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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.
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.
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.
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.
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.
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.
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.