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Dogmeat "shadowed" me all the way through Operation Anchorage, and is now "shadowing" me through Point Lookout.
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I tried to get rid of him by beginning DLCs - and even that doesn't work. Other than that, he's always there, walking away, and sometimes sitting down. When I initiate dialogue with Dogmeat, he says, "What do you need?", like he's a human NPC, and then I can only tell him to go mark his spot, or say goodbye. Second, a more serious and permanent glitch happened after doing the bugged Trouble On The Homefront quest - Dogmeat has apparently become a permanent member of my party, and I can't get rid of him! No matter where I go, Dogmeat is always there! Any door I walk through, Dogmeat is there, and begins walking away like he's going back to Vault 101. Am I correct in assuming the TTW developers used Vault 101 as "holding cells" for non-human companions? Otherwise, I have no idea whatsoever how they "teleported" themselves from New Vegas into the hallways of Vault 101. However, I found both Rex and EDE inside Vault 101, just waiting around like they had always been right there, totally freaking me out. They were NOT companions at the time I traveled to the Vault, and I had left them in New Vegas. Inside the Vault, just chilling in the hallways. HOWEVER, this is where things got really weird.
FALLOUT 3 RETURNING TO VAULT 101 PASSWORD
THIS is when the game finally recognizes that your character has "left" Vault 101, and THEN you can enter the password "AMATA" on the outside door controls, and re-enter Vault 101 as it's supposed to be, populated by the present day NPCs and their conflict with the overseer. Afterwards, I activated the door controls inside Vault 101, and ran outside as fast as I could before the door closed. Remember, that trigger is supposed to be the trigger that closes the door when you first leave Vault 101, but since you are returning from New Vegas, it activates the door and does things in reverse, thus opening the door instead. Since the door is closed by default, it opened. The way I was able to get the quest "Trouble On The Homefront" to activate correctly was to approach the vault door, which triggers the script that simply "activates" the door. What's worse, if you then activate the door controls inside the vault, and close the door to Vault 101 while inside, you will be sealed inside the empty vault forever, with no way out, because the inside door controls then become inactive! I had to reload a save to escape! The problem is that Vault 101 will be in the same state it was in when your character was supposed to have been a child - because you see, the game doesn't know that you never actually "left" the vault (those quest triggers never fired).
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In the original game, this is the trigger that's supposed to close the door behind them when leaving Vault 101 for the first time, but if you start your game in New Vegas and are coming TO the Vault, as opposed to leaving the vault, the trigger still fires and will open the door instead. When returning to Vault 101 from starting in New Vegas, the player will pass through the trigger that activates the Vault door. In short, when I tried to do the quest, I encountered some really weird glitches because the triggers are being forced to fire BACKWARDS, one of which seems to have affected my game permanently.
FALLOUT 3 RETURNING TO VAULT 101 SERIES
Apologies in advance if this question has already been answered, but I searched the forums and was unable to find a solution to a series of serious glitches involving the quest Trouble On The Homefront, when starting a TTW game in New Vegas.īasically, it seems that if you start your game in New Vegas, and then return to the Capital Wasteland and attempt to do the quest Trouble On The Homefront, things get really wacky because the triggers for leaving Vault 101 were never updated/removed to indicate that the player character is "returning" to the Vault, and never left yet.
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