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Trigger[]

Evidently a lot of people, myself included, are having trouble triggering this quest, even after completing "Here Kitty Kitty". Maybe this should be added to the article? If it mentions this, I couldn't find it, but maybe I overlooked it. Also, a list of other possible triggers would be nice. I saw that you can trigger it by doing "confidence man", but I'm assuming there's an easier way. If not, I'll try that, but still, just trying to gather the best possible info for the article. Thanks, folks. --96.28.183.138 20:25, November 20, 2015 (UTC)

I've heard from reddit that going outside the vault and doing any quest will trigger it, it does not need to be "confidence man" specifically. --Rylasasin (talk) 04:53, November 24, 2015 (UTC)
Okay, I ran a test. just going outside and doing a quest didn't trigger it. So I went back, and I forgot to give blood at the doctor's office. I went outside, did another quest (NOT Confidence Man), came back, and that triggered it.I think giving blood is also a pre-requisite in addition to leaving the vault. --Rylasasin (talk) 20:56, November 26, 2015 (UTC)
You have to complete Here Kitty but also give Forsythe a medical sample before the quest can be triggered. 174.59.49.222 09:31, November 27, 2015 (UTC)
I also did these two things first (Here Kitty, Kitty quest and giving blood) and on returning with the cat the Vault had changed for this quest with the various references to the bitten child etc. I did not have to wait for any time, just went and found the cat, returned and all was set. Lunamoonraker (talk) 22:13, November 27, 2015 (UTC)

Disease[]

I just ran through this quest and never took damage from the molerats, yet still got the disease. Anyone else have this issue? Eldri7ch (talk) 03:56, November 30, 2015 (UTC)

1 if you have a companion with then thats how you got it. Any status effects your companion gets you will get. 2 Possible thats its a bug cause of a bad hit detection the game thinks the molerat hit you when it didnt. —Preceding unsigned comment added by ChubbyChaser (talkcontribs). Please sign your posts with ~~~~!

Bugs[]

  • Playstation 4Playstation 4 If you don't allow Austin to give you a tour of Vault 81, you will be unable to start the quest Hole in the Wall.

this was complete bullshit, i just tested it and i still got the quest. —Preceding unsigned comment added by 212.199.10.132 (talkcontribs). Please sign your posts with ~~~~!

Penske is Dead[]

Kind of a quirky little thing here, if you kill Penske before Hole in the Wall you don't automatically fail the quest. All the triggers happen as they should and Penske's dead body even appears in the room where she should be. Bobby and Forsythe continue their part of the conversation without her, and at the point Penske would ask for your help nothing happens. You can't talk to Forsythe or Bobby, they just stand there staring at each other and occasionally shuffle around but you can't get them to say anything to you. My Hack level isn't high enough to access the old Overseer's terminal, but I wonder if you could still complete the quest by doing that. Does anyone know? I can't actually get the quest to activate though, so I might be screwed.

High Strength/Endurance?[]

I just ran through this quest and I swear that a high strength or endurance help. I have all my gear with +1 Strength and Endurance (Fortifying) modifiers as well as a mod that lets me have two Legendary modifiers, so I have that filled with Strength (custom modifier called "Strong") all the way. My Strength is an insane 28 (one shotting Legendary Super Mutants with a Deathclaw Gauntlet is fun) and Endurance is 9. I used a .44 pistol the whole way, modded with Explosive and Never Ending (not fair, I know). I swear I got bit at least once and did not contract the disease. I even tested it by drinking some purified water before talking to Curie and that effect popped up in my PipBoy menu without the disease being present. I will test this little theory of mine by stripping my character and get back to this topic; we'll see how it turns out.

[EDIT]

Tested with an Endurance of 8. Contracted disease after two bites.

Tested with an Endurance of 9. Contracted disease after three bites.

Tested with an Endurance of 10. Contracted disease after an overwhelming eight bites.

Tested with an Endurance of 15. Died before I got the disease (425 HP).

Strength at 15 didn't work at all. One bite, done for. So it does seem to run based off of Endurance.

I have another theory, though. This might actually be based on the type of Mole Rat that bites you. Maybe the ones that look like just normal mole rats don't cause the disease but the ones that would be considered "glowing" outside Vault 81 carry and pass on the disease. I'll test this and put my results up.

[EDIT #2]

Well now... This is interesting. Did a Endurance of 20 again, got bit by a regular one once, got the disease. It seems to be hit and miss, based on something akin to RNG. You might get it after bite one, you might not get it before you get killed and have 425 HP to your name.

I think I'll conclude my test at this. If someone wishes to edit the page itself with these results in some way, feel free. I'm not going to test it any more; my RNG explanation is good enough for me.

This fits with my experience - I have (several times) contracted the disease on the very first bite. In fact I have contracted it on the first bite while wearing a full suit of power armor (again, several times). I have updated the notes with information based on the above, and removed the (proven false) assertion that power armor gives a definitive protection from the first bite. Cattlesquat (talk) 23:45, February 4, 2016 (UTC)
From what I can see in FO4Edit, the reason it's inconsistent is because not all of a Molerat's individual attack animations (only about half of them, I think) carry the 'PoisonMolerat' SPEL - which is what contains the Effect that applies the -10 HP 'Perk'. It's in the Molerat RACE record (and the effect itself has checks for the MS19MoleratFaction and being in Vault 81), so it's unlikely the different levels of molerat have a greater chance of applying it if everything else is the same. That said, there's a bunch of stuff I don't see after poring over the related files, like the player getting infected from friendly NPCs being hit, which could be hidden in a script that isn't shown/I'm too dumb to read in FO4Edit - other RNG modifiers could be hidden in there too, I guess. We'll probably know once the GECK is out. Th!nk (talk) 12:39, February 25, 2016 (UTC)

Post-Quest Exploration[]

Since I completed the quest, if I were to go back into the Mole Rat labs, will they respawn, or are they gone for good? --Falloutghoul (talk) 16:53, December 9, 2016 (UTC)

Notification of infection...[]

Where on my menu screens should I look to see if I've been infected? Have level 4 ghoulish, travelling with a ghoul (don't ghouls have disease resistance?). Can't see anything on my stats menu screen, nor in my perks screen. A line added to the page would clear it up for all. THX DrMrsTheMonarch (talk) 13:54, February 19, 2017 (UTC)

Go to stats in the pip-boy, then press the relevant button for show effects (RB on Xbox, "Q" is the default for PC, I don't know what it is for PS) [1]. Sakaratte (talk) 16:20, February 19, 2017 (UTC)

Thanks. I reloaded and reran the dungeon and noticed the differences... so I observed that it shows on the health stats screen as a little pill to the left of vault boy. Quick saved after every wave to prevent infection. No companion or friendly robots to bug.

Tips for 'Clean' Completion removed?[]

Why were the tips for avoiding being bitten removed? They've been there for a long time, and all that was done recently prior to their removal was reformatting it into a sub-list and adding a tip on using explosives.

Tips, even in the Notes section, seem just fine elsewhere, like in the Devil's Due and The Silver Shroud pages.

Perk?[]

Seems the perk is no longer added to the player. I just recently contracted the disease. Checked my perks and it wasn't listed. Also tried the command player.removeperk 0023aec1 and that didn't do anything either. I managed to remove the disease by using player.dispelallspells. Can anyone verify? —Preceding unsigned comment added by AeonsLegend (talkcontribs). Please sign your posts with ~~~~!

That was my experience as well - the perk thing doesn't seem accurate, at least not anymore. However, I was able to get rid of the disease by using player.additem to get another instance of the cure and then using it on myself. (You need to do this after the quest is completed or everyone will react as though you used up the only one.) Wagnarok (talk) 18:03, 2 January 2023 (UTC)

Bug[]

This is the second time I've experienced a rather serious bug with this quest and there doesn't seem to be anything listed on the page about it. There's two parts that seem to happen, Currie will be unresponsive after opening the door, and the game, or your PC, will freeze upon trying to leave. After making my way to Currie she will open the door, but once inside with her she will be unresponsive. I tried using the console to advance the quest to stage 800, which gave me the cure, but when attempting to leave I got a perpetual load screen, requiring me to shut down the game. I also found that any attempt to save while inside the secret area, even an autosave from entering the pipboy, would lock up my entire PC, requiring me to power it down and restart.

The bug seems to center around the spawning of mole rats. My solution was to use the console move to quest target (player.movetoqt MS19) command to place myself next to Currie immediately after entering the secret vault before any mole rats had a chance to spawn. It spawned me in the room with Currie so I had to TCL my way to the other side of the window where I was able to initiate the dialogue and complete the quest as normal. This seems to be a fairly common bug for PC users, there's a Steam thread about it here https://steamcommunity.com/app/377160/discussions/0/1640915206478215748/, that lists several other workarounds that worked for others. There's also a mod that disables teleporting creatures on Nexus (https://www.nexusmods.com/fallout4/mods/12997?tab=posts) that many users have stated made this quest work for them. ReapTheChaos (talk) 15:53, 6 November 2023 (UTC)

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