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If all the NPCs are busy it means they are busy trying to process a scripted scene.
Your best bet would be to load a save prior to entering the Vault.
If that is too far then you next choice would be exit the vault reset the quest to stage 300 and try again.
I can not give an exact console command because the quest ID has the XX value in it which can be different for each person depending on the order they loaded their DLCs.
Be vary wary of the vault elevator it has a known endless loading screen issue. So after finishing the quest make a save before leaving.
Or could be a pure bug as BP says.
I do have a save file where I am standing before the elevator, so that's not a problem for me.
But even after I have gone to that save file, they always end up the same, they were always busy with processing the scripted scene, so its not much of a help.
Santiago Avida will always stay at the crime scene, Maxwell staying next to him, and all of them not being able to talk to.
Unfortunately, the second answer is correct. it is a pure bug. I did search the room for physical clues, and uncovered everything, including the red paint. but you will still be refused communication from Maxwell because he is "Busy".
The first thing you need to do is find out which DLC slot Far Harbor was placed in to know the value for XX.
Open the console and type: help maxwell 4
it should return a refid that looks like this xx0338ec and the first two digits are XX.
The type in this for changing stages puttign in the value for XX.
setstage xx036763 300
Also keep in mind it helps to zone into an area after using the setstage command.
Actually its fine now, I've managed to fix it myself.
As for your solution, I did try that beforehand, but it doesn't really do change anything as everyone will still be stuck in the "Busy" position.
Thanks for the help, though.
How did you end up fixing it? That way anyone searching the forums or internet can see your solution.
It was surprisingly simple - while the bug is happening, just leave the vault and teleport to a faraway section of the map (Entering a building can help too), and then walk back. Maxwell will be back in front of the Vault 118 door and now we can interact with him and the rest of the cast.
The scripting that Kinggath did for SSCQ has timers like that.
Speaking of which are you running any script heavy mods like Sim Settlements? That could have been the cause because your scripting is starting to back up. You should up the multithreading from 10 to something higher to process scripting faster.
You can use ShowQuestStages (SQS) for a quest if you need to see which stages it already has set.
SSCQ has the timers in it because it keeps the Jammer from breaking when you try to set up an attack. Also something to do with the walk away, as in the player walks off mid dialogue.
As for mods, I don't really use a lot of mods. most of them are either just bug fixes, or small QoL changes.
but I do have mods such as "We are the Minutemen", "Vault-Tec Workshop Overhaul", "Armorsmith Extended", and "Armor and Weapon Keywords". maybe some of them are the cause of it?
No, its more or less just a faction overhaul. there's no new quests, it does introduce new minuteman class, but that's it. it shouldn't be related with far harbor at all.