EDE quest update problems

Post » Sun Mar 06, 2011 3:59 am

Noticed a problematic bug on the EDE quest. After EDE plays the two initial logs, the Lorenzo log is played, telling you that BOS would like to examine EDE. Now the game checks if player already has access to the Hidden Valley bunker and if not, EDE won't play the April counter-offer until the player finds the password for the bunker. But, Obsidian, why are you assuming player will enter the bunker YOUR way? Maybe the player uses one of the other 2 patrol passwords not covered by the quest or bumps into Veronica before finding the password and she takes him to the bunker (that's what happened to me) or the player increases her lockpick skill in the meantime and sneaks into the bunker! The quest doesn't cover these possibilities. So you enter the bunker with Vero, and the EDE quest still says, "Find the patrol Lorenzo was talking about." Why do I have to find the patrol if I am already inside the bunker? I fixed the condition, it now checks if player has access to the bunker, if yes, play counter-offer by April and remove the "find the BOS patrol" objectives if not completed. This way, the quest is updated as soon as you get the quest objective "Talk to the Elder," which basically means player has entered the bunker. Here's the original vanilla code by Obsidian:

;if player found the bunker and the objective to see Lorenzo is displayed, play counter-offer by Aprilif iPlayRadio == 2 && GetObjectiveDisplayed vDialogueEDE 15 && HiddenValleyMarkerREF.GetMapMarkerVisible == 2


CRAP! I wonder if the April message will be played AT ALL under these circumstances. Probably not. Here's my code:

;if "Find the patrol objective" is displayed (doesnt have to be completed) and player either successfully entered the bunker of failed the quest somehow (BOS hostile), play counter-offerif iPlayRadio == 2 && GetObjectiveDisplayed vDialogueEDE 10 && (GetObjectiveDisplayed VMS55 1 || GetObjectiveDisplayed VMS55 15 || getstage VMS55 == 200)



Also, I do not understand why Obsidian forces those damn companions on you. I changed all scripts and companion AI packages so that they warp right to the
player if they have to say or do something important, this way I don't have to drag them along all the time, the game now just checks if they are available, but not if
they are hired. I left Vero at the 188 outpost, entered the bunker, suddenly, Vero appears right next to me, runs to the door, talks to Ramus, door opens, I have access to the bunker and I didn't even have to drag her with me for that. Nice! And when it's time for EDE to play its logs, it teleports to the player regardless if it's hired or not and plays its logs. I was at the BOS school when I fixed the Lorenzo quest (above), after fixing, EDE realized it had to play the April message, so the game engine jumped it right from Helios One into the BOS bunker next to me and it played the April message. But that's just because it was broken initially. If I had fixed the quest earlier, it would warp next to me right after the initial talk with Ramos and play the message. If you sneak into the bunker, it warps into the Elder room nnext to player where the player is taken by Ramos and plays the message there. I made sure it doesn't interfere with the Ramos cutscenes, because that may crash the game if EDE attempts to jump to player when she talks to Ramos or being taken to see the Elder etc.
User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Return to Fallout: New Vegas