Fallout 4 is promising to soak up all the leisure hours of those who play it and then some, but that doesn’t necessarily mean Fallout 4 shipped error-free. In fact, there are a few quest bugs that could really put a downer on your game if you aren’t clued into how to handle. Here’s 7 quest-related bugs in Fallout 4 as well as some solutions.
Before you proceed: beware matey, here there may be Fallout 4 spoilers.
- Completed the “The Lost Patrol” mission, but can’t hand it in to Paladin Danse because he is now a companion
If you’re anything like me, you will do literally every quest you can before forced to continue on the main quest line, which means a lot of your quests end up being completed out of the order envisioned by devs.
This leads to scenarios like the one above. “The Lost Patrol” is available from Paladin Danse after you complete one “Quartermastery” or “Cleansing the Commonwealth” mission. If you complete the entire “The Lost Patrol” mission, your mission marker guides you to Paladin Danse as the only person you can hand it into.
However, if you speak to Paladin Danse at all after “Semper Invicta,” you initiate the “Shadow of Steel” quest, at the end of which Paladin Danse is available to become your companion. So to whom do you turn in the long and complicated “The Lost Patrol” quest?
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Fallout 4 Raider Ending Mod
Solution: Though nothing at all will point you to this, you can turn in “The Lost Patrol” to Lancer-Captain Kells. He can often be found in the Prydwen’s Command Deck.
- At the end of “The Big Dig” mission, but can’t activate the final wall section
This mission involves activating multiple sections of wall to dig tunnels, along with an escort of two NPCs. Clearing the tunnels is a reasonably arduous task, so it’s quite frustrating that at the very last section of wall, activating it seems to do nothing. What you need lies beyond that wall, so how can you possibly proceed?
Solution: Nothing will prompt you to do this, but you must speak to Mel before you will be allowed to activate that last wall.
- At the end of the first Railroad mission, “Tradecraft,” Deacon won’t come over to the inaccessible terminal
Regardless of how high your Hacking ability is, you will not be able to hack the terminal marked “inaccessible” at the end of the “Tradecraft.” Deacon has to come over and hack it, and if he’s stuck (in my game, he was stuck outside the room and wouldn’t budge no matter how far I wandered or how many times I shot him), he’s stuck.
Solution: You’ll have to reload and save on this one, and avoid having Deacon cross the same path where he got stuck the first time. Once Deacon is in the room, he’ll go over to the terminal.
- During one of the “Railroad” quests, synths won’t respond to dialogue so they can’t be rescued
So you went to rescue some synths, only to hit a huge firefight between the Railroad and the Brotherhood of Steel. God forbid any hapless caravan guards get pulled into this monster of a fight. But if you can’t speak to the synths, you can’t rescue them, so what gives?
Solution: Kill them all and let God sort them out. No, really -- if you encounter this bug and then kill the synths you were supposed to rescue, the quest will resolve as though you saved them.
- All raiders in Concord are dead but “When Freedom Calls” won’t show as complete
One of your very first main quests can be bugged if you explore Concord before completing it. Basically, one of the mission parameters is to kill all raiders. But if you kill all the raiders in Concord before triggering this mission, or if you trigger the Deathclaw and it kills all the raiders first, you will be unable to complete “When Freedom Calls” because all the raiders will already be dead.
Solution: Put off exploring Concord until after you complete this mission. Go straight to the Museum of Freedom, get in your power armor, snipe the raider on the roof, then jump off the balcony and kill the raiders and Deathclaw on the ground.
Solution #2: PC users can use the “resurrect” command to revive and then kill a single raider. Watch a video explaining how below:
- The settler in “Kidnapping at Sanctuary Hills” is already dead when you arrive at the Federal Ration Stockpile
You can’t rescue a kidnapping victim if you show up and they’re already dead. This quest won’t resolve if your hapless Sanctuary settler is killed.
Solution: For PC users only, you’ll have to use the “resurrect” command same as above. Perform a hard save, then open the console via the [‘] or [~] key. Left click on the settler’s corpse until you see their ID. Type resurrect, then press enter and close the console using either [‘] or [~].
- “Monsignore Plaza” crashes your game/kicks you to desktop
If you receive a settlement quest that asks you to visit Monsignore Plaza , beware. A number of players across consoles and PC have been hit with a potentially game-breaking bug that affects not only Monsignore Plaza, but the entire area between the Plaza and the C.I.T. ruins including the bridges, crater, and theatre. A number of missions, including mandatory quests for the main storyline, take place in this area, so this is a serious issue indeed.
Solution: For PC users only, here’s a list of workarounds for almost every mission that will take you into the Monsignore area. Console players? My condolences, as I’ve not run across any console-specific solutions to this game-crashing issue yet.
Have you run into any other buggy quests in Fallout 4? Feel free to share solutions and workarounds to any quest issues you’ve come across in the comments section below.
Preston Garvey is famed for sending players on endless settlement liberation quests. Often, these settlements will be threatened by raiders. Incidentally, the latest Fallout 4 DLC lets you become a raider. You see where this is going, yes?
The first thing that popped into my mind when I started the new DLC was, “what would Preston Garvey do if I took him along for the ride?” Most of the time, Preston is fine with you taking quests and going around the Nuka World theme park, even if he might disapprove of smaller moral choices. But if you take over an actual settlement as a raider with Preston Garvey as your sidekick, he will lose his shit completely, as you’ll see below in the footage by FluffyNinjaLlama:
Fallout 4 Raider Ending 3
“I trusted you, and then you joined up with the scum that prey on the Commonwealth?” Preston asks, before basically disowning you as a general and friend. Damn, dude. I was just giving you more territory to claim during your radiant quests, chill!
Fallout 4 Raider Ending 1
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I know it may sound crazy, but when you think about it all the other factions in the game will lead to tragedy if you side with them.
The Minutemen are doomed to failure. The problems that plagued the Minutemen before the player arrives on the scene are still there in the endgame. Nowhere is this more apparent than during the quest 'Pinned.' If you fail the speech check, the minutemen you are try to get to stand down will refuse to obey you, despite the fact that you are their leader! 'This isn't the army, we don't have to do what you tell us!' This one line of dialogue makes it painfully clear that the minutemen aren't the foundations of a new NCR, but a loosely organized group of armed farmers that are only held together by a cult of personality, and barely so at that. As soon as the PC and Preston die, the Minutemen are going to disband again, just like they did before.
The Railroad exist for one reason and one reason only: the liberation of Synths from the institute. After the end of the game, their days are numbered. With the institute destroyed, and no more Synths being produced, the Railroad is going to run out of Synths to save. Eventually, they are going to disband, because as Deacon himself says, they don't care about the other problems the commonwealth faces. Even with the Institute gone, it's still an anarchic shithole.
Siding with the Brotherhood or the Institute will result in genocide. The Brotherhood openly desires to kill all Ghouls and Synths, evil or otherwise. Places like Goodneighbor and the Slog are going to be wiped out if you side with them, and given how close they are to turning into the Enclave 2.0, it's not hard to imagine them viewing large swathes of humans as 'Tainted' in some way later down the line. The Institute, on the other hand, wants ALL life on the surface to die out. I shouldn't have to tell you why that's a problem.
So, where does that leave the Raider gangs of Nuka world? Yes, they are undoubtedly evil, but not even the Disciples, whom the entire fallout community seems to have a hate-boner for, are advocating for genocide.
'Alright, they aren't genocidal,' You may say, 'but how does that makes them the best option?' Well, have you really paid attention to how the Raider mechanics work? You, as the Overboss, conquer land to use as outposts for your raider gangs, who are controlled by their own set of leaders that are only subservient to you, and these gangs are supplied by Vassals, who are farmers that give you supplies in exchange for 'protection.'
You, as the overboss, are creating a feudal empire, with you as the Monarch, the Raider bosses as your Dukes, the Raiders as the Warrior Class, and the Farmers as the Serfs. You are no different than Genghis Khan, Alexander The Great, or Julius Caesar. Life in the Commonwealth under the Raiders of Nuka World is a brutal Feudal state not unlike the Legion, but when you consider that the alternatives are Anarchy or Genocide, it's probably the best way for things to turn out all things considered.
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