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Torin not moving after completing the first quest

supercolby

New member
After completing the first mission, torin is now sitting in the rear bay of the watchtower ship, and refuses to move or speak to you. There is also no new quest pop up.
 
Solution
Hi there - as imperial stated above, we believe that the root cause of this issue is a mod conflict, whereby for some reason something prevents this quest from starting correctly. We have a fix for this that should be retroactive and thus still work for those of you who have ran into this issue. I am hoping it makes it into our first patch, but if not, it will be included in the second.
This is immediately after the quest, the mission has completed and I get exp for it, but that's it, that's the end, nothing else happens. No new mission, torin just stands there doesn't follow you, and can't be interacted with. Im playing on pc
 
This is immediately after the quest, the mission has completed and I get exp for it, but that's it, that's the end, nothing else happens. No new mission, torin just stands there doesn't follow you, and can't be interacted with. Im playing on pc
Could you please share your mod list and a save file? If it's a large order, we may need some help narrowing things down. However if we are able to open the save, it might tell us something. You can deposit save files here.
 
Hey there! I believe I'm seeing part of what causes this issue - there is a secondary quest that runs at game start that the third quest needs to start. On your save this hidden quest does not appear to be running. I'm unsure of exactly why that would be, but my best guess is that it failed to spawn the worldspace it's meant to place. This would likely be due to some kind of conflict in the planetary content manager.

I'm not familiar with some of the mods you are using, do any of them place random locations around? Or are older mods that place static locations?
 
Hey there! I believe I'm seeing part of what causes this issue - there is a secondary quest that runs at game start that the third quest needs to start. On your save this hidden quest does not appear to be running. I'm unsure of exactly why that would be, but my best guess is that it failed to spawn the worldspace it's meant to place. This would likely be due to some kind of conflict in the planetary content manager.

I'm not familiar with some of the mods you are using, do any of them place random locations around? Or are older mods that place static locations?
Yes there are a few mods that do things like that.
*standing_stones.esm
*starshards.esm
These 2, and another one that adds small explorables, though I'm not sure which one that is.
 
The next step would be to follow the guide here, in order to further narrow down the conflict. It seems like there is something else conflicting that is causing this quest to fail to start. If you manage to isolate the mod causing issues, we can investigate further.
 
I just had to remove and reinstall the Creation because I got ahead of the story too much, BUT I just had this same issue with Torin and I cannot find a solution. I tried going back a couple of saves but no luck. I have a very long mod list, but did not have this issue on my first playthrough with all the same mods enabled as this time. I thought it was one of the follower mods I have installed but that was also enabled on the first play through. ( LIGA Followers and also the Gangs all here )
 
Hi there - as imperial stated above, we believe that the root cause of this issue is a mod conflict, whereby for some reason something prevents this quest from starting correctly. We have a fix for this that should be retroactive and thus still work for those of you who have ran into this issue. I am hoping it makes it into our first patch, but if not, it will be included in the second.
 
Solution
The next step would be to follow the guide here, in order to further narrow down the conflict. It seems like there is something else conflicting that is causing this quest to fail to start. If you manage to isolate the mod causing issues, we can investigate further.
so after starting a new playthrough, without any mods that conflict with world generation, i have ran into the same problem. The only mods i have installed add weapons and armor, new ships, new outpost buildings, mess with vendor credit inventory, and one that adds a questline on MARS. None of these should be interacting with watchtower, outside of item spawns.
 
If you list those mods, we can take a look. One of them likely still conflicts with the planetary content manager, which is where the problem lies.

I can now confirm this will indeed make it into our first patch, so hopefully not too long to wait.
 
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