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Hello everyone, this is my first post on this site so I hope posting this question here is fine. So I’ve been looking into a very specific bug in the game which seems to have been a thing since the very release of the game up until now. It occurs without mods as well as with various versions of the Unofficial Patch. I found plenty of interesting examples and it looks like it happens on PC as well as on all consoles. The bug is even mentioned on some wikis, but there has been nobody who actually explained why it happens or how it can be triggered. So far, I’ve found examples for four variations of it: You travel to a settlement (and stay there for a while) and a random object appears next to a crop. This only seems to happen if the crop is assigned. Advancing a quest accidentally spawns an item intended to be placed in a specific container at a random crop in a random farm instead. You’re on a farm already and move or plant a crop and a random object spawns right when the crop is placed down. Shooting a spotlight pops out a random object in addition to the broken light object. I only found one single example for this one and they got it on the exit door of the Corvega Plant interior where you do the first Minutemen Quest. Spawned objects include: Star Cores (most common), Space Suits, specific quest holotapes (from "Long Time Coming" and "The Lost Patrol"), dead bodies of enemies that were defeated earlier on the save, scenery items like walls, Provisioner Robots stripped of all their robot workbench mods, the Beryllium Agitator, legendary items from the CustomItemQuest, DLC03_CustomItemQuest and DLC04_CustomItemQuest quests, tanks and the Yangtze Warhead. Here are some examples of the bug happening from various players: Weird Fallout 4 Crop Placement Bug (Video) (3) Legendary weapon spawned in a tato patch at Abernathy Farm (1) I just found a Star Core in Abernathy Farms Tomato's in the dirt? (1) I don’t know if this is a bug, but I found this Star Core in Graygarden (1) Found it lying on the farming area in The Slog. Just why? (1) I found a star core in my melons does anyone know why (1) Wait… what??? Planting melons and this just appeared in the melon patch. (3) Odd glitch in a tato plant at Abernarthy Farm (1) Weird ass bug in Abernathy farm. (3) County Crossing STAR CORE? (1) I found this, when I planted a carrot (3) Appearing tanks outta nowhere anyone? (1) There's a tank in my farm in Fallout 4 and I need help. (1) I'm so confused, how did a star core spawn in the Abernathy farm melon patch? (1) Crop Spawned Weapon (3) Does anyone else have glitching problems on the Eddie winter quest? (2) Long Time Coming bug (Abernathy farm) (2) Armor found attached to corn at my base (3) Umm what is this glitch? (1) "The Lost Patrol" bug [FIXED] (2) Found Final Judgment just lying on the ground in Sanctuary (1) I just found the Yangtze warhead on top of a melon at Abernathy farm (1) I guess I'm starting Nuka-World earlier than expected (4) It appears like these things are properly moved and not just spawned in. One of the examples mentions Admiral's Friend being removed from the vendor after it appeared in their farm. The most common places the random things appear at seem to be Sanctuary, Abernathy Farm and Oberland Station. Unfortunately, my knowledge of the mechanics of the game aren't deep enough to actually look into this properly on my own. Believe me, I tried. So far, my best theory is that the game somehow attaches the wrong reference to the FurnitureBase. This results in the object being pointed to spawning next to the crop if an assignment is done or the crop is moved. I was able to confirm this by making a mod that sets this value to the Eddie Winter Holotape and indeed, this will make the holotape spawn exactly like the provided examples above. I don't know for sure how this mix-up happens, but I assume it has something to do with extreme lag on list init or installing DLC or mods on existing saves which change the indexes of the checked lists which results in the wrong index being used, switching FormList [15] to HoloTape [15] for example. If this is indeed the culprit, I would suggest updating CreateFurnitureMarkers() in WorkshopObjectScript.psc to add a check if FurnitureBase is Furniture and if it is a FormList instead, to check if it's randomly selected index is furniture. You could also check afterwards if the furniture is flagged as a marker though it looks like this flag is not set for a lot of markers, so we'd have to actually set them for all the crop markers. Any help in looking into this would be very appreciated. To my knowledge, this bug hasn’t been mentioned on this forum yet. If it has been and I’m just bad at searching stuff, just let me know.
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Version 2.0.13
2405 downloads
Feeding the empire, one roast chicken... or pork chop... or rabbit steak at a time! Cyrodiil demands MEAT! Ever notice how there's no real farming presence in Cyrodiil? Except for some really small isolated places, there's perhaps one major operation going on outside of Skingrad. And they make wine. Wine is great and all, but where do folks get the meat? I mean the good meat. Chicken, pork, rabbit. We have plenty of mutton, but, well, mutton can only go so far before it gets old. There's also a noticeable lack of traditional crops being grown anywhere on any kind of meaningful level. So I got bored while thinking about this and decided it was time to do something about it! I searched high and low and found only a small number of farming mods. The usual. Sheep, sheep, sheep, and oh, more sheep. Wonderful. Got the mutton sources covered now. So I'm attempting to fill in some of the gaps. There were a number of other good farming mods but they all landed in locations that were less than ideal, at least for my game. The UL team has someone working on a grand implementation out by Anvil, so I figured on letting them take care of that. So why Faregyl? What's so special about this place? Nothing really. When I scouted for locations it wasn't used by anything I could find. So I figured it was as good a place as any to stick some small farming operations. This mod adds a pig farm, chicken farm, rabbit farm, some traditional crops, and a local smithy to the Faregyl area. Instead of an isolated sleepy old inn, now there's a useful farming village to help sustain the population. Each farm is owned by an NPC who has a work schedule and a normal eat/sleep schedule. Don't try and mooch off the stuff though. Killing the livestock or stealing the crops is going to make someone angry if they catch you! There's also a local smithy who will repair gear and sell mundane supplies and equipment. He's got an ox to pull his cart, but the ox is mean. Don't mess with him. There's also two local legionaries who patrol the area to help keep the peace. And of course, the abandoned gold mine. Something the locals are reluctant to talk about.... Addendum for 2.x: If all you're looking for is a nice little village mod, you can ignore the quest and things will continue on their merry way. This mod was originally intended to be just that. A village with some nice atmosphere and a bit of a twist on the buildings. The mine quest as it was in version 1.x was an afterthought thrown together without much planning or direction. It is of course fun, and has some nice story elements and is worth the trip down there just to see it. Of course, as with all things of this nature, I couldn't resist tweaking and fiddling and have ended up creating something much more. So if you're into questing, the surest way to trigger things is to head for the mine. You may also get it as a rumor from elsewhere. If you've played through 1.x already, then you'll already have a pretty good idea of what's going to transpire. Things have been adjusted some and the quest is now tracked via the journal with actual logs. The story has been fleshed out more and is a lot more interesting. There's also a bit of cross-mod story telling going on. A mod called Pemberly Manor had some mention of one of the NPCs having holdings around Cyrodiil. One of which was the farms at Faregyl. I've incorporated this into things and not only are the farms owned by the NPC, but so was the mine. To say more would spoil. A word of warning - the quest now has some real consequences based on what you do and the decisions you make. The mine is no longer the end of the story. The state of the village itself can be affected. As you progress this should become somewhat obvious. It is also possible that you will not get to experience everything that's possible. Yes, some decisions can have dire consequences. Yes, you can be evil, and yes, you can screw things up even if you weren't planning to. This is an aspect of many games that Oblivion is lacking in. Most of your actions have no real impact on Cyrodiil. They will in Faregyl though. Of course, that means you can play through again with a different character and have a different outcome. Something else to keep in mind. Certain mods may influence the outcome of events depending on what their NPCs may do while in the village. Play your cards right and some of those extra NPCs may help you turn a bad situation around. Travelers from TIE come to mind as the most common examples. A few of them make regular stops in Faregyl and are generally friendly to the player. Influence from mods can also go bad if they place enemies near the area. You've been warned. Also a general caution. This has been the case since first release, but none of the villagers are marked essential. If they die, they die. I've made every effort to keep nasties away from the village by removing spawn generators but I can't cover everything.