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The problem is evne if you unloaded/disabled the follower mod does not mean it cleaned up after itself. It could have made permanent changes via console command scripting.
Open the console click the door and use the console command to open it.
When you find these secruity doors , you then tell Ada ( or whatevere's holding the M-Sat) , they then open the secruity doors .
the glitch I've found is if you install the M-sat on another bot and that bot is destroyed , you then have install the M-sat on some thing else .
I've got apoximately 2500 hours invested in this game since it came out in Australia , I've been reading the forums for years and (to my knolege) I've never seen this sort of bug before .
Keep playing. You obviously aint played enough to recognize the door by sight or descripted walkthrough. I get you want to help, but if you can not read his problem and know what is wrong then it aint much help at all because it creates confusion.
As I pointed out earlier that is NOT the door that requires the M-Sat. That is the door that opens by itself and takes like 30 seconds for all the door sections to open. That door is on a trigger to open when Ada walks down the ramp. He even told you this in the third sentence witht he no biosigns message.
My guess is as he already said he was using a companion mod earlier. That mod most likely created a "new" Ada with a different ID#. Since the script is waiting for a certain ID# to come down the ramp to open the door it remains closed. Even though he removed the mod the ID# it is going to remain the same.
Other people that ran into it before could have simply installed the mod after, used TCL to go through the door, or a used the console to force the door to unlock.
Just a clarification, I did try to use TCL and could not pass the the walls or door. Perhaps I should try going through the floor and then back up. I did try Unlock as well and it unlocked but would not open. The voice and green light were triggered but not the door itself. I did try in an earlier save, that was set before I entered the Robco building, to dismiss companions and unistall the mod. and then go in with Ada(M-Sat). But with the same results. She opens the first set of doors, but the second don't open. I can only assume that the ID# you mentioned has somehow been permanently added to a record being accessed even by earlier saves preRobco. In fact in support of your theory, the first time Ada opened the first set of doors Piper approached 'the mysterious device' as well. While they were both there the blue light that emanates from Ada's chest actually came from Piper's this time.
@MrMilkMann I'll get a copy of my LO up later this evening.
I am trying to think of a unique item or mod inside. I mean there is the Mechanist but that could make it worse. Maybe the Robobrain mob, but that is near the end.
The id on the next doorlock could work.
Milkman, sorry for not posting mod list yet, but I came down with a bad bug that I'm shaking off.
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCworkshop02.esm
DLCworkshop03.esm
DLCNukaWorld.esm
Unofficial Fallout 4 Patch.esp
ArmorKeywords.esm
Arbitration - Resources.esm
HUDFramework.esm
SettlementKeywords.esm
WorkshopFramework.esm
ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp
Quad_Accelerator.esp
AR70 Assault Rifle.esp
GunnersPlazaInterior.esp
ReGrowth Overhaul 10.esp
Unique NPCs.esp
Kor_Scavenger.esp
RenLightMod.esp
ImmersiveGunnersPlaza.esp
AGOMBz.esp
Tec-9.esp
QuazVehicleOverhaul.esp
BridgetoSpectacleIsland.esp
commonwealthRooftops.esp
AGOMBz_CP_ASE.esp
W.A.T.Minutemen.esp
OberlandBridge.esp
FunctionalBridges.esp
WattzLaserGun.esp
AK74M.esp
SOU All-in-one.esp
ACWD.esp
Backpacks of the Commonwealth.esp
BP VIS Patch - Backpack Of The Commonwealth.esp
CompanionsGiveBetterItems.esp
Better Explosives.esp
Immersive_Molotovs_Flamer_Ruddy88ExtendedESP.esp
BE_Enhanced Grenades.esp
Better Explosives - Grenade Frequency 45.esp
Perks Unleashed.esp
Better Explosives - Perks redone.esp
BetterSettlersNoLollygagging.esp
ImmersiveScrapping_SeasonPass.esp
Better Weapon Scrap.esp
P99.esp
MilitarizedMinutemen.esp
Orphans.esp
sanctuarybridgeonly.esp
Conquest.esp
F4NVServiceRifleRedux.esp
BunkerHillMinPatrol.esp
HaxRPG7.esp
RSh-12.esp
BullpupBozar.esp
Arbitration - Button Lowered Weapons.esp
CBBE.esp
Campsite.esp
GKX Carhenge.esp
chem redux.esp
Clean Water - Clean.esp
KSHairdos.esp
DarkerNights.esp
Deeper Thoughts - Expressive Curie.esp
Depth of Field Removal.esp
DogmeatNoOpeningDoors.esp
Dogmeat's Backpack.esp
DV-No Levelled Vertibirds.esp
DV-Very Durable Vertibirds.esp
DynamicInteriorFogRemoval.esp
Enemies_Don't_Shoot_So_Good.esp
Enough About the Settlements Preston.esp
EveryonesBestFriend.esp
Farming Resources.esp
P90.esp
P90NPC.esp
free_downgrades.esp
MarcyLongDialogueEdits.esp
GCM.esp
Give Me That Bottle.esp
GlovesOfTheCommonwealth.esp
HuntingShotgun.esp
ImmersiveDogmeat.esp
Immersive Waiting.esp
Kor_SitDisabler.esp
KSHairdos_oel.esp
LooksMenu Customization Compendium.esp
LooksMenu.esp
DWT_Cricket_and_Guards.esp
P220.esp
McMillanCS5.esp
BetterOpenSeason.esp
RU556.esp
SkibsWeapons-REDUX.esp
Move (Get Out the Way).esp
No More Fake Puddles - Nuka World 1-0.esp
Nuka World Bottle Fix.esp
orphans AE Patch.esp
AzarPonytailHairstyles.esp
QuickTrade.esp
Quieter Settlements - Recommended Settings.esp
Realistic_conversations.esp
RU556AWKCR.esp
AdvBubbleTurretSet.esp
OCDecorator.esp
SettlementMenuManager.esp
SettleObjExpandPack.esp
SSEX.esp
BedPublic.esp
DD_All_the_COncrete.esp
SurvivalOptions.esp
SurvivalOptions_GiveMeThatBottlePatch.esp
Synth Overhaul.esp
Synth Overhaul - Black Patch.esp
Synth Overhaul - No level requirements Patch.esp
ValdacilsItemSorting - Synth Overhaul TAGS.esp
LureEnemies.esp
The Eyes Of Beauty.esp
TheEyesOfBeauty.esp
Thematic and Practical.esp
DWT_TrashcanCarla_and_Guards.esp
UncappedSettlementSurplus.esp
Unique NPCs FarHarbor.esp
UnlimitedSettlementBudget.esp
vneck.esp
VIS-PatchChemReduxWeightless.esp
ValdacilsItemSorting-ArmorBySlot.esp
ValdacilsItemSorting-CosmeticsByType.esp
WareHouseExt.esp
VIS-G We Are The Minutemen.esp
WestTekTacticalOptics.esp
STL_WHEREAMI.esp
woodysWastelandStuff.esp
WWP - PC.esp
WorkshopPlus.esp
Scrap Everything - Ultimate Edition.esp
BetterSettlers.esp
BetterSettlersCleanFacePack.esp
BetterSettlersCCAPack2.0.esp
StartMeUp.esp
StartMeUpFarHarborPatch.esp
StartMeUpNukaWorldPatch.esp
StartMeUp VIS.esp
TrueStormsFO4-EarlierSunsets.esp
TrueStormsFO4-EarlierSunsetsFH.esp
TrueStormsFO4-FarHarbor.esp
TrueStormsFO4.esm
TrueStormsFO4-NukaWorld-FH-Compat.esp
TransferSettlements.esp
Armorsmith Extended.esp
Eli_Armour_Compendium.esp
Eli Armor Compendium AE VIS Patch.esp
DCGuardOutfitOverride.esp
Did you have any luck with the moveplayer command? Or did you need someone to go into the zone and fetch you an ID#? I think the terminal you cna unlock the elevator would be best one?
Let me load up an old game and see about fetchign the terminal id#
player.moveto 1010810
I walked 10 feet away and tested it, placed me where all the glowing fungus are.
Ada should do her teleport thing and catch up.
SetOpenState 0
or
SetOpenState 1
To open or close script controlled doors.
Thanks buddy! I had the same issue and this was the perfect fix :)