The issue is caused by the Tesla Cannon Creation Club mod. During the course of the quest you receive a hidden perk that allows you to jack in to the Gunners' pip-boys. It works by adding a "Radiation Cloak" spell to the player, which when it hits actors within a certain radius of the player (150 to be exact), attempts to run a script that blocks the Cannibal perk and adds the option to scan the Gunner pip-boy. This spell has a Radiation damage type that normally does no damage, but kills Harvey immediately when you get close enough for the spell to activate (probably because he's scripted to die instantly upon receiving any type of damage regardless of magnitude)
The perk remains on the player throughout the course of the quest and is not removed at the end, so if you've done the Tesla Cannon quest at all before seeing Harvey, he will always die if approached.
The problem can be fixed by manually removing the perk via console upon quest completion and/or before approaching Harvey: player.RemovePerk FExxx854
It's impossible. If I remember correctly, Harvey gets the full invulnerability flag. When I tested it, it is not able to die regardless of the amount of damage received. Exit the location and go back in. Or load the save before you even met him. Check that this hack is not overwritten by anything. Finally, try the mod by following the link from the pinned post.
This f*#@ing explains why certain, important quest NPCs aggro on me for no reason at all! I thought it was the power armor thing or the targeting mods on both PA and weapons. Classic Bethesda style.
Same here. I don't think this is actually a bug but something caused by a mod. Anyone who is experiencing this could uninstall their mods and start a new game to prove this theory. It wouldn't take ten minutes to do that and sprint over there.
@ nintai83 Well, this is a Bethesda game. So it does not need a mod to break. I have many many mods. I think mods have become a Bethesda crutch. No matter what the problem, just blame the mods. Now mods can be problematic. But few are more problematic then the base game.
Correction, complete a bunch of quests, get level 30 and then sprint over there. I don't have any other global mods with scripts other than UF4OP. Since I got to this DLC after ~200 hours, I have a hunch that it might be affected by some perk. There's something around the player with a small radius that triggers a kill. The game clearly reads this as a player action and correctly proceeds to the appropriate stage. Since the UF4OP team was unable to reproduce the bug from the save, it is most likely a script/engine problem under certain circumstances. Perhaps this bug was introduced by UF4OP itself? In general, I was quite unlucky and got the following bugs in my walkthrough: Virgil aggression, Atomic Child in Far Harbor, Elder Masson walks away, and now this. We need a report with this bug from someone who plays a completely vanilla version, which obviously won't happen.
You can aim at him just fine, it's the distance that matters. Get too close and he dead. If you approach him slowly and stop immediately when you get the prompt to talk, he'll be fine. Also keep avoiding him until you travel to Nuka World, after that he should be fine to approach wherever he is.
You're absolutely right, if I aim at his leg to talk to him, he doesn't die. After the end of the dialogue, he immediately goes to me, which does not help. Why the UFO4P team couldn't reproduce it? Is it known what exactly causes this bug?
I tried a couple of times and could not reproduce it either. Pointed the cursor & aimed at him (right mouse button) at various distances, walked around while aiming at him, tried with and without a companion etc. The quest proceeded like normal, without any problems. Has the bug been reported on vanilla F4? Could it be a mod related conflict? I took a look in the console at vanilla Harvey in the tunnels on my test playthrough. He's not labeled as essential, only protected. That means only the player can kill him right? The console "kill" command doesn't work either. I could be mistaken but unless it's script related or a mod overrides the protected flag, It's odd that he can just die like that.
Yeah, after the dialogue finishes he wants to go around the rubble he was "dying" at to sit on the benches nearby. What I did was, the moment the conversation ended I immediately started backing off (pressed and held S on keyboard, dunno what button on controller), and kept my distance while I was looting the place until I hopped on the train. He managed to get to Nuka World after me just fine and I could approach him without fear of him dying on me spontaneously if I got too close for comfort.
@Parabellum1901: I'm heavily suspecting a mod screwing the poor guy over too, but I've not a single clue as to which mod could actually cause this. Other than one that's most likely incompatible with the Nuka World DLC and hasn't patched it out, I'm not sure which of the mods I have would be the culprit exactly. And since it's fairly easy to avoid "killing" him ([Piper hated that] you and me both, girl) after finding out you have this bug and cursing for a bit, and that it only ever happens before starting the DLC and seemingly never after that, I didn't bother testing which mod is bugging it out. It would probably take days with the amount of mods I have lol.
15 comments
The perk remains on the player throughout the course of the quest and is not removed at the end, so if you've done the Tesla Cannon quest at all before seeing Harvey, he will always die if approached.
The problem can be fixed by manually removing the perk via console upon quest completion and/or before approaching Harvey:
player.RemovePerk FExxx854
EDIT: Apparently there's a mod already that fixes this: Creation Club Tesla Cannon Radiation Cloak Fix
The sticky post is a godsend, thank you!
great work though appreciate it
Well, this is a Bethesda game. So it does not need a mod to break. I have many many mods. I think mods have become a Bethesda crutch. No matter what the problem, just blame the mods. Now mods can be problematic. But few are more problematic then the base game.
If you approach him slowly and stop immediately when you get the prompt to talk, he'll be fine. Also keep avoiding him until you travel to Nuka World, after that he should be fine to approach wherever he is.
What I did was, the moment the conversation ended I immediately started backing off (pressed and held S on keyboard, dunno what button on controller), and kept my distance while I was looting the place until I hopped on the train.
He managed to get to Nuka World after me just fine and I could approach him without fear of him dying on me spontaneously if I got too close for comfort.
@Parabellum1901: I'm heavily suspecting a mod screwing the poor guy over too, but I've not a single clue as to which mod could actually cause this. Other than one that's most likely incompatible with the Nuka World DLC and hasn't patched it out, I'm not sure which of the mods I have would be the culprit exactly.
And since it's fairly easy to avoid "killing" him ([Piper hated that] you and me both, girl) after finding out you have this bug and cursing for a bit, and that it only ever happens before starting the DLC and seemingly never after that, I didn't bother testing which mod is bugging it out.
It would probably take days with the amount of mods I have lol.