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Fallout 4 - Known Engine Bugs The following is a list of known engine bugs as of the official 1.7.15 release. These are things Bethesda has to fix on their end otherwise they impose undue limitations on the ability to mod the game. Power Armor Resets In Settlements As described so far, power armor brought to a settlement area will be reset to its default configuration when the settlement location is next called for a cell reset. It appears that the cause of this is any attempt to change the X/Y/Z dimensions of the buildable area for a given settlement. PC Workaround: None known thus far, other than not trying to change settlement dimensions. XB1/PS4 Workaround: Uninstall any mods which cause this to happen. This issue has been confirmed by Bethesda and a fix is pending: https://community.bethesda.net/thread/13747 Editing Actors Turns Them White, Loses Facial Features Editing information on an Actor record results in their skin color changing to white (caucasian) and the loss of facial features such as freckles or scars. This is an old engine bug that has been around since Fallout 3, that somehow skipped over Skyrim. The cause has never been identified. Preferred Workaround: Check the "Is Chargen Face Preset" flag in the Actor record. Alternative Workaround: Change the mod to operate as a master file. This is not recommended though, due to the next bug... This issue has been tested and confirmed to be fixed as of Official Patch 1.7.15. Their changelogs do not note this though. User Generated ESM Files Load Before Official DLC When using the official Mods menu in the UI, user added mods are the only things displayed on the Load Order list. Upon saving you will find that any user generated ESM files are now listed in between Fallout4.esm and the official DLCs. The underlying cause for this is not known, but it's obvious Bethesda is incorrectly prioritizing the official DLC master files. This issue has been fixed as of Official Patch 1.6.3.0. Weapons Dropped By Actors Killed in Combat Never Clean up When Cells Reset [Fixed - Patch 1.6] Killing an NPC generally causes their weapon to fall away from the body as a separate object. These do not reset when the cells reset. Eventually, after a long enough time, the save will bloat up with leftover weapon forms lying around all over the place, and if you played heavily for long enough, you could exhaust the pool of generated form IDs in the FF range because they aren't getting cleaned up. The internal cause is unknown, but was also a huge problem in Skyrim that was never fixed. This issue is now fixed as of Official Patch 1.6. Bethesda's changelog does not note this, but it has been confirmed. The workaround in the UFO4P has been removed as a result. Cannot Reposition Scrappable Static Objects There are a number of objects in the game that can be moved around in the workshops menu that are already present in a settlement. Obejcts such as grills, patio furniture, etc. If a scrap formula is created for these objects, they can no longer be repositioned. They can only be stored or scrapped. Make enough scrap formulas and you could end up being unable to reposition anything in your settlements. The exact cause is unknown, but is likely a UI related bug as it seems to be related to UI filtering of some sort. The UFO4P initially caused this issue to show up for radios, but information came to light that adding the 3 craftable radios to the workshopScrapRecipe_Radio was causing this. Removing those 3 radios from the list restored the ability to reposition radios in general. This issue has not yet been acknowledged by Bethesda. See thread: https://community.bethesda.net/thread/10250 Edits to *ANY* Cell Records Can Block Mesh Overrides If you are editing any cell, whether exterior or interior, your edits may end up blocking the ability for the game to use a mesh or texture override even if that replacer does not contain an esp file of its own. It is difficult to diagnose because WHAT you edit matters rather than WHERE you edit. Flipping your mod to an ESM flagged file does not help. What the underlying cause is is not known at the moment, but the basics of it are that each cell record has a list of Precombined meshes stored in a lengthy XCRI subrecord. As long as the reference you are editing is one of these in the list, you will have no problems and straight file replacers will work as expected. If what you edit is NOT in this list, nothing you do will get the game to load the replacer. Workaround: Make a small edit to one of the references in the XCRI list. This will then allow the cell to behave normally as though nothing was wrong. Finding a reference that's appropriate to edit requires the use of xEdit though since these lists are not available in the CK. If the reference you are editing was already in this list, you have effectively used the workaround and all consequences of editing it that go with that. This workaround comes with a price though. It disables the precombined mesh system in that cell, which will result in a performance drop. Rack up enough of these over enough cells and you're going to be in trouble even on higher end machines. This issue has been acknowledged by Bethesda. Reported here: https://community.bethesda.net/thread/13241 (Credit to VIitS on Nexus for explaining it) The above issue has been unfortunately confirmed to be how their system is intended to work. This has the potential to be severely limiting to any mods editing cell data whether it's an exterior or interior. Further updates on this issue. Apparently SOME of it isn't intended after all and an "upcoming patch" will be addressing it. As of Patch 1.6, this problem is now SUBSTANTIALY WORSE than before. If a mod, whether flagged as an ESM or not, edits ANY reference in a cell that's part of a precombined mesh, all of the other references which are also part of that will simply not load when approached on foot (and presumably via fast travel). No collision, nothing. Just void space with Havok objects flaoting in the air that fall to the ground once touched. Removing only those edits which touch a precombined mesh resolves the problem, but that's not going to be feasible in a lot of cases. Disappearing buildings are confirmed fixed as of Official Patch 1.7.7.0. It is still unknown if this has corrected the greater problem of disabling precomb in a cell.