This mod is not broken: the problems we've experienced are due to problems with the vanilla quest. According to the Fallout Wiki, if the user does not listen to the radio message immediately then the radio station often does not play, which prevents the quest from moving to the next stage (meaning no quest marker at Wattz, no caravan wreckage, etc.) When this bug occurs it affects everyone, not just those of us who use this mod. In short, the root cause of our problem is not this mod but the flaw in the vanilla quest itself.
The way around this is to activate the next stage with the console command "setstage DLC01MQ01 2200"
Before listening to the radio message I passed through the caravan site. I didn't listen to the radio message until after completing the main quest. When I finally listened to the radio there was nothing: no message. So I went to Bunker Hill and used the console command. The marker at Wattz appeared and I went to the caravan site. After the battle I was able to speak to Ada and to complete the DLC quest normally.
There is a second way the quest can fail (marker is present but caravan wreckage and Ada are missing) The Fallout Wiki has a workaround for this too.
Personally it isn't a big lose honestly as Automatron is one of the worst DLCs in the game. I know I only have it installed because some mods require it installed. Though the Quest is fun, all the changes it makes to the game are terrible generally speaking. So if the quest never starts, honestly it isn't a big lose. It's an improvement. No Rust Devils, no Robot Raids. Losing out on crafting robots is a small price honestly.
For those wondering, this mod will not work if you've already hit level 15 when you install it, regardless of whether or not you've gone near Ada yet. I have no clue if you need to start a new game for the mod to take effect, or if people below level 15 will be fine though.
I really hope this works so I can finally get done with my no death run. This auto start kept spawning in super tough enemies and killing me. Should be a lot better once I get to level 40+
Xbox user here, this has broken Automatron for me, the radio frequency doesn’t play at all, is there a way to fix this, cause I don’t want to start a new save after spending a week on the one this problem occurred on
The mod works, but with a limitation (probably because of the game's engine or an oversight of the quest script).
If, let's say someone would like to go there before the battle would take place and lay down some traps/mines THEN starts the mission there, or over yonder (across the map maybe), the result will be no spawned robots, no battle, no dead npcs, no additional junk and static (except a floating lit cigarette, static radio noise at the middle of the intersection and a progressing quest without means to progress it - without console magic anyway).
So if one can't get near the place (being over lvl 14) to avoid such bug, it will be like what you have to do in vanilla to avoid confrontation, which renders the mod rather useless... Except if someone really wants less active quests in their pip-boy... Which - in my case - one of the least frequently visited tabs in the whole menu.
So the mod works... but the limitation is quite staggering.
well, first you have to move Ada to you: prid xx00ff12 moveto player then if you still can't progress it by talking to it, you'll have to move the quest getstage xx000806 if stage is 10: it's still in startup phase if stage is 2100: it's asking to listen to the radio signal if stage is 2200: it's asking to find the caravan if stage is 2300: it's asking to eliminate the non-existent hostile robots if stage is 2400: it says to talk to Ada... so if there's anything below 2400, use setstage xx000806 2400 and just talk to the trash compactor
This mod seems to have bugged the quest completely for me. I played through the game normally, and decided to listen to the Caravan Distress Call at around Level 40 (after having passed through the battle location), and just got static noise, and no quest progression. I tried moving Ada to me, progressing the quest through console commands, etc., with no effect. Just static on the radio, empty area where the battle should take place, and the static noise there as well.
Thanks so much for your time spent finding how the mod actually works and then letting the rest of us know.
After weeding through mods for a few days in anticipation of a run, yet another useless comment like 'This mod doesn't work!' or 'Broke my game!' with no explanation may have finished me.
But there is already a mod that does exactly that. You can either turn off the quest, or raise the level limit. It's called Automatron Quest Delay, https://www.nexusmods.com/fallout4/mods/20927 and it's available from 2016.
With that mod I get annoyingly loud radio static whenever Im in a vicinity of a place where normally caravan attack would take place. Here's hoping that this one has no issues.
No it does not do exactly that. The mod you link does something different. It starts the quest based on your level. Once you hit a level (you selected) the quest starts. This mod starts the quest when you decide the quest starts by listening to the broadcast. Reading is not hard. I have experience with the other mod too.
38 comments
According to the Fallout Wiki, if the user does not listen to the radio message immediately then the radio station often does not play, which prevents the quest from moving to the next stage (meaning no quest marker at Wattz, no caravan wreckage, etc.)
When this bug occurs it affects everyone, not just those of us who use this mod.
In short, the root cause of our problem is not this mod but the flaw in the vanilla quest itself.
The way around this is to activate the next stage with the console command "setstage DLC01MQ01 2200"
Before listening to the radio message I passed through the caravan site. I didn't listen to the radio message until after completing the main quest. When I finally listened to the radio there was nothing: no message.
So I went to Bunker Hill and used the console command. The marker at Wattz appeared and I went to the caravan site. After the battle I was able to speak to Ada and to complete the DLC quest normally.
There is a second way the quest can fail (marker is present but caravan wreckage and Ada are missing) The Fallout Wiki has a workaround for this too.
If you get near the map start point of the quest without having it, you wont be alble to start it once your ready.
See other comment and bug report to try to fix it with console command.
If, let's say someone would like to go there before the battle would take place and lay down some traps/mines THEN starts the mission there, or over yonder (across the map maybe), the result will be no spawned robots, no battle, no dead npcs, no additional junk and static (except a floating lit cigarette, static radio noise at the middle of the intersection and a progressing quest without means to progress it - without console magic anyway).
So if one can't get near the place (being over lvl 14) to avoid such bug, it will be like what you have to do in vanilla to avoid confrontation, which renders the mod rather useless... Except if someone really wants less active quests in their pip-boy... Which - in my case - one of the least frequently visited tabs in the whole menu.
So the mod works... but the limitation is quite staggering.
prid xx00ff12
moveto player
then if you still can't progress it by talking to it, you'll have to move the quest
getstage xx000806
if stage is 10: it's still in startup phase
if stage is 2100: it's asking to listen to the radio signal
if stage is 2200: it's asking to find the caravan
if stage is 2300: it's asking to eliminate the non-existent hostile robots
if stage is 2400: it says to talk to Ada...
so if there's anything below 2400, use
setstage xx000806 2400
and just talk to the trash compactor
I played through the game normally, and decided to listen to the Caravan Distress Call at around Level 40 (after having passed through the battle location), and just got static noise, and no quest progression.
I tried moving Ada to me, progressing the quest through console commands, etc., with no effect. Just static on the radio, empty area where the battle should take place, and the static noise there as well.
After weeding through mods for a few days in anticipation of a run, yet another useless comment like 'This mod doesn't work!' or 'Broke my game!' with no explanation may have finished me.
Did you find a solution the problem? Having the same issue.