Fallout 4

Fallout 4

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Shark Dec 6, 2019 @ 8:02pm
I have the bug that sends Curie to Vault 81 every time I dismiss her.
I have tried the console commands that are suggested as a fix and they don't work. I have the conversation, she becomes available to be my companion and then if I dismiss her she heads right back to 81. The other thing, my Curie doesn't go back to the room where you give the cure for Austin, she goes to the room where you first see her to get the cure.

Any ideas how to fix this? I don't think I have a save game that goes back that far. The other thing, the bug happened long after I was through with 81. In fact I had her working a weapons store in Sanctuary, I went and looked and she was gone.

I found her in 81 in the cure room of the secret vault.
Originally posted by Bored Peon:
Originally posted by Shark:
The other thing, my Curie doesn't go back to the room where you give the cure for Austin, she goes to the room where you first see her to get the cure..
Neither of those locations are where you find Curie after dismissing her to Vault 81. She sits beside the elevator door to the other vault in the main entry room.

Originally posted by Shark:
In fact I had her working a weapons store in Sanctuary, I went and looked and she was gone.
Pretty sure that is one of the jobs she will not do.

Once a companion is assigned to a settlement then they never go back to their default location anymore. You obviously had her assigned to a settlement if you put her on a store.

I would start looking at your mods.
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Showing 1-15 of 38 comments
Shark Dec 7, 2019 @ 12:29pm 
I know this is a well known bug, and there are fixes but for some reason Curie wanting to return to 81 overrides any commands or mods I have found to use. So, is there a way to change what her original home is? Perhaps if I can edit that I can at least default her to a single settlement.
The author of this thread has indicated that this post answers the original topic.
Bored Peon Dec 7, 2019 @ 2:14pm 
Originally posted by Shark:
The other thing, my Curie doesn't go back to the room where you give the cure for Austin, she goes to the room where you first see her to get the cure..
Neither of those locations are where you find Curie after dismissing her to Vault 81. She sits beside the elevator door to the other vault in the main entry room.

Originally posted by Shark:
In fact I had her working a weapons store in Sanctuary, I went and looked and she was gone.
Pretty sure that is one of the jobs she will not do.

Once a companion is assigned to a settlement then they never go back to their default location anymore. You obviously had her assigned to a settlement if you put her on a store.

I would start looking at your mods.
Shark Dec 7, 2019 @ 2:42pm 
Originally posted by Bored Peon:
Originally posted by Shark:
The other thing, my Curie doesn't go back to the room where you give the cure for Austin, she goes to the room where you first see her to get the cure..
Neither of those locations are where you find Curie after dismissing her to Vault 81. She sits beside the elevator door to the other vault in the main entry room.

Originally posted by Shark:
In fact I had her working a weapons store in Sanctuary, I went and looked and she was gone.
Pretty sure that is one of the jobs she will not do.

Once a companion is assigned to a settlement then they never go back to their default location anymore. You obviously had her assigned to a settlement if you put her on a store.

I would start looking at your mods.

Thanks for the info. Regardless, the cure room is where mine goes. Initially I had no issues, I used her, sent her to settlements, gave her jobs. Took her as a follower again, dismissed her and sent her back to Sanctuary. Then all of a sudden she bugged out. In Sanctuary originally I had her as a guard, then I switched her to the store. It was from the store that she one day went back to 81. At first she functioned like any other settler or follower. I could move her around, I could assign her jobs and she would do them. In short she would stay in Sanctuary.

You seem to think a mod is the reason. It seems odd to me that having mods would make a difference since I had no mods that dealt with settlers or followers. The first follower mod I have ever used is Amazing Follower Tweak and I didn't install that until after the Curie bug showed up. So assuming though you are right and it is a mod, is it possible that any mod I have installed is causing the issue, or does it have to be one that changes settler and companion behavior? Ex. It makes no sense to me that mods that add assets or change vault suit colors would be causing an issue. It seems to me, it would have to be one that directly affected settlers and companions.
Last edited by Shark; Dec 7, 2019 @ 2:44pm
spared_life Dec 7, 2019 @ 5:26pm 
Let me add what I do. I have that bug in every playthrough.

I swap Curie with another companion when dismissing instead of just dismissing. Say you have Piper in your main settlement, be there.

1.Accept Piper as your companion and dismiss Curie to your main settlement.

2. If you see Curie starting to leave the settlement then travel some more with Curie dismissing Piper to the settlement

3. and then repeat 1

In the last couple dozen new games Curie the robot is my companion of choice through the game. So far doing this I have stopped Curie from going back to the vault. I did have to chase Curie down a couple times because it just wouldn't stop long enough to finish the dialog. I have only had to do this once in each game, swapping Curie out later does not bug.

Side note: The game I am in now I swapped out Curie with Strong where you save Rex. Curie did not return to the settlement and I went back to the vault a half dozen times thinking it was glitching there again. Finally I went back to the building where Rex was and Curie was stuck on one of those floors where the super mutants shoot at you from.
Shark Dec 7, 2019 @ 7:31pm 
Originally posted by spared_life:
Let me add what I do. I have that bug in every playthrough.

I swap Curie with another companion when dismissing instead of just dismissing. Say you have Piper in your main settlement, be there.

1.Accept Piper as your companion and dismiss Curie to your main settlement.

2. If you see Curie starting to leave the settlement then travel some more with Curie dismissing Piper to the settlement

3. and then repeat 1

In the last couple dozen new games Curie the robot is my companion of choice through the game. So far doing this I have stopped Curie from going back to the vault. I did have to chase Curie down a couple times because it just wouldn't stop long enough to finish the dialog. I have only had to do this once in each game, swapping Curie out later does not bug.

Side note: The game I am in now I swapped out Curie with Strong where you save Rex. Curie did not return to the settlement and I went back to the vault a half dozen times thinking it was glitching there again. Finally I went back to the building where Rex was and Curie was stuck on one of those floors where the super mutants shoot at you from.


OK, will give that a try. Hopefully, it does the trick.
One thing to try if not already mentioned dismiss curie at a settlement then go into workshop mode and use the R command to send curie to whatever settlement you wish as you would any settler.
Shark Dec 7, 2019 @ 10:58pm 
I tried both the previous suggestions, unfortunately neither worked. The good news is I think I have the problem pegged. As it turns out Bored Peon was right, near as I can tell. It was a mod that caused Curie to bug out. The mod had been uninstalled several days ago, but it already had messed up my saves. I went back to a save prior to installing a mod and Curie worked fine, I could do all the stuff I previously said I could do with her. Any saves after Curie spent as a resident of the settlement mod she was broken.

Incidentally, this mod does make sense that it would break her when I assigned her there because it was a vault settlement. I briefly assigned her as a resident there and that is what broke her. For those interested and wanting to avoid it, the mod was called Vault RR.

The bummer is I have 5 days of game time I lost, but better that than not having my follower work right. Thanks to everyone who replied and gave me ideas where to look.
Bored Peon Dec 7, 2019 @ 11:13pm 
Glad you figured it out and told us what it was, that way someone else might be able to use that info.

You should also post on the mod forum page about the issue. Keep in mind there might not be anything wrong with the mod, but it only has an issue due to conflicts with other mods.
have to be sure and read the posts and bug reports on mods especially ones that add a new settlement I have seen a few that did not even properly integrate into the settlement system enough to be able to dismiss a follower to the them or relocate a settler to the place.
Last edited by =EGC= kansasterry; Dec 8, 2019 @ 2:43am
xybolt Dec 8, 2019 @ 2:53am 
Originally posted by =EGC= kansasterry:
have to be sure and read the posts and bug reports on mods especially ones that add a new settlement I have seen a few that did not even properly integrate into the settlement system enough to be able to dismiss a follower to the them or relocate a settler to the place.

don't think that it is a "bug". Judging from the experience of the OP, the mod is working correctly. The mistake is that he has assigned Curie to that settlement and decided to remove that mod without clearing any changes made. After the removal, the assignment information for Curie is pointing to a non-existing settlement. That makes it not possible to override it naturally. Since it (the reference) does not exist when she wants to return to her "base", the game brings her to the default location, which is vault 81.

Just some mis-management.
Last edited by xybolt; Dec 8, 2019 @ 2:54am
Originally posted by xybolt:
Originally posted by =EGC= kansasterry:
have to be sure and read the posts and bug reports on mods especially ones that add a new settlement I have seen a few that did not even properly integrate into the settlement system enough to be able to dismiss a follower to the them or relocate a settler to the place.

don't think that it is a "bug". Judging from the experience of the OP, the mod is working correctly. The mistake is that he has assigned Curie to that settlement and decided to remove that mod without clearing any changes made. After the removal, the assignment information for Curie is pointing to a non-existing settlement. That makes it not possible to override it naturally. Since it (the reference) does not exist when she wants to return to her "base", the game brings her to the default location, which is vault 81.

Just some mis-management.

True that is what it sounds like in this case though people still need to be cautious as there are ones like I mentioned out there usually created before or just after the creation kit was made available and never updated once tutorials showing the proper way to create a working settlement were released.
Chashmodai Dec 8, 2019 @ 3:11am 
I'm not quite sure where you want to send her, but I recommend the Amazing Follower Tweaks mod. It allows you to set any location as a companion's home, be it a settlement, any interior or whatever. All my companions are currently housed in my "base of operations" in Tenpines Bluff.
Stardustfire Dec 8, 2019 @ 3:42am 
Bored Peon isnt right, i got this bug myself onetimes too in an nearly unmodded game, only mod used was UFO4P. curie ever run back to vault 81 and than i needed to pick here up before the infirmary. but for me the workaround from a thread in the forum here worked, where you need to push here into the infirmary and than reset here queststate to one point. after that she stayed in the settlements whre i send here. only drawback is that this "scriptrepair" forced another bug where my now synt curie cant be assigned to a settlement job (and yes, i mean settlement jobs she does normaly when she isnt bugged)

how i understand it the runaway bug is caused when you must choose who gets the antidote and at the same time curie want to talk to you.
Last edited by Stardustfire; Dec 8, 2019 @ 3:45am
DouglasGrave Dec 8, 2019 @ 4:16am 
Originally posted by Stardustfire:
Bored Peon isnt right, i got this bug myself onetimes too in an nearly unmodded game, only mod used was UFO4P. curie ever run back to vault 81 and than i needed to pick here up before the infirmary. but for me the workaround from a thread in the forum here worked, where you need to push here into the infirmary and than reset here queststate to one point. after that she stayed in the settlements whre i send here. only drawback is that this "scriptrepair" forced another bug where my now synt curie cant be assigned to a settlement job (and yes, i mean settlement jobs she does normaly when she isnt bugged)

how i understand it the runaway bug is caused when you must choose who gets the antidote and at the same time curie want to talk to you.
This is apparently a different result to the bug where she goes back to the infirmary. The OP stated, that they had her going back to her original room in the hidden section of Vault 81.

As I recall, the "runaway" bug you're thinking of has Curie heading to the spot just outside the infirmary as part of the cure quest. If you hand in the cure without recruiting her first, the quest destination is never cleared, so she heads back there whenever she's not your companion.

You shouldn't need to use any console commands to avoid the infirmary bug; the workaround is to just push her into the infirmary and recruit her before handing over the cure.
Last edited by DouglasGrave; Dec 8, 2019 @ 4:17am
Stardustfire Dec 8, 2019 @ 4:47am 
hard to do when the cure is already handed in long ago :)
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Date Posted: Dec 6, 2019 @ 8:02pm
Posts: 38