Anyone figured a fix for the Covenant turret problem?SPOILER

Post » Fri Nov 27, 2015 1:52 am

So, I sided with the Dr and have the settlement now but as anyone who has taken over the settlement (one way or another) knows, there are like 10 heavy turrets and the game doesn't recognise them when they join the settlement. You also can't delete and replace them from the workshop menu. Does anyone have a fix for this problem?

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Catherine N
 
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Post » Fri Nov 27, 2015 1:14 pm

Only way of fixing that atm is to use console commands.

What you need to do is open console menu target the turret with you mouse so you get its ID than type disable in the console and hit enter. After the turrets are removed you can build new ones on their platforms which will work normaly. (i did the quest the other way around and had same problem and this was only way of fixing it, just a note for anyone doing this quest without siding with the doctor you will also need to use console to set beds and continers in the settlment as unowned and permanetly unlock the doors)

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sam smith
 
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Post » Fri Nov 27, 2015 4:30 pm

when i started placing turrets at the gate they attacked the ones on the walls, i didn't bother to replace them but unless the broken turret object obstructs the placement of another there you go.

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..xX Vin Xx..
 
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Post » Fri Nov 27, 2015 10:36 am

It does you will have to remove existing ones(or even their remains) via console if you want to use those platforms to place new ones,(if you dont you will have a never ending smoldering turret remains on the platfroms forever, entire settlment of covenant is extremly bugged atm if you take it over by going agaist them and their experiments.(bodies wont decay,things wont lose owned status, doors will still require keys, you wont be able to scrap a lot of the existing furniture,beds etc..) and only known fix for all of those issiues is extensive use of console commands to manualy fix every item.

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Roisan Sweeney
 
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Post » Fri Nov 27, 2015 2:54 pm

yeah, it's really weird. If you build new turrets, they'll fight each other. I just put my turrets on a higher platform where they couldn't see each other.

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lexy
 
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Post » Fri Nov 27, 2015 1:42 am

Funny thing, after the resolution of the quest, the town went hostile to me, so I wiped them all out. The turrets didn't do a thing while I massacred everybody.

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Nathan Barker
 
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Post » Fri Nov 27, 2015 2:59 pm

ok, I used the "markfordelete" command to delete all the turrets. It wasn't easy and sometimes I had to do the command twice for each turret but eventually it works. Now I need some help. does anyone know the item code for the heavy automatic turret and the command to place it?

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Devin Sluis
 
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Post » Fri Nov 27, 2015 9:56 am

Cant help you with that i only searched for console commands to fix that settlment but you should be able to place turrets normaly on those platfroms after you removed preexisting ones via workshop.(just craft em yourself easy enough)

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Jamie Moysey
 
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Post » Fri Nov 27, 2015 8:53 am

Seems I am having a different issue.. I slayed everyone, as I decided to slay the doctor for Danny boy. WHen I get back to Covenant, I slay them all there, too. As everyone else has said, everything is still marked as "steal" and having same problem with turrets. However, my issue lies with the first settler that arrives after I place a beacon for recruitment.. It turns hostile and attacks me. I kill it, and then my follower * Paladin Dance* starts shooting me.. It seems if I do not side with the doctor, I cannot make Covenant a Settlement.. Anyone else having this problem? I tried shooting the cat and that lemonade peddler, too, because it seems I get caught stealing by the cat.. Yes, the cat in the shop caught me stealing. Perhaps that is what triggered the aggressive first settler?. And that's just murder- my companion attacks me yet again. I want this settlement! It's got freakin concrete walls!! Someplace I can actually call my own home!

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Adriana Lenzo
 
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