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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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I have noticed that with at least 2 settlements the build area as defined by the Green hazy border actually expands beyond the named exterior location cell and therefore includes what must by wilderness cells inside this build area. This appears to result in some strange behaviour which may account for the Oberland Station NPC vendor bug that is listed - http://fallout.wikia.com/wiki/Oberland_station Obervation. When using Toggle Borders command at a settlement a Grid is displayed across the landscape. (yellow/black line grid and blue (cell quadrant?) grid. Crossing from one grid to another on occasion makes the grid vanish - it does not appear possible to traverse the entire world map with this grid always visible. Type 1. Within a settlement build area there will often be one or more exterior cells which are named and listed here. http://fallout.wikia.com/wiki/Fallout_4_cell_ID being inside these cell's the grid is visible. NPC's interact with objects ok within these cells. Type 2. Within settlement build area's there also appear to be cell's which are not named or listed but it is possible to cross into these cells and the cell border grid still remains visible. NPC's also seem to interact with objects ok within these cells too. Type 3. Within settlement build area's there are also appear to be cells which are not named or listed BUT crossing into these cells will result in the cell border grid vanishing. NPC's can experience bugs with interaction in these cells. Example. Oberland Station. Issue exists with assigning settler NPC as vendor and/or interacting with them if that store is located in a wilderness cell where the cell border grid is not visible. (Type 3.) If that store is then moved to the named cell (Type 1) or even the Type 2 cell it functions properly. Some similar issues may also occur with bed assignment / bed count. It is even possible to have multiple stores of the same type without issue (other than sharing the same inventory) as long as all stores are located inside Type 1 and Type 2 cells. I may have also observed build objects disappearing from Type 3 cells. (not conclusive, it is still possible I forgot to put a floor there.) Affected settlements found so far. Oberland Station. E44E is the named exterior cell for Oberland Station. Inside the build area. (Type 1) E44D OK(ish) Appears to be a wilderness cell (not named) inside the build area but it does not cause the cell border grid to vanish if you are inside it. (Type 2) E42D Not OK. Appears to be a wilderness cell partially inside the build area which crossing into results in the cell border grid vanishing. (Type 3) E42C Not OK. Appears to be a wilderness cell partially inside the build area and crossing into results in the cell border grid vanishing. (Type 3) County Crossing. DB3F is the named exterior cell for County Crossing. (Type 1) DB3E appears to be a wilderness cell. (can't find it on any cell ID list) this cell appears to take up quite a lot of the build area. (Type 3) DB5E also appears to be a wilderness cell but this is right at the edge and only just inside one corner of County Crossing build area. (Type 3) Settlers appear to farm area's in the wilderness cell DB3E but I experienced issue's with bed complaints until I moved ALL beds inside the named cell - DB3F. Since moving the beds I have had no issue at County Crossing. (I have not built any NPC stores/bar outside this area at this settlement.