Just came back to say that on my new game I have 50 hours in and I have now run into these characters 3 times in different locations...as predicted LOL. I have been able to trade and talk every time, so just wanted to provide you the feedback. Thank you!
For some reason, formID 18a6b8 conflicts with Unofficial Patch, where the patch notes of version 2.1.3 (posted on 2021-05-22, about 1 month after the bug linked in the sticky above's last comment before yours) says the following regarding the same record this mod edits: REChokepointCT02 (Stash & Co, pt1): Due to setting a tracking bool prematurely, this encounter could be missed entirely. The game would then proceed with starting the second part of this encounter series, where NPCs would talk to the player as if they had met before. Also, due to the quest shutting down and the aliases being cleared while the end stage fragment was still running, it could fail to move the NPCs back to the holding cell (Bug #29465).
Form 0018A6B8 is a quest record with the partial form flag, which the game will skip rather than loading. The Quest record is required to exist in the mod because I need to edit the dialogue topic it holds, but by adding that flag to the header I can avoid conflicts with anything that edits the quest record itself. Unfortunately, xedit does not properly handle conflict displays for this flag on quests, so it shows a conflict when one does not exist.
This encounter was always bugged for me, thanks for taking a look into it. I think I've ran into the scenario where it's always the same dialogue/intro, isn't it supposed to progress onward?
Yes, but each encounter is a different type, which means they can be seen in different places. The first encounter (repeatable) is a chokepoint encounter, which is most likely going to be on a bridge. The second (also repeatable under some circumstances) is a travel encounter, which involves walking through an invisible box to activate the encounter and as a result is pretty easy to miss. The third encounter involves making specific choices in the second, after which you can find it at a campsite.
Amusingly, there is a variable that gets set if you attack or steal from Stash or the guards, which is intended to prevent future encounters. It does not get checked to prevent this specific encounter. I made note of that in my submission to the unofficial patch since I can't fix that without either conflicting with or requiring the unofficial patch. (The patch already edits the encounter in a way that would be unsafe for me to work around rather than directly requiring the patch) The next version of Community Fixes Merged will likely also include the fix for that particular check, since that already requires the unofficial patch and I forwarded the same note to VishVadeva.
Stash apparently plays so hard to get I've never met them. LOL, I love this game when I can have 1,200 hours sunk in and it still constantly surprises me.
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I'll list mods that people ask about here, along with their compatibility and resolution status. This fix has an issue filed for the unofficial fallout 4 patch, and may be rejected or included in a future version.
I've got hundreds of hours in game over the years, and only hit this bug today - d/l this Excellent bugfix Mod & back on track immediately - Cheers
REChokepointCT02 (Stash & Co, pt1): Due to setting a tracking bool prematurely, this encounter could be missed entirely. The game would
then proceed with starting the second part of this encounter series,
where NPCs would talk to the player as if they had met before. Also, due
to the quest shutting down and the aliases being cleared while the end
stage fragment was still running, it could fail to move the NPCs back to
the holding cell (Bug #29465).
I think I've ran into the scenario where it's always the same dialogue/intro, isn't it supposed to progress onward?