Activation Plays. Fed Island (Fallout 4)
Hello!Activation problem plays. fed island.
Level 15 activated the lever on the ship and killed the monsters. To activate the second lever and the Studio did not. Deferred to the 91 level.
The lever on the vehicle is activated (indicator light on the wall of the vehicle light, one of the pillars in the network is also highlighted), and the Studio is not activated. Writes that does not work fuse.
variants of the problem:
1. Some quests do not immediately activate the next stage, and if doing the task is not activated the steps, the step is not completed, the quest remains incomplete (for example, when completing the quest the silver cloak picked up a note from a corpse before the appearance of the task to search the corpse. Beat - it works.
2. Climb the forums and found this old, that when building sometimes lacking through the whole island wire pull, comes the electricity, you have to build up piece by piece.
Solution:
found the console command resetinterior [id cell]
resets all parameters to the initial location, but found id to spectacle island did not come
the console complains that for the parameter cell of the given id is not valid.
All built up. And the island is not working. Boring...
PY.Sy.
Just checked, no bug, if you play from including both switch. To beat sense 78 lvlov ))
And still not hear noise from the generator on the ship in magnutom save.
Maybe someone knows how to reset the switch on the ship?
TANkAndrei
If the players from this thread have read the notes in the game, you would know that the essence of pressing of the switches that apply power to the generator of high-frequency sounds, which deters Bolotnikov and deprives them of martial fervor. switch on the tug delivers the current. The switch in the hell hole in the center of the island, activates the sound generator. After its activation, the swampies are eager to get away from an attacker, not to fight. However, the idyll can be destroyed, break through the shop supply line energy. Then everything comes back to normal and creatures will be happy to have Breakfast for Survivors.
Abbat76
They are there from this generator strange behave:-) Here once, long ago, took a short video:-)
Spoiler
BlackTigerTK
Yeah, funny behavior. I have just run in horror from Survivors. I.e. after activation of the sound generator he needed time to set full power. Here in the recruitment process were popping out of the crowd (crayfish) Bolotnikov-hunters and a pair of kings Bolotnikov. Fun and snapping his claws rushed to bite the Survivors. But while I was running, only the first two managed to dotopat, and then the generator to develop full power (as evidenced by the output of sound for threshold of hearing) and the whole gallant crew he turned briskly on his spider legs and POSELENIE away, waving good-bye claws and webbed feet. If anything, they are strictly fled in different directions, and stopped exactly at this distance, that the Survivors never see. If they pursue, they will try to run over a corner or hill, not to be in line of sight. The visibility they have (apparently) not too big. Apparently crustaceans is very short-sighted.
And here's a thing... whether the generator range - not the whole island, whether the new generation of swampies immune to its effects, but if you come ashore from the Commonwealth through a long period of time, there of the sand climbs some bog of a new objective, which somehow spit on the generator, he happily runs to sciatica to Survivors.
Abbat76
I think the range is limited. I also won constantly climbs:-) And turrets on it zero attention, if only not to come closer. Or if I'm there, there is provisioner, which is close by.
Yes, just poke in the console on the workbench and type it here CallFunction SetOwnedByPlayer 1
It works right, for once