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After Behemoth Battle at GNR (DC Wasteland) BoS turns hostile

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alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

After Behemoth Battle at GNR (DC Wasteland) BoS turns hostile

Post by alegendv1 » Wed Jan 23, 2013 12:53 am

After I defeat the Behemoth, the BoS stay allies for a short bit, it seems once Sentinal Lyons speaks to Paladin Vargas about Initiate Reddin's death that the BoS becomes hostile. I've checked things such as, not blowing up any cars, picking up Fatman and NOT using it, but neither seem to affect the eventual outcome. Also, Knight Captain Colvin dies. I thought he's supposed to be essential at least during the GNR battle.


Here is my load order attached. CCO stands for Cirosan's Classic Overhaul and IWS stands for Increased Wasteland Spawns. If anyone can help and/or has experienced this problem, let me know. As it stands, I can't really do the main quest in DC.


 


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gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

Hey bud I have the same

Post by gamefever » Fri Mar 08, 2013 11:55 pm

Hey bud I have the same problem and have also not found a solution.


I tried messing with faction set ally commands too, and no dice.


I read on another thread we have to go get Veronica and do FNV brotherhood faction quests to rep up, I have not tried that yet and it seems to be a lot of effort.


I think I'll just coc 188 pick up Veronica and visit the bunker then coc back to DC and see if that works.



gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

I think it has to do with FNV

Post by gamefever » Sat Mar 09, 2013 1:25 am

I think it has to do with FNV and F03 using the same code for Faction BOS, in FNV the BOS are actually set to defualt enemy with the player faction.  You likely wouldn't notice this in the course of normal play, however there are for a few hours a day BOS scouts out in front of the bunker in Hidden Valley and they are hostile and marked as such even if your with Veronica.  My guess is that once you get inside and get the quest for BOS started in FNV the hositlities end as you gain rep.


That's why you have to go to FNV to continue TTW with GNR or the normal non named BOS will immediately open fire after their scripted scenes conclude.


I'm not interested so I'm going to try altering the faction entry that sets non named npc's as hostile to the player...BTW in F03 they are normally set as ALLY.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

gamefever wrote:

Post by TJ » Sat Mar 09, 2013 1:44 am

[quote=gamefever]


I think it has to do with FNV and F03 using the same code for Faction BOS, in FNV the BOS are actually set to defualt enemy with the player faction.  You likely wouldn't notice this in the course of normal play, however there are for a few hours a day BOS scouts out in front of the bunker in Hidden Valley and they are hostile and marked as such even if your with Veronica.  My guess is that once you get inside and get the quest for BOS started in FNV the hositlities end as you gain rep.


[/quote]


Not quite. This has all been covered before.


[quote=JaxFirehart]


I created a new faction for DC BoS


[/quote]


My project Dash is on Kickstarter!



gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

Well he missed 1 guy outside

Post by gamefever » Sat Mar 09, 2013 1:52 am

Well he missed 1 guy outside of GNR building or... Just as likely becuase I'm using an npc spawner a BOS guy with the wrong faction tag got added outside of GNR building..


I have completed Wasteland Survivor Guide and have not had this issue at the library its just weird.


If I rush into the building before the guy starts shooting the rest of the BOS don't go hostile.



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

gamefever wrote:

Post by TJ » Sat Mar 09, 2013 1:54 am

[quote=gamefever]


I'm using an npc spawner a BOS guy with the wrong faction tag got added outside of GNR building..


[/quote]


Most likely your cause. Check your mods with FNVEdit to see what factions they're using.


My project Dash is on Kickstarter!



gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

I have MMM increased spawns

Post by gamefever » Sat Mar 09, 2013 2:12 am

I have MMM increased spawns standalone mod,


The thing is, this the Flag entry reads "Use Factions" so if it pulls a BOS steel guy it "could" pull the FNV faction with the flagged player hostile defualt setting but even then, it shouldn't be a necessary hold over from FNV, there's all of 3 scouts outside the Hidden valley Bunker that are Hostile...


BOS in DC common occurance, I would not have included the defualt from FNV too much hassle.


So far trying to edit TTW.esm has not worked so I'm going to just copy a deep override and change another esp.


Alright so I made an override in my patch and undid the hostile flag towards "player faction" from FNV.


The reason it had to be done is becuase I got a random BOS spawn added into the GNR plaza that pulled a USE Factions and caused the guy to have the Hostile to player faction in his "faction Data" basically there's no point in keeping the FNV "Hostile" because modders are going to want more spawns.


DC is mostly BOS patrols and quests, FNV there's all of 1 hostile scouting party the rest have specail Faction entries that determine there allegences.


BTW doing this fixed my problem.



alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

This was one of my first

Post by alegendv1 » Sat Mar 09, 2013 11:22 pm

This was one of my first posts (a rather old one), and it was with a load order filled with mods. So I'm assuming that one of my mods conflicted with the factions and set BoS to hostile. Currently I'm waiting for 2.0a to be released to test for possible bugs (with no mods).


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