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  1. Version 1.0.0

    0 downloads

    A Anti-Material Rifle is designed to engage and disable or destroy light to medium armored vehicles and tanks at ranges beyond normal small arms. A Anti-Material Rifle is designed to fracture or destroy a vehicles engine block on impact. Consequently, soft targets have NO chance when engaged with a Anti-material Rifle. Further, the CC Anti-material Rifle uses .50 Caliber ammunition. This ammunition has a Maximum effective range of 1200 Meters (approximately 1300 yards) and an actual range of 1800 Meters (approximately 1.1 miles). The CC Anti-material Rifle falls far short of that range. So ... this mod was born in an effort to fix these shortcomings. This mod starts by fixing the .50 Caliber Ammunition itself, making it's range more appropriate (something which will benefit all .50 Caliber weapons). With that out of the way, this mod ups the impact of the CC Anti-Material rifle to something inline with a .50 Caliber weapon. Once that is fixed it ups the range of the weapon so that one can effectively hit targets at longer rangers. That pointed to a shortfall in the optics, so the Recon Scope was enhanced to allow the shooter to actually focus on a target at those longer ranges. So, with all that, I give you Truck Stop. This weapon, based on the CC Anti Material Rifle, will stop just about any soft target in one hit, and do so at ranges which will often not alert the targets companions. You can find Truck Stop lying in the chest of a dead Raider in the Glowing Sea. Just follow the radio beacon. Now, there is a caveat with this weapon. This weapon operates at the extreme limits of the games engine. If you engage a target at the extreme range of this weapon, there is a chance that the cell will reset before you can get to it, and the spoils will be lost. So either expect downed targets to be lost to you, or use the weapon at shorter ranges. Finally, if it isn't already obvious, this mod requires the CC DLC Anti-Materiel Rifle (ccfrsfo4002-antimaterielrifle). If you wish to contact me about this mod, you can do so here or on Discord at https://discord.gg/jW7m65uNW7 This Mod is intended for game play only. Any other use is expressly prohibited.
  2. Hello expert modders. I am not nor do I aspire to be manually modding games. I need everything having to do with modding be done automatically when possible. I'm liking MO2 and I allow it to auto install mods for the only game I'm playing now, which is Fallout 4. By some miracle, I was sucessful in manually installing F4SE into MO2 and I suppose I must have also learned how to manually install LOOT into MO2 bc I just noticed that MO2 will not auto instal LOOT, so apparently I'll have to re-learn how to do it again. I see that my version of LOOT is 0.16 and I found there's a newer version 18.5. My LOOT 16 is doing it's job but should I go ahead and update it? Is there maybe a link to a utility that would update LOOT for me? If I have to update it manually, will I need to first uninstall my old version 16 first? Please help a dumbass out over here. Thanks!
  3. Version 1.0.0

    10 downloads

    This mod does two things. First, it replaces the five changes to get a annoying empty bottles in the Nuka World Nuka Cola Vending Machines with a Nuka Cola, a Nuka Cola Quantum, a Nuka Cola Cherry, a Nuka Cola Grape, and a Nuka Cola Orange. . Second, it makes the original Commonwealth vending machine list match the vending machine list from Nuka World, thus having the Nuka World added drinks show up in the Commonwealth. This mod is available for XBox: https://bethesda.net/en/mods/fallout4/mod-detail/4284522 This mod was originally created by Black Swan. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 This mod is meant to be used for game play only. Any other use is expressly forbidden.
  4. Version 1.0.0

    7 downloads

    A collection of Paint Schemes for all of the base games power armor. This mod requires Digital Paint Schemes, Master. This mod was originally created by Poorly Aged. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 This Mod has been cleaned with Xedit 4.0.4. This mod is meant to be used for game play only. Any other use is expressly forbidden.
  5. Version 1.0.0

    10 downloads

    A collection of digital paint schemes which are used by other mods. This file contains only the Textures and Keywords necessary to use the paint schemes. Do not use this mod unless you have a mod which requires it as a master. This mod was originally created by Poorly Aged. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 This Mod has been cleaned with Xedit 4.0.4. This mod is meant to be used for game play only. Any other use is expressly forbidden.
  6. Version 1.0.0

    20 downloads

    Frustrated with your cross hair wandering all over the place when using a scope. Convinced there has to be a better way. Well ... if your Strength and Perception are at least 8 and your level at least 50, you can take a Sniper perk which will greatly reduce (or eliminate) the sway. This mod was originally created by Black Swan. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 This Mod has been cleaned with Xedit 4.0.3. This mod is available on Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4241303 This mod is meant to be used for game play only. Any other use is expressly forbidden.
  7. Version 1.0.0

    11 downloads

    There are seven re-spawning Raiders who have power armor with random plates. This mod equips those Raiders a full set of plates. The Raiders affected are located at: - Lexington (2) - Dunwich Borers - Revere Station - Libertalia - USS Riptide - Roadside Pine Hotel This mod was originally created by Poorly Aged. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 This Mod has been cleaned with Xedit 4.0.3. This mod is available on Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4241252 This mod is meant to be used for game play only. Any other use is expressly forbidden.
  8. Version 1.0.0

    56 downloads

    Refrigerators you can craft to cool your beverages. Stoves you can craft to cook your wasteland fare. The refrigerators creation is in Furniture > Misc. The stoves creation is in Crafting. This Mod requires Far Harbor and Nuka World. This mod was originally created by Black Swan. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 This Mod has been cleaned with Xedit 4.0.3. This mod is available on Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4241024 This mod is meant to be used for game play only. Any other use is expressly forbidden.
  9. Version 1.0.0

    29 downloads

    The max value the vanilla game has in a Caps Stash is 24 caps. That seems rather paltry when you are at level 250 and, after a while, makes the Caps Stashes rather disappointing. So this mod was born. Now the caps in a Caps stash will level as the player levels and makes looking for those Cap Stashes worthwhile again. Level . . . . Caps 1 . . . . . . . . @ 20 25 . . . . . . . @ 100 50 . . . . . . . @ 200 100 . . . . . . @ 500 150 . . . . . . @ 1000 200 . . . . . . @ 1500 250 . . . . . . @ 2000 300 . . . . . . @ 2500 On the big jump from level 1 to level 25, up to level 100 the leveling is from the base game, and past that are this mods additions. This mod was originally created by Poorly Aged. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 This Mod has been cleaned with Xedit 4.0.3. This mod is available for Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4241024 This mod is meant to be used for game play only. Any other use is expressly forbidden.
  10. Version 1.0.8

    19 downloads

    Far Harbor Exploration Expanded Welcome back to Far Harbor! Far harbor has plenty of places to explore but I felt it was missing a few extras in some of the more sparcely populated areas and places to rest were even more scarce so I fixed it. This adds a player home in the harbor and another stash house on the other side of the island as well as several lot spots and several suprises. IMPORTANT: This mod includes my Better Far Harbor Information Center as an All In One (AIO) the form number did not change so you should be able to add this in its place (unconfirmed) but I still recommend a fresh game if you have been to Far Harbor. This mod does NOT break precombines so it is safe to use with BostonFPSFix and PRP (Loade before PRP). Enjoy
  11. Version 1.0.0

    0 downloads

    The mod Buildable Power Armor Frames (an ESP) regresses part of The Great Power Armor Refresh (an ESL). This mod (an ESP) fixes the issue when loaded AFTER the mod Buildable Power Armor Frames. I have the permission of Lapdragon to create this patch. This mod requires BOTH the Great Power Armor Refresh and Buildable Power Armor Frames (available on Nexus Mods: https://www.nexusmods.com/fallout4/mods/6698). If you do not have both those mods, you do not need this mod. This Mod has been cleaned with Xedit 4.0.4. This mod is meant to be used for game play only. Any other use is expressly forbidden.
  12. Unofficial Fallout 4 Patch Version: 2.1.4 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Fallout 4 Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Fallout 4 version 1.10.163 or greater. Requires Official Automatron DLC. Requires Official Wasteland Workshop DLC. Requires Official Far Harbor DLC. Requires Official Contraptions Workshop DLC. Requires Official Vault-Tec DLC. Requires Official Nuka-World DLC. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 UFO4P Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Fallout 4. If you're experiencing a bug with Fallout 4, please report the bug to us in as much detail as possible on the UFO4P bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Fallout 4 bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Fallout 4 experience! If your bugs is of the more important variety, such as a broken quest, broken settlement mechanics, broken perks, etc, you should also submit the report of your issue to Bethesda as well. Use their feedback form to do so and provide them as much detail as you would us. We would all prefer the bigger things to be fixed by them, right? (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the UFO4P UFO4P Fixes A sweep of the plugin has been made to remove lingering edits to references which are part of a previsbine. There should no longer be any remaining at this point. 07026EF7: Forgot to set the enable parent to have this debris pile disable when the CIT explodes. (Bug #32441) Audio Fixes A PlayerVoiceMale01 recording in a scene between the Sole Survivor and Glory in DialogueRailroad didn't match the other recording or the subtitle. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0009948A_1.fuz) (Bug #31297) A PlayerVoiceMale01 recording in a scene between the Sole Survivor and Hancock in COMHancock didn't match the other recording or the subtitle. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00168FB1_1.fuz) (Bug #31323) DLC03MUSFactionChildrenOfAtom had no fade duration and was not set to cycle between the two tracks in its list. (Bug #31475) Actor Fixes DLC03MQ02_LCharMirelurkHunter had an unresolved reference in the list which has now been removed. There is insufficient information to determine what should have gone there. (Bug #32306) Mutant Hounds did not drop the Viable Blood Sample because the leveled list with that item init was not included in their death drop. [LLD_MutantHound] (Bug #31434) Mutant Hounds also did not drop extra meat after acquiring Wasteland Survival #9 because no leveled list to handle this had been created. [LLD_MutantHound] (Bug #31433) Molerats did not drop extra meat after acquiring Wasteland Survival #9 because LLD_MoleratExtra was never added to the death drop list. [LLD_Molerat] (Bug #31291) Old Longfellow is missing the 4 levels of Sneak and the Immunity to Radiation perks that every other companion has. (Bug #32430) Nick Valentine was capped at a max level of 99. No other companions have a level cap, which strongly suggests Nick shouldn't have either. (Bug #32323) DLC04TraderMaleSandbox01 had invalid face morph settings due to having been switched from female to male at some point during development. (Bug #32504) The following preplaced Settler NPCs were all incorrectly set up as "Tripod Turret Class" instead of "Citizen" like they should have been. Farm01FemaleEvenToned Farm01MaleBoston Farm01MaleEvenToned Farm02FemaleBoston Farm02MaleRough Farm03FemaleEvenToned Farm03FemaleRough Farm04MaleEvenToned Farm04MaleOld Farm05MaleRough Farm06FemaleOld Farm06MaleOld Go home Todd, you're drunk! 3 child settlers in the same group of Farmers have also been incorrectly set to Turret class but should have been set to the Child class: Farm02MaleChild Farm05FemaleChild Farm05MaleChild These settlers appear by default in Tenpines Bluff, County Crossing, and Nordhagen. Not that this likely will not fix them in an existing save, and definitely won't if any other settlers have been spawned from these base records. (Bug #31744) [NR] Item Fixes DN124_NoticeToSlocumsJoe: Note incorrectly flagged as a featured item. (Bug #31462) PA_T60_Helmet_Headlamp_Bright and PA_T60_Helmet_Headlamp_RedTactical both pointed to the incorrect T45 variants for the OMOD objects. This led to the modifications screen previewing the wrong lamp. (Bug #23644) [This was actually fixed at some earlier date but somehow didn't get documented] Cultivated Razorgrain is erroneously marked to be ignored as food by the survival settings. (Bug #26809) Artillery Smoke Grenades, Plasma Grenades, Nuka Grenades, and Homing Beacon all have bad flight conditions that can lead to visual anomalies like them going up, stopping, and then falling straight to the ground after setting off the secondary effects. This is due to bad settings for their gravity and detonation time responses. (Bug #31625, 31623, 28537) The Harpoon Gun [DLC03_HarpoonGun] incorrectly had the keyword to mark it as a type of Gatling Laser. This caused it to be included in the bonus for the Tesla And You perk. This weapon has multiple settings it shares in common with the Broadsider though, including it's preview model, so it should instead be marked as a Broadsider type. This will correctly remove it from the perk while still retaining the ability to mount it on a Heavy Weapon Stand. (Bug #31652) Six of the legendary armor modifications included with Far Harbor lacked the +2 increase to damage and energy resistance. (Bug #31675) Some of the Robot Factory armor modifications incorrectly reduce carry weight when their descriptions do not call for this. (Bug #31632) Several Front Hydraulic Frames for robots are missing their expected enhancement +10 to carry weight. (Bug #31631) Tarberry normally gives 1hp/sec for 10 seconds. Reading Wasteland Survival Guide #1 should boost that to 1.5hp/sec for 10 seconds but it was mistakenly set to a 5 second duration. (Bug #31743) Location Fixes Several navmesh nodes were buried underground at Finch Farm, causing Jack to get stuck and end up teleporting. (Bug #25288) Four random wilderness cells [-7,21 / -7,22 / -8,21 / -8,22 ] were erroneously marked as being part of GeneralAtomicsGalleriaLocation when they're nowhere near that site. They should all have been in the default CommonwealthLocation instead. (Bug #31494) Several locations in the Commonwealth incorrectly had dungeon music assigned which starts playing even when you're still outside the buildings and should still be hearing exploration music. All of the cells in these locations correctly have dungeon music assigned internally so they will not lose the proper music. (Bug #31476) Cell 4,1 (near Bunker Hill, on the river) is mistakenly marked to disable water LOD. (Bug #31732) Minor navmesh issues at Huntress Island that may have prevented enemies from entering one of the houses. A ramp [0738F5B5] has also been added to the back door as there was a significant gap between the doorway and the landscape outside that was large enough to impede the player as well. (Bug #32329) Mesh, Material, and Texture Fixes Several lights added by the Vault-Tec Workshop DLC cast their shadows and light cones in the wrong direction due to their light emmision nodes being in the wrong positions. [Meshes\DLC06\Workshop\DLC06_VltLight01FluorBox.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResHallHalfLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResHallLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResWallHalfLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResWallLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight04SpotLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedGreenLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedRedLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedWhiteLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight07UtilFluor.nif] (Bug #21071) Due to a missing double sided flag on the material, roof sections on top of things like the bus stop at Shaw High School had invisible bottoms. [Materials\Architecture\Buildings\hightech\HitTechGlassExterior01NA.BGSM] (Bug #31804) The Carlisle Typewriter variant had flat keys with no 3D definition on them like the common junk typewriter. [meshes\props\typewriter\typewriter.nif] (Bug #31671) Debris piles have transparent holes in them where they don't belong due to a bad alpha setting on their material file. [Materials\Landscape\Ground\DebrisGroundTile.BGSM] (Bug #32322) The normal map for the Memory Lounger does not display because of a bad texture path in the material file. [Materials\SetDressing\MemoryLounge\MemoryLoungerGlass01.BGEM] (Bug #32064) BeachFence_BrokenEnd_Left01, which is used in 52 places in the game, has no geometry within the mesh. This results in phantom collision being present. All of the blocks have been removed from the mesh to resolve the issue. [meshes\SetDressing\FencesGrates\BeachFence_BrokenEnd_Left01.nif] (Bug #32356) Perk & Stat Fixes Eleanor's Friendship gives out discounts globally instead of only with her as it was supposed to. (Bug #31345) Quest Fixes The WRVR Radio NPCs should no longer repeat the scene about Rex being held by Super Mutants if Curtain Call (MS10b) is already completed. There was no condition on the intro scene preventing it from being run again. (Bug #24025) As part of Ad Victoriam [BoS304, by way of DNPrime_BoS304] several waves of Synths are enabled for the battle at the CIT Courtyard. Once the fight is over, the alias that handles the 5th wave is never disabled again like the other 4. This eventually results in new Synths spawning over the destroyed remains of the Institute and they all fall into the water below. To fix this, Stage 1000 of DNPrime_BoS304 has an added line to disable the 5th wave alias markers. (Bug #21288) In The Sight [MQ00MamaMurphy] when the player gives drugs to Mama Murhphy, they are never taken from the player's inventory. (Bug #21567) Getting kicked out of the Railroad is supposed to let you then kill all of its leaders. This could not be accomplished because the scripts for the quest mixed the usage of the SetEssential() function between Actor references and base actor records. The CK wiki specifically says that once SetEssential() is called on an individual Actor reference, further attempts to call this function on the base actor will be ignored. This results in the leaders still being flagged essential when they should not be. (Bug #21552) Randolph Safehouse [RRR06] can sometimes give you an objective with a truncated location name. This appears to be causes by alias depencencies being out of order, with the final forced alias that should be getting used ending up not filled. This alias for the actual location was also marked optional, which would throw things off and is possibly the cause of several other bugs relating to this quest as well. The alias has been repositioned in the list as seen in the CK, and marked as required now. This should stop this quest from coming up at all if an invalid location is rolled. (Bug #23158) Jackpot [RRR03] also suffers from the exact same problem. The alias processing order is wrong and the chosen location can end up invalid, which may well result in being sent back to the same place that was just visited. The same solution was implemented and the optional flag removed from the alias that holds the actual location. So now this quest will not run if no valid location can be found either. (Bug #20551) At the end of Star Control [DLC04GZMainQuest] when the zone is cleared several robot modifications are unlocked, except for the Auto Space Lasers. This was due to a missing call to enable the global that controls the recipes for the 4 varieties. (Bug #23884) Dr. Li will not respond to the Progress Report topic if you have been appointed director but the reactor is not yet online. This is due to the response checking for an incorrect quest stage. (Bug #23837) When encountering the scavangers at Rotting Landfill they will remain stuck at the site if the player never talked to them after the fight. AI pack DN119TravelToDiamondCity needed to be adjusted to send them to Diamond City whenever DN119Fight is no longer running. This will cover any condition in which the quest can be terminated. (Bug #28538) The corpses for Josh and Emma at the Super Duper Mart need the quest object flag set on their aliases in DN068 so that they will not be culled by the game before the player has a chance to take their holotapes. (Bug #31473) The Atom Cats Garage drag race scene should no longer be triggered and over with before the player can get close enough to watch. (Bug #32515) Weathervane [RRR05] does not give out all 11 possible drop locations because the global variable that determines if you placed all of them was set to 9 instead of 11 [RRR05MILAsAllPlaced]. (Bug #31562) [NR] When picking up Curie, dialgoue she's supposed to use as a synth cannot be played when you're dropping someone else off because the lines are all conditioned to use the wrong value for the ComCurieIsSynth global variable. Several other non-pickup related lines also used the same incorrect condition checks and have also been fixed. (Bug #32397) When dropping Preston off and picking up Codswoth as a companion, Preston's line for female players does not play because it is incorrectly checking for male players. (Bug #32395) Ok, let's just get this over with and check all the rest - several other companions also had the same issue as reported for Strong and Hancock. The dialogue was mistakenly set to targer, not quest alias. (Bug #32393, 32394) When talking to Moe about baseball, Strong and Hancock have responses that don't play due to checking the wrong status variables. (Bug #32542) Papyrus Fixes BoS100FightMonitor: Fixed several issues with the AllGhouls array caused by engine bugs relating to the use of the PlaceAtMe function. This should eliminate recurring errors in the log and cuts off one avenue for engine issues to cause this script to remove objects that aren't even Ghouls at all. (Bug #28303) During Taken For A Ride, the player is tasked with defeating Colter in a combat area. As part of this, it is possible to sabotage his protection by removing a fusion core from one of the nearby reactors. Due to an issue with floating point calculations, the DLC04:DLC04MQ01GauntletQuestScript would make it nearly impossible to zap Coulter with the water pistol. A very slight adjustment on the value used (from 0.0004 to 0.00039 - yes, this actually does work) corrects the problem and allows the weakness to be exploited as intended. (Bug #28142) MQ206QuestScript: Lack of sanity checking on the Shutters alias - the function can be called from outside MQ207 even when it's not running yet. (Bug #25410) V111BedScript: Incorrect quest stage being checked if the player activates a bed after leaving Vault 111 and then returning later. (Bug #25278) QF_MQ302_000229EE: During The Nuclear Option [MQ302] This script is supposed to run a teleport effect on the faction leader you bring with you on the assault. That script was never placed, so the teleport call always fails. It's been disabled to supress the error. This will not break the actual sequence where the NPC comes in and later leaves with you. (Bug #26183) QF_DN136_Attack_00121D0C: No sanity check on the Z114 alias - the NPC is optional but the script doesn't treat it as such. (Bug #26174) QF_DN028_PAsystem_0018E378: Removed a redundant call to start the PA System scene since the scene itself is configured to star when the quest does via the checkbox in the scene data. (Bug #26484) vaultExitElevatorSCRIPT: When exiting chargen, the Looks menu event is never unregistered. (Bug #29292) Settlement and Workshop Fixes The cell immediately to the south of Taffington Boathouse (1,10) was not marked as part of the location which prevented most settlement functions from behaving correctly if things were built on it. (Bug #31714) Graygarden has a buildable area which extends upward to part of the overpass on the south side. However, the workshop buildable border indicator does not extend up far enough to be visible from either level of the overpass. A new pair of border indicators has been added to show this when you're up there. [Added resource: meshes\UFO4P\Workshop\WorkshopBorderGraygarden01_10x2UFO4P.nif. Static record added: 07001FFF. References added: 07045D54, 07045D55, 07045D56, 07045D57.] (Bug #23169) Weather Data Fixes CommonwealthClear weather had an invalid texture path for the 5th cloud layer. It was incorrectly referencing a SkySky path that does not exist. (Bug #31802) Placement/Layout/Ownership and Other World Fixes 001A5DEB: Picture frame with no actual picture in it. (Bug #32443) 001AAFCB: Box clipping through a wall. (Bug #32442) 00227ECC: Terminal with an incorrect lock level value set. (Bug #32370) 000999E2, 000999E4: These 2 doors opened onto an empty void. Replaced them with the equivalent damaged static versions that can't be opened. (Bug #32352) 001E7723: Duffle bag cliping through a roof. (Bug #32328) 002322C4: Duplicate leaky pipe marker deleted. (Bug #32319) 00240594: Duplicate bollard deleted. (Bug #32318) 000F3BC3: The other bollard raised to street level. (Bug #32318) 00203AEB: Duplicate AI marker moved to one side. (Bug #32317) 00066F0F: Duplicate fence piece deleted. (Bug #32316) 0023C797: Duplicated loot box, moved it away into the same debris pile as the first one. (Bug #32314) 001978CA: Duplicated Brahmin separated from the second one. Linked to the patrol marker like the other 2. So now there shall be 3. (Bug #32308) 00087de1: Purified water container that was clipped into the one next to it. 00087de4: Duplicate whiskey bottle. Separate it and moved it over slightly. (Bug #32307) 001A0CD5: Workbench that was embedded into some crates. (Bug #32299) 00091591: Static fire barrel moved from under the ground. (Bug #31795) 0023b246: MedX repositioned so it doesn't respawn hoveing in thin air. (Bug #32407) 0013BE03: Loot trunk embedded into the floor of a truck. (Bug #32402) 001a5346: Cooking Stove moved to take it out of the collision box of the metal shelf behind it. It was causing the player to lock up trying to animate into it. (Bug #32403) 001fe0db: AI marker embedded in wall collision, causing the NPC using it to fall through in combat. (Bug #32404) 00247603: Unlootable Brain Fungus moved to an adjacent wall of the vehicle it's in. (Bug #32405) 0004AD3C, 0004AD41, 000EFCD4, 0004AD5E, 00177F1B, 00177F1C: Raider NPCs at Pickman Gallery which only have male voice lines recorded. Their placements will now pull from male-only lists since these are the ones using the relevant autofill conditions. (Bug #31282) 0008A58A: Cap stash moved so that a missile trap nearby will be less likely to blow it out of reach under the bed. (Bug #31471) 002485A9, 002485A8, 000FF3F8, and 000FF3F7: Trigger boxes controlling the start of the Boston Public Library quest have been adjusted to prevent a timing issue which could lead to the intercom failing to activate properly at the entrances. (Bug #23757) 00095942, 00095945, 00095946: Placed corpses which were supposed to have a linked reference to a nearby crate to store their inventories. (Bug #31596) 000618a0: Door in College Square Station that should not be marked as owned. (Bug #29157) 0023C285: A side of beef that was randomly sunk into the ground. Moved into the nearby shack. (Bug #32436) 000C2738: Bench that was facing backwards. (Bug #31499) 0004E914: Back door to Gwinnett Brewery had an erroneously applied lock. (Bug #27225) 0019536C: Caps stash clipping into desk and unobtainable. (Bug #31628) 001BC78F: Nuke mine with an unneeded ownership setting. (Bug #29156) 001AD775: Relocated a note that couldn’t be picked up because it was stuck within the collision of a barrel. (Bug #31410) 0302C159: Fusion generator clipping partially into a wall. It and the fusion core (Ref 0302C15E) inside needed to be scaled down and adjusted to fix this. (Bug #31502) 0301383D, 0301383E, 03013848: Ghoul spawn markers placed slightly below the surface. (Bug #31539) 03053EA6: Note clipping into machinery. (Bug #31553) 0301087F: Note clipping into floor of boat. (Bug #31550) 03023EC4: Moved a loot box out of the collision zone of a nearby fern. (Bug #32440) 0302F35A: Scrappable box with an invalid duplicated linked reference. (Bug #32454) 0603458F: Mirelurk Queen with missing spawn properties near the Nuka-Cola Bottling Plant in Nuka-World. (Bug #27313) 0603FECA: Incorrect type of water bottle placed. (Bug #29022) 0604D3C4: Note riased above the rug it was under to allow it to be picked up. (Bug #32498) 06033583: Nuka-Cade Ticket half clipped into a brick. (Bug #32343) 060241D9, 06033584, 0603518A, 0603794F, 06042B99: Duplicate Nuka-Cade Tickets separated and placed near the originals. (Bug #32343) 06017D29: Duplicated fern. Scaled down and moved next to the original. (Bug #32342) 060429E0: Duplicated Nuka-Cola Quantum separated and moved to the left of the original. (Bug #32341) 060241B2, 06042BB1, 060351B2: Duplicated toy trucks relocated to spots nearby the originals. (Bug #32344) 0603B8F2: An entire duplicate set of target ducks has been deleted. (Bug #32345) 0601F3BC, 0601DDB6, 0601FE8D: Duplicated empty beer bottles moved to different parts of the debris piles they're in. (Bug #32346) 06035D71: Duplicated neon signs deleted. (Bug #32347) 06028393: Duplicated wind marker moved to an adjacent debris pile. (Bug #32348) 0601CAB8: Duplicated pre-war locker moved to another part of the building. (Bug #32349) 0601E8E8: Duplicated teapot separated and placed next to the original. (Bug #32350) 0602441F: Duplicated tool chest separated and moved to the interior of the building. (Bug #32351) 06047DB1, 0604D493: Floating street lamps lowered to the ground. (Bug #32369) 0701E632: Street wall piece placed to cover a gap in another similar piece. (Bug #32174) 0701A1E0: Rock placed to cover up two erroneously placed lights. The lights themselves are part of a precomb and cannot be edited. (Bug #31619) 0705A291: Curb piece placed to cover a gap between a building and the sidewalk. (Bug #31658) 072CF384: Concrete wall added to cover a hole which should not have visibility to the exterior. (Bug #23629) 07045D50, 07045D51, 07045D52, 07045D53: Objects added to cover up a visible glow beyond the playable area in Bradberton's Office. (Bug #21140) 07306B9E: Solid floor piece added to plug a hole in the ceiling at Atlantic Offices in the Glowing Sea. (Bug #24630) 07045D58, 07045D59, 07045D5A, 07045D5B: Rubble piles added to plug gaps along the wall next to the CIT. (Bug #28903) 07033E97: This reference has been changed to one of the Vault 95 repair kit meshes that Glitchfinder provided. It has been moved into position to replace the dirt mound originally added in 23648. 07033E98 has been removed entirely as it is now redundant. (Bug #28870) 07045D87, 07045D88, 07045D879: Added ceiling tiles to correct a color mismatch inside Diamond City Security. (Bug #28872) 07045D99, 07045D9A, 07045D9B: Water planes added to correct physics issues with the damn near Forest Grove Marsh. For some bizarre reason, water planes with the IsFullLOD flag lose their physics interactions and no longer properly behave as water. The original references have not been removed as they need to remain to show the water at a distance. (Bug #29390) 07045D9E through 07045DA6: References added to the large blue building next to Postal Square to cover up gaps in the window columns. (Bug #32519) 07386D0C: Road chunk added to cover up a broken water cell border. (Bug #32304) 0738F5B6: Added static door to cover up a hole in an inaccesible building. (Bug #32335) 07393A07, 08393A08: End caps to cover exposed parts of the same building as above. (Bug #32338) 07393A09: Plank added to cover up an exposed landscape seam. (Bug #32372) 07397E5B, 07397E5C: Added concrete parts to cover up a floor gap by a door. (Bug #32437) 07397E5E: Added a chunk of roof at a hirise near Beacon Hill because you could fall in and be stuck and have to use the console to get back out. XBox and PS4 users would have been forced to travel away, or lose progress if playing in survival. (Bug #32438) 0739C2AF: Trash pile added to cover up a road seam. (Bug #32472) 073A0700, 073A0701: Columns added to plug a wall gap near the Combat Zone. (Bug #32477) 073A0702: Added a missing porch segment to the house at Sandy Coves. (Bug #32521) Precombined Optimizaion Data Fixes Missing optimization data for several cells that were blanked by various DLCs has been restored. This will correct performance issues caused by the missing data. [Cells: DA86, D90D, D90E, D92C, D92D, D92E, D962, DE14, DE34, DE35, DE36, DE56, E12E, E14E, E426, E1E7, and E1E8 - all part of the Commonwealth worldspace] (Bug #31657) Numerous errors in the precombs for Vault 81 have had workarounds provided by Glitchfinder. Assets added for these fixes: Meshes\UFO4P\Interiors\Vault\HallUtil\VltHallUtilPipeCaps01.nif Meshes\UFO4P\Interiors\Vault\HallUtil\VltHallUtilWallHalf01Lining.nif Meshes\UFO4P\Interiors\Vault\HallUtil\VltStairWellSteps01Floor.nif Meshes\UFO4P\SetDressing\Vault\Vault_Bed01Invisible.nif Meshes\UFO4P\SetDressing\Vault\Vault_BedBunk01Invisible.nif References 07045D5C through 07045D7F have been created to implement the placements for the corrections. New objects 07045D82 through 07045D86 have been created to implement the static assets needed for the references. (Bug #28869) 07045D8A through 07045D98: references added as workarounds for Previsbine issues in Mass Chemical. (Bug #28905) CELL record 06002FB9 was pointed to an invalid reference for the existing precombined mesh. Should be pointed to 0604F042 instead. (Bug #32340) Text Fixes MS07c_QuincyPDTerminal_C: "CASE 111-Hm" -> "CASE 311-Hm" (Bug #32366) DN109_TerminalClintSubLogs: "Leutenant" -> "Lieutenant" (Bug #32365) DN109_TerminalHollis: "Gotta say, it's nice to find the Minutemen wecomed like we were back in the old days for a change. -> "Gotta say, it's nice to find the Minutemen welcomed like we were back in the old days for a change." (Bug #32364) 00157F3F: "Some days are harder then others." -> "Some days are harder than others." (Bug #32387) PlateCeramic02_Yellow_Clean: "Yellow-Trimmed Plate" -> "Clean Yellow-Trimmed Plate" (Bug #32430) TeddyBearClean: "Teddy Bear" -> "Clean Teddy Bear" (Bug #32421) mod_10mm_Barrel_LightPortedShort: "Improved hip-fire and recoil." - > "Superior recoil and improved hip-fire accuracy." (Bug #31260) DLC01Bot_Arm_MrHandy_Limb: "Better melee damage." -> "Improved melee damage and carrying capacity." (Bug #31633) FloraBloodLeaf02DLC03: "BloodLeaf" > "Black BloodLeaf" (Bug #31483) DN107_McDonnall: "McDonnall" > "McDonnell" (Bug #31493) mod_LaserGun_Muzzle_Focuser_B: "Super range and accuracy. Better recoil." > "Superior range and accuracy. Better recoil." (Bug #31304) Vault75AssistantSubTerminal [Menu Items; Item ID 3]: "If we hit the door during nap they should be save." > "If we hit the door during nap they should be safe." (Bug #31692) MS07a [000360ED]: "What did I do? I didn't do anything. It was Earl who didn't want to be happy." > "What did I do? I... I... I didn't do anything. It was... it was Earl... It was Earl who didn't want to be happy." (Bug #30973) MS07a [0006165D]: "Wasn't much for the great outdoors, so likely not Raiders or Mutants." > "Wasn't much for the great outdoors, so likely not raiders or mutants." (Bug #31522) MQ104 [00017B34]: "You smug, overconfident ass... Agh!" > "You smug, overconfident ass... Get outta here!" (Bug #30742) MS09 [00019BB7]: "I don't know about that, but I'd given him plenty of loyalty over the years without getting much respect in return." > "Well, I don't know about that, but I'd given him plenty of loyalty over the years without getting much respect in return." (Bug #31352) MS19 [000976D3]: "Alright. The overseer did give me a few caps for this. How does 50 caps sound?" > "Alright. The Overseer did give me a few caps for this. How does 50 caps sound?" (Bug #32073) MS04 [000E1A11]: "And you're from the olden days, like me." > "And you're from the olden days, just like me." / "To make the place b-better. So you in?" > "To make the place b- better. So you in?" (Bug #31306) MS04 [0004719D]: "When they took him they... they left you a message. Just listen to Kent's radio station." > "When they took him away they left you a message. Just listen to Kent's radio station." (Bug #31305) MS09 [000524FC]: "Ham! Will you come over here a minute?" -> "Ham! Would you come over here a minute?" (Bug #31354) DialogueGoodneighbor [00071553]: "I don't care if you're a Synth, Ghoul, or even a Super Mutant. So long as you play nice." > "I don't care if you're a synth, ghoul, or even a super mutant. So long as you play nice." (Bug #31523) [0010B67E]: "They're big, green, and destroy or kill anything they come across except other Super Mutants." > "They're big, green, and destroy or kill anything they come across... except other super mutants." DialogueFinchFarm [0007879E]: "It was more dangerous, too. There were some big raider gangs back then, and a lot more Feral Ghouls and Super Mutants than there are now." > "It was more dangerous too. There were some big raider gangs back then, and a lot more feral ghouls and super mutants than there are now." (Bug #31524) FFDiamondCity07 [0008BA66]: "And people just say "well, could've been worse. Could've been killed by Raider attacks or Super Mutants, or Feral Ghouls." They just give up." > "And people just say "Well, could've been worse. Could've been killed by raider attacks or super mutants or feral ghouls." They just give up." (Bug #31525) DialogueRailroad [0005D7B0]: "Are you seriously asking do I eat food?" > "Are you seriously asking if I... eat food?" (Bug #31299) DialogueRailroadGreetings [000B840F]: "The DIA. Shit, man. That cache you found had some serious high tech." > "The DIA. Shit, man. That cache you found had some real serious high tech." (Bug #31309) BoSPSHellos [0017208F]: "I'm guessing we not the only ones scouring the Commonwealth for those artifacts." > "I'm guessing we're not the only ones scouring the Commonwealth for those artifacts." (Bug #31555) RR102 [00100113]: "This is it. It may lack the amenities of the Switchboard. But it's safe and we've taken precautions to not be taken by surprise again." > "This is it. It may lack the amenities of the Switchboard... but it's safe and we've taken precautions not to be surprised again." (Bug #31298) COMDeacon [00186A04]: "Nick. I haven't the faintest what you're talking about." > "Mr. Valentine, you flatter me." (Bug #31294) CIS_CaitLockPick_Reminder [001760EC]: "Let me know if you want help with that lock." > "Let me know if you want me to help with that lock." (Bug #31339) DLC03_V118_Quest [0304E6FA]: "It was fever pitch, Detective. She had apparently gone to the overseer's office to check on the state of things and found it in horrible disrepair." > "It was fever pitch, Detective. She had apparently gone to the Overseer's office to check on the state of things and found it in horrible disrepair." (Bug #32076) [0304E6FD]: "I think she found something in the overseer's office... I wasn't listening when she told me about it. I... I kind of had my head in my research." > "I think she found something in the Overseer's office... I wasn't listening when she told me about it. I... I kind of had my head in my research." [0304E70E]: "The door to the overseer's office is locked." > "The door to the Overseer's office is locked." DLC06E03 [050050CA]: "What were you doing? I kept seeing, "Obey the overseer!"" > "What were you doing? I kept seeing, "Obey the Overseer!"" (Bug #32078) DLC04MQ02 [0604A464]: "Oh sure, I understand. So are you just going to paint the bullseye directly on my back, or what?" -> "Oh sure, I understand. So are you just gonna paint the bullseye directly on my back, or what?" (Bug #31474) DLC04BottlingPlantSubTerminalRexLog, Entry 6 and 7: "Ruth" is the incorrect name for Dr. Leavitt. Her actual first name is Kate, as mentioned in the 4 recorded Holotapes associated with these NPCs. (Bug #25314) DLC04BottlingPlantTerminalBeverageer, Main text: "Ruth" is actually "Kate". (Bug #25314) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  13. Version 1.0.0

    4 downloads

    Brought to you from the sweepings of the cutting room floor, the imagination of a frustrated player and the rantings of a madman, I give you a reset of the games power armor. Not all power armor mind you, just power armor which exists in the game files but ain't in the game. Power Armor like the power armor from the Contraptions Workshop DLC. Or power armor which should have a more descriptive name, rather than just Power Armor, like the Power Armor in Nuka World. This mod is available for Xbox at https://bethesda.net/en/mods/fallout4/mod-detail/4284445 This mod requires the Digital Paint Schemes Master : This Mod has been cleaned with Xedit 4.0.4. This mod is meant to be used for game play only. Any other use is expressly forbidden. The power armor and their locations are: Minute Men is in the armory in The Castle (yes, you have to deal with Ronnie Shaw). Railroad in the Railroad Headquarters. Institute in the Atrium, on the catwalk outside your quarters. Military in a bunker in the Glowing Sea behind an Expert Terminal. VaultTec in VaultTec headquarters. Sugar Bombs in the Super Duper Mart in Lexington. Abraxo in the Mahant Research Center. Gunner in Vault 95 (see note below). Gunner in GNR (see note below). As an added bonus, there is a power armor frame named Overboss Raider Power Armor located in Fizztop Grill, for the plates you get of of Coulter. Please note, the gunners will use the Gunner Power Armor in both places. To get the PA with the name Gunner Power Armor, you must either wait for the gunner to exit the armor before killing them, or pickpocket their fusion core, forcing them out of the armor and then killing them. No matter how you get it, the Gunner Power Armor will still show as stolen
  14. Version 2.1.4

    4777 downloads

    A comprehensive bugfixing mod for Fallout 4. The goal of the Unofficial Fallout 4 Patch (aka UFO4P) is to eventually fix every bug with Fallout 4 not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Fallout 4 Patch with the latest release version of Fallout 4 patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  15. Version 1.0.0

    24 downloads

    Ready to create your Nuka Beverages and discover you have no rum? Tired of finding more empty Rum bottles than actual Rum. Me too. A little research discovered that Rum is not sold by any Vendor, and is absent from every Loot list. This mod adds Rum to the lists for Vendor and Loot. This Mod has been cleaned with Xedit 4.0.3. This mod is available on Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4242092 This mod is meant to be used for game play only. Any other use is expressly forbidden.
  16. I'm adding some new signs to my signs and posters mod for an upcoming release, and one of the things I'm adding (prompted by a user request) are some religious signage. The request was for one specific one, but I like to be inclusive, so I was looking to add others. But while I was researching distinctive religious signage in the Boston area, I noticed something that raised a question for me. We know that as of 2077 church buildings still existed, because the ruins of some of them are prominent sites in the game. However, real-world Boston has some extremely distinctive non-Christian/Catholic religious structures, and not a one of them made it into the game. We know from prior games that Christians still exist (ex: St. Monica's Church in Rivet City, Abbey of the Road somewhere west of the Commonwealth), and that the Mormons were still around (Honest Hearts). We know that various cults exist (Children of the Cathedral, Children of Atom, Bright Brotherhood, etc.). There are even some Lovecraftian cults out there. But there's no sign that I've seen of Jews, Hindus, Buddhists, Muslims, or other non-Christian, real-world religions. So, my question is this. Is the lack of any reference to any non-Christian/Catholic real-world religion simply a matter of omission (they exist, but just weren't featured in the game), or is an aspect of the locked-in-the-1950s culture of FO4, or some other lore-related thing, that the construction of the distinctive buildings for other religions, or perhaps even the overt presence of those religions at all, did not happen? I'm wanting to stay fairly lore-friendly with these signs, and I'm trying to decide between having larger signs with more detail and graphic elements, or small, somewhat inconspicuous signs where they were wanting to self-identify, but not draw undue outside attention. So, if anyone can refer me to something that discusses this from a lore perspective, or can give insight into this, I'd appreciate it. Just a note, I'm not interested in any discussions on the validity of religions, or anything like that. I'm just looking for the lore regarding them in Fallout. Thanks!
  17. A thread to post about your thoughts on Fallout 4. Such as likes/dislikes, the story, game play, favorite factions etc.. Some of mine to start: Far Harbor was my favorite DLC. I like the Nuka World location. But never played as a Raider. (Except for a test when the NW was new.) I have thought for years that the option to be a raider should have been in the base game. Nukaworld's quest should have been for everyone. Like Far harbor's was. My secret to enjoying Fallout 4 is to tell my own story, make some mods and build settlements. Expecially modded settlements filled with synths. :-) I think the two factions that didn't allow your character to become leader were the two most 'thought out' factions quest wise. They both had longer quest lines. (I think when the game was being written , Bethesda thought most players would side with either the BOS or the RR.) The Institute is my favorite faction, but its questline was very ordinary in places. I didn't mind being made Director, but there was nothing to do. Who did 'Wallace' (recruited by the Institute) work for and where did he get his knowledge?. The companions were generally well done. Sometimes I do wonder why there were so many blokes?
  18. Is there a way to require you have something available as a component to build something, but not consume that component in the process? Or alternately to have the crafting create multiple objects at once so that I can add in the crafted item, plus replacements for all of the consumed components? I'm wanting to require paint cans for crafting graffiti, but not use up a full can of paint for each color in each item.
  19. Version 1.0.0

    11 downloads

    A florescent light which will illuminate three floors. Made from one of the lights for the Atrium, this one will light up your atrium like it should be lit. This Mod has been cleaned with Xedit 4.0.4. This mod is meant to be used for game play only. Any other use is expressly forbidden.
  20. From the album: Fenrus's screenshots.

    Fallout 4 - My synths on patrol.
  21. 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.
  22. Fallout 4 1.1.30 Fixes crash related to xaudio drivers Fallout 4 1.2.37 New Features Number pad keys can now be used for remapping (PC) Remapping Activate now works on Quick Container (PC) Fixes General memory and stability improvements Performance improvements inside the Corvega Assembly Plant Optimizations to skinned decal rendering Fixed issue with player becoming stuck in terminals Fixed issue where equipped weapons become locked after completing Reunions Fixed issue with "When Freedom Calls" where the quest would not complete During "Confidence Man" fixed issue where player's health would continuously regenerate Fixed crash related to jumping into water and reloading saved games Fixed issue where Launcher would not save God Rays Quality setting properly (PC) Fallout 4 1.3.47 New Features New ambient occlusion setting, HBAO+ New weapon debris effects (NVIDIA cards only) Added status menu for settlers in your settlements Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis Improved "ESDF" keys remapping support while in Workshop mode Gameplay Fixes General memory and stability improvements Fixed texture threading issue causing unusually long load times Improved performance when looking through a scope Fixed issue where player could warp to a different location when aiming Companions can no longer get stuck with radiation poisoning Fixed an issue where Vault 81 residents would not dismember correctly Big Leagues perk now displays calculated damage correctly Fixed issue with third person camera not displaying properly after exiting certain crafting stations Fixed an issue where subtitles would occasionally not update properly Effects will properly be removed on companions when items are unequipped MacReady’s Killshot perk now calculates headshot percentages properly Fixed an issue with NPCs getting stuck in Power Armor Fixed a rare issue with companions getting stuck in down state Second rank of Aquaboy now calculates properly Fixed an issue with resistance not always lowering the damage correctly when added by mods Enabled number of characters available when renaming an item (XB1) Fixed issue with player becoming dismembered while still alive Robotics expert is now usable in combat Stimpaks can now be used on Curie after the transformation Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked Quest Fixes Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle Fixed an issue where invulnerable characters would get stuck in combat Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest Fixed an issue where Synths could attack the Castle while the player was friends with the Institute Fixed an issue where killing a caravan would leave a quest open Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover" Fixed an issue where the player could get stuck exiting the cryopod Fixed an issue where the player could no longer get Preston as a companion In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad Fixed an issue with Minutemen quests repeating improperly Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114 In "Confidence Man," Bull and Gouger can now be killed During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly Fixed an issue with "Tactical Thinking" where leaving dialogue early with Captain Kells to reprogram P.A.M. could cause quest to not completely properly Workshop Fixes Fixed a bug that would cause settler counts to appear incorrectly Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population Improvements to snapping pieces together while in Workshop mode Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed Player can now build workbenches in their Diamond City house Building wires no longer uses up copper Fixed issue with certain settlement attacks not generating properly Fixed an issue with settlement happiness calculations Settlers assigned to weapons stand will now stand next to it Diamond City house now shows provided power Repairing items will now correctly consume resources Fixed an issue where companion would ignore commands at workshop locations Fixed an issue with crops appearing destroyed after saving and reloading Fallout 4 1.4.132 New Features Support for add-ons Additional art customization added to Workshop: Super Mutant clutter including meat totems, meat bags and meat cart Raider clutter including raider poles, cages and tents Abstract and portrait paintings Variety of new signs More metal and wood doors variants Fixes General stability and performance improvements During "Getting a Clue" quest, Kellogg's desk will remain a working container During "Rocket's Red Glare", resolved issue where companions could not be dismissed after completing the quest Fixed an issue with "Kremvh's Tooth" quest item not spawning properly Settlements under attack will now display an updated message with the results of the attack if player does not respond Fixed an issue with screen effects not clearing away properly after using a scope Fixed an issue with trying to sprint while in third person with a minigun equipped Rank 4 of Demolition Expert perk now properly increases the area effect of explosives The Scrounger perk now includes additional common ammo types Fixed an issue where Calvin Whitaker would disappear in Vault 81 Fixed an issue where Ninja and Sandman perks combined would apply the incorrect damage bonus Fixed an issue where Rank 3 of Grim Reaper's Sprint did not fill critical meter properly Fixed an issue with key cards not spawning correctly in Vault 75 Fixed an issue where enemies would stop spawning during "Airship Down" Being in first person while wearing power armor and quickly switching weapons will no longer cause the Pip-Boy to be stuck Fixed an issue with the autosave counter getting incorrectly reset Fixed issue that would cause the Pip-Boy menu to turn invisible while swimming Fixed an issue where scrapping larger quantities of a single item would inadvertently scrap a legendary item Fixed issue where exiting workbenches would cause third person to stop working properly The Scribe can now be assigned consecutive settlements properly Fixed issue with duplicating scraps shipments Fixed issue with vendors not properly exchanging caps after several consecutive transactions in a row Fixed issue with the quicksave and autosave message persisting through loading screens Fixed an issue where updating to the latest patch would cause Options settings to reset back to default (Xbox One) Fixed an issue with loading save with a placed object in water, not properly floating Fallout 4 1.5 Steam Update (1.5.157) New Features New Survival difficulty Survival adds additional challenges including no fast travel, saving only when you sleep, increased lethality, diseases, fatigue, danger and more. See the in-game Help menu for more details. Characters set to Survival difficulty appear under their own Character Selection filter Third person camera movement improvements when player is close up against walls and other objects Fixes General stability and performance improvements Fixed rare crash related to reloading a save that relies on Automatron Fixed issue with the robot workbench camera not moving properly immediately after canceling out of the menu Fixed issue with perks being repeatedly added when reloading a saved game while in robot workbench Fixed issue with Ada not properly traveling to an assigned settlement Robots can now be assigned as settlement vendors Fixed issue with "Appropriation" where blueprints would not appear properly if the container had already been looted prior to getting the quest In "The Nuclear Option," entering the Institute using the targeting helmet on Power Armor no longer inadvertently causes the player to go into combat, and become stuck in the Institute Fixed distance check with Robotics Expert perk While in Workshop mode, if the Jump button is remapped, the Y or Triangle button can still be used to jump Fixed issue with "Defend the Castle" where speaking to Ronnie Shaw would not properly complete the quest During "The Nuclear Option," fast traveling away from the Institute immediately after inserting the relay targeting sequence holotape will no longer block progression Fixed issue where Workshop placed light bulbs would occasionally not light properly Fixed occasional flashing issue with entering and exiting Power Armor Fixed issue where terminals would not work properly after downloading and initializing an Add-On from the Add-Ons menu Fallout 4 Update 1.5.205 New Mod Features General Improvements to the Mods menu, and support for Xbox Mods Added option to delete all mods Added option to disable all mods Added a search option to the mod browser Increased the amount of displayed mods per category Added bumper navigation to jump forward while browsing Mods Added access to the “Load Order” menu on the Bethesda.net login screen (offline Mod management) Fixed a few issues with how images display in the browser and Mod details screen. Fallout 4 Update 1.5.307 New Features Support for upcoming Add Ons Fixes General stability and performance improvements Ability to filter by Daily Most Popular mods Improved performance when browsing mods Fixed issue where plugins would occasionally not delete properly Fixed bug with mod file size calculation on Load Order menu Fixed issue with screenshots not loading properly on mod preview page Different music track for browsing mods Author name and Mod Size now appear on mod details page Fallout 4 1.5.416 Update New Features Increased space for Mod text on Mod details page for improved readability Load Order menu now displays text about each Mod when highlighted Most Popular filter now toggles between Daily, Weekly and All Time (defaults to Daily) Reporting categories added when reporting a mod Load Order menu displays options to Disable or Delete All Mods Count of ratings now appears on Mod details page Fixes General stability and performance improvements Fixed issue with weapons and armor losing mods and Legendary status when removed from armor and weapon racks (Contraptions) Improved stability when reinitializing with certain mods loaded Mod menu will check available space before starting mod downloads Fixed issue with certain mods not downloading properly Fixed issue with certain mods not appearing properly in the Load Order menu Fallout 4 1.6.3.0 Update New Features ExitSave - Exiting to the Main Menu will create an ExitSave. During next play session, the ExitSave will delete itself after you load it. The Existsave works in all difficulty levels including Survival. New Add On specific icons in Workshop mode More than 300 new player names added to Codsworth's vocabulary Support for upcoming Add Ons Fixes General stability and performance improvements Fixed a crash related to targeting an enemy weapon while in VATS Fixed an issue where a Companion would become stuck walking and unable to run Fixed issue in "Mankind Redefined" to prevent the player from getting stuck in elevators while in Mass Fusion Building In "Boston After Dark" quest now completes properly when waiting for Old Man Stockton Fixed occasional issue where player would become permanently invisible Dead settlers can no longer be commanded or assigned to supply lines Fixed issue where deleting saved games would cause other saves to disappear Fixed occasional issues with activating mods that did not come from Bethesda.net Minor bug fixes and optimizations to Mods load order and browsing Fallout 4 1.6.9 Update New Features ExitSave - Exiting to the Desktop now works with ExitSaves. Fallout 4 1.7.9.0 Update New Features Support for Nuka-World New store art type for Workshop settlements Ability to delete Add Ons without doing a full uninstall (PS4) Fixes General optimization and stability improvements Jun and Marcy Long are no longer essential after completing "Sanctuary" Vendors can offer large shipments of Ceramic, Copper, Rubber, Steel and Wood Improvements to accuracy and control with picking up and placing objects (not Workshop mode) Grenades and molotov cocktails can now be used with the Junk Mortar (Contraptions) Fixed issue with companions unequipping clothing when fast traveling with player Fixed an issue with player animations not loading properly after reloading a saved game Fixed issue where certain dog armors would not equip properly on Dogmeat Fixed an issue where objects from Add Ons would not scrap correctly or would not be stored properly Fixed infinite load that would occasionally occur while logging off while downloading a mod Fixed a crash related to investing in a store while trading Fixed issue where "Quartermastery" would send player to erroneous locations Fixed performance issues related to dropping certain weapons Fixed issue where melee weapon would not properly after dying and reloading the save Fixed a rare issue where Sturges and Mama Murphy would stop moving Fixed snapping issue with Surgery Center in Workshop mode Mod Fixes Fixed issue where Mods images would stop displayed while scrolling through Mods menu Disable All Mods now works properly when offline NPCs that are changed in a Mod will update changes like hairstyles properly Fixed animation error related to NPCs changed in Mods who have died, and reloading the save without the Mod activated Fixed issue where sneaking would turn player invisible while running with Mods Localization strings moved to Interface archive Minor UI improvements to Mods menu and Mods Detail menus Vault-Tec Workshop Fixes Vault Exterior Door no longer has a missing texture if Wasteland Workshop is not installed NPCs will no longer incorrectly sit at the Vault Security Desk Vault-Tec Water Pump and starting generator now auto repair when entering workshop mode Player can no longer assign companions or Overseer Barstow using the population management system to prevent this from breaking them Vault-Tec population management system will no longer say jobs are available when is no one valid for job assignment available Vault Experiments can be scrapped in workshop mode Fixed issue with Overseer Barstow’s audio cutting out after Clem’s interview Interviewing the second settler candidate will not reset after the dialogue option take a break Fallout 4 1.7.15 Update Fixes Fixed issue with Nuka World monorail not starting properly Fallout 4 1.7.19 Update Fixes General updates to Bethesda.net Mods Nuka-World Fixes Fixed issue where "The Grand Tour" could not be completed if Gage was your active companion when the quest started. Far Harbor and Contraptions Workshop Far Harbor and Contraptions were also updated on PC, Xbox One and PS4 with minor updates Far Harbor (JP) was updated to fix untranslated strings Fallout 4 1.7.22 Update Fixes Fixed issues with Bethesda.net Mods not appearing properly Fallout 4 1.8.7.0 Update Fixes Fixed an issue in which some sound effects would not persist after reloading in an area Resolved an occasional crash when exiting to the Main Menu, and trying to start a New Game Fixed an issues with spaces in Mods search queries Cannot rate “WIP” Work in Progress Mods, and Mods can now only be rated after they have been downloaded Doubled the amount of browse-able tiles in the Mods menu Fixed a rare crash that would occur when a Mod had an unexpected data structure Fixed an issue in which Library and/or Favorite Mods categories would not display correctly in specific situations Fixed an issue in which some Mods images would not load when scrolling quickly A Sentry Bot firing dual Gatling Lasers will no longer cause the audio to cut out Fallout 4 1.9.4.0 Update New Features Enhanced PS4 Pro Support Support for High Resolution Texture Pack (PC only) Added Featured category for mods Added ability to sort Highest Rated and Most Favorited filters by today, week, month and all time Added number of ratings count to Mods Browsing Menu Added number of favorites count to Mod Details page Added required dependencies to Mod Details page Added latest version number and notes to Mod Details page Fixes General performance and stability improvements Improvements to Reporting mods categories Fixed occasional crashes while scrolling through Load Order menu Improved Bethesda.net error messaging Fallout 4 1.10 Update New Features Creation Club Message of the Day Support for ESL file format Mods - patch version numbers and notes added to Mod Details page Bug Fixes General stability fixes related to enabling and disabling Mods Minor fixes to Bethesda.net functionality Fallout 4 1.10.26 Update Bug Fixes Fix for Load Order resorting improperly after downloading a Creation Minor fixes to Bethesda.net accounts functionality New Creations will no longer auto-download to your game. [Not listed in official changelog] Fallout 4 1.10.40 Update Bug Fixes Fixed crash related to changing profiles (Xbox One only) Fixed issues with screenshots displaying incorrectly in Creation Club/Mods Message of the Day heading revised Changed logic for how Creation Club content is initialized Minor bug fixes to Bethesda.net Fallout 4 1.10.50 Update New Features Official support for Xbox One X Bug Fixes Fixed corrupted textures related to reflections Updated script functions to support new Creations Removed Report button from Mods (Users should report Mods on Bethesda.net) Fallout 4 1.10.64 Update Unknown, no changelog was provided. Fallout 4 1.10.75 Update New Features Support for Pets Bug Fixes Minor bug fixes for Bethesda.net Bug Fixes for Creations including: Hellfire Power Armor Prototype Gauss Rifle Arcade Workshop Pack Fallout 4 Update 1.10.80.0 Bug Fixes Fix issue with long initialization load time at game start up Fallout 4 Update 1.10.106 No official changelog was provided. Fallout 4 Update 1.10.111 No official changelog was provided. Fallout 4 Update 1.10.114 No official changelog was provided. A post on Reddit by Bethesda indicates that this patch resolved an issue with time passing too quickly with the Settlement Ambush Kit. New security fencing has also been added to the DLC. Fallout 4 Update 1.10.120 No official changelog was provided. Support for new CC content was provided. Fallout 4 Update 1.10.130 No official changelog was provided. Support for new CC content was provided. Note: Fallout 4 Creation Kit was also updated to 1.10.130 to provide script updates to match the current state of the game. Fallout 4 Update 1.10.138 No official changelog was provided. Support for new CC content was provided. Fallout 4 Update 1.10.162 No official changelog was provided. Support for new CC content was provided. Scripts were added to the base game for use in generating "VR Workshops". The number of form IDs allowed in ESL flagged files has been approximately doubled. An accompanying CK update has been issued as well which raises the plugin version number to 1.0 and is necessary in order to take advantage of the expanded ESL space.
  23. I Have been trying to use loot it help with plugins but still don't know what I'm doing. It says I have 6 dirty plugins but don't know which ones.
  24. As for Skyrim just here only ask questions about Fallout 4. When creating a modification adding new STAT with NavCut for workshop I noticed that none of the meshes from Vanilla or DLC which have NavCuts do not have "Obstacle" flag for them. (creationkit.com reference) I have add "Obstacle" flag to the new STAT with NavCuts or not?
  25. From the album: Insane Fallout 4

    ShackMetalWallOuter04A.nif

    © InsanePlumber

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