Environmental regulation unit offline

I got mission sabotage mission. I had to put synthetic pathogen inside environmental regulation unit. I found settlement alarm console and disabled alarms, and also disabled authorization scans. Then I found environmental regulation unit but it was offline - it could not be interacted with.
I found out that reason for this is disabled authorization scans. Once I enabled authorization scans again, unit was enabled and I could finish the mission.

Just in case someone encounters this problem.
 
Thanks for the useful information if ever I do one of these missions (unlikely as biowarfare on a settlement is a bit too macabre for my style).

Makes sense though when you think about it - without authorisation scans being operative to determine whether you have the right access level (genuine or stolen) the computer should not give you access to the environmental regulation unit or any other critical system. So no working scan = no access. It’s an occupational health and safety issue.
 
I guess that's not a bug but I have to wonder if this is.

I took a mission to download Surveillance logs illegally, to establish someone's 'innocence', and since the alarms had to stay off, and I've become jaded enough to 'knock out' whoever I have to, I decided the best way was to break into the power centre, and turn settlement alarms off.

First part, break in, gank the occupant and clone his level 3 ID went fine, but when I climbed the stairs, instead of the alarms and ID notification pads, I found the defence turret controls. The site had no command centre, and the terminal didn't show the relevant pads anywhere else, so after 'dealing' with as many personnel as I could find, I finally chanced running into the restricted area, starting the download and running out again. Didn't work.

I can't see why the turret controls would be in the power building, so surely something was awry?
 
I can't see why the turret controls would be in the power building, so surely something was awry?
There are a number of layouts (usually the smaller ones) which lack a CMD building and it just looks like FDev randomly threw panels down in the other buildings. You can find all kinds of panels in all kinds of buildings, I haven't been able to determine any logic behind it.

Makes sense though when you think about it - without authorisation scans being operative to determine whether you have the right access level (genuine or stolen) the computer should not give you access to the environmental regulation unit or any other critical system. So no working scan = no access. It’s an occupational health and safety issue.
It is an explanation, yes, but I doubt this was intended behaviour. I almost always disable authorisation scans if they're in the same location as the settlement alarms and I very rarely find any of the synthesis/catalyst panels unresponsive.
 
There are a number of layouts (usually the smaller ones) which lack a CMD building and it just looks like FDev randomly threw panels down in the other buildings. You can find all kinds of panels in all kinds of buildings, I haven't been able to determine any logic behind it.
Usually (attempt at headcanon) is that in those smaller settlements without a CMD building, the PWR building is always the highest security level. It seems that rule of thumb is that they always need to be behind L3 clearance.
 
Usually (attempt at headcanon) is that in those smaller settlements without a CMD building, the PWR building is always the highest security level. It seems that rule of thumb is that they always need to be behind L3 clearance.

That makes sense, but the pads I needed were nowhere to be found by terminal, and I don't know any other way to complete the mission. To be fair, I have always been a little unclear on how data port security works, but this seems straight forward, an illegal download will set off alarms, and if I can't prevent them going off, the mission's a fail.


Any stealth ninjas out there with a plan B? Or could it be as simple as having sufficiently high cloned ID clearance?
 
Usually (attempt at headcanon) is that in those smaller settlements without a CMD building, the PWR building is always the highest security level. It seems that rule of thumb is that they always need to be behind L3 clearance.
Unfortunately, there are settlement layouts where for instance the settlement alarms panel (which is also always clearance level 1 for some reason) is in a level 1 HAB or in a level 2 IND/EXT. It's the same for ground/ship turrets and countermeasures.
 
There are a number of layouts (usually the smaller ones) which lack a CMD building and it just looks like FDev randomly threw panels down in the other buildings. You can find all kinds of panels in all kinds of buildings, I haven't been able to determine any logic behind it.
Well, I think that there is still some logic - I haven't checked my notes thoroughly but it looks like in the same layouts those switches tend to be in the same areas/buildings (but not necessary same placements/rooms)
Here is an example of a quite strange placement (imo):
panels.jpg
 
Well, I think that there is still some logic - I haven't checked my notes thoroughly but it looks like in the same layouts those switches tend to be in the same areas/buildings (but not necessary same placements/rooms)
Here is an example of a quite strange placement (imo):
View attachment 294377
It feels like they have often been haphazardly thrown about and indeed don't even line up properly. Some of the small PWR-buildings have two panels neatly above a console, others have them glued to the columns. Some settlement layouts somehow have two settlement alarm and authorisation scan panels. And of course my favourite, always-powered-on-turret-panel in the PWR-building next to the reactor activation panel.
 
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