Fallout 4
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Sigvaldr-deathblz

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deathblz

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About this mod

Fixes an issue with the Dangerous Minds quest where nothing happens after Nick Valentine sits in the chair and Dr. Amari says, "Let's see here..."

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Fallout 4
Dangerous Minds - Dr. Amari Bug Fix v1.0
By: Sigvaldr/deathblz

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1. Description
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Fixes a specific issue with the Dangerous Minds quest where nothing happens after Nick Valentine sits in the chair and Dr. Amari says, "Let's see here..." This mod does not require any console commands or .bat files.

Note: Amari may still be missing an animation or two during this brief scene, but the dialogue and everything after it should proceed as normal.


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2. Installation
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Download with NMM or manually extract DangerousMindsAmariFix.esp into your Fallout 4\Data folder. Be sure to enable it in the launcher/NMM/etc.


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3. Requirements
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None.


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4. Q&A
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What is this bug?

Short version: Dr. Amari and Nick stop doing anything after Nick sits in the chair during the Dangerous Minds quest, preventing quest completion.


Long version (Dangerous Minds quest spoilers):

Spoiler:  
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During the Dangerous Minds quest, Dr. Amari asks Nick Valentine to take a seat so she can install the implant you pulled out of Kellogg's head. Nick sits down and Dr. Amari says "Let's see here..." Nothing happens after that. You cannot interact with Nick or Dr. Amari, nor can you enter the memory lounger to continue the quest.



What causes it?

As far as I can tell, Bethesda was just a bit sloppy when setting up that scene. Certain NPC behavior packages (i.e., what an NPC does under certain conditions) were set to stop and then immediately start up again. For whatever reason, Dr. Amari's package does not always restart, leaving her to stand around like an idiot.


How does this mod fix it?

Simply put, this mod makes it so Amari's behavior package during this specific scene runs continuously all the way through instead of stopping and immediately restarting in the middle.


Will this mod mess anything up?

It only changes the duration of Amari's behavior package during this one scene, so it shouldn't affect anything else. That said, Dangerous Minds can be a buggy quest in general. It's always a good idea to keep multiple saves just in case.


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5. Version History
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v1.0
  • Mod released