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  1. 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.
  2. EDIT - 11:14, 26 Aug 2016: After starting a new game with all the below mods disabled, I found the bug stopped. Now it's just the process of finding whether or not it's caused by a single mod or a clash between two or more. I do know, however, that it is not caused by UFO4 Patch. Not by itself. EDIT 2 - 12:22, 26 Aug 2016: I believe I've found the culprit and am testing to see if any other mods produce the same effect - DarkStar Radio seems to be the mod responsible. EDIT 3 - 14:47, 26 Aug 2016: I found that the mod causing the error is DarkStar Radio by creeperking31. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Recently I've noticed a rather annoying little bug. I didn't see anyone else speak of it so I will. I don't know if it's being caused by one of the mods I have installed (I'll provide a list at the end) or just a new bug in a Bethesda game. Anyway, in the home the PC starts with in sanctuary hills, after going to the vault and coming back, has broken walls. It's like everything is shifted to the right by a bit and it's very easy to get caught inside one of the walls simply by walking up to it. What with how long it takes to reload files after changing the mod order and then loading a gamesave, I just don't have enough patience to single out which mod is causing the error, if it's a mod bug at all. As it is on the console, I don't have a good way of taking a screenshot and posting it along with my text. Also, I should mention that this isn't my own console or game, I'm borrowing them from a friend and I'm trying to get this resolved before he takes it back which could be in a few days as he wants to play when Nuka World is released, for obvious reasons. Current Mod List: Unofficial Fallout 4 Patch by Arthmoor Cheat Terminal[Xbox One] by NexusAU Settlement Limits Slashed: Xbox Version by Trainwiz Vanilla Crafting Expansion by Fruckert Blacksmith's Crafting Expansion Version 27by mattdamon420 Vault-Tec Workshop - Power Conduit Radius Increase and No Build Limit by StormLord Unlocking Ballistic Weave with Other Factions [Xbox One] by crazysam10 - currently disabled Surprise MF (XBOX) by MrMibs M1918 BAR by PimplyPete Remington Model 1858 by PimplyPete Modular Kalash (XB1 Version) by DOOMBASED Modular Simonov PTRS-41 Anti-Tank Rifle by kazumamqj WWII Colt 1911 (XB1) by leo2link Desert Eagle (XB1 Version) by DOOMBASED M60 Light Machine Gun by TrainsCDG - Currently Disabled [XB1] The Gunslinger Outfits by TheRealElianora Communist Army's outfit (XB1) by Satojomov Classic Army Helmet by Satojomov NCR Veteran Ranger Armor (XB1) by unoctium [XB1] Slooty Vault Jumpsuit by TheRealElianora [XB1] Unlimited Companion Framework by expired6978 [X1] Minuteman Waving Flag [Workshop Object] by Cryax98 DD_Xboners_Castle_wall_patches - I don't know who made this, I think it was removed or replaced at some point as it has no description The 80's Mix (Xbox) by SpentCasing Awesome Mix Vol. 1 by Illustrious DarkStar Radio (Xb1) by creeperking31
  3. Arthmoor

    [RELz] A Brotherhood Renewed

    "The Cheydinhal Sanctuary is but one of many secret Dark Brotherhood safe havens spread across the Imperial Province." You've completed your contracts. You rose through the ranks. Lucien entrusted you with his life. After a long and difficult struggle, you saved the Dark Brotherhood from total annihilation. All that remains of the once proud and powerful organization are you, Arquen, and some lowly random murderer the two of you found. After all this you're satisfied with visiting Bravil once a week to collect a pittance of cash? Is there nothing more to be done? The story just ends here, like a bad movie? Not anymore. The time has come to reclaim lost power, to retake lost sanctuaries. To renew the Dark Brotherhood. This mod adds a short series of quests to the end of the saga of the Dark Brotherhood which takes place after your first visit to Bravil after becoming the Listener. I always felt that Bethesda cut things short at the end of the quest line. You're just supposed to continue on, as though nothing was wrong, after your entire organization was brought to its knees? What about all those sanctuaries out there the game makes a point of mentioning but you never see? This is my answer to that and at least brings things to a more sensible close by the time you are done. You may install this at any point during the game, it is not necessary to wait for the end of the quest line. In fact, some of the involved characters will exist and be out in the game world prior to everything turning for the worst. You may not even realize who they are when you find them. Once you have made it to the end of the quest line, visit the Night Mother statue in Bravil (and return to Arquen with the info) at least once. You will be approached by a courier after 7 days to start things off. Though be patient, he needs to find you somewhere public. My Patreon Page: https://www.patreon.com/arthmoor Downloads AFK Mods TES Alliance Installation Copy the ESP file, the meshes, textures, sound, and video folders to your Data folder. If asked to overwrite, do so, as many of my mods share resource files and will overlap safely. Just keep note if this should happen. Use of BAIN is strongly recommended as it keeps track of resource overlaps better. Uninstallation Manually remove the files installed. You will probably have to refer to the archive for that. Bear in mind that this mod may share resources installed by some of my other mods. Try not to delete stuff my other mods need If you used BAIN, just uninstall from the BAIN installers tab. It will keep track of what needs to stay behind. Compatibility There should be very few if any compatibility issues with the sanctuary locations except in cases where other mods might have edited the areas they connect to. Should be fully compatible with mods that alter the Cheydinhal Sanctuary - provided they do not remove Arquen from the game. No edits to any of the cities or outdoor worldspaces have been made. Must load after OOO to prevent conflict with one quest. Vaults of Cyrodiil: (works, but patch not practical, reason in spoiler) During the Chorrol quest, you get sent to the inaccessible part of Crumbling Mine. VoC places one of its treasure rooms there while deleting the floor parts needed for cleansing the Chorrol Sanctuary. Therefore the back door into Crumbling Mine drops the player into the void. You will need to go in through the normal entry to Crumbling Mine, make your way to the ruined wall, and VoC will offer to let you squeeze through to the other side. The vial containing the blood will be accessible this way. Or you can use the console TCL command to turn off collision before going through the back door, then just cheat-float to the treasure pile. Must be loaded after OOO to avoid a conflict with another portion of the Chorrol Sanctuary quest. Credits Cliffworms: Anvil Sanctuary. The-Manta: Bruma Sanctuary, Leyawiin Sanctuary, texturing work for the red welkynd stones. Dwip: Chorrol Sanctuary. Dialogue topics so DB members actually feel like DB members. DB follower handling. Red welkynd stone icon. Many repeated test runs to weed out bugs. StarX: Variations of the Black Hand banners found in defiled sanctuaries. throttlekitty and Da Mage: Water plane resource used in the Leyawiin Sanctuary. Alasdair - Nordic tomb tileset. Phitt - For helping fix the tileset by flipping the collision normals. ForestDillinger - 3 second silent video plus audio effect. WhoGuru - Ayleid cage mesh with animated door. Phoenix Amon - Book jacket textures used for some of the DB books in the mod. Hanaisse - Help with testing. Andalaybay - For great patience and help in untwisting the mess that got made of Edla's quest, plus other stuff. DarkRider, Greenwarden, Hanaisse, and Aranas for voice work on the relic hunter rumor line. The TESA Beta Testers Guild - For helping to weed out some of the more inconspicuous bugs and offering some suggestions that were incorporated. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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