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Again lost my super reactor and the small generator, and no settler gave me quest. I even rang the bell and start talking to them.
As a result, I lost my mythic and chameleon deathclaws because there was no power to keep the beta wave emmiters. Fine, I can live without it.
This time I removed my secondary BWE and set near my fast travel point with its own small generator. I won't connect it to the main power grid as was before. And I swear, that if this damn thing explode again, as the small generator, I'll trade it for the fusion generators.
One thing that does come to mind is a failed settlement defense. If a settlement had to fight off an attack on its own, it will generally suffer damage to defense and resource items, such as turrets, crops, water pumps, and generators, but it only works out the exact details of that damage when the settlement cell loads. So you'll go to the settlement and shortly after you arrive, various items will appear to break because they were considered to have been damaged by the attack. I'm not sure if this happens even if the settlement defends itself successful, because I almost always go to defend everything myself, but it can definitely happen if the defense fails.
BTW, this auto resolve settlement defense is another annoyance. Places that never got a scratch while I was present and doing nothing, get all sorts of damage because of a bad toss coin. What I wouldn't mind, if there was an away to fix everything at once, instead to make me look everywhere. Or at least, allow to give a job or repairman to a settler.
It's possibly a quest as SuperSledgeNY suggested, but I'm curious about what the triggers would be, since I've never seen it happen myself. If it is one, it may require settlers to be present at the settlement (since you presumably need an NPC to handle the quest).
This would explain why I haven't seen the quest myself, since I have a huge abundance of junk items and all my settlements are linked together to share it all.
Second quote was about a particular event that happened after I fast traveled to Sanctuary. That was the second time that the super reactor exploded. The first time was already destroyed. I also mentioned on the post, that was happening even by reaching the settlement from an nearby location, that was the from the Red Rocket.
You are mistaken my words.
And I also discarted the quest event, since I tried to find the NPC quest giver while the generators were destroyed. BTW, the only quest that Sanctuary gave to me till now, was to kill a super mutants in a hospital.
Besides what stupid quest would destroy a power generator and a reactor at once?
I also should mention, that Sanctuary get attacked like 9 out of 10 times after I fast travel to it. What is more likely because the cages that I set. And no defense needed my intervention to be sucessful, because of how I set the turrets, and have settlers, robots and companions to defend specific areas. I just stand there and watch the show. Enemies die before they reach anywhere important.
Also, very rarely I get messages requiring defense of Sanctuary, and the ones that I didn't bothered to help always end up sucessful.
Having it only happen when you get near, even when approaching from as close by as the Red Rocket Truck Stop does make it sound like it's not to do with cell loading, though, since that should already have happened at that distance (unless you've played around with cell loading stuff). Does it happen if you travel to the Red Rocket Truck Stop and just wait, or does it only explode when you get into Sanctuary? Having it only explode within a set distance sounds more like some scripted event.
You wouldn't necessarily see the quest turn up until you speak to the questgiver, but it would help to properly eliminate that possibility if you can make sure that there are plenty of the necessary materials in the workshop.
Destroying both at once does seem odd, but a quest that can break generators does exist.
if the game can't resolve NPC pathing successfully it teleports npcs to their target area. which is why players wishing to keep attackers out rig up powered gates/doors to protect generators. usually i set mine up with a logic gate and an alarm.
npcs hit the alarm which causes the logic gate to trigger and cut power to the powered gates/doors causing them to close. enemies can't get in because the game already calculated pathing and said npcs are in combat.