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  1. Unofficial Fallout 4 Patch Version: 2.1.5 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 The glow map texture for the glowing mutant hounds got corrupted again somehow. It has been fixed yet again. Hopefully for good this time. (textures\actors\FEVHound\FEVHound_g.dds) The Graygarden workshop borders that were initially fixed in 23169 have been reverted and replaced with a direct mesh edit to properly indicate the borders instead. (meshes\Workshop\WorkshopBorderGrayGarden01.nif) (Bug #32583) The edit for debris material needs to be removed because the affected file is in use by more than just the previously known references. Reverts Bug #32322 and deletes the material file in Materials\Landscape\Ground\DebrisGroundTile.BGSM (Bug #32691) Several cells on Far Harbor end up with missing textures on XB1 due to a mismatch in the data sets for Previsbines in them. It doesn't matter what type of edits they were since the issue lies in the CELL record headers themselves. [AcadiaObservatoryExt02, FringeCoveDocksExt02, HarborGrandHotelExt03, NationalParkCampgroundExt, SouthWestHarborExt, DLC03POIDL02, DLC03POI14, DLC03POI55, DLC03POI02] (Bug #31597) Actor Fixes Amelia Stockton incorrectly had a synth component in her inventory that is instead supposed to be an on-death item. (Bug 32704) Female "Child of Atom" corpses only identified as a generic corpse rather than one specific to them. This was due to mistakenly inheriting the base data from generic corpses. [Loot_CorpseChildrenOfAtomFemale] (Bug #32791) Bullet's Minions remain gathered outside of Billy's house after the end of his quest because their package conditions would only make them follow Bullet as long as it was running. Since these minions only exist to support Bullet anyway, all conditions from the package have been removed. So where Bullet goes, his goons will follow. [MS01BulletMinionFollow] (Bug #19998) Item Fixes Seasoned Rabbit Skewers were missing a piece of wood in its recipe. All other skewered food requires one. [DLC03_co_food_SteakRabbit] (Bug #32739) Vendor counters at Bunker Hill could be destroyed during the battle because the furniture objects had destruction data attached. Once destroyed, the vendors can no longer do their jobs and can't be reassigned either. Unfortunately the objects will not regenerate if they're already destroyed. [WorkshopStoreMisc03NoEditDinerCounter] (Bug #32727) [NR] The Relentless modification had a NULL enchantment in its list. [mod_Legendary_Weapon_OnCritRefillAP] (Bug #32708) Empty Lukowski's Potted Meat Trays should have been set up as Aluminum rather than steel. (Bug #32684) The Workshop hamper was incorrectly set up to require wood scrap instead of the normal wood component. [DLC06Workshop_co_CleanFurn_Hamper_Empty] (Bug #32680) LLM_HuntingRifle and LL_MiscMod_HuntingRifle had entries in their lists which should have been set to level 11 but were mistakenly set for level 111. (Bug #32672) Nuka-Cide [DLC04_NukaCola_NukaCide] should provide a larger magnitude when the player has the Wasteland Survival 3 perk. The value checks on this were reversed. The boosted magnitude was also incorrectly set to 10 when it should be 11.25. (Bug #32671) The Calibrated Powerful Receiver mod incorrectly references the scope attachment point instead of the gun casing attachment point. [mod_DoubleBarrelShotgun_Receiver_MoreDamage2_and_BetterCriticals] (Bug #32778) Quest and Dialogue Fixes Rite of Passage (DLC03FarHarborM01) does not recognize meats added by Nuka-World. All of the DLC04 meats have been added to formlist DLC03FarHarborM01MeatList so that they will be usable in the quest. (Bug #32763) Strong's affinity dialogue checks were all incorrectly keyed to the player and would always respond neutral. Further, all of the random lead-in dialogue was set to check Admiration rather than Infatuation, resulting in only 4 sets of choices instead of 5 like it should be. And to top all of that off, none of his responses were properly randomized so only the first response in each set was ever used. [COMStrongTalk] (Bug #32699) Cedric Hopton should be set as protected after losing his essential status in Building a Better Crop (InstM01) so that he doesn't randomly die and improperly get the player blamed for his murder. (Bug #32690) During Hunter/Hunted (MQ205) the radio signal that lead you to the Courser should have been shut down. A property was missing on Z2-47's quest alias to call the stage that handled this. (Bug #32569) Pest Control, Hypothesis, Appropriation, Reclamation, and Political Leanings [InstR01, InstR02, InstR03NEW, InstR04, InstR05] could all be erroneously restarted after the player is kicked out of the Institute (or later destroys it) because the Story Management node was only checking to see if Synth Retention [Inst301] had been completed rather than also checking to see if the kickout conditions had been set. (Bug #32570) In Last Voyage of the U.S.S. Constitution [MS11], telling the scavengers you'll help them prompts Cait to say she liked the decision, yet she throws a negative affinity bump. This is caused by CompanionAffinityEventQuestScript calling the wrong affinity function for her response event. (Bug #32389) [NR] In the same quest, Strong incorrectly gives a neutral bump instead of a negative bump when telling the scavengers you're siding with Ironsides. (Bug #32389) [NR] The scientist who scans you for radiation at Vault 81 could never play his lines because they were all checking if he had the radiation amounts instead of the player. One response line was also incorrectly configured to only play for male characters even though it's a neutral line. (Bug #32803) During Road To Freedom [RR101], Deacon has some dialogue to vouch for the player when certain quests are done. If the player rescues Nick Valentine from Skinny Malone, Deacon's lines for this can't play because they're checking the wrong quest stage. (Bug #32802) Getting the final reward from Kent Connolly in The Silver Shroud [MS04] when you're at level 45 or higher makes you wait for an arbitrarily long time (until level 100). This is due to the fact that the armor is given to you based on Kent's level instead of your own. He's level 6, so the armor is the lowest one on the table. Given the scripting involved it's fairly clear this was supposed to give you the armor based on your own level, and if you were already at or above 45, to set it up so that no upgrades would be offered since none are available beyond that. Note that if you've already completed this quest you'll just have to play on to level 100 to get the appropriate copy since there's no way to determine what level you were when the quest was completed. (Bug #32783) [NR] At the end of Taken For A Ride [DLC04MQ01] the player is supposed to gain "ownership" of the Fizztop Grille, but this is never done. The end result being that the bed will not confer the benefits of the Well Rested or Lover's Embrace perks when slept in. (Bug #28846) During The Battle of Bunker Hill [Inst302], if the player kills 2 or frees 1 synth, the objective to deal with escaped synths is deactivated. However, further along in the quest when the player needs to report back to the Institute, the quest reinstates the objective when it shouldn't. Not only should it ignore this condition, it would also result in a duplicated objective in the quest list. (Bug #25914) After Open Season [DLC04RaiderKickout] there may be several dead raiders who remain behind indefinitely. This appears to be because several Actor Dialogue event quests could be running at the same time you're running around killing them all. These quests will all be shut down now once you've completed Open Season and should result in the raider corpses despawning after the expected amount of time. (Bug #22242) Similarly, after destroying the Railroad by killing all of its NPCs, none of the corpses ever get cleaned up because numerous quests are still running which are holding them in aliases. These will all be shut down upon reloading the game a second time after installing the patch. This should allow for time to go loot the bodies before the cleanup is triggered. (Bug #20003) Radio Freedom should no longer exhibit janky behavior like going silent after moving around, and should now work properly when placed Minutemen Radio objects are turned on. This was due to an odd set of conditions on the radio loop scene that would interrupt things if the player was not tuned in on the pip-boy or listening live at The Castle. (Bug #20522) In Pull the Plug [DN138] the second objective to return to Sulley is never completed and remains open in your pip-boy forever. (Bug #25186) Placement/Layout/Ownership and Other World Fixes 00204345: Duplicate decal deleted. (Bug #23765) 0006662E: Door that should not have been interactible as it leads to nowhere. (Bug #32572) 001B8987: Duplicate water bottle separated and placed next to the original. (Bug #32761) 000F933E: Reference to Dn047Worker02 is positioned in the editor in such a way that they can sometimes get pushed off the navmesh next to the chair they're linked to. This sometimes results in them being pushed through the ceiling or floor by the game attempting to move them to a valid position. (Bug #32759) 03044492: Footlocker clipping into a mattress. (Bug #32748) 00124772: Fire barrel clipping through an overpass. (Bug #32746) 0016C9C1: Stool stuck in a debris pile that should not be interactible. (Bug #32745) 000FFA66, 000FFA67, 000FFA69: Frag mines buried too far underground to be interacted with. (Bug #32744) 00164F95, 0016535F: Items clipping through a display counter. (Bug #32743) 000BC14D: Nuka-Cola machine rotated to prevent the door from clipping into the fridge next to it. (Bug #32741) 03056EEA: Dog Collar moved to the ground. It could not be looted from its original position due to being trapped behind a bad collision mesh. (Bug #32740) 001AEEF8: Unlootable tool box moved outside of the collision cube it was placed under. (Bug #32737) 0303DEED: Bench clipping into a wall. (Bug #32735) 0023AEFA: Duplicate toolbox separated and placed near the original. (Bug #32721) 001B19AF: Duplicate hazard trap deleted. (Bug #32720) 0022F115: Jukebox incorrectly set to use a workshop version when it's not in a settlement. (Bug #32705) 001BBBF0: Clutter piece missing its other half, leaving an exposed underside. (Bug #32777) 001FB9FC: Duplicate desk deleted. (Bug #32775) 0700002B: Grass patch added to cover up a huge gap under a wall. (Bug #32774) 000DCC2D: Duplicate elevator meter deleted. (Bug #32773) 000BF2A1: Duplicate traffic cone separated and placed near the original. (Bug #32772) 0300C965: Buoy set up with the wrong type of bell. (Bug #32677) 000c38bf: Incorrect roof hatch type used on the roof entrance to Fort Hagen. (Bug #32676) 00181BBE: Bottle stuck inside a fusion generator. (Bug #32649) 00248403: Unlootable pre-war cooler. (Bug #32636) 000EF623, 000EF613, 000EF61B: Desks facing backward into walls. Rotated 180 degrees to correct. (Bug #32598) 03036B98: Cooler clipping a wall. (Bug #32780) 073CB226: Wooden frame placed to cover a huge hole in the ceiling which allowed seeing through the underside of a building. (Bug #32776) 0018C597: Tinker Tom's microscope improperly has Havok enabled collision on it. Replaced with a standard NPC use microscope. (Bug #32637) 00197896: Dog spawner clipping through the ground. (Bug #32805) 000618a0: Reinstated ownership on this door. Reverts Bug #29157. (Bug #32804) 0002A3B3: Desk turned 180 degrees in the wrong direction. (Bug #32801) 00195F51, 00195F52, 00195F53, 001ABA7D: Unowned idle markers that should have been marked as BoSGenericNPCFaction. Companions could get stuck by them. (Bug #32797) 06027A8B, 06027A8C, 06027A8D, 06027A8E, 06027A8F, 06027A90, 06027A91, 06027A93: Items in the "Vault-Tec: Among the Stars" room that were erroneously set as owned by Penske's faction from Vault 81. All on a single table, so likely the result of a copypasta error. (Bug #32787) 00177AD8: Fire barrel clipping through the ground. (Bug #32601) 001B8CEC, 001B8CF0, 001B8CF4, 001B8CF5, 001B8CF6, 001BBF74: Raiders at Hangman's Alley that would respawn because they weren't tagged in the Encounter Zone. (Bug #27726) 07417FCB: Added a collision box to make it possible to climb up the stairs at Custom House Tower. (Bug #19895) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  2. Scythe Bearer

    Old Marine Tweeks, CC AMR

    Version 3.0.0

    5 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 Distress Signal. 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). This mod was cleaned with Xedit 4.04. Can't find the rifle by following the directions in the Distress Signal, here is a short video which may help: https://youtu.be/-RRgXhRJMtA If you wish to contact me about this mod, you can do so here or on Discord at https://discord.gg/jW7m65uNW7 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  3. Version 1.0.0

    1 download

    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 may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  4. Version 1.0.0

    28 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 may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  5. Version 1.0.0

    9 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. 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 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  6. Version 1.0.0

    11 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 may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  7. Scythe Bearer

    Atrium Light

    Version 1.0.0

    27 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 may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  8. Scythe Bearer

    Fortune Finder Leveling

    Version 1.0.0

    38 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 may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  9. Version 1.0.0

    19 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 may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  10. Scythe Bearer

    Where's The Rum

    Version 1.0.0

    30 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 may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  11. Version 1.0.0

    31 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 may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  12. Version 1.0.0

    12 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 may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  13. Scythe Bearer

    Working Kitchen Appliances

    Version 1.0.0

    87 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 may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  14. Updated my 2 mods for the most current versions, safe to update in current playthrough.
  15. 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!
  16. Version 1.1.2

    29 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
  17. Arthmoor

    Unofficial Fallout 4 Patch

    Version 2.1.5

    4972 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.
  18. 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!
  19. 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?
  20. 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.
  21. From the album: Fenrus's screenshots.

    Fallout 4 - My synths on patrol.
  22. 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.
  23. 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.
  24. twistedchevy08

    Loot

    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.
  25. 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?
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