Shaun's Behavior - After the Ending - Spoiler Alert

Post » Wed Jan 27, 2016 2:12 am

OK, so I didn't want to put that in the title, but I "adopted" the kid, Synth Shaun, after I destroyed the Institute with the help of the Minutemen (first time around). He's really cute.



The thing is, he lives with my character on Spectacle Island and he NEVER moves from the spot he's standing on. I build a really cool kid's room for him and I moved him in there via console command, but after a minute, he just walks back outside to his original spot. Why wouldn't he have the same NPC behavior as like the settlers, who wander around, who sleep etc. Sure, he's a Synth and probably wouldn't sleep, but I really would like for him to be inside and not stand out in the rain and next to all my defenses! LOL



At first he was at the Castle, but then I moved him to Spectacle. Does he just stand in the same spot for you all, too? How does he act when he's left at the Institute when you become the Director?



I sure hope that he can be "fixed" with some mods or something.

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Izzy Coleman
 
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Post » Wed Jan 27, 2016 5:31 am

Can't really help. I've beat the MQ four times now and each time I left the kid. Well, in my RR ending Tom took him back, but I never saw him afterwards. Odd I did have an Institute ending but I don't recall what happened to the kid. I know I rejected him but I don't know what happened to him after that. Maybe they just took him back to use for spare parts.

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Ashley Clifft
 
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Post » Tue Jan 26, 2016 8:51 pm

He will always stand in the "central spot" in any of the settlements.

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Chloe :)
 
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Post » Wed Jan 27, 2016 10:42 am

@ LeBurns: Dang LeBurns, that's harsh! LOL But yea, I also can see your point I guess. :) I just couldn't leave him. Even so he's a machine, he looks so much like a real kid! And when he calls you mom and pleads with you, I just couldn't leave him.



@ Berret: Ah man, that svcks. Wonder why Beth didn't give him the same NPC AI as the settlers. :(



Thanks for your replies guys.

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JUDY FIGHTS
 
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