but I was rooting around in Vault 11 and just finished mopping up the end of it when I suddenly failed The House Always Wins, Pt. 1... all I had to do was turn in the chip.

I went back to Lucky 38, and Victor had died out front. I don't know WHY, but I guess something killed Victor and the system blamed me. The Victor by the elevator, however, was still alive.

It was completley bizarre, having that happen out of the blue. I haven't been able to duplicate it, but it was a strange thing to have happen anyway.



had the same issue happen to me.. i dont know what the deal is with it.. i didnt know victor was connected... I had no quest to go to vault 11. I found it and explored.
User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Wed Jan 12, 2011 1:36 pm

had the same issue happen to me.. i dont know what the deal is with it.. i didnt know victor was connected... I had no quest to go to vault 11. I found it and explored.



Just to add, later in boulder it seems victor came to see me, so what is up with that.. is he dead now or whats the deal im wondering... This is really [censored].. What are the beta QA team doing these bugs are easy to spot.. Maybe butchering parts of the game for future DLC screwed too much up ... Yes its obvious. More then you can tell.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Wed Jan 12, 2011 5:12 am

Unfortunately, same thing happened to me, I don't have any saves however from that time, I had a few quests that I finished out of order so wasn't to concerned at the time, I had finished the tabitha quest before ever talking to the guy that gave it and also one with vault 34 i think with the reactor having never spoken with anyone. I hope this is patchable as I was finally going to start the main quest line again, but now I can't >.<
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Wed Jan 12, 2011 10:50 am

Haven't been able to duplicate it, but I was rooting around in Vault 11 and just finished mopping up the end of it when I suddenly failed The House Always Wins, Pt. 1... all I had to do was turn in the chip.

I went back to Lucky 38, and Victor had died out front. I don't know WHY, but I guess something killed Victor and the system blamed me. The Victor by the elevator, however, was still alive.

It was completley bizarre, having that happen out of the blue. I haven't been able to duplicate it, but it was a strange thing to have happen anyway.



I had the exact same issue of "The House Always Wins" failing after clearing out the final room of Vault 11 and its wacky Robot Army. I loaded up a quicksave before the walls opened and went through the fight again. This time after everything was smashed, the quest did not fail. According to the Fallout Wiki, it is said that some or all of the turrets that are part of the fight appear to be aligned with the Lucky 38 Faction in game, so when you kill them, its like you are attacking the robots in House's House. Not sure what I did differently the second try to not fail. Maybe my companion helped, or maybe I hit a turret's tracking thing and made it frenzy and kill another. Anyhow, its apparently a wide-spread issue. I recommend re-loading before the walls open and try again.

Its likely a bug, Don't think House had any involvement in Vault 11.
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Wed Jan 12, 2011 1:18 pm

I had the exact same issue of "The House Always Wins" failing after clearing out the final room of Vault 11 and its wacky Robot Army. I loaded up a quicksave before the walls opened and went through the fight again. This time after everything was smashed, the quest did not fail. According to the Fallout Wiki, it is said that some or all of the turrets that are part of the fight appear to be aligned with the Lucky 38 Faction in game, so when you kill them, its like you are attacking the robots in House's House. Not sure what I did differently the second try to not fail. Maybe my companion helped, or maybe I hit a turret's tracking thing and made it frenzy and kill another. Anyhow, its apparently a wide-spread issue. I recommend re-loading before the walls open and try again.

Its likely a bug, Don't think House had any involvement in Vault 11.




makes sense.. This is my post of what happened to me when i got to VN.. i didnt do a reload cause i didnt know so im nearly 40 hours into the game.. im screwed...
http://www.gamesas.com/index.php?/topic/1129746-game-is-broke-cant-talk-to-mr-house/


I dont know what to do...im so pissed...
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Wed Jan 12, 2011 3:46 am

Well I have tried reseting the quest, which didn't work , and I tried to up my faction , but I don't see a faction for Mr House so that isn't working either. On an off chance I gave myself new vegas rep, which didn't help. I really don't want to collect all those caps again! Not to mention all the exploring I have done. Anyone else have some idea's? When I reset the quest, I at least get the quest to show up when Victor speaks with me, but as soon as I enter 38 its cablooie again. On a side note, after Victor finishes speaking with me, his face turns into a cop face, and another Victor is always dead on the steps. Did we somehow kill victor when we were in vault 11 ?? If I knew that victors PRID I could resurrect him , still trying to figure out how to get those...
User avatar
sara OMAR
 
Posts: 3451
Joined: Wed Jul 05, 2006 11:18 pm

Post » Wed Jan 12, 2011 3:02 pm

If his body is there, click on it then type "resurrect".

From looking at it, a lot of the robots in the Vault share the same faction as Victor. I'm not sure why it's killing him, but it might explain the quest failure.
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Wed Jan 12, 2011 4:53 am

Ok , I have gotten a little further with this, I was able to make all the robots in the 38 friendly again, and am able to converse with them. Unfortunately , the Mr House computer won't talk to me.

To reset the guards

setally 1b2a4 1267ab 0 0

to do the same with mr house

setally 1b2a4 175c2f 0 0

This gets you in the door without getting shot up.

No need to resurrect Victor as he is already reincarnated when you enter the 38.

Before the speech with victor outside , you should reset the quest

resetquest 147885

All that will get you the quest The house always wins part one after speaking with Victor. Not shot up when you enter the 38 and still stuck :P

If i can figure out how to get mr house talking the quest might be fixed !

out of ideas for now will look at it again later when I have time.
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Wed Jan 12, 2011 6:11 am

Ok , I have gotten a little further with this, I was able to make all the robots in the 38 friendly again, and am able to converse with them. Unfortunately , the Mr House computer won't talk to me.

To reset the guards

setally 1b2a4 1267ab 0 0

to do the same with mr house

setally 1b2a4 175c2f 0 0

This gets you in the door without getting shot up.

No need to resurrect Victor as he is already reincarnated when you enter the 38.

Before the speech with victor outside , you should reset the quest

resetquest 147885

All that will get you the quest The house always wins part one after speaking with Victor. Not shot up when you enter the 38 and still stuck :P

If i can figure out how to get mr house talking the quest might be fixed !

out of ideas for now will look at it again later when I have time.


Well somehow some way i had a hard save game in the tunnel just before the very last room where the mainframe says walk into the light... (*wipes brow*) Now if i play from that save, the quest line should remain in tact since ive not destroyed any of the robots in the last room.. The bad.. i had 55 hours of time played... i lose about 30 hours of game time spent.. its a hard pill to swallow but what else can i do... I had a blast playing it.. ill just back off anything heavy till they patch the game..
User avatar
Rhiannon Jones
 
Posts: 3423
Joined: Thu Sep 21, 2006 3:18 pm

Post » Wed Jan 12, 2011 10:04 am

Ok , I have gotten a little further with this, I was able to make all the robots in the 38 friendly again, and am able to converse with them. Unfortunately , the Mr House computer won't talk to me.

To reset the guards

setally 1b2a4 1267ab 0 0

to do the same with mr house

setally 1b2a4 175c2f 0 0

This gets you in the door without getting shot up.

No need to resurrect Victor as he is already reincarnated when you enter the 38.

Before the speech with victor outside , you should reset the quest

resetquest 147885

All that will get you the quest The house always wins part one after speaking with Victor. Not shot up when you enter the 38 and still stuck :P

If i can figure out how to get mr house talking the quest might be fixed !

out of ideas for now will look at it again later when I have time.


Thx for the info, it worked. If u manage to make mr. house talk please update. thx again.
User avatar
John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Wed Jan 12, 2011 3:58 pm

Yeah, I'm in the same spot as you. Figured out how to reset the robots, stuck with the unresponsive Mr. House. Tried breaking into his inner chamber and you can talk to him _there_, but that's not exactly of much use to me. I suspect the solution will lie in editing Mr. House's script, so that whatever condition we broke is gone and we can activate him again, but I'm too crap with GECK for that.

As an alternative, whipping up a mod that makes those turrets in Vault 11 not part of L38 faction and reloading before that fight could also works and might help a few more people, but I can't figure out where to edit that level. Unchecking "Track Crime" in the Lucky 38 faction edit window might also work, but I suspect it might screw with future quests. Make a plugin, check it for the duration of the fight, then uncheck it and play normally? Could work, I think, but damn, do I not want to replay all the stuff I did since Vault 11.

EDIT: Yes, using the plugin keeps L38 from going hostile when you destroy those turrets. Too bad I'd be wasting hours of time replaying this crap, if I just used that and the thought makes me ill. I'm washing my hands on this for now until a patch. Hope you can figure out a way to make House talkative again.
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Wed Jan 12, 2011 3:05 pm

Yeah, me 2. I'm not going to replay a save before vault 11, i don't have all that time and patience. I'll wait till they release a patch to make mr. house talk again, or sadly i'm done with new vegas... and with paying full price for a bethesda game.
User avatar
Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Wed Jan 12, 2011 6:53 am

Yeah, me 2. I'm not going to replay a save before vault 11, i don't have all that time and patience. I'll wait till they release a patch to make mr. house talk again, or sadly i'm done with new vegas... and with paying full price for a bethesda game.


I doubt there's going to be a patch that fixes that, since it's already been triggered. But I could be wrong.
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Wed Jan 12, 2011 3:52 pm

I've got this too with the same issues.

I played for 3 days before even going into Vegas so I cant be arsed to go back to before Vault 11.

It could be a game spoiler as I dont really want to go down the evil route on this playthrough.... :(
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Wed Jan 12, 2011 8:06 am

Unfortunately, I am at an impasse , I think the problem exist from a script in victor when he dies somehow when you fight the robots in vault 11, I'm not sure how he dies, maybe he is in the room invisible or something. I remember using mines so he might have been caught up in the explosion. It's possible they used lucky38 turrets down there as well by accident.

Unfortunately all i know about the geck has been the past 6 hrs of looking for a solution so I don't know how to find that out. I'm at a dead end and dont really feel like learning the geck to fix this one quest, so I'm hoping they will fix it themselves, 30hrs and 30k caps is to much to loose to role back. In the mean time I'll work on my HC ninja!
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Wed Jan 12, 2011 8:08 am

I had the same issue as this meaning that I was forced into how I ended the first playthrough .. what a gret reward after 40+ hours of gameplay .. not.
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Wed Jan 12, 2011 3:30 pm

I had the exact same issue of "The House Always Wins" failing after clearing out the final room of Vault 11 and its wacky Robot Army. I loaded up a quicksave before the walls opened and went through the fight again. This time after everything was smashed, the quest did not fail. According to the Fallout Wiki, it is said that some or all of the turrets that are part of the fight appear to be aligned with the Lucky 38 Faction in game, so when you kill them, its like you are attacking the robots in House's House. Not sure what I did differently the second try to not fail. Maybe my companion helped, or maybe I hit a turret's tracking thing and made it frenzy and kill another. Anyhow, its apparently a wide-spread issue. I recommend re-loading before the walls open and try again.

Its likely a bug, Don't think House had any involvement in Vault 11.

I am curious about this..

In the GECK I checked all 3 vault 11 cells, only Vault11c (the lower level) has turrets in it - 8 to be exact. They are all ExterminatorTurret references to the LvlTurretCeiling1024 base creature. _NONE_ of these turrets have any faction listed, and the base object only belongs to the Creature Faction.

For these turrets to belong to Lucky38 in-game when we kill them, then something must be changing their faction (likely via a quest script) in-game OR the wiki has it wrong about what's throwing the reputation out of whack. Are there any more specifics on this?

I'll try digging a little deeper.

EDIT: Nothing in any of the vault 11 cells actually has a faction relation "out of the box", not the robots or anything else. I looked at all of the scripts associated with Vault11c and none of them change the faction relations. There are two quests involved with that cell, one for just the final combat sequence and one for the rest - none of those change faction relations. Maybe I'm just missing it, or the faction change is caused by something else...
User avatar
pinar
 
Posts: 3453
Joined: Thu Apr 19, 2007 1:35 pm

Post » Wed Jan 12, 2011 4:35 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.
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Wed Jan 12, 2011 8:15 am

I am curious about this..

In the GECK I checked all 3 vault 11 cells, only Vault11c (the lower level) has turrets in it - 8 to be exact. They are all ExterminatorTurret references to the LvlTurretCeiling1024 base creature. _NONE_ of these turrets have any faction listed, and the base object only belongs to the Creature Faction.

For these turrets to belong to Lucky38 in-game when we kill them, then something must be changing their faction (likely via a quest script) in-game OR the wiki has it wrong about what's throwing the reputation out of whack. Are there any more specifics on this?

I'll try digging a little deeper.

EDIT: Nothing in any of the vault 11 cells actually has a faction relation "out of the box", not the robots or anything else. I looked at all of the scripts associated with Vault11c and none of them change the faction relations. There are two quests involved with that cell, one for just the final combat sequence and one for the rest - none of those change faction relations. Maybe I'm just missing it, or the faction change is caused by something else...


Huh. So I have two saves - in the beginning of the tunnel and right after the battle with the robots and turrets. I tried loading the first save, with and without my little plugin that turns off crime tracking for the Lucky 38 faction. To my surprise, both times everything in the casino was fine. So my plugin was useless after all! I wept in shame and anguish for a few minutes there, then I loaded the second save and went to the casino, only to see dead Victor on the ground in front of the casino entrance. Whatever the glitch is caused by, it happens during the battle and it probably caused by some player action. Maybe you shooting the turret or the robot first, before it hits you? I have no idea.

And yeah, I've looked at all these files and didn't find anything either. To be blunt, I don't particularly care what the glitch is caused by, I just want to be able to reset House so I can continue playing in peace from my most recent save. I don't suppose there's some GECK or command wizardry that can be done, that can check what 'state' House is in the unbroken and broken saves, so we can see what the difference is and put him in the normal state? Like, put him in a different quest stage or something? I am at a loss here.

@sesom the commands make the robots non-hostile and you can talk to Victor and Jane again, but House is unresponsive. I suspect it's either because he's in two factions or because he's an object and not an npc. And yeah, I saw those turrets so that's what I thought of as the cause.

EDIT: I can upload the saves, if necessary.
User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Wed Jan 12, 2011 5:34 pm

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.


I'll try those commands on my game too, but I need to get into the strip and see if the same fate awaits me as I've already finished vault11.

I see what you mean about those turrets having the Lucky38 faction, but none of those turrets are in Vault11c. It is possible that the turrets are each replaced by CrTurretCeiling0x versions when the battle starts, as each of the 8 turrets has been given a reference editor ID, so replacing them would be doable. For now I'll likely just remove that faction from those turrets to prevent any further issues, and try your faction clearing commands in-game.

@Yolker,

I understand that your frustrated and really only care about a fix right now, as you stated in your response. I feel your pain. However, I also want to find the source so that we can A: report it to the devs and B: mod our games so that it doesn't happen on the next play-through, or the one after that, etc, etc. Yes I agree we need to find the right commands to clear your faction reputation and get you back on the right track, but its much more important to find the source and kill it for Everyone's benefit.

Cheers,

Miax
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Wed Jan 12, 2011 3:25 pm

I am curious about this..

In the GECK I checked all 3 vault 11 cells, only Vault11c (the lower level) has turrets in it - 8 to be exact. They are all ExterminatorTurret references to the LvlTurretCeiling1024 base creature. _NONE_ of these turrets have any faction listed, and the base object only belongs to the Creature Faction.

For these turrets to belong to Lucky38 in-game when we kill them, then something must be changing their faction (likely via a quest script) in-game OR the wiki has it wrong about what's throwing the reputation out of whack. Are there any more specifics on this?

I'll try digging a little deeper.

EDIT: Nothing in any of the vault 11 cells actually has a faction relation "out of the box", not the robots or anything else. I looked at all of the scripts associated with Vault11c and none of them change the faction relations. There are two quests involved with that cell, one for just the final combat sequence and one for the rest - none of those change faction relations. Maybe I'm just missing it, or the faction change is caused by something else...



I'm not able to confirm this , but several people who have this problem mention a dead Victor outside the lucky 38. My guess is that during the fight in the vault 11 we are able to hit that Victor and kill him. Killing the victor that stands outside of lucky38 causes the quest to fail. You can simulate this by summoning Victor PRID 13bb18 in a brand new game and shooting him.

When this victor dies there is a script that sets several variables. I think one or all of these variables is the cause as to why house won't speak with us.

Ive also tried advancing the quest a step ahead and that is completely ignored as well using the sqs, setstage, getstage.

I am not sure how close the two areas are spatially in the game, if there is some overlapping some how or what , but thats my theory.
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Wed Jan 12, 2011 9:36 am

I'm not able to confirm this , but several people who have this problem mention a dead Victor outside the lucky 38. My guess is that during the fight in the vault 11 we are able to hit that Victor and kill him. Killing the victor that stands outside of lucky38 causes the quest to fail. You can simulate this by summoning Victor PRID 13bb18 in a brand new game and shooting him.

When this victor dies there is a script that sets several variables. I think one or all of these variables is the cause as to why house won't speak with us.

Ive also tried advancing the quest a step ahead and that is completely ignored as well using the sqs, setstage, getstage.

I am not sure how close the two areas are spatially in the game, if there is some overlapping some how or what , but thats my theory.


As for the turrets, I think I've read that the fight is different depending on player level, so if that's the case the turrets are definitely replaced by something else, depending on when you enter the Vault. Still doesn't explain why you can have the same fight several times and only trigger the bug once.

And yeah, while I'm not sure that we're actually the ones killing Victor, him dying is probably what causes the rest of it.


EDIT:
I didn't actually get a failed quest message, which is why it took me so long to realize what has happened.
Yeah, the quest is gone in the After save. I guess I just didn't notice it disappearing. Weird. I must've missed the message, even though I am pretty sure there wasn't any. I guess if we try to replicate the error again, the timing of the message will tell us when the bug occurs.
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Wed Jan 12, 2011 4:15 pm

@Baradox
Mr House (the computer) is a NPC in GECK (only a bit strange looking).

@Miaximus
That's why I wrote 'baseobject' a lot of torret references are made of these and are sharing the same settings!

Edit
I toke a loser look:

LvlTurretCeiling1024 is made from a leveled list EncTurretCeiling which references to CrTurretCeiling01 & CrTurretCeiling02 & CrTurretCeiling03. 'Use factions' is selected so they are in the Lucky38faction. Forget the display of factions in LvlTurretCeiling1024 it's not valid if 'use factions' is selected as I learned as I made the Iguanas.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Wed Jan 12, 2011 9:50 am

@Baradox
Mr House (the computer) is a NPC in GECK (only a bit strange looking).

@Miaximus
That's why I wrote 'baseobject' a lot of torret references are made of these and are sharing the same settings!

Edit
I toke a loser look:

LvlTurretCeiling1024 is made from a leveled list EncTurretCeiling which references to CrTurretCeiling01 & CrTurretCeiling02 & CrTurretCeiling03. 'Use factions' is selected so they are in the Lucky38faction. Forget the display of factions in LvlTurretCeiling1024 it's not valid if 'use factions' is selected as I learned as I made the Iguanas.


Replayed the fight a few times and got the message again, when I decided to crouch in a corner and shoot in the general direction of the turrets as soon as they appeared. I suspect that my idea about me hitting them first might actually be true, since some of the turrets didn't aggro me in the corner even though i could see them.
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Next

Return to Fallout: New Vegas