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Untitled[]
Regarding the "Explore Kelloggs Memories."-Bug: Confirmed on my PC, system PC. One solution are the following console-commands:
setstage MQ204 5
setstage MQ204 10
setstage MQ204 15
setstage MQ204 17
Setting the stages for the Quest "The Glowing Sea" (ID: MQ204) to the moment right after you have talked to Doctor Amari. You skip the dialog with her, but I think it is a better solution than attacking her. Hope this helps.
- Unfortunately, it didn't help for me. "The Glowing Sea" just didn't start. I did some research on my older saves and found out that the last save where i'm able to start that quest was prior to going to Virgils cave for the first time (that's two days of play time and 26 levels for me :-/), so apparently going there before having the quest breaks the game. --77.22.21.7 00:18, March 21, 2016 (UTC)
- Sounds like quite a serious game-breaker. Have added a note to the Rocky cave page. Did you by any chance shoot the turrets while you were there? It's possible that might make a difference, given they belong to the same faction as Virgil, and having that faction become hostile towards you may cause some quest pre-condition to fail. I notice there's already a note on that page...
- If ANY of the turrets or protectron is destroyed prior, the quest The Glowing Sea will fail immediately upon re-entering the cave.
- ...although I'm not sure that's entirely accurate, given that quest doesn't have a 'failure' quest stage. Aya42 (talk) 11:13, March 21, 2016 (UTC)
- Sounds like quite a serious game-breaker. Have added a note to the Rocky cave page. Did you by any chance shoot the turrets while you were there? It's possible that might make a difference, given they belong to the same faction as Virgil, and having that faction become hostile towards you may cause some quest pre-condition to fail. I notice there's already a note on that page...
- No, i just checked the save where i couldn't get The Glowing Sea to start, and both turrets and the protectron are intact and friendly to me. I did steal the Tesla magazine, though, so that might be the actual reason the quest won't start. --77.22.21.7 22:49, March 21, 2016 (UTC)
Possible solution to the combat bug[]
I just had the "you can't enter it when in combat" bug when trying to enter the memory thing. I don't know how this bug occurs but I solved this by loading a prior save and making sure Nick was my companion by moving him to me(he waits over at the place if he's not with you) and then going there. Veilor (talk) 18:20, November 18, 2015 (UTC)
Bug: Dr. Amari busy after exiting memories[]
Found on PC.
See here and here for references.
Repro steps:
- Save before entering the Memory Lounger
- Save inside the memory
- Load the save from inside the memory
- Complete the memories
- Note that the quest cannot be completed (Dr. Amari is busy and the quest shows you a target beneath the floor).
- Load the save made in step 1
- Complete the memories without loading any saves
- No problem
Tyler Szabo (talk) 14:53, January 2, 2016 (UTC)
Merge between Dangerous Minds and Shattered[]
(this section was moved from Talk:Shattered)
I realize that, from a technical point of view, this is two separate quests, but it appears in the quest log as a single quest called Dangerous Minds with the four objectives...
- Talk to Doctor Amari
- Sit in the Memory Lounger
- Explore Kellogg's memories
- Talk to Doctor Amari
...and only counts as a single quest in the "Main Quests Completed" statistic.
Also, at present, the overview for act 2 implies both quests have separate XP reward, which I'm not certain is actually the case.
Any opinions on these being merged? Aya42 (talk) 16:38, January 17, 2016 (UTC)
- It might make sense to move the relevant parts of the Dangerous Minds into this page then transclude it in Dangerous Minds. —Preceding unsigned comment added by Tyler Szabo (talk • contribs) 09:12, January 19, 2016. Please sign your posts with ~~~~!
- I think that would need testing. If there is no indication in-game of there being two quests, they should be merged. But the xp and seperate icon suggests that at one point the icon pops up for quest success - is this the case? --Alfwyn (talk) 09:17, January 19, 2016 (UTC)
- Each quest triggers its own quest entry in the Pip-Boy and have its own icon.
- Strange. Only came up as a single quest when I played it. Given that quest stage 300 for Dangerous Minds says "Explore Kellogg's memories - Transition to Shattered", and quest stage 1100 for Shattered says "Quest complete - Transition back to Dangerous Minds", I assumed it appeared as an unmarked sub-quest for everyone.
- Looking at this video, it doesn't show a "Quest Completed" overlay for a quest called "Shattered" between exiting Kellogg's memories at time index 17:20, and the "Quest Completed" overlay for "Dangerous Minds" at time index 19:35, at which point the player receives 354 XP, which, AFAICT, is (300 * (1 + (0.03 * INT))), indicating they have an Intelligence of 6.
- I have no idea where the quest icon, and other info, on the wiki came from. They may have just been extracted from the game data before anyone had even played the quest. There may be some flag in Fallout4.esm which determines whether a quest is shown in the quest log or not. I'll take a look later on.
- If you take a look at the quest stages (Shattered, Dangerous Minds) you can see they overlap. For those reasons I advise against merging the quests since it would only create complications in terms of layout and it would not be consistant with what the players will be experiencing. --YoDsanklai (talk, blogs) 10:24, January 19, 2016 (UTC)
(←) Have extracted some more of the quest data from the ESM, which seems to indicate that Shattered doesn't have an XP reward. I'm not certain that all quests which do have a reward actually give you that reward, and some of the quest types don't seem to make much sense. Some do correspond with in-game testing, e.g. Sanctuary being a side quest, and Inside Job being a main quest. Aya42 (talk) 18:51, January 21, 2016 (UTC)
There is a Pip-Boy entry displaying the icon on this page if someone does something like setstage 000229ea 20.But during that quest the Pip-Boy amongst other things is disabled. The xp equal XPActTwo, but I can't see that referenced from Shattered. Unfortunately I have no good savepoints at the moment to do the quest the regular way. --Alfwyn (talk) 23:01, January 21, 2016 (UTC)- Ok, was a bit confused before, that was actually Dangerous Minds popping up. What I can do, is looking back at my quest log and there is no entry for "Shattered", just for "Dangerous Minds". And the icon displayed on this page is actually the same as for Dangerous Minds, just a different step in the animation. --Alfwyn (talk) 10:23, January 22, 2016 (UTC)
- I'm pretty sure the two appear as a single quest, but I'm holding back on the merge until I've decoded some more of the game data. There's an oddity in some of the quest types, in that some of the quests which don't appear in the log (like this one) are tagged as something other than "0: Unmarked" or "6: Miscellaneous" - this is actually tagged as "1: Main quest". Similarly, some of the quests which, IIRC, are marked in the log, such as Blind Betrayal are tagged as "0: Unmarked", so there must be something else in the data which has an effect on this. I'm beginning to wonder if the only effect of the DNAM quest type is to determine which of the "Quests Completed" stats gets incremented upon completion. I do have a save just before Blind Betrayal, so I'll do a quick test. Aya42 (talk) 12:03, January 22, 2016 (UTC)
- After testing, Blind Betrayal definitely appears in the log, but only the "Quests Completed" stat get incremented upon completion, so a quest type of 0 doesn't mean unmarked. I'll see if there's a correlation with anything else in the DNAM field. Aya42 (talk) 12:51, January 22, 2016 (UTC)
- I'm pretty sure the two appear as a single quest, but I'm holding back on the merge until I've decoded some more of the game data. There's an oddity in some of the quest types, in that some of the quests which don't appear in the log (like this one) are tagged as something other than "0: Unmarked" or "6: Miscellaneous" - this is actually tagged as "1: Main quest". Similarly, some of the quests which, IIRC, are marked in the log, such as Blind Betrayal are tagged as "0: Unmarked", so there must be something else in the data which has an effect on this. I'm beginning to wonder if the only effect of the DNAM quest type is to determine which of the "Quests Completed" stats gets incremented upon completion. I do have a save just before Blind Betrayal, so I'll do a quick test. Aya42 (talk) 12:03, January 22, 2016 (UTC)
- Ok, was a bit confused before, that was actually Dangerous Minds popping up. What I can do, is looking back at my quest log and there is no entry for "Shattered", just for "Dangerous Minds". And the icon displayed on this page is actually the same as for Dangerous Minds, just a different step in the animation. --Alfwyn (talk) 10:23, January 22, 2016 (UTC)
(←) Confirmed. Additionally, none of the quest stages seem to have the flags to start or end the quest, and given there are no log entries, the quest can't be completed or failed. It seems to just be being used as a simple state machine to keep track of the scenes which play out during the Dangerous Minds quest. A dump of the quest data...
Record type: QUST Data size: 22132 Flags: 00000000 Form ID: 000229ea Editor ID: MQ203 Full name: Shattered Flags: RUN_ONCE | WARN_ON_ALIAS_FILL_FAILURE Priority: 85 Quest type: 1 - Main quest Quest stages:- 0 quickstart main quest 1 TESTING - start memory A (child Kellogg) 2 TESTING - start memory B (San Francisco) 3 TESTING - start memory C (West Coast) 4 TESTING - start memory D (Midwest) 5 TESTING - start memory E (Institute first meeting) 6 TESTING - start memory F (MQ101 sequence) 7 TESTING - start memory G (Kellogg getting implants) 8 TESTING - start memory H (Kellogg with Shaun) 10 Move player to start of memory sequence 20 Finished Loading In 100 Start memory sequence 120 Amari intro voiceover done - open intro bridge 140 Amari intro voiceover done - initialize B-H scenes 200 Memory A - Amari voiceover start - open exit 220 Memory B - make visible 300 Memory B - Amari voiceover start - open exit 320 Memory C - make visible 400 Memory C - Amari voiceover start - open exit 420 Memory D - make visible 500 Memory D - Amari voiceover start - open exit 520 Memory E - make visible 600 Memory E - Amari voiceover start - open exit 620 Memory F - make visible 700 Memory F - Amari voiceover start - open exit 710 Memory F - got to spouse dying 720 Memory H - make visible 800 OBSOLETE: Memory G - Amari voiceover start 820 OBSOLETE: Memory G - open exit 900 Memory H - Amari voiceover start 920 Memory H - open exit 1000 move player back and enable controls 1100 Player finished loading in, Update objectives
...shows a bit more than in the article page, however, I thought the convention was to only include quest stages which have corresponding objectives, and only display the 'tick' for stages which complete the quest successfully.
It seems more like this offshoot quest for Hunter/Hunted...
Record type: QUST Data size: 735 Flags: 00000000 Form ID: 000980fd Editor ID: MQ205_InstituteRadio Full name: Institute Radio Flags: RUN_ONCE Priority: 70 Quest type: 1 - Main quest Quest stages:- 10 [Start] Radio Scene Starts On Quest Start 15 [Flag] Player has tuned into the Frequency 100 [END]
...than a 'normal' quest like Dangerous Minds...
Record type: QUST Data size: 6574 Flags: 00000000 Form ID: 000229e9 Editor ID: MQ202 Full name: Dangerous Minds Flags: RUN_ONCE Priority: 80 Quest type: 1 - Main quest XP: 300 (00178d61 XPActTwoSmaller) Quest stages:- 0 TESTING ONLY 5 Player has gone back and retrieved Kellogg's brain 10 [LOG] Quest Start 12 Player walks into the Memory Den 15 trigger Nick and Irma scene 20 Nick and Irma Scene played 30 Player heads downstairs 33 Nick setps into the Lab 35 player steps into the lab 40 Tell Amari to Forcegreet 45 Amari has forcegreeted 47 Remove brain implant from player 50 Amari asks for Brain 100 Nick and Amari plug chip scene 110 Nick Amari plug scene done 115 Amari has forcegreeted 150 Player said he isn't ready for lounger 155 [LOG] Tell player to sit in Memory Lounger 160 Player activates Memory Lounger 170 Player finishes sitting down in the lounger 200 Amari begins loading player into Kellogg's brain 300 Transition to MQ203 310 [LOG] Finished loading in, update objectives 320 [ACHIEVEMENT] MQ203 finished 1000 Shutdown Stage Quest objectives:- 5 Retrieve a Piece of Kellogg's Brain 10 Talk to Doctor Amari 100 Sit in the Memory Lounger 110 Explore Kellogg's memories 120 Talk to Doctor Amari
Given all that, I don't think it's even worth including the form ID, editor ID, name, or stages for the Shattered 'quest' on the Dangerous Minds page. Aya42 (talk) 19:26, January 22, 2016 (UTC)
- There seemed to be sufficient consensus, so I've done the merge. I've moved the quest stages to the merged article, since it might be of some use for console commands. Not sure if it's worth merging the talk pages or not. Aya42 (talk) 17:56, January 24, 2016 (UTC)
Radio dlalogue[]
Anyone got the dialogue from the radio? I can't seem to find it anywhere. Asking here seemed appropriate. 142.161.57.230 01:33, June 3, 2016 (UTC)
Mistake in monologue?[]
For some reason, Kellogg's thoughts on the other cryopods say that "The old man" didn't want any loose ends from the job. The problem is that in other instances he referred to "the old man", it was quite clear he was talking about Shaun. How could "The old man" not want any loose ends when he's the infant being taken? And has anyone else noticed this? Mrqsandas (talk) 05:24, October 14, 2016 (UTC)
- Also I noticed Kellogg seems to be aware he has been killed by one of Shaun's parents. The whole sequence is odd, in that Kellogg is narrating retrospectively on his life events in the third person. 220.253.201.152 09:40, December 10, 2016 (UTC)