Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
He's running back to the vault because his script is entirely broken. This does sometimes happen if you noclip to places you shouldn't yet be, such as ArcJet if you clear it before getting that mission (every single one of my companions would run full speed to the place I had moved into, before having the quest... had to scrap the entire game).
I really hate to say this but if you've already tried resetting his AI, it's broken. If you have a save from BEFORE you started crashing at that cut scene/ exit, you might need to go to it.
Redo the entire vault, and cross your fingers.
If your game is Next Gen updated, VERIFY THE GAME FILES, but I don't think that will matter, it never fixed it when this was happening to me.
I did the whole vault again and this time it didn't crash.
No idea what I could have done differently this time.
It's also possible it's just another issue with AWKCR, as that mod is often a problem; Just take a look at the Bugs tab on Nexus... (Unless they updated it recently, last time i looked it had over 100 bug reports open and hadn't been updated for years)
When I tried using it, so I could control individual settlement sizes and populations and whatever else it claims to do for you, it completely broke my existing power wiring mods, and every settlement that had been altered with the WF at the workbench had to be re-wired every time I visited. Considering I use longer lines (zorkaz's ziplines mod) and other such features, as well as large area settlements like Concord and stuff, this was a serious enough problem that I removed it and thankfully it didn't break my game when I removed and went to a save before that.
Why I always recommend reading the unreplied or outstanding bug reports, or if there's a page that has them all closed with no comment from the author, those are red flags to not use a mod even if it might be of use otherwise. Sometimes it's worth the bother and bloat, but sometimes it really is not.
Some mods I use rely on it.
Some mod makers have made new versions of things that don't require this-or-that large bloat mod as a base, but some still do require. It's really hard to say whether any of YOUR mods might work with a different one, needing a patch, or just have been re-released without the requirements. One would hope they do, if they are broken in your game.
Modders learned how to do their own keywords.
The mod only existed form the early days where modders just didnt know how to do their own keywords to objects (pre-Creation Kit.) So it became a crutch for modding, then the creator used the crutch to start implementing changes into the game that were nothing to do with keywords.