How long will it take to spawn after killing the Gunner patrol, and whether it is necessary to Clean up the Gunner Plaza? I killed the patrol once and haven't spawn for a long time
I think Attack of the Lobomites breaks the spawn location, since it's basically in the same spot. I went to the location on the map and there's nothing there.
Hmm do you know why they might not be spawning? Is there a particular load order I need, time of day, etc? I walked all over the area and didn't see anyone except the Labotomite people (which I already did).
The hut across from Braintree/The Mental Hospital? Yeah there's a small hut there. But nobody in/near it. I tried waiting around it, but nobody spawned. Walked all the way toward the train, then all the way north to the swamp witch hut, and then back down, and nothing.
Any way to trigger this? I checked that the mod is enabled. F4SE.log shows HellcatPA.esl and HellcatPA-GunnerPatrol.esp are both loaded (in addition to the other Hellcat fixes included in Storywealth).
Forgot to mention, I've enabled the BSA limit bypass setting of Buffout4 since there's like 350+ BSAs with Storywealth. Not sure if that would break it? Nothing else seems broken with it on, and stuff seems to load faster, but having it on does seem to break the story lady tapes for some reason
Alright I'll try turning it off and trying that command. Would having it enabled for a few dozen hours of gameplay have broken anything? I haven't encountered any other broken quests, besides the story lady tapes stopping after 4 seconds.
Here's the data from the quest change form in my save:
Looks like all the quest statuses are set to 1. Does that mean the quest already completed somehow? I did complete the Lobomite quest a while ago, but never went to that hut. Maybe it triggered and then vanished without me interacting with it?
Yeah double checked with console commands to check the quest stages, it was already completed somehow. I tried using SetStage, ResetQuest, etc., but the references to the Gunners were nulled out, so it wasn't possible to reset the quest.
Something to think about maybe with this mod. If the player doesn't interact with the gunners, or maybe they're killed by someone else somehow, etc., they might not get the Power Armor.
Guess I'll have to just use different power armor now. Shame, I liked the look of the Hellcat Armor.
So don't usually recommend doing this, but if everything played out in the background it should be fine I think.
Remove the mod. Save. Readd and then just do the quest again. Or could try "player.placeatme FEXXX002" to spawn the main guy if you just want the armor.
I'll review the trigger for the quest to see if I can reposition it a bit to make sure it doesn't randomly trigger too soon when doing Lobotomites.
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I killed the patrol once and haven't spawn for a long time
Any way to trigger this? I checked that the mod is enabled. F4SE.log shows HellcatPA.esl and HellcatPA-GunnerPatrol.esp are both loaded (in addition to the other Hellcat fixes included in Storywealth).
Can try "player.moveto FEXXX01D" where XXX is the mod index for HellcatPA-GunnerPatrol.esp.
Also tried disabling the Archive Limit setting in Buffout 4, but that didn't help either :(
Looks like all the quest statuses are set to 1. Does that mean the quest already completed somehow? I did complete the Lobomite quest a while ago, but never went to that hut. Maybe it triggered and then vanished without me interacting with it?
Something to think about maybe with this mod. If the player doesn't interact with the gunners, or maybe they're killed by someone else somehow, etc., they might not get the Power Armor.
Guess I'll have to just use different power armor now. Shame, I liked the look of the Hellcat Armor.
Remove the mod. Save. Readd and then just do the quest again.
Or could try "player.placeatme FEXXX002" to spawn the main guy if you just want the armor.
I'll review the trigger for the quest to see if I can reposition it a bit to make sure it doesn't randomly trigger too soon when doing Lobotomites.