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Brotherhood and railroad show up even if you didnt inform them.
Almost nothing hostile to you. (unless you somehow allready made enemies of the factions)
Not sure what the point of it is...clearly an unfinished quest.
Let me try again.
Why is Bunker Hill hostile to me now? I didn't kill anyone of their group. But, as I typed the original question, it occurred to me I did kill the turrets in the basement. Does that make Bunker Hill hostile?
And if the turrets is no connection, why is Bunker Hill hostile to me?
I think the quest is complete, I went to the CIT rooftop and talked to Father, then returned to Bunker Hill but still everyone is hostile.
It's actually completely finished, that's how it's supposed to function. Why would the Brotherhood or Railroad fire on you if you haven't angered them yet? In the context of the fight, you are a civilian until you start shooting at a particular group.
No, Bunker Hill the settlement actually becomes Allied with you after the quest. Don't listen to this Theo Character, he has no idea what he's talking about clearly. Just don't kill any civilians.
Yes. Don't kill anyone. Kill the Courser on the street outside. Go to the basement without engaging anyone or anything except the two turrets and "save" the synths.
But before "saving" the synths you can kill a few RR agents and get yourself a Gauss rifle.
Maybe one of your stray bullets hit one of the residents? Enough to cause hostility for a while.
Because your working for the institute perhaps?
The other side knows your working for the enemy during mass fusion do they not?
Plus showing up with a courser in tow...heck even if you dont kill him and he follows you around killing your "allies" that dosent seem the slightest bit odd?
Still seems like a mess to me.
**Create flamewars elsewhere.
The two biggest ♥♥♥♥ ups happen when traveling merchants are inside the town I've noticed.
The only issue I consistently get on this quest is the dead AI packages for certain townsfolk. It's wierd, it's always two people, but never the same two. They wind up just standing around never going to their store or to sleep. I'm gonna try building a quitting time Siren from Wasteland Workshop and see if that fixes it. It's been known to successfully reset AI packages, particularly for NPCs like Smiling Larry and Trader Rylee who get stuck on their pre-recruit AI sometimes.
I like to do this, because legendary dudes can spawn, and then you can take their weapons/armor when they die, lol.
I ended up shooting the poor Courser in front of the refugees. Somehow telling them that "everything was going to be all right" felt empty and hollow if I was just going to deactivate them and never see them again. If only there was a quest follow-up where they were programmed to be your personal servants in your institute quarters, or even settlers, it may have been more meaningful, but as it was I just couldn't send them back.
I've done this quest several times and looked at the GECK, the outcome of the quest appears to be all drama and shouldn't break anything. The only reason I can find that the Bunker Hill residents are hostile to you is because you shot one of them accidently. As long as you check your fire you should be ok, after the battle you can talk to the leader of Bunker Hill (that lady, I forgot her name) and you can unlock it as a settlement.
The main goal is to either free the synths or kill the courser, that outcome is all drama, all it does is setup dialog for both Des or Father. If you kill the courser at any point you will get the quest update to go see Father, freeing or killing the synths is just more drama for dialog purposes. In all my play throughs, I let Des know of the pending attack, but again it's just drama (player has option to warn BoS, just drama).
For me, I've killed everyone but the Bunker Hill residents (I used melee attacks), no harm or foul. I either free the synths or kill them, no harm or foul. I have killed the courser, no harm or foul. I let the courser live and recall the synths, no harm or foul. Note, don't bring X6-88 as a companion, the GECK shows he'll agro on you if you kill the courser and free the synths (obviously), best to do the quest alone.
Since the player is playing "both sides of the street", then you can see that any outcome won't break anything. The biggest problem with a quest like this is that the player is thrown into battle and instinctively starts shooting at everything (and rightly so!), when the player needs to just focus on the objective. Quests are scripted but a players reaction to a scene isn't scripted, follow the script objective and quests don't break (overall, but still can ... :P)
One of the reasons why NPC vendors stand around is that their "vendor counter" is damaged and won't get repaired automatically. I've successfully gotten the vendor counter to repair itself but you have to use console commands to make it work. The counters don't have a property value to allow auto repair so the daily settlement update doesn't see anything broken and won't fix what's broken.
Basically, you have to apply a damage value to the workbench global (tells it to run the repair function), and then give the counter the property to auto repair (so the repair function can see it), save the game, reload from main menu, and then stay away from Bunker Hill for a day to allow it to run the settlement script, and then viola!, counter is repaired and NPC goes back to normal behavior.