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After killing Elijah, the elevator may take you to Vera's suite, rather than the Villa's Fountain. If this happens the quest will not advance as it should.
At this point if you try to re-enter the vault, or leave the casino your collar will explode.
However, if you use the console commands tgm and unlock on the casino's doors, you will be taken to the fountain. Head to the Mojave Wasteland gate, and change your view to third person. Then, open the console and type showinventory, then select the player. If you now cannot see the collar id on the console, drop items until it is visible. Remove the collar using player.removeitem X # (X=item id #=amount of item). With the collar removed, pick up your gear and use unlock to open the Wasteland gate.
This will allow the ending slides to play, and you will be taken back to The abandoned BoS bunker. When back to the bunker, you can unlock Elijah's terminal, Elijah's footlocker, and the footlocker beside the ladder with the unlock command. Console commands can be used to complete the quest afterwards. You will then be able to continue the game, still gaining the perks and items you would have if this bug had not occurred.
http://fallout.wikia.com/wiki/Heist_of_the_Centuries
Ideally you could go back into the vault, then exit again to trigger the script.(NVDLC01VaultElevatorScript 100BFBB).
Clearly this script didn't run the first time you exited.
.
I don't know if you can run scripts directly from the console. It would help a lot if you could.
Anyway, all this lot should set everything up the way it would have gone if the script had actually run.
"1012CB6".Disable
set "1006E93".iNumRadii to 0
SetStage "1000FC1" 100
set "1000FC1".bCompanionsOutro to 1
"1013F2F".Disable
(if Dean is alive)
"1001309".disable
(if Dog is alive)
"1001306".disable
(if Christine is alive)
"1001307".disable
And finally...
player.moveto 1013403
Edit: Use this command before you leave the vault. It's much simpler than that old method.
set "xx00AE1E".bSecurityAltInfo to 1
Replace xx with Dead Money's load order number.
Appreciated, both of you. I need to rely on people with extensive knowledge of things like this to pull me through. As for re-entering the vault, and exiting, that wouldn't work either, but I ran the script commands in the order you requested and broke through. Thanks mate :D This was quite the little offset. I was actually enjoying the DLC up unto this point...
Good lord, I read the page you linked that from. That's an absolutely ridiculous amount of bugs and errors... Did they even playtest this before they released it...?
They should've made time. This DLC really had a showstopping amount of potential...
It's an Obby tradition to get screwed out of time at the last minute.
Going off on a bit of a tangent here...
Unfortunately, as has been shown over the past year in particular, quality doesn't seem to be an important factor any more, and too many gamers seem perfectly happy to fund this trend with pre-orders for unfinished broken games.
I don't know about you but I've had enough of it.
Basically, lucas arts screwed them on KOTOR 2 straight up. Bethesda made them rush the game and DLCs as quick as possible because they didnt want any interference with their skyrim release, and Neverwinter nights 2 they were screwed by Bioware.
That's why i cant wait for pillars of eternity. Basically a baldurs gate style game, but funded on kickstarter so obsidian dont have to answer to anyone but themselves.
NWN 2 on the other hand was the opposite: a massively superior follow-up to a very poor cRPG (which was only saved by the two expansions somewhat).
But they made finally SP: Stick of Truth and Wasteland 2, so I guess they finally did outweigh their blunder of a first game.
Not to mention they basically reused the KOTOR 2 plot for Lonesome road. Ulysses = Darth Treya (Kreia), Courier = Exile, The Divide = Malachior V, Ulysses Temple = The sith Academy at the centre of Malachoir V, EDE = Bao Dur's robot thingy at the end of KOTOR 2.
Still, though the story of kotor 2 may have been weak, the RPG mechanics was a huge step up from the first one. I also liked how you could affect every companion's alignment and turn them all into jedis.
Decades of learning and meditation and stuff? Pfft. You touch them and they know how to use the Force and a lightsaber.
And they said Episode I was bad…
The dialogues were nice, I admit, especially for Mira (the only NPC whose name I remember), but it was a small consolation.
Also in an "open world" game which allows you to do many things, bugs are going to happen because the developers might not have anticipated EVERY single thing that you could possibly do, like toss grenades before the cut scenes or place mines in the path of NPCs that you know will be going that way, etc. The more complex the game, the harder it is to cover every possibility.
Those who want a 100% bug free game that is not on the level of Angry Birds are being unrealistic.