I´m surprised, the mod worked for me very well. I installed mor organizer 2, enabled this particular mod and after I´ve loaded the most recent save, the Eyewitness quest suddenly appeared, I was at Neon at the moment. If someone is concerned, script extender and plugins.txt enabler is not needed, as mentioned on these mods pages. Big thanks to mod author. Long days and pleasant nights.
...It WORKED???!!! - OH. MY GOODNESS!!!! :O After MONTHS of frustration waiting for a Bethesda Patch and searching online, I just came across your mod (I have a DIY Desktop and surround sound system)... I one of the super-rare persons who has NEVER played the Main Quest(!!!), just been adventuring, dog-fighting, exploring, ship-building and Outpost-creating all over Starfield's Galaxy... after only using Creation mods I finally 'turned to The Dark Side' just three weeks ago and it has totally changed my Starfield experience! I can't thank you enough for the mod, but, WHY HASN'T BETHESDA dropped a patch for this, and more importantly, HOW DID YOU FIGURE OUT THIS ISSUE??? Seriously, BGS needs to work directly with modders like you on their games in the future. Currently enjoy LVL 94 TERRORMORPHS in the big battle at the Spaceport in Jemison!! I'm in love with Starfield all over again! Again, THANKS!!!
In my case, this spawned Hadrian at MAST, but she was still unresponsive. I think I know when I killed the technician though. In an earlier part of the game 3 techs were on my ship, I went ahaead and took off anyway and they fell out of the ship to their deaths. Pretty sure this was when I broke the quest lol. The thing I want to know is what MORON at Bethesda thought tying a non essential NPC to this quest was a bright idea? Whoever they are, they should be keel hauled, drawn and quartered, and then ran through a meat grinder for good measure.
Please, please, please port this to Xbox! I've been loosing my mind trying to find a work around for this bug and can't find anything. Have over 500 hours and don't want to loose everything.(I'm trying to do all quest lines, side quests, and 100% survey every planet and system before I finish the main quest and enter the Unity)
I'm sorry, but I'm not able to release mods to consoles as I don't have one available for testing that they work. My permissions are open though, so if anyone wants to port this, feel free to do so.
It doesnt work for me, tried it with and without community patch and with and without Script Extender. Seems my save file is f***ed :D
Also tried the startquest xx000800, it says 'item xx000800 not found for parameter Quest (Optional)' (and yes i put in the correct number, ive even tried all of them).
I saw that plugins.txt enabler is no longer needed, there is a plugins.txt file that vortex automatically made and it added the esm to it as well so that can't be the problem either? I'm clueless what could be wrong now, maybe i already messed things up with the console too much
EDIT: I found the correct xx and it doesnt give me an error anymore, but it also doesnt start the quest
I'd suggest to first double check if you're not accidentally using a mismatched game verison with the community patch or this mod, as that happened to a different user. If you're on the newest everything and you still can't start the quest, send me your save file over and I'll see if I can figure out why it's failing.
Thanks so much for the fast reply, i checked versions and installed the latest version of the community patch to be sure. The mod is still loaded and the console command works, just doesnt give any message or any indication that the quest has started. Hadrian still stuck at Cydonia
Thanks for the save. It looks like my startup quest somehow got stuck running when it should normally shut itself off after kickstarting the quest, maybe the script didn't run? Make sure the scripts folder is not deleted from the mod and that you have loose files loading enabled in your StarfieldCustom.ini. Then try running the stopquest xx000800 command, wait a few seconds, then use startquest xx000800 again and see if that helps.
Is this the fix that's mentioned in the changelog for Community Patch 0.1.6? Can I uninstall this mod or is it better to leave it? (I'm starting a new game, if that matters)
Try using the following console command where xx is the index where the mod is loaded and see what type of a message you get back in the console: startquest xx000800. If you get a message about the quest failing to start and to check a warnings file, I'd appreciate it if you can send over a save file where the quest fails, so I can further check what's wrong.
Either the plugin is not enabled, or is not being loaded by the game. For some reason Starfield mods that use plugins (like this one) sometimes fail to load if you have many of them in your load order. Try moving EyewitnessStartupFix.esm around in your load order (but not earlier than the community patch) and see if that helps.
I got different problem with Eyewitness. When I had to meet with the council with Hadrian everything is going good till some accident occurs and there is no progression after the earthquake sound. The shutters are not closing only alarm on screen appears and no NPC reaction. Maybe you have a clue how to push the quest. setstage is not working.
Try reloading a save from before meeting the council first with and without this mod and see if that helps. It's not impossible an update broke something that this mod changes and if that is the case, I'll see about an update. If it's still happening without this mod, then sorry, I can't help, as I'm no longer playing the game and I don't have interest in it anymore.
Naah I think Bugthesda release this game way earlier than It should be released and did not proper test it too. This bug occurs without your mod installed. I was hopping that you might have idea what can be wrong.
ps. Sometimes I like to shoot people in the New Atlantis just for fun. Maybe I kill unrelated NPC that has some alias attached to this quest.
ive finished this and "friends like these" as well but the next one wont start (the elevator cant show the seventh sector) i have tried to use "setstage" and "startquest" but it comes out as a warning and wont start ... can anyone help me with this please ? does anyone have location id for the sector seven ? so i could use console to teleport myself there
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Do I have to keep the mod active, or can I disable it now that the quest chain is running again?
Also tried the startquest xx000800, it says 'item xx000800 not found for parameter Quest (Optional)' (and yes i put in the correct number, ive even tried all of them).
I saw that plugins.txt enabler is no longer needed, there is a plugins.txt file that vortex automatically made and it added the esm to it as well so that can't be the problem either? I'm clueless what could be wrong now, maybe i already messed things up with the console too much
EDIT: I found the correct xx and it doesnt give me an error anymore, but it also doesnt start the quest
I messaged you the save file
This bug occurs without your mod installed. I was hopping that you might have idea what can be wrong.
ps. Sometimes I like to shoot people in the New Atlantis just for fun. Maybe I kill unrelated NPC that has some alias attached to this quest.
i have tried to use "setstage" and "startquest" but it comes out as a warning and wont start ...
can anyone help me with this please ?
does anyone have location id for the sector seven ? so i could use console to teleport myself there