You'll Know It When It Happens is unfinishable

Post » Fri Oct 08, 2010 10:22 am

Any idea on a workaround? i have the most recent patch on 360.

If I have the wild cards finishing touches under way (so I got the know it mission from yes man--because I cannot find anybody else to give it to me and despite staying on good relations with NPR and doing their missions it was never offered to me--and yes I am a brotherhood member and did everything I can with mcnamara per fallout vegas wiki), so I got the mission to save Kimball.

If I save him and he flies away I get my experience and it says quest won but Grant stays grimacing and the non player charactres are ducked. I cannot enter dialog with him no matter what.

If I let kimball die same thing; Grant is frozen even though it will say quest failed. With Grant frozen apparently I cannot get the Eureka mission to begin.

I do NOT want to do the hoover dam fight by Yes Man's guidelines; i want it issued by NPR. It's as if any NPR quest line is just totally frozen out. Being a software engineer myself some of the defects in this game really surprised me. There is just absolutely no way it went gold without them knowing about them (most egregious the DLC one, which I also suffered).

Thanks for any ideas!
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Rach B
 
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Post » Fri Oct 08, 2010 7:05 am

NCR

and surprised? money and buisness isnt very surprising
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Wanda Maximoff
 
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Post » Fri Oct 08, 2010 3:47 pm

NCR

and surprised? money and buisness isnt very surprising
heh, ok I've been listening to national public radio a bit much. NCR :)
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TOYA toys
 
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Post » Fri Oct 08, 2010 7:15 pm

Being that far in the game, you cant do 90% of Yes Mans quests then shift factions.
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Destinyscharm
 
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Post » Fri Oct 08, 2010 8:37 am

According to the wiki, you can't continue down the NCR main quest line if you get this quest from Yes Man instead of Colonel Moore. :pinch: Easy to fix with a console code for PC players, otherwise, you'll probably have to revert to an earlier save. Though why Grant is freezing on you, I don't know. You don't have any actual dialogue with him after the end of You'll Know It When It Happens, but if you try to talk to him, he should make some random comment (without opening a dialogue). You should report to Moore to tell her the president is safe, but if you got the quest from Yes Man, you can't. Or if you have it from both Yes Man and Colonel Moore, it'll glitch so that you never get the option to tell Moore the president is safe.
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El Khatiri
 
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Post » Fri Oct 08, 2010 4:44 pm

It's not a bug. After you committed to the Yes Man path you should have gotten a "quest" that warned you that you could no longer work for the NCR. It's simply how the game is designed. Once you commit to one of the four "paths" you can't go back and change your mind. And you can't pick and chose parts from different paths. It may not be how you would have designed the game, but it's functioning as the devs had intended.


As for the quest itself, once Kimball is away the quest is over. There's no reason for you to stick around. Talking to Grant only gets you "chat" dialogue so you're not missing anything anyway. When violence breaks out some NPCs fight back and some run for cover, and NPCs that run for cover sometimes get stuck in that mode even after the threat has been neutralized. I've seen it happen in Freeside. All the NPCs at the Pres's speech are obviously programmed for "flight" instead of "fight". Even Ranger Grant. But as I said, Grant has nothing of consequence to say after the quest ends so there's no reason to get all hung up on the fact that he won't talk to you.
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Darren Chandler
 
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Post » Fri Oct 08, 2010 6:01 pm

Thanks. I really cannot remember getting that from Yes Man, I'm sure I would have said no to such an option. OK thanks for the heads up, though, I'll continue on that path.
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CArla HOlbert
 
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Post » Fri Oct 08, 2010 11:58 am

It's not a bug. After you committed to the Yes Man path you should have gotten a "quest" that warned you that you could no longer work for the NCR. It's simply how the game is designed. Once you commit to one of the four "paths" you can't go back and change your mind. And you can't pick and chose parts from different paths. It may not be how you would have designed the game, but it's functioning as the devs had intended.



Well, but it doesn't actually work that cleanly. On one of my playthroughs, I got the warning quest ("Don't Tread on the Bear!") in reference to Mr. House ("If you continue working for Mr. House ..."), but when I subsequently killed Mr. House and installed Yes Man, I didn't get a warning about working with Yes Man. So I was able to get "You'll Know When It Happens" from both Yes Man and Colonel Moore, leading to the problem I mentioned above.
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Miss K
 
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