Fallout 4

Fallout 4

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Ziptop Oct 7, 2018 @ 7:54pm
Shamrock Taphouse bug
There appears to be an unaddressed bug in the Shamrock taphouse.
Once inside and past a certain stage the game will hang if you try to save or try to exit.

(spoilers)
The trigger appears to be inside the last room, possibly related to the mole rat ambush trigger.
You can actually console>TLC and clip through the wall at the robot end to collect the password and activate the robot and get out, as long as you don't trigger the molerats. Once you do then the game is bugged and you can usually not even leave the building without a crash.
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Showing 1-12 of 12 comments
Stardustfire Oct 8, 2018 @ 7:48am 
so you cheat via console and than cry havoc because the game misbehave because that, and you call it a bug????
only bug i ever encountered is when i onetimes activted the robot before i killed all molerats, that made him unrespondable.
Last edited by Stardustfire; Oct 8, 2018 @ 7:48am
Ziptop Oct 8, 2018 @ 9:18am 
No. I fault find and work around using console commands.

Trust me, I ♥♥♥♥♥♥ around for quite some time reloading this save and that before being forced to resort to the use of console commands in order to progress the game past this glitch.
craigsters Oct 8, 2018 @ 9:46am 
I save in the hallways and before the room with the magazine is in also I have no trouble killing the mole rats, and have had to reload saves before entering the Shamrock Taphouse because of ctd trying to exit the last cell where the robot is in, I started teleporting to Horizon Flight 1207 and save there, I use a mod that try's to fix the bug that allows you to keep buddy, the mod works, but I need to sometimes re-load my save before entering the taphouse because of game freezes or ctd's in the last cell trying to teleport out of it!..
Ziptop Oct 8, 2018 @ 12:20pm 
I played around with it and it's the molerats that bug me. (or the trigger marker for that ambush actually inside the last room itself.)

I'm actually able to save ok in the room with the Total Hack magazine and even leave the Taphouse without issue as long as I have not triggered the molerats

As far as I know I'm not running any mods that change that cell or the quest
Lore Friendly Mar 12, 2020 @ 7:16am 
Thanks @somethingbrite. I am playing with Horizon mod and ran into this issue. Nothing worked but the TCL fix worked for me. I found this fix after spending hours trying different things I found in various forum posts. Bookmarked for future reference.
Qwertygiy Jul 17, 2021 @ 3:31pm 
It's a bug related to the mole rat ambush; somehow, they trigger an overload. I've had it freeze while in VATS, I've had it freeze while trying to save after handling the mole rats perfectly fine.

It can happen anywhere with a Mole Rat ambush, including Vault 81 or Vault 88, according to this Reddit thread that provides an even better command fix:
https://www.reddit.com/r/FalloutMods/comments/9td0py/fo4_save_freeze_or_game_freeze_after_fighting/

- Right before entering the area, go into console and enter the command "tdetect".

- Go into the area. The critters will still erupt from the ground, but they will not attack you.

- Kill the hell out of them. Don't miss any, unless you are sure you won't be back to the area.

- When they are all dead, or you are well away from them, toggle detection back on with "tdetect". Don't forget, or NPCs won't talk to you.
Bored Peon Jul 17, 2021 @ 4:07pm 
Originally posted by Qwertygiy:
It's a bug related to the mole rat ambush; somehow, they trigger an overload. I've had it freeze while in VATS, I've had it freeze while trying to save after handling the mole rats perfectly fine.

It can happen anywhere with a Mole Rat ambush, including Vault 81 or Vault 88, according to this Reddit thread that provides an even better command fix:
https://www.reddit.com/r/FalloutMods/comments/9td0py/fo4_save_freeze_or_game_freeze_after_fighting/

- Right before entering the area, go into console and enter the command "tdetect".

- Go into the area. The critters will still erupt from the ground, but they will not attack you.

- Kill the hell out of them. Don't miss any, unless you are sure you won't be back to the area.

- When they are all dead, or you are well away from them, toggle detection back on with "tdetect". Don't forget, or NPCs won't talk to you.
No More Teleporting Creatures
https://www.nexusmods.com/fallout4/mods/12997

Try installing that for a fix.
SuperSledgeNY Jul 17, 2021 @ 8:06pm 
You'll also encounter that bug in the Vim Pop Factory and in Nuka World with the bloodworms. The mod that Bored Peon suggested will address the problem at Shamrock Taphouse and The Vim Pop factory but NOT the bloodworms at Nuka World.

However, a user submitted a modified ESP that included a bloodworm fix. You'll have to check out the POSTS tab on the Nexus mod page since it's buried in there.
Masque Jul 17, 2021 @ 9:01pm 
I'm surprised this bug didn't happen to me today when I cleared Vault 88. Molerats and Radscorpions everywhere, too. I don't have the fix BP recommended either.

Buffout 4 might be addressing this, but I can't be sure -- it does fix a lot of things.
Bored Peon Jul 17, 2021 @ 9:43pm 
Originally posted by Masque of Clavicus Vile:
I'm surprised this bug didn't happen to me today when I cleared Vault 88. Molerats and Radscorpions everywhere, too. I don't have the fix BP recommended either.
Honestly it is one of those bugs that not all play throughs get. It is kinda like the weapon debris thing, some games it works, some games it crash by bridge to Red Rocket, some games it crashes just after exiting the house. However when you get it it screws you pretty hard because it becomes a constant repetitive CTD. Mole Rat Den and Concord Sewers are the quick test.

The symptoms:
- CTD when molerats erupt from the ground.
- CTD in VATS shooting at the molerats.
- Molerats not entering combat.
- Endless load screen exiting an area that had them (if you avoid the ones above.)

I spent a full day playing disable the mods and trying to exit Molerat Den. I eventually was let out after disabling one of the face mods (which made no sense at all.) Then someone posted that mod and never had the issue again.

Originally posted by SuperSledgeNY:
However, a user submitted a modified ESP that included a bloodworm fix. You'll have to check out the POSTS tab on the Nexus mod page since it's buried in there.
Ya there is a similar fix for the bloodworms.
Last edited by Bored Peon; Jul 17, 2021 @ 9:44pm
Masque Jul 17, 2021 @ 9:46pm 
So how do underground enemies (Molerats and Radscorpions) even work, with that mod installed? They just don't ever go underground?
Bored Peon Jul 17, 2021 @ 9:50pm 
Originally posted by Masque of Clavicus Vile:
So how do underground enemies (Molerats and Radscorpions) even work, with that mod installed? They just don't ever go underground?
They pop up once, then can not go back underground.
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Date Posted: Oct 7, 2018 @ 7:54pm
Posts: 12