You can try to give me your save games, and I will look at Delamain's problems under a microscope) If the problem is in the facts (as in the solution that I showed in this mod), I can figure it out pretty quickly and give you an answer on how to fix the quest.
Thing is I already gave up a while ago and my save game has progressed far since the quest's start (I started the quest at around level 20, now I'm almost 40) Would that be any problem?
I completed the Delamain quest 50 hours ago and suffered all this time. While pondering how to fix another quest, I figured out how to fix the error with Delamain. So if the problem is facts, it will help at any stage of the game.
Will this also fix the bug where Delamain calls you to tell you there are cars, but he doesnt talk at all. Then when you find his cars, nothing at all happens. Its like they are static objects.
@krongfah The fix didn't work out quickly. There is a way to skip part of the delamain phrases, then you can complete all his quests.
@Casen87 The problem you described is observed in the saves attached above, so I'll be looking for solution.
https://www.nexusmods.com/cyberpunk2077/videos/243 1) enter the quest zone 2) run 7 times in a row (7 is a count of non complete quests) Game.SetDebugFact("holo_delamain_calls_v_start_done", 1) Game.SetDebugFact("holo_delamain_calls_v_start_done", 1) Game.SetDebugFact("holo_delamain_calls_v_start_done", 1) Game.SetDebugFact("holo_delamain_calls_v_start_done", 1) Game.SetDebugFact("holo_delamain_calls_v_start_done", 1) Game.SetDebugFact("holo_delamain_calls_v_start_done", 1) Game.SetDebugFact("holo_delamain_calls_v_start_done", 1) This is the quest update stage. You can now complete one of Delamain's quests. 3) When you complete one of the 7 Delamain quests, you will not be able to talk to the main Delamain. Just again run Game.SetDebugFact("holo_delamain_calls_v_start_done", 1) for quest finish 4) Repeat for all 7 quests
So following these methods, I'll be able to essentially skip all the Epistrophy quests and get the rewards, right? But they would still be broken and I won't get to see the dialogues and the interactions? Well, beggars can't be choosers I guess. Thank you so much.
The main dialogue will be with the cars themselves and quests for them. I think it's better to complete them with the help of at least this dirty hack, and if you need all the dialogues, watch the passage of this part on YouTube.
Phrases by type will be skipped Delamain: there are lost cars in this area Vi: I will look
and final Delamain: thanks, the car is back Vi: this one was very strange
P.S. Here looks more like a problem with the quest system , and changing the flag just partially restarts them. I tried changing the rest of the flags, but I didn't get much success.
However, I got a save where it works and one where it doesn't, if you're interested.
The one that doesn't work, only has a single extra "holo_delamain" entry, and it's the deep one (normally, there's like 5 or 6 for each mission). Would adding the missing ones fix it?
Maybe I can fix it by finding the "deep" cab - know which epistrophy that is?
Just to add to this mod, since I found this looking for the Delamain fix in my older save, some people have said they needed to edit more flags than just that one.
Hi, I have a similar issue happening, only it's Wilson (the weapon seller at your apartment building) who appears at every phone call holo.
I tried to tweak your Delamain command, replace the name with Wilson and remove the "vehicle" part, but it wouldn't work, and I cannot find the commands online to fix the Wilson bug. Do you know what line I can experiment with, or where can I find a list of holo character conditions?
I don't have this issue, but if you use the Project cybercat Save Editor you can view "Quest Facts" for your save: https://www.nexusmods.com/cyberpunk2077/mods/718?tab=files&file_id=15863
These include the "holo_delamain_deep_vehicle_talk" flag which has to be set to 0.
It's possible that there's a flag that needs to be changed for Wilson as well? If you load the save and this time under Quest Facts, filter on the word "wilson" you'll see there's quite a few.
You can either edit them in the save editor, then test it out. Or use the CET console to change the flags directly ingame, e.g. for the flag: holo_wilson_calls_v_interrupted You can set with: Game.SetDebugFact("holo_wilson_calls_v_interrupted", 0)
It's possible changing one of the flags that show up under his name will sort it?
I'd be careful and make a backup, test changing one flag at a time until it fixes, or it may break something else. This is what the flags look like in my save where I don't have the issue, so if one of yours has a different value it could be the cause:
I can't start the game with this mod EDIT.: I have game on steam (I don't know if it depends on it), I copy files to mods and I start the game. The game was loading, the steam loading window is gone and then nothing happened. I delete mod files and the game started as if nothing had happened. It's problem whit my game or mod (I don't know anything about modding)? Anyone know what happend?
Thanks!! I've never gotten this bug before (and I've done a few playthroughs already), but I did this time around, unfortunately. The [Game.SetDebugFact("holo_delamain_deep_vehicle_talk", 0)] command worked wonders. Tested it on a phone call with Padre, and no more pesky glitched-out Delamain in the background. :)
Hey thank you but this didn't fix it for me. Prior to dowloading this i tried blowing up the cab, i also completed the final quest with delamain and got INTELLIGENCE check ending. The only thing this does is stoping the distortion effect on the calls but delamain is still shownig up. I'll appreciate if you know what can i do.
49 comments
https://drive.google.com/drive/folders/1AVpB_rEcFk5wOb_n01A4fDdYnnv_djEk?usp=sharing
Much appreciated.
The fix didn't work out quickly. There is a way to skip part of the delamain phrases, then you can complete all his quests.
@Casen87
The problem you described is observed in the saves attached above, so I'll be looking for solution.
https://www.nexusmods.com/cyberpunk2077/videos/243
1) enter the quest zone
2) run 7 times in a row (7 is a count of non complete quests)
Game.SetDebugFact("holo_delamain_calls_v_start_done", 1)
Game.SetDebugFact("holo_delamain_calls_v_start_done", 1)
Game.SetDebugFact("holo_delamain_calls_v_start_done", 1)
Game.SetDebugFact("holo_delamain_calls_v_start_done", 1)
Game.SetDebugFact("holo_delamain_calls_v_start_done", 1)
Game.SetDebugFact("holo_delamain_calls_v_start_done", 1)
Game.SetDebugFact("holo_delamain_calls_v_start_done", 1)
This is the quest update stage. You can now complete one of Delamain's quests.
3) When you complete one of the 7 Delamain quests, you will not be able to talk to the main Delamain. Just again run
Game.SetDebugFact("holo_delamain_calls_v_start_done", 1)
for quest finish
4) Repeat for all 7 quests
Phrases by type will be skipped
Delamain: there are lost cars in this area
Vi: I will look
and final
Delamain: thanks, the car is back
Vi: this one was very strange
P.S. Here looks more like a problem with the quest system , and changing the flag just partially restarts them. I tried changing the rest of the flags, but I didn't get much success.
Thank you for the CET workaround.
However, I got a save where it works and one where it doesn't, if you're interested.
The one that doesn't work, only has a single extra "holo_delamain" entry, and it's the deep one (normally, there's like 5 or 6 for each mission). Would adding the missing ones fix it?
Maybe I can fix it by finding the "deep" cab - know which epistrophy that is?
Game.SetDebugFact("holo_delamain_deep_vehicle_talk", 0)
Game.SetDebugFact("holo_v_calls_delamain_interrupted", 0)
Game.SetDebugFact("holo_v_calls_evelyn_interrupted", 0)
Game.SetDebugFact("holo_conspiracy_calls_v_interrupted", 0)
Game.SetDebugFact("holo_dennis_calls_v_interrrupted", 0)
So if just the first flag doesn't fix it, setting all of those to 0 might.
I tried to tweak your Delamain command, replace the name with Wilson and remove the "vehicle" part, but it wouldn't work, and I cannot find the commands online to fix the Wilson bug. Do you know what line I can experiment with, or where can I find a list of holo character conditions?
https://www.nexusmods.com/cyberpunk2077/mods/718?tab=files&file_id=15863
These include the "holo_delamain_deep_vehicle_talk" flag which has to be set to 0.
It's possible that there's a flag that needs to be changed for Wilson as well?
If you load the save and this time under Quest Facts, filter on the word "wilson" you'll see there's quite a few.
You can either edit them in the save editor, then test it out. Or use the CET console to change the flags directly ingame, e.g.
for the flag: holo_wilson_calls_v_interrupted
You can set with:
Game.SetDebugFact("holo_wilson_calls_v_interrupted", 0)
It's possible changing one of the flags that show up under his name will sort it?
I'd be careful and make a backup, test changing one flag at a time until it fixes, or it may break something else. This is what the flags look like
in my save where I don't have the issue, so if one of yours has a different value it could be the cause:
EDIT.: I have game on steam (I don't know if it depends on it), I copy files to mods and I start the game. The game was loading, the steam loading window is gone and then nothing happened. I delete mod files and the game started as if nothing had happened. It's problem whit my game or mod (I don't know anything about modding)? Anyone know what happend?