Fallout 4

Fallout 4

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Kinamiko Dec 18, 2015 @ 8:25am
Need Help Resetting Side-Quest "Order Up" (Potential Minor Spoilers)
Hello! Feel free to scroll down to the console commands I've tried out already if you'd prefer to skip my explanation of the situation.

•Here's the situation: I'm attempting to reset the quest "Order Up" due to my own misunderstanding of the nature of the quest. I thought it was a black and white situation where I HAVE to make a decision, but after talking about it with my friend, that turned out to not be true and there's a possibility for a peaceful resolution. I'd prefer to have the quest end in that way due to the type of character I'm making.

I COULD reload and redo it, but that's really not an option I'm willing to take. I've done far too much between then and now to justify that simply for 1 quest, about a week or two worth of play. I had actually already reloaded a while back to side with the other "faction" (Trudy and Patrick) after thinking about my original decision.

•So far I've managed to get this far:
Trudy and Patrick being reset and acting as though the quest has not been picked up yet, allowing for dialogue choices.

The problem I'm encountering is with Wolfgang and Simone. Although I have successfully gotten them to reset and say their initial dialogue as though I've walked up to trigger the event, I cannot for the life of me get them to become passive again. They ALWAYS attack myself, Trudy, and Patrick unless I execute the "tdetect" command line.

I've tried a few different combinations for console commands, although I'm not certain if order of execution has any bearing on anything.

•Console Commands:
[Wolfgang:]
00106a07.disable
00106a07.recycleactor
00106a07.resetAi
[Simone:]
00106a0a.disable
00106a0a.recycleactor
00106a0a.resetAi
[Trudy:]
00106a00.disable
00106a00.recycleactor
00106a00.resetAi
[Patrick:]
001069ff.disable
001069ff.recycleactor
001069ff.resetAi
[Quest:]
resetquest 001069a9
setstage 001069a9 10
[Final:]
00106a07.enable
00106a0a.enable
00106a00.enable
001069ff.enable

•Thoughts:
I realize this might seem silly to many people, wanting to redo a quest and have some NPCs survive rather than die, but for me quest-based choices are a large part of how I play this type of game. The type of character I'm making is peaceful at her core, only fighting if necessary.

If I simply cannot redo this quest, I can accept that, but I'd really like to at least give it a try before I give up entirely. At least I learned an important lesson in that not all situations (within this game specifically) are purely black and white like some other games are.

Thanks for any and all help! ^_^
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Twizzler Dec 12, 2019 @ 9:46pm 
[ Solution! ]

Yo! after a long time of trying different commands after experiencing a similar issue!

SO I'm not sure what fixed the interaction exactly! but I can run you through the steps I did to get it all fixed!

( this was achieved from a state after the quested being completed, with the survivor killing Wolfgang and Simone )

so here are the steps I think worked

Step 1: disable all NPCs in the "Order Up" Quest, then Enable or Player.placeatme their IDs.

(you can respawn them all using their console ID, these can be found by typing "Help <NPC Name> 4", once all NPC's are in position, their dialogue is the generic "what?"

(**in my playthrough I had killed everyone in frustration and had them all hostile, so needed to set Trudy and Patrick's aggression to 0 once I respawned them with the console commands, this can be done by using "Setav Aggression 0" **)

Step 2!: Use the console command "ResetQuest <001069a9>" ( this is an attempt to restart the quest, after this step the NPC's dialogue changes to the standoff, but Wolfgang and Trudy refuse to allow the quest to go forward)

Step3: use the command "SetStage <001069a9> 20"
( unsure if this step is needed between) this is an attempt to reboot the quest to the beginning Stage)

Step4: use the command "SetStage <001069a9> 3000"
( this is the last step that I found worked, pushing the quest forward to the neutral conclusion, resulting in all parties returning to neutral and allowing bartering/vendor dialogue

Hope this works!

I also play a save game with moral choices, but in my save, I've turned off nonessential NPCs' this puts me into situations where if not completing a quest correctly, or in a timely fashion can break quests, this is one of the ways I've found to fix a broken quest. :3 <3
Twizzler Dec 12, 2019 @ 9:52pm 
looks like, with this fix, there is still an issue, the NPC's in my game say they will trade, but the dialogue leads nowhere. anyway! not sure what else to do beyond this point, could try, disabling and enabling NPC's beyond this point, perhaps their state will change. alternately, mods to turn the drumlin diner into a settlement and adding them to the faction list, with commands is another type of workaround that might work.
Bored Peon Dec 12, 2019 @ 9:59pm 
NPCs with scripts never work well after being resurrected. Far easier to just reload a prior save.
Rguy1 Dec 12, 2019 @ 10:01pm 
Whats the big deal? if you do a "peaceful solution" they just end up in Goodneighbor standing by the entrance doing nothing. Just kill them and make Trudy happy.
Bored Peon Dec 12, 2019 @ 10:47pm 
Originally posted by Rguy1:
Whats the big deal? if you do a "peaceful solution" they just end up in Goodneighbor standing by the entrance doing nothing. Just kill them and make Trudy happy.
The peaceful ending has Wolfgang as a vendor at Drumlin.

Killing Wolfgang will create raider spawns attacking the Drumlin Diner.

Killing Trudy leaves Wolfgang as a vendor there.
Rguy1 Dec 13, 2019 @ 12:41am 
Killing Wolfgang and Simon will not spawn raider attacks @ drumline.
if charisma 8 you can run off them off to goodneighbor.
there is a ending where you kill no one and they both stay and be vendors again high charisma and you pay
Killing Trudy leaves Wolfgang there as a chem dealer. either way wolfgang is a chem dealer
Bored Peon Dec 13, 2019 @ 1:31am 
Originally posted by Rguy1:
Killing Wolfgang and Simon will not spawn raider attacks @ drumline.
It does spawn raider attacks if Wolfgang and Simone are killed. Two raiders will spawn nearby and be fighting with Trudy and Carla constantly when you enter the area. They are not a random encounters that wandered over from the house nearby or a fluid or animosity encounter from the nearby crossroads.

The two raiders are not random encounter leftovers because there is no random encounter that spawns only two raiders. They also both have full health so they did not previously kill their enemies in an animosity encounter.

After killing the two raiders you can walk over to the house and there will still be an encounter in the house.

I have 5,000 hours played. I know where all my mobs come from.
Last edited by Bored Peon; Dec 13, 2019 @ 1:38am
Conner Apr 11, 2023 @ 1:01am 
i got it to work but the problem is that they start shooting each other right away each time any idea why?
Quantummm Apr 15, 2023 @ 11:58am 
I fixed it! I tried a mix of all the above, but finally after resetquest, I resetai and recycled wolfgang once more, and then did setstage 10, then 20, then 30, in that order, and then was able to talk to him, continue the quest and end peacefully.
Zes Apr 15, 2023 @ 12:20pm 
Originally posted by Quantummm:
I fixed it! I tried a mix of all the above, but finally after resetquest, I resetai and recycled wolfgang once more, and then did setstage 10, then 20, then 30, in that order, and then was able to talk to him, continue the quest and end peacefully.

does he still have a working trade option?
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Date Posted: Dec 18, 2015 @ 8:25am
Posts: 10