I Could Make You Care is a companion quest in Fallout: New Vegas.
Quick walkthrough[]
Side Quest: I Could Make You Care | |||||||||||||||||||||
Recruit Veronica as a companion. | |||||||||||||||||||||
Bring Veronica to various specific locations and events around the Mojave Wasteland (see below). | |||||||||||||||||||||
Reach Hidden Valley and the bunker with Veronica. | |||||||||||||||||||||
Speak with the Brotherhood's elder (McNamara or Hardin) | |||||||||||||||||||||
Bring Veronica to Gibson's shack near HELIOS One to investigate the techonolgy logs left by Father Elijah. | |||||||||||||||||||||
Decide which piece of technology to find in order to convince the Brotherhood elder to listen. | |||||||||||||||||||||
Find proof of the secret weapon at HELIOS One | Find proof of NCR farming technology | Acquire the anti-PA pulse gun | |||||||||||||||||||
During That Lucky Old Sun, use the computer mainframe to reactivate ARCHIMEDES II. | During There Stands the Grass, do not allow Keely to delete the Vault 22 data after downloading it. | Reach Vault 34 and enter the armory with the Very Hard-locked footlocker containing the pulse gun. | |||||||||||||||||||
Acquire Euclid's C-Finder from Max in Freeside by paying him 1,000 caps (20 with 45 Barter) or pickpocketing it from him. | Use a unique dialogue option to convince Keely to give up the data to the Brotherhood, letting her live and the data remain intact. | Pick the lock or use Col. Blackwell's key acquired from Pearl's barracks at Nellis AFB. | |||||||||||||||||||
Bring the acquired technology to the Brotherhood elder. | |||||||||||||||||||||
Help Veronica decide her future with the Brotherhood | |||||||||||||||||||||
Veronica stays with the Brotherhood | Veronica leaves the Brotherhood | ||||||||||||||||||||
Go to the Follower's outpost with Veronica, then return after 24 in-game hours. | |||||||||||||||||||||
Attack and kill the paladins in the outpost. | |||||||||||||||||||||
1,000 XP Veronica gains the Bonds of Steel perk (+4 DT for Veronica) | 1,000 XP Veronica gains the Causeless Rebel perk (30% increased Unarmed/Melee attack rate for Veronica) | ||||||||||||||||||||
Detailed walkthrough[]
Opening her eyes[]
One starts the leadup to the quest by first finding and recruiting Veronica Santangelo as a companion. She resides at the 188 Trading Post west of Boulder City, standing next to the 188 Slop & Shop run by Samuel and Michelle Kerr. Speaking with Veronica for the first time, she'll ask about one's life experience traveling the Mojave and eventually about what they know of the Brotherhood of Steel.
Note: If one previously destroyed the Hidden Valley bunker before talking to Veronica for the first time, such as during Render Unto Caesar or The House Always Wins V, once told that they killed the Brotherhood, she will turn hostile and attack, preventing this quest from starting.
After getting their opinion on the Brotherhood, Veronica requests to join the player character in their travels, wanting to see new places and experience new perspectives, becoming available as a companion. Upon being recruited, she then reveals that she asked about the Brotherhood because she is actually a member, and wanted to make sure her new traveling partner was not someone who might take issue with that. One can then ask Veronica a myriad of questions about the Brotherhood, the major factions in the Mojave, etc., including her personal goals of which includes finding a pretty dress.
Comment triggers[]
From here, one must bring Veronica along and have her witness events that cause her to question the purpose of the Brotherhood of Steel remaining hidden underground and not interacting with the world. There are a total of nine different conversations throughout the Mojave Wasteland that Veronica will initiate in response to nine different situations and/or locations during exploration. The quest will be triggered after listening to three of these conversations.
Some of them can only be triggered by lines of dialogue that only happen once, so if it has occurred before recruiting Veronica, the conversation with her cannot be triggered. Importantly, there are three conversation triggers that remain constant before and after recruiting Veronica: the area near the entrance doors inside the Camp McCarran terminal building, the entrance ramp of Vault 3, and traveling near Nelson or Cottonwood Cove. The Boomer museum trigger can be activated even if Pete's mural speech has already been listened to beforehand; just ask him to repeat it again to get the trigger.
If Veronica does not initiate the listed conversation herself, it may initiate if the player character talks to her via companion wheel or waits 30 seconds or so. There is a delay in the conversation trigger, and it will not trigger if the player character is in conversation with someone else. Along with other companion quests, a recent patch has made activating the quest easier; in this instance, two activations are required. One may also try to sit in a chair one or two times and that could trigger the conversation. If she does not talk to the player character in the trigger zone, sitting and standing up in any other zone will result in her talking to them about what she was last triggered by.
The nine trigger conversations and Veronica's responses confirming one of the nine required triggers has been met are as follows:
- Casa Madrid Apartments – The trigger is some of Tom Anderson's lines. Specifically, the line "I'm with the Followers of the Apocalypse...," (responding to the question "What do you do here?"), and all of his lines confessing to the murder of Corporal White (part of the quest The White Wash). All of these lines are only given once. Veronica contrasts his good cause and lack of resources with the Brotherhood of Steel's incredible resources but lack of a good cause. This can also be triggered outside of the quest (but only if Anderson is still alive).
- Vault 3 – The trigger area is on the outside, about a third of the way down the ramp to the door. Veronica talks about how the Fiends are giving the NCR more trouble than the Brotherhood ever did.
- Nelson/Cottonwood Cove/The Fort – The trigger is traveling to one of the locations and staying for around 30 seconds. The trigger areas are large squares larger than each location, so it may trigger before the player actually sees the place, or while passing through a corner while on the way to another location. The three locations share a single trigger, so going to all of them does not count more than once. Veronica comments on "ordinary guys with knives and bullets, and they're taking over Nevada."
- Camp McCarran terminal building, trigger 1 – The first trigger is just inside the terminal building, at the center set of main triple doors or the eastern set of triple doors closest to Colonel Hsu's office. The third set of triple doors on the west side will not trigger the conversation, as there is no trigger zone there. It is not necessary to pass through the doors; just walk very near them on the inside of the terminal. Veronica talks about her surprise at how many NCR troops there are.
- Camp McCarran terminal building, trigger 2 – The second trigger is the line "A pleasure to meet you! I'm Dr. Thomas Hildern..." when talking to the OSI researcher, which only occurs once. Veronica talks about the NCR investing in new research, unlike the Brotherhood. Alternatively, walking around the first floor and walking near the location of Dr. Hildern can also cause a trigger.
- Nellis Air Force Base, the Nellis Boomer museum – The trigger is the last line of Pete's mural speech. Veronica remarks on the similarities between the Boomers and the Brotherhood of Steel.
- Old Mormon Fort – The trigger is Julie Farkas' line "Are you here to drop off medical supplies? ..." which only happens the first time the player character meets her. Veronica is impressed with the work they're doing. Some people have been able to trigger Veronica's dialogue in the Old Mormon Fort even after the player has already met Farkas, in which one must talk with the unnamed doctors in the camp.
- REPCONN test site – The trigger is Jason Bright's line "We wish to escape the barbarity of the wasteland..." which is his response to the first question about the "Great Journey." This line is only given once. Veronica compares Jason Bright to her old mentor, Elijah.
- Silver Rush – The triggers are Gloria Van Graff's greeting "Welcome to the Silver Rush..." and her line "Please let me know if anything catches your eye." which is the response to the player character saying, "I'm just browsing." Some of these lines will not happen during certain stages of Birds of a Feather. Veronica comments on all the energy weapons.
Some events may force the quest to start at a later stage, even if three of the above triggers have not happened.
- Hidden Valley – Have Veronica open the bunker door after having armed ARCHIMEDES II during That Lucky Old Sun and having separately obtained Euclid's C-Finder. The quest will start with "Bring the rangefinder to the elder" and can be completed normally.
- The quest can sometimes be activated without having Veronica in the party, by picking up the rangefinder after meeting Veronica, and knowing about the Hidden Valley. However, the quest will not continue further without Veronica.
Changing the elder's mind[]
Once the three required conversations have been triggered, Veronica expresses more of her frustration about the Brotherhood's self-destructive isolation and their refusal to adapt to the new circumstances in the Mojave. She culminates in asking the player character to come with her back to Hidden Valley in order to confront the Brotherhood's elder and hopefully make them see reason about the need to adapt. One can agree, ask to wait on it, be dismissive, or flat-out tell Veronica to return on her own.
Upon entering the bunker and meeting with the elder in charge (who it is depends on if and how Still in the Dark has been resolved), Veronica is dismayed to see her pleas fall on deaf ears and she is ignored once again. Through further conversation, both conclude that they have to discover some kind of technology that can serve as undeniable proof that the Brotherhood's future will be catastrophic without change. To that end, Veronica asks for their help looking into a comms terminal that she and her former mentor often used to exchange secrets.
The terminal resides on the floor of Gibson's shack slightly northwest of the Gibson scrap yard close to Novac. From the terminal, Veronica digs out a list of possible options for the technology they need to get the elder's attention, with the options as follows:
- Option 1: Euclid's C-Finder and the ARCHIMEDES II orbital satellite
Note: If the player character has already completed That Lucky Old Sun and made any choice other than to power up ARCHIMEDES II, this option cannot be completed. It is also possible that if That Lucky Old Sun has been completed at all and/or one has obtained Euclid's C-Finder, choosing this option during this quest may lead to glitches. Also, if the player character obtains Euclid's C-Finder but the quest has not yet been initiated, this can provide a quick shortcut to the end of the quest. - Option 2: Advanced farming technology
- Talking with Thomas Hildern in the OSI office within the Camp McCarran terminal building points to the overgrown ruins of Vault 22, overrun by giant mantises and spore carriers, starting There Stands the Grass. Note: If the quest has been completed beforehand, choosing this option may lead to glitches. A workaround exists, see Fixes section (PC only).
- The goal is getting the research data and if completing the quest, not allowing Keely to delete it. Make sure to leave with a copy of the data in the inventory before returning to the bunker.
- If one has already collected the data prior to starting this portion of the quest and has not returned it to Dr. Hildern, then the quest will update and tell the player character to go to the elder.
- Option 3: The pulse gun
- Locked away in the armory within Vault 34, it resides inside a footlocker with a Very Hard lock. If the Lockpick skill is not up to the task, then a key to the footlocker can be found in a filing cabinet in Pearl's barracks at Nellis Air Force Base. The cabinet is the rightmost of a pair standing to the left of her desk. Note that the key must be stolen, which results in a Karma loss.
- On an unpatched game, the pulse gun may sometimes be purchased from the Silver Rush, or may be carried by higher-level Fiends. This was fixed in the first patch.
- Should the pulse gun have already been retrieved before starting this quest, it will not be marked complete unless the gun is in the inventory by this stage.
- Locked away in the armory within Vault 34, it resides inside a footlocker with a Very Hard lock. If the Lockpick skill is not up to the task, then a key to the footlocker can be found in a filing cabinet in Pearl's barracks at Nellis Air Force Base. The cabinet is the rightmost of a pair standing to the left of her desk. Note that the key must be stolen, which results in a Karma loss.
- Note that at any time while doing options 1 or 2, the player character can go get the key from Nellis Air Force Base or the pulse gun from Vault 34 and switch to option 3; it is not necessary to talk to Veronica and explicitly switch paths.
Veronica's choice[]
Once the desired technology has been acquired from the wasteland, Veronica urges to take it back to the elder immediately. However, even with clear proof of the error in their ways, the Brotherhood's leader still refuses to forgo the Codex, leaving Veronica despondent. At a complete loss, she asks the opinion of the player character about whether she should stay in the Brotherhood and try in vain to help or abandon them entirely and leave the bunker for good. One can choose for her, or tell her to make her own choice, of which she will choose to stay.
Regardless of what choice is made, Veronica will want to go outside to get some air. Upon exiting the bunker, a team of Brotherhood of Steel paladins are waiting who are angry at Veronica and her partner for spreading subversive ideas in the elder's head and threatening the Brotherhood's integrity. The paladins must be dealt with to continue, depending on what choice Veronica made earlier:
- Veronica leaves
One can inform the paladins that they won't have any more trouble from Veronica, and they agree to let them leave but tell Veronica never to come back. There is an optional 95 Speech check that rewards no XP for passing it but has essentially the same outcome.
- Attacking the paladins at this point will fail the quest and make Veronica leave.
- Veronica stays
When told that Veronica will remain, the paladins are even more angry and threaten to execute them both on the spot. Resolving this situation can be accomplished via the following:
- Pass a 95 Speech check to get them to leave peacefully (this rewards no XP). As above, killing the paladins after succeeding the check will fail the quest and make Veronica permanently leave the player character. This aggressive "option" has been fixed in patch 1.4.0.525 by forcing the player character to wait for them to disappear before moving.
- Scare them off with Terrifying Presence, which is only a temporary solution. They will be there every time one returns to the Hidden Valley bunker until one of the permanent solutions is taken.
- Fast travel before they have a chance to engage in conversation as soon as one exits the bunker. This method is also temporary, but will give the player character enough time to get a 95 Speech skill or gather supplies for defending against them. After fast traveling away, one can ask Veronica about finding the other options.
- Talk to them until they turn hostile and attack, then kill them all. One will not gain Brotherhood of Steel infamy or lose Veronica's trust by killing them, as long as the paladins are the ones to attack first.
- While the load screen is up when exiting the bunker, if one has a weapon out and holds the trigger button, the paladins will not engage in conversation upon exit but can be heard asking the player character to calm down. It is important to pull and hold the trigger during the load screen to avoid firing on them. One can quickly sidestep them at this point, then fast travel from a distance. They will not be hostile, as they have not engaged in conversation to threaten the player character. If one stays within a few feet of them, however, they may begin dialogue, so it is important to sidestep them. The player character can also re-enter the bunker using this strategy, allowing them to dispatch them at their leisure.
- Use a Stealth Boy directly after the dialogue ends with the orders to execute the player character.
- Approach the speaker paladin close enough to trigger dialogue, but far enough to require him to walk to the player character. Enter the bunker and he will follow alone, and if he attacks first, the rest of the Brotherhood will help the player character fight him. The rest of the team will remain outside but will not turn hostile.
Once the paladins are dealt with, the next stage of the quest depends on the choice that Veronica made earlier:
- Veronica stays
If Veronica chose to remain with the Brotherhood, she comments about her decision, and the difficulties of staying with such a dogmatic group, but resolves to try and do what she can even if it seems in vain, completing the quest and garnering 1,000 XP. Veronica then gains the Bonds of Steel perk, increasing her Damage Threshold by 4.
- Veronica leaves
If Veronica chose to leave the Brotherhood, she expresses an interest in joining the Followers of the Apocalypse and suggests going to the Follower's outpost to see if they'll take her. At the outpost, talking to Doctor Alvarez reveals that Dr. Schiller makes the decisions, and he is gone for the day and they can come back later. Leaving the outpost and waiting 24 hours updates the quest to return.
However, upon reentering the outpost, the place has been ransacked and the Followers slaughtered by the paladins, who accuse Veronica of sharing forbidden knowledge with outsiders. There is no talking them down here, so all the paladins must be killed (the Terrifying Presence perk can frighten them into submission, giving the player character an advantage and a unique line of dialogue from Veronica after the fight). Killing them will not gain Brotherhood infamy and will not make Veronica leave. However, if the player attacks the paladins first without talking to them, then the quest is immediately failed and Veronica leaves permanently.
After the paladins are dead, Veronica will blame herself for putting the Followers at risk by leaving, but it just reinforces that she made the right decision, completing the quest and garnering 1,000 XP. Veronica then gains the Causeless Rebel perk, which grants a permanent 30% increase to Veronica's attack rate with Unarmed and Melee attacks.
Additionally, while one can still return to the Hidden Valley bunker with Veronica, when activating the door to enter, she will approach and mention she will wait outside; after leaving the bunker, one will have to manually get her to follow again via the companion wheel or she will stay in place outside the door.
Quest stages[]
Notes[]
- During the search for Euclid's C-Finder, Sarah Weintraub in Vault 21 tells the player character that a man with a "strange metal collar" already purchased it, to which Veronica may make a comment about Father Elijah. When one finds the man in Freeside, his head has been blown off, though Veronica does not comment near the body.
- Veronica's final conversation with the elder is based on which technology item is currently in one's inventory when they step into the elder's office, not which technology the player character selected to pursue in dialogue with Veronica. For example, if Veronica is told to pursue the pulse gun, but one enters the elder's office with Euclid's C-Finder instead, then the quest completion dialogue for the rangefinder will play.
- If one has already completed That Lucky Old Sun and chosen not to power ARCHIMEDES II, but the player character has Euclid's C-Finder in their inventory already, they can ask Veronica about it, but the route will ultimately be discarded.
- The Fallout: New Vegas Official Game Guide erroneously lists traveling to Nipton as one of the triggers needed to begin this quest.
- This quest may appear to interact poorly with That Lucky Old Sun, if one wishes to complete that quest by sending power to anywhere other than ARCHIMEDES II. However, this is not the case. When pursuing the quest stage to divert the power from HELIOS One to ARCHIMEDES II, the Courier is free to change where the power is diverted at any point before realigning the reflectors. Simply selecting the ARCHIMEDES II option from the list is enough to complete this quest stage, and the player can then divert the power elsewhere.
- In the case that both That Lucky Old Sun and There Stands the Grass have been completed, getting the pulse gun will advance the quest.
Behind the scenes[]
The quest name is a reference to the Frank Sinatra song "I Could Make You Care."
Bugs[]
- Veronica might refuse to accept any triggers required to start the quest, due to the game forgetting to give her the scripts required for her to respond to them. This can be fixed by targeting her in the console and entering addscriptpackage 0014779f. Note this is not permanent, and has to be done every time one wants to activate a trigger.[verified] Sometimes,
- Gibson's shack, accessing said terminal, exiting, then speaking with Veronica may cause an infinite dialogue loop.[verified] Should one complete the entirety of the quest before accessing the comm terminal in
- A possible fix is to enter Vault 11 with Veronica, but make her wait before going into the sacrificial chamber. After the battle, she will walk up and initiate a trigger conversation.
In some cases, especially after a long playtime or getting to a certain point in the game, Veronica will not enter any of the dialogue triggers at all.[verified]
- sayto e2f88 vms49elderdiscussion2intro (for Hardin) or sayto e2f87 vms49elderdiscussion2intro (for McNamara).[verified] If one goes to the elder to deliver technology with more than one of the required items, the dialogue between Veronica and the elder will not start. If this happens, just go out of the bunker and discard one of the items then return. If Veronica walks to the elder and the dialogue still does not start, open the console, select the elder and type
- Gibson's shack, Veronica just walks off to the intercom at Hidden Valley and does the same thing.[verified] While trying to complete the "Go with Veronica to talk to the Brotherhood of Steel elder at Hidden Valley" section of the quest, Veronica enters the Hidden Valley bunker and instantly runs to the intercom. She then proceeds to do nothing other than say "See you around" on a continual loop and refuses to engage in conversation. Upon fast traveling to
- pulse gun, the Pip-Boy may still show the objective "Find the pulse gun in Vault 34."[verified] After obtaining the
- There Stands the Grass prior to starting this quest, it's impossible to finish the quest with the "farming technology" even if the data was not destroyed by Keely. The quest directs the player character to the terminal in Vault 22, which no longer has the data.[verified] If one has completed
- Activating the ARCHIMEDES II weapon system and gaining the rangefinder before initiating this quest will automatically flag the Pip-Boy to tell the player character to return to the elder after activating the terminal in Gibson's shack. If one retrieves a second technology, the quest is seemingly broken. Neither Veronica nor the elder will have conversation options to continue further, and neither will initiate their dialogue scripts between the two, despite there being periods where one cannot talk to either one after coming close to the elder.[verified]
- The encounter with the paladins outside the bunker may not spawn, stopping the quest from progressing. This can be fixed by re-entering and exiting the bunker until they turn up. It may take four or five attempts before they appear.[verified]
- When the paladins initially deliver their ultimatum, sometimes only one will become hostile and three will run away, still friendly. The quest completes normally after killing the one hostile, but upon returning to the bunker the three have come back, deliver their ultimatum again, and attack. After this fight, Veronica refuses to follow the player character, and will sometimes start an unprovoked dialogue with the Courier but only give the standard "What's up?" This appears to be caused by her attempting to deliver the quest-ending dialogue but, already having delivered it, getting stuck and refusing to budge until it is delivered.[verified]
- The Nellis Air Force Base trigger may fail, and Veronica fails to comment after hearing the speech. It may take several attempts for this dialogue to initiate. The same can happen with the Silver Rush trigger.[verified]
- If one kills the Brotherhood paladins in the Follower's outpost and then equips their armor later while Veronica is still a companion, she may interrupt whatever the player character is doing to say that she will not stand for them killing members of the Brotherhood of Steel. Veronica will then go back to regular dialogue options.[verified]
- If one re-enters the bunker after encountering the hostile paladins, sometimes not all of them will enter to follow the player character.[verified]
- When asking Veronica about the technologies in Gibson's shack, one may get stuck in a conversation loop with her.[verified]
- The player character may get this quest when they first get Euclid's C- Finder even if they do not have Veronica as a companion. This in turn triggers a glitch where the only option when talking to Veronica is "I have to go now", as if the player character insulted the Brotherhood of Steel on their first visit. This then means Veronica is unobtainable as a companion. This bug happens regardless of whether or not one has already talked to her.[verified]
- Still in the Dark by having the Courier help Head Paladin Hardin replace Elder McNamara before Veronica can return to McNamara with a piece of technology, will cause McNamara to be absent from his chair. When entering the room where McNamara normally sits, the quest will trigger Veronica to approach the chair and engage in conversation. Though he will not be present in the room, his voice can still be heard responding to Veronica.[verified] Completing the quest
- If the player character had previously found the pulse gun and lost it or sold it to a merchant, the quest objective will still point to the case it was found in Vault 34. Using console commands to spawn a second copy of the weapon, or tracking down the original weapon and re-acquiring it, will cause the quest to proceed normally.[verified]
- [verification overdue] When the player exits the bunker while finishing the quest, the dialogue with the paladins might not trigger. Manually interacting with one of them will start the conversation. If they are talked into leaving, the conversation will trigger again during the fade to black. If they are allowed to attack in this way, they will despawn as normal, but the game will act as if they had been killed instead.
Fixes[]
- An automatic fix for the quest bug is by opening up the console commands and typing set "145f85".ngreetingpending to 1. This has been known to cause issues with achievements but it automatically triggers Veronica opening up a dialogue with the player character which activates the quest.
- If the player character has already completed There Stands the Grass and they are unable to download the Vault 22 data, it is possible to reset the mainframe terminal by using the console command set e6a6a.DataState to 0; one can then re-download the data to complete the objective. This should even work if the data was deleted.
- Solution to the dialogue between Veronica and the elder freezing or not starting at all during the first phase of the quest: upon arrival, stand beside the elder's table and raise and lower (twice if necessary) the Pip-Boy any time the conversation freezes. One might lose some sentences, but the first objective of the quest will be completed, and Veronica gives the player character the next objective of the quest as soon as they leave the elder's room.
- Solution to Veronica not following after completing the quest: During the battle with the paladins, knock out Veronica before killing the last paladin. When she wakes up, one can manually talk to her twice for her standard dialogue. This will not work on Hardcore mode.
- If Veronica will not follow the player character anymore (she simply stands in place and does not move, despite being able to interact with her), after fighting the paladins outside the Hidden Valley bunker (after suggesting she stay with the Brotherhood to gain her Bonds of Steel perk), simply travel to Gibson's shack, re-download the data from the computer, talk to her so she brings up the conversation about what technology to pursue, choose the technology that was initially picked in order to complete the quest, exit the conversation, talk to her again, enter her workbench and craft any item (one ammunition conversion works just fine). After the item is crafted and added to one's inventory, she should now follow the player character again. Test by simply entering into sneak mode, if she crouches with the player character, she is now following them again.
- If Veronica will not follow the player character anymore, they will have to go back to before the part of the quest where she speaks to the elder after they retrieve the notes, and directly tell her they want her to leave (do not suggest for her to stay, and do not allow her to choose for herself).
- Numerous fixes exist for Veronica not saying her quest related lines:
- Simply send her back to the 188 Trading Post and then speak to her, where she will then recognize the quest triggers, and even possibly the dress (if given to her previously without effect) for You Make Me Feel Like a Woman.
- Since there are always three triggers available (Camp McCarran, Vault 3, Nelson/Cottonwood Cove), it is generally going to be better to trigger the quest "normally"–use the console only if the regular triggers do not work.
- If the dialogue options do not open automatically, give Veronica some formal wear for the unmarked quest You Make Me Feel Like a Woman and she will most likely not respond. However, sit down, and when standing back up, open the companion wheel, go to the talk to option, and then talk to her about trading equipment. Take the dress back and put it back in, and when you leave the triggers should work.
- Along with the above fix for the formal wear trigger, sitting down in a seat in a trigger area, then standing up will activate the trigger. For example, sitting in Colonel Hsu's office will trigger the comment by the eastern doors of Camp McCarran.
- Simply send her back to the 188 Trading Post and then speak to her, where she will then recognize the quest triggers, and even possibly the dress (if given to her previously without effect) for You Make Me Feel Like a Woman.
- If Veronica gets stuck and will not follow the player character anymore, and then they get the infinite loop upon getting to the comm terminal at Gibson's shack, one will have to restart the quest (from a previous save) and work back to the part where she speaks to the elder after the player character retrieves the notes, and directly tell her they want her to leave (do not suggest for her to stay, and do not allow her to choose for herself). Then, go to Gibson's shack and access the comm terminal, and upon doing so, it will show (in the upper left side of the screen) "COMPLETED: Access Father Elijah's notes at the comm terminal with Veronica." and upon exiting the terminal, Veronica will automatically start talking. After choosing a dialogue option, it will give the player character the option to exit the dialogue, and Veronica says, "I like the way you think..."
- If one has chosen to pursue the pulse gun and, after recovering it from Vault 34, the Pip-Boy does not show the objective completed, place the item in Veronica's inventory via the companion wheel. Close her inventory and then reopen via the companion wheel and remove the item. This should trigger the completion of the objective.
- set "000E327C".HowPlayerEntered to 0 in the console and re-entering the bunker. For some reason, Veronica will sometimes not talk to the intercom when entering the Hidden Valley. A possible fix is to enter
- If the player character has Euclid's E-Finder before they had Veronica talk to the elder, simply drop and pick it up.
- If Veronica's quest triggers won't activate, going to where the quest would be triggered (e.g. Nellis Museum, Vault 3, Silver Rush), then going to the Silver Rush will cause her dialogue to start.
- setobjectivedisplayed 145f85 150 1 then trigger the first discussion with McNamara by selecting the Elder in the console, and then applying the following command: sayto e2f87 vms49elderdiscussion1 Before closing the console, select Veronica and apply the same command. They will run through the dialogue from their first meeting and when it is complete, both NPCs will be freed again. You may have to repeat this process if either NPC locks up on a line again at this point. This will bypass this objective, skipping the conversation with McNamara, the dialogue with Veronica, and the confrontation with the paladins, moving onto Veronica choosing to leave and seeking out the Followers outpost. If the pulse gun has been retrieved, and has been presented to the Elder, Veronica will sometimes freeze after the first few lines of dialogue with Elder McNamara, rendering both NPCs permanently frozen. The above fix to repeat the conversation will not work either. (This may be due to a scripting glitch introduced by mods). You will not be able to re-recruit Veronica if you dismiss her from the Companion Dismissal Terminal, and you may not be able to take any other quests from McNamara. To bypass this softlock, first open the console and apply the following command:
It is not clear which script flags can be accessed from the console to trigger the dialogue to work correctly and continue the quest as intended, if one chooses to convince Veronica to stay with the Brotherhood.
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