Please Fix Covenant

Post » Sat Feb 27, 2016 8:00 am

I cant even bring myself to do the Covenant mission.


I'd like to side with the townspeople but if I do then I just know its only a matter of time before I get a minuteman quest (they're how I raise affinity with companions so I dont want to turn off freedom radio) and once I complete it I'll have to turn it in to one of the people. This is usually the mayor but his conversation is bugged where all he does is warn you about the guy you meet in the middle of town during the Covenant quest (the guy who wants to go check out the caravan that was attacked). This means the mission will fail since theres no way to turn it in. I'm concerned that if I fail missions then eventually the town will get wiped out.
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Felix Walde
 
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Post » Fri Feb 26, 2016 6:25 pm

Well I managed to make that building.



Edit hopefully pic works




Picture didn't work.

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Baylea Isaacs
 
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Post » Fri Feb 26, 2016 5:27 pm

http://i.imgur.com/6zkrFrPI.jpg

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Danny Blight
 
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Post » Fri Feb 26, 2016 6:35 pm




Do it. I promise you won't regret it (Jacob Orden voice). Heh
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Sheila Esmailka
 
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Post » Sat Feb 27, 2016 7:35 am



Also take Dan with you to the compound. I know it's optional but I didn't take him, now when I speak to Jacob Orden he speaks like Dan is still in the town. "Be careful what I said about Dan", then I have 4 options to respond, with the top option being blanked out. (If you click it the to characters just stand starring at each other)
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how solid
 
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Post » Sat Feb 27, 2016 5:42 am

That guy you're referring to is Honest Dan.


In my experience, Jacob Orden (Covenant mayor) does indeed assign the MM quests. And you are correct in asserting that when you complete the quest and turn it in to him his conversation seems bugged. I prefer to say that Jacob's conversation is "incomplete". But it shouldn't fail. Jacob sent me to kill Raiders at the BADTFL building nearby. After completing the mission and returning to Covenant, I too noticed Jacob's incomplete conversation (the Y button response on PS4 is blank). I just chose another answer instead.


You're correct...the mission didn't complete initially. But literally 4-5 hours later (in-game time) the quest DID complete. It was as if there was some sort of delay. But it DOES complete. Hope this helps...
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Colton Idonthavealastna
 
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Post » Sat Feb 27, 2016 2:45 am

Right. Ha! I just wrote the same thing in my last post (regarding Jacob's blank option).


I took Honest Dan with me to the compound. Dan then shockingly threatened to kill me if I sided with the scientist. In essence, he forced my hand which is why I ultimately sided with the scientist (strange twist of fate, I know). In this scenario, Jacob still acts and talks like Dan is still in town. So it really doesn't matter if you take Dan with you or leave him behind...



Addendum: my situation might be different from the rest of you. I'm 1 of those guys who--after exiting Vault 111--likes to explore random locations rather then start the main quest. Covenant was like the ninth or tenth location I ever discovered in my lone playthrough and at the time my impression was that all synths were evil. I completed the Human Error quest before I found Nick Valentine (I felt rather sheepish when I saw Nick's...ahem, APPEARANCE and realized he was a good guy). At this point I started hearing from FO4 friends that Preston Garvey was glitched and giving endless settlement missions that you couldn't avoid. So I decided to stay away from the Minutemen (and I still have to this very day). I don't know if this approach allowed me to complete the Jacob Orden/MM quest. Hell, I didn't even meet Dogmeat until Valentine introduced me to him (from what others have told me, most people normally meet Dogmeat at a gas station)...
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barbara belmonte
 
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Post » Sat Feb 27, 2016 4:59 am

If you can, confirm the bug for me in this thread http://www.gamesas.com/topic/1544248-bug-report-index-pc/page-1 I reported the bug but surprisingly nobody has yet to confirm it.


Just quick find for the word covenant
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Amber Hubbard
 
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Post » Fri Feb 26, 2016 7:36 pm




K. I will do that for you. I, too, tried looking up this bug and couldn't find much discussion about it...
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Miragel Ginza
 
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Post » Sat Feb 27, 2016 5:53 am

I was personally expecting covenant to be more "chaotic and crazy" when I met Penny. Shes reaaaalllly nice.

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[ becca ]
 
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Post » Sat Feb 27, 2016 12:19 am



Penny is the only NPC in Covenant who drives me crazy with her shrill "ENJOY YOUR STAY" voice. Like nails on a chalkboard!


There are 2 settlers in Covenant who are not named (they normally farm the crops). One is female. The other is male. That female one--now SHE is easy on the eyes...!
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Mandy Muir
 
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Post » Sat Feb 27, 2016 7:15 am

ENJOY YOUR STAY! FOR EVER AND EVER AND EVER ( her eyes glow red and she steals a portion of your soul )

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NEGRO
 
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Post » Sat Feb 27, 2016 2:25 am


Thats not a Bug there are just no Animations in the Game for that. Cant say if Bethesda forgot it to make or just said "who cares".

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Liv Staff
 
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Post » Sat Feb 27, 2016 2:08 am

Im really sad I couldn't post my pictures, sorry for the earlier spam, I even made a tree house instead of scrapping that tree. Its a settlement night,



I guess we all can agree that covt needs a way to either keep the medic/shop or add settlers to them instead of adding a building, It needs a higher/larger building space, and the canons/debris everywhere and finally the no power but power situation. Id move back there if those things were available but Im making a masterpiece on Egret Tours Marina and hording my companions and stuff there. Rp-ing that its a sea/river access shopping depot where boats can pull up and do whatever. OKAY ITS A Arrrrr Ye Matey!. SCURRRVEY Mates!

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Rhi Edwards
 
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Post » Fri Feb 26, 2016 7:31 pm

I had more problems siding with Covenant than against it. It seems any place that has named NPC's in it causes me more issues than not.



You can scrap the doors, which I had to do. I also used the workaround to scrap all of the beds and put crafted ones in their place. It allowed me to squeeze more beds in without trying to build structures.



I just blasted all of the original turrets after they attacked my crafted turrets...sigh.



Yeah, buggy as heck but ideally placed for connecting trade networks.

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Ymani Hood
 
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Post » Fri Feb 26, 2016 5:05 pm




Hahahaha what a funny comment! I swear I have to turn down my surround sound volume everytime I'm near Penny. I'd kill her if she wasn't a merchant...


Hmmm...I wonder if her husband, Brian Fitzgerald, would take over her duties at the shop if she suddenly and mysteriously "disappeared"?



Lol
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Nichola Haynes
 
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Post » Sat Feb 27, 2016 2:43 am

I kept one building locked as keys don't go anywhere and put my spawn in that house. It was my house only! Unless piper spawned in it.

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Jessica Raven
 
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Post » Fri Feb 26, 2016 4:26 pm

You should really be able to pass checks with everyone or certain people and make some kind of rebellion! That would be an amazing fix here and boom! Doc/Shop keep wife and/or husband stay can be part of that so they stay, doors end up unlocked and the turrets are friendly/count.

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Lisha Boo
 
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Post » Fri Feb 26, 2016 11:16 pm




I always just assumed that middle bed was reserved for you aka the Lone Wanderer.


I ended up just adding a bed in that little "jail" room attached to the Covenant office house (the 1 with the American flag) and assigning a settler to it. Now sometimes she still sleeps in another bed, but I just wake her up and make her follow me to the office house. Once she goes inside she decides to go to sleep in the bed I assigned her to. Then 1 of the settlers standing around goes to bed.


I've noticed the last remaining settler still standing will go to bed, but ONLY if Brian Fitzgerald goes to bed in that huge bed in that house immediately to the left when you enter Covenant. Btw, I have Ted Hundley on guard duty so he never goes to bed...
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phil walsh
 
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Post » Sat Feb 27, 2016 12:06 am

One thing I was a little surprised by is that the town is automatically hostile when you side with Amelia/Honest Dan. I thought there'd be some speech check with Jacob, where you could persuade him that imprisoning a little girl wasn't the answer to anything and that you had no beef with them. The townspeople seemed as though their hearts were mostly in the right place, I thought it was a shame to butcher them all.

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Julia Schwalbe
 
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Post » Sat Feb 27, 2016 7:47 am




Yeah man I was disappointed, too. I tried looking at your pic but there was nothing to see. I can't really seem to find many vids or pics of an improved Covenant settlement WITH the townspeople alive. I'll have to show mine off someday. I built a guard post between the first house and the yellow house with Ted manning it (makes sense since all attacks on Covenant are from the north). I also was able to build a metal shack (with a bed) a level up between the shop and the office-- complete with outdoor chairs slightly above the office where the NPCs can relax. Also have my own Brahmin with a trough, as well as a "secret" area behind the yellow house where I store all my loot that the Covenant residents cannot access.


I know adding and building to a settlement like Covenant is rather limiting, but I take that as a challenge!
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Eibe Novy
 
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Post » Sat Feb 27, 2016 4:48 am

This building would have worked with townsfolk! Would have also added a bunk house type building I was planning on using 2nd and 3rd floor for beds at least 6-12 would fit and the bottom was more "open" and looked like a workshop and was gonna toss the tables there. it was beautiful!!!!!



Maybe they assumed because of vendor outside, and the 2 inside it would be a self functioning place and wouldn't require too many changes. Covenants too good to not want to build there. Hell the furniture's amazing and I stole it to put at my house. Theyre still there after 3 days. :D but are still marked as steal and garvey will trip nutz and dislike if you pick up haha.

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mimi_lys
 
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Post » Fri Feb 26, 2016 5:23 pm

Is the audio glitched for anyone else there? I sided with them and now whenever a radiant quest has me help them, there is no audio when Jacob or anyone else speaks to me. It's fine if I go there off mission though.
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Jamie Lee
 
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Post » Fri Feb 26, 2016 7:51 pm




Agreed. I was discussing this exact subject with people in a FO4 PS4 IGN forum about a month ago (look it up...it was a long and surprisingly interesting discussion that was at least 24 pages long). Someone had wished that Bethesda had given us a third option to negotiate with the Covenant residents and would allow for a peaceful resolution. The only people who I really considered to be evil are Jacob Orden and that scientist. The rest (Brian and Penny Fitzgerald, Talia, Ted) we're just misguided IMO. It's a shame, too, because like I said earlier Covenant is really 1 of the best looking settlements in FO4 (granted I haven't discovered all of the settlements yet). It seems as if most people either avoid Covenant or slaughter the residents--essentially making it a ghost town.
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Jesus Sanchez
 
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Post » Fri Feb 26, 2016 7:10 pm

That audio bug sounds familiar. Think others have mentioned it and no fix though unfortunately. Ill look into it quickl and update here.



Looked into it, no fix mentioned but people think reinstalling data helps. I personally wouldn't. It unfortunately seems they couldn't talk to the settlers either.

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Vahpie
 
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