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What the deal is with the Enclave Remnants ambushes
People have been talking about this so I decided to dig into it, and took a dive into the CK.

Here is how it works. If you beat any of the Enclave-linked Creations quests that are bundled with NextGen, that triggers the ambush which originates from the Echoes of the Past / Remnants main quest.

If you defeat the ambush, it never runs again.
If you evade/flee the ambush, it keeps restarting until there is a decision either way

There are also random encounters set up in story manager for Enclave soldier REs. With a logic that is even stupider than Automatron's - no mean feat - these REs *start* when you beat the Enclave Remnants main quest, and go on until the end of time. :steamfacepalm:
This despite all the quest dialog has SS telling themselves they are doing this quest to 'rid the Commonwealth' of these Enclave Remnants.

They are just REs though, not ambushes as such.

So to summarise:
-Yes, you can have the ambush multiple times, until you defeat it.
-Yes, you can encounter Enclave soldiers after you have beaten them at their HQ.
-No, these are not strictly speaking ambushes.
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Caveat - this is a quick look at the quests and mostly based on the design notes rather than brutally validating the logic. It could be that the quest designer meant to do one thing, but ended up doing something different, by accident or by design.
Another question people are wondering about is, are the ambushes triggered by taking the items? I am thinking, No. It looks like the ambushes are triggered simply by completing one or more of the little NextGen ex-CC quests. In theory you could leave the weapons and armour laying on the ground. And for example, in the case of Pyro he does not have a unique weapon, he has a leveled list. So there would be no way to tell if you had taken his specific weapon.

I think the quest author was making the reasonable assumption that the player would loot this gear, at least long enough to sell it or scrap it or give it to someone, if not necessarily to carry it and use it themselves. In the plot, all the Enclave care about is that you were the last one seen near this kit I guess.
The way to stop the Enclave attacks is to kill off the ones at the encampments and then turn off their signals at each encampment. After that they never show up again. At least that's been my experience.
Maybe. That’s definitely a reasonable interpretation of what the narrative tells you.
I didn’t look into what the transmitters do. Maybe I will take a look later.
Originally posted by The Inept European:
are the ambushes triggered by taking the items? I am thinking, No. It looks like the ambushes are triggered simply by completing one or more of the little NextGen ex-CC quests.
This seems correct.

I had previously completed the four existing weapon and power armor CC packs, with all the looted stuff stored away in settlement storage.
When I first loaded into the game, I was greated by an Enclave ambush.
The main outstanding question I have is if turning the Enclave communitions towers at the camps back on results in them showing up again (either at the original three camps, or if it controls random encounters as well).

I don't think them merely being in random encounters is much of a problem (at least from a gameplay standpoint), since they certainly don't show up with the extreme frequency of the rust devils/Mechanist robots infamously added by the Automatron DLC. Plotwise if means the wiping effort goes on, trying to erase the last stray stains...

Originally posted by The Inept European:
I think the quest author was making the reasonable assumption that the player would loot this gear, at least long enough to sell it or scrap it or give it to someone, if not necessarily to carry it and use it themselves. In the plot, all the Enclave care about is that you were the last one seen near this kit I guess.
Yeah, plot-wise the Enclave would at best have a last emergency broadcast mentioning you, which would be enough to justify making you their target.

If I remember correctly, the heavy incinerator quest requires you to grab it, and possibly the tesla cannon as well (I can't recall if you can just kill the guy and leave or if you have to grab it). So in at least one instance taking the gear is a quest stage.
Last edited by DouglasGrave; Jan 29 @ 3:08am
A piece of trivia - the Heavy Flamer had to be renamed to Heavy Incinerator because “flamer” (or just “flame”?) was on the naughty blocked list for Bethesda uploads.
So yes the function of the transmitters is probably the main outstanding question
Originally posted by nathanharding666:
or killing that raider in x02 powerarmour near saugus metalworks it starts the attacks.or the black devil quest as well.
Yes any of the NextGen CC quests, apart from the obviously unrelated ones, ie Halloween pack and Makeshift weapons pack.
Although the Enclave missed a trick there, because the “Makeshift” weapons are more OP than some of the pre-war stuff they are hunting for. I guess the makeshift weapons aren’t black and shiny enough for the Enclave.
Originally posted by nathanharding666:
there is a 5th camp near parsons mental ass.

I don't know. I found three and neutralized three, and have had no more attacks by the Enclave. If there's a fifth then where is the fourth? I'd welcome a couple of more Enclave encampments. They re-spawn their loot and as a result I no longer have to buy plasma ammo.
Originally posted by nathanharding666:
Originally posted by random_frugality:

I don't know. I found three and neutralized three, and have had no more attacks by the Enclave. If there's a fifth then where is the fourth? I'd welcome a couple of more Enclave encampments. They re-spawn their loot and as a result I no longer have to buy plasma ammo.
one in the glowing sea three others get marked on your map when you use the computer terminals. the last one i found near p.s.m.a. a freeway bridge next to p.s.m.a. i use the tyrant mod res evil. the tyrant was attacking them he killed most of camp. it is a good way to get plasma rounds.you are right about that.

So are you saying that you get two more from a mod? I'm playing a plain vanilla game so I wouldn't know what a mod might add.
Yeah that was not clear to me either.
Still not clear where these 5 Enclave Remnants locations are?

Yes there is a camp between Saugus and the insane asylum, next to the bridge, as you say.

There is their HQ in the Atlantic Offices in the Glowing Sea.

What other locations?

I think you may be mixing up Enclave Remnants/Echoes of the Past content with other Next Gen content. Especially if you didn’t find it by following the quest but just stumbled into it. All the Enclave Remnants locations can be found by following the quest clues/signals.

The only other Remnants “location” is the ambush location, but that can happen anywhere.
Last edited by The Inept European; Feb 1 @ 5:27pm
Originally posted by nathanharding666:
Originally posted by The Inept European:
Still not clear where these 5 Enclave Remnants locations are?

Yes there is a camp between Saugus and the insane asylum, next to the bridge, as you say.

There is their HQ in the Atlantic Offices in the Glowing Sea.

What other locations?

I think you may be mixing up Enclave Remnants/Echoes of the Past content with other Next Gen content. Especially if you didn’t find it by following the quest but just stumbled into it. All the Enclave Remnants locations can be found by following the quest clues/signals.

The only other Remnants “location” is the ambush location, but that can happen anywhere.
the only enclave i have is from dlc no mod,s with that. unless it is cut content showing up from mod,s i dont know the bridge next to insane asylum, follow it up to where the gunner,s camp is there are 2 robot,s one gunner. enclave camp is right next to gunner,s location. on the ground. three in combat armour one in power armour. it,s up from the saugas one. past the mine next to it.up to bridge near asylum. can,t show pic have got mod,s that well you know maybe? the one,s that you said 1 atlantic office,s 1 quest two from terminal. one down from gnr radio. one up from lake. near school with vault gunner,s in it.sorry it it is much more easy to talk then doing this.did not do much of this in school...

I just went from Lynn Woods, to the Creamery. Then from the Asylum all the way the nekano residence and back twice...... The ONLY Enclave encampment in that entire area is next the bridge, under the highway in the Sargus area.

There IS the gunner out post on the highway next the asylum, with an Assaultron on top part, next to a bridge made out of a bus. - but no Enclave.


So it was probably added by one of your mods and not the Creation Content this post is about.
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Date Posted: Jan 28 @ 9:38am
Posts: 17