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  1. Unofficial Fallout 4 Patch Version: 2.1.3 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 Due to an oversight in the quest scripts modified for bug #28982, unique items that are placed directly in the game world (i.e. not in an actor's inventory or otherwise in a container) could be missing entirely when a new game was started with UFO4P 2.1.2b installed. This bug affected four items in the base game, one item in the Far Harbor DLC and one item in the Nuka-World DLC. The fix makes sure that all missing items are recreated. You will be able to pick them up at their usual places (Bug #30815). Actor Fixes DN083_EncTurretTripodMounted: The template used by Barney's turrets was changed from EncTurretTripodMounted01Template to EncTurretTripodMounted04 (which brings them from level 1 to level 40), since the encounter zone they're in has a minimum level of 45 where level 1 turrets were almost instantly destroyed by the mirelurks they were supposed to defeat (Bug #24584). EncRadscorpion04Legendary, EncRadscorpion04AmbushLegendary: Legendary albino radscorpions were missing the material swaps for the albino skin (Bug #26401). LvlRadRoachNOSCALE: Due to a mistake with templates, the names of this variant of radroaches (with a fixed size) did not always match their appearance, i.e. normal radroaches were occasionally named glowing radroaches and vice versa (Bug #19884). Audio Fixes One of the settler voice recordings in a topic in ConvBunkerHillDebGenericNPC02 didn't match the other recordings or the subtitle. (Sound\Voice\Fallout4.esm\FemaleEvenToned\0005FB8C_1.fuz) (Bug #29509) Item Fixes Ultra-Jet: Despite its description stating an action point increase for 15s, this effect only lasted for 5s (Bug #30623). DLC04_Armor_Power_T51_Torso_RaiderOverboss: The overboss power armor torso was missing a null mod in the Misc slot (Bug #29223). CO_Mod_GatlingLaser_LaserReceiver_MoreDamage2: The construction of the Gatling Laser's Maximized Capacitor mod required the same science perk level as the construction of the Overcharged Capacitor mod, but should have required one level less (Bug #29496). FSTArmorMechanistWalkLImpactSet, FSTArmorMechanistWalkRImpactSet: The entries for walking in water in the impact data sets for the mechanist's armor were pointing to the impact data for power armor instead of the corresponding data for the mechanist's armor (Bug #29302). PowerRelayCoil: Removed a script that tried to set an obsolete stage on MS11 every time a power relay coil was dropped, picked up or moved between containers (Bug #23500). ModCol_PipeRevolver_Barrels_Long: The collection of long barrel mods for the pipe revolver mistakenly contained the long finned barrel mod for pipe bolt action guns (Mod_PipeBoltAction_Barrel_FinnedLong) instead of the corresponding pipe revolver mod (Mod_PipeRevolver_Barrel_FinnedLong) (Bug #29781). PA_X01_Torso_Lining_C: While all other third level power armor torso linings in the game add 120 HP, this one did only add 60 HP. This is no improvement compared to the corresponding second level mod (PA_X01_Torso_Lining_B), which adds 60 HP too, and thus unlikely to have been intended (Bug #29217). DLC03_Mod_Armor_Marine_Lining_Limb_ReducedDetection, DLC03_Mod_Armor_Trapper_Lining_Limb_ReducedDetection, DLC04_Mod_Armor_Disciples_Lining_Limb_ReducedDetection, DLC04_Mod_Armor_Operators_Lining_Limb_ReducedDetection, DLC04_Mod_Armor_Pack_Lining_Limb_ReducedDetection and Mod_Armor_RaiderMod_Lining_Limb_ReducedDetection all appear in mod collections for both arm and leg armor pieces and thus could be found on epic arm and leg armor items created by the game at run time. Though, once removed from arm pieces, the mods could not be put back nor mounted on other arm pieces because of an inappropriate mod association keyword (Bug #30341). DLC03_mod_armor_Trapper_Lining_Torso_Lighter3: This mod did mistakenly show up in the workbench menu for raider torsos, due to a wrong mod association keyword. Since it's a perfect duplicate of DLC03_mod_armor_Trapper_Lining_Torso_Lighter2 and also does not have a valid construction recipe (no materials specified), it has been invalidated (Bug #29782) Location Fixes HalluciGen, Inc.: Added a drop down marker to a ledge that didn't have one. Companions had to take a lengthy detour because they could not follow the player when he jumped down from that ledge (Bug #20418). Forest Grove Marsh: A one triangle navmesh island in a corner between a car frame and a container on the bridge just south of Forest Grove Marsh (cell -15,-6) has been moved out of the way since NPCs could get stuck there. On rare occasions, this could happen to Dogmeat during the quest MQ106 (Reunions) (Bug #19579). Somerville Place: The navmesh inside of the small bunker north of Somerville Place had no connection to the navmesh outside of it (Bug #28589). Quest Fixes Inst302: This quest never disabled all of the BoS soldiers that were enabled for the battle of Bunker Hill because some of them are not enable-parented and are enabled by scripts on various triggers instead. Because only those triggers can access them directly (through their links), they should also disable them eventually. To fix this, a cleanup function has been added to BHExtBoSEnable, along with some code that lets the script react to a custom cleanup event, and a custom script to send this event has been added to Inst302 (Bug #26704). RETravelCT07 (Simon attacks; Stash & Co, pt4): A tracking global was added to stop the story manager from trying to repeat this encounter after Simon is dead. The quest itself could not restart with Simon dead, but could get stuck in its startup phase and would then block its trigger forever (Bug #30279). DN009_MQ305 (Hunter/Hunted): At high levels, the scenes between the courser and the gunners could break because the courser was no longer able to kill his captives as intended. To avoid this, the quest script will now give him a custom perk that allows him to deal extra damage to his captives (Bug #29458). DialogueCovenant: Jacob Orden would still warn the player about Honest Dan even after MS17 (Human Error) was completed, because the respective topic had no appropriate checks to avoid this (Bug #28457). Also, Swanson's taunt line should only ever be used when he's targeting the player, but the respective topic had no appropriate checks either (Bug #28683). ComCurie, ComDeacon, ComStrong: Curie, Deacon and Strong will no longer comment on robots, synths and turrets looted by the player as if they were beings of flesh and blood. In addition to adding condition checks to various dialogue topics, this fix also required substantial modifications to CA_QuestScript and the quest CA_LootCorpse, as there would otherwise have been no target to run the checks on (Bug #23400). Inst302: The railroad agents enabled in the exterior world space during the battle of Bunker Hill were never disabled. While they do not respawn, any agent who survived the battle could stay in the area infinitely (Bug #30482). REChokepointCT02 (Stash & Co, pt1): Due to setting a tracking bool prematurely, this encounter could be missed entirely. The game would then proceed with starting the second part of this encounter series, where NPCs would talk to the player as if they had met before. Also, due to the quest shutting down and the aliases being cleared while the end stage fragment was still running, it could fail to move the NPCs back to the holding cell (Bug #29465). RETravelCT06 (Stash & Co, pt2): This quest was supposed to set a control stage and a tracking bool when the NPCs turn hostile, but this never happened because the scripts on its aliases were missing a property. This could result in the game trying to repeat this encounter or to proceed with follow-up quests in this encounter series (depending on whether the player spoke to Stash or not, and on his dialogue choices) even after all actors were dead. Also, due to the quest shutting down and the aliases being cleared while the end stage fragment was still running, it could fail to move the NPCs back to the holding cell (Bug #30228). RECampCT07a (Stash & Lexa dead; Stash & Co, pt3): Due to setting a tracking bool prematurely, this encounter could be missed entirely. The game would then proceed with starting RETravelCT07 eventually, and the player would miss a part of the story because he never witnessed the camp scene. This quest will now stay running until the player gets close enough to the camp site to discover the corpses and only then will set its tracking bool and be allowed to shut down (Bug #30278). DLC01MQ01 (Mechanical Menace): Ada's combat behavior flag on the scene DLC01MQ01_2400_AdaIntro was flipped from "end" to "pause", in order to allow her for resuming the conversation in case it gets interrupted by a stray enemy (Bug #28935). Deezer (Covenant) will now eventually be disabled when he's dead (Bug #25953). Knight Lucia (Boston Airport) will now eventually be disabled when she's dead (Bug #26818). BoSEnable: The BoS scribes enabled by BoS301 (Liberty Reprimed) were never disabled after the Prydwen had crashed. This will be handled now by the stage 200 fragment of BoSEnable (Bug #26818). DialogueGoodneighborRufus (Trouble Brewin'): This quest should not fail all of its objectives if Rufus dies after the drinkin' buddy has been delivered to him (Bug #24872). DLC04WorkshopBOSAttack01, DLC04WorkshopBOSAttack02, DLC04WorkshopBOSAttack03: These quests did never shut down, because they forgot to flip a bool property on their REScript once they got to the stage where shutting down was safe (Bug #28959). Papyrus Fixes DefaultDisableHavokOnLoad: This script had to be modified to handle cases where objects are placed on other objects that can be disabled or otherwise removed, such as knifes placed on corpses: when the corpse was cleaned up by the game eventually, it left the knife floating in mid air. The fix was then applied to a knife (001A6968) held by a settler corpse (Bug #26817). Perk & Stat Fixes The "highlight living targets" effect (DetectLifeChem) from Berry Mentats didn't benefit from the Chemist Perk because it was missing the necessary keyword (ChemEffect). (Bug #29095) Settlement & Workshop Fixes Outpost Zimonja: Fixed various navmesh issues related to gaps, precut meshes and overlapping triangles. To ease the reconstruction of its precut mesh, the cooking pot 0007285F was slightly moved away from a fence (Bug #30444). Jamaica Plain: Fixed a navmesh gap, grounded two significantly floating navmesh vertices and added a missing precut mesh to the news stand 00095383 (Bug #29901). Terminal Fixes BoS301ScaraMainTerminal: Due to a missing condition check, an entry on Professor Scara's terminal about the arrival of the Prydwen could be read before the Prydwen actually arrived (Bug #23252). Placement/Layout/Ownership and Other World Fixes 0019D9E2: Floating bobby pin box (Bug #30553). 000E9277: Enable marker missing an 'initially disabled' flag (Bug #30814). 00072807: Cinder blocks clipping into a guard tower (Bug #30444). 00024A21: A misplaced cluster of rocks and branches. One of the rocks was floating (Bug #30444). 03027F6D: A terminal linked backwards from a spotlight (0301EC6F) and a turret (03027F71) (Bug #30657). Roadside Pines: A leveled raider in power armor (001CCBB8) was forced by EMSystemTurf to use a wall lean marker while he was not in combat. This also forced him to exit from his power armor which he was unable to re-enter later on and which was usually found abandoned at the place of that marker (Bug #24597). Quincy Ruins: A leveled gunner boss in power armor (00225378) was forced by EMSystemTurf to use a terminal while he was not in combat. This also forced him to exit from his power armor which he was unable to re-enter later on and which was usually found abandoned and clipping into the table the terminal is sitting on (Bug #24597). Suffolk County Charter School: A terminal (0019A804) with no use has been disabled. The game data suggest that it was supposed to display some specific text, but this was never added by the developers (Bug #27222). 0704B75A: A wall piece was added to hide a gap between the wall pieces 000E1C39 and 00057BB6 (Bug #29463). 03054107, 03054108, 03054109, 0305410A, 0305410B: All Islander's Almanacs were missing the DefaultDisableHavokOnLoad script (Bug #30538). 0021FD4B: An absolete trigger that was moved out of the way by the patch earlier had to have its LocRefType removed, in order to prevent it from eventually ending up in an alias on DN084 (Bug #26181). 001A861A: A trigger, scripted to enable a linked reference that doesn't exist. It has been moved out of the way (Bug #26283). 0009D29E: A terminal linked with a wrong keyword to a door (Bug #25728). 07040C29, 07040C2A: Room corner pieces added to hide a seethrough gap in a wall. (Bug #28542) 00120730, 00120733, 00120775, 00120780, 001E80B0, 001E80B1: Benches that are placed backwards. (Bug #29455) 000A0E14, 000A0E15: Misplaced consumables. (Bug #29578) 000E7B59: Misplaced bakery ticket. (Bug #29622) 001E45D9: Cotton yarn with an incorrect ownership setting. (Bug #29622) 000A2D11: Minuteman corpse placed slightly below the surface of the ground. (Bug #30294) 000A2D12, 000A2D13, 000A2D14: Fusion cells and a stimpack that shouldn't have been set to respawn. (Bug #30294) 000A4AB8: Dirty Tan Suit partially stuck in collision of a locker, possibly making it impossible to pick up. (Bug #30554) 00096A8F: Misplaced box. (Bug #30592) 00232591, 00232592, 00232593, 00232596, 002325A2, 002325A4, 002325A5, 002325A6, 002325A9: Misplaced junk items. (Bug #30592) 00232595: Misplaced seat. (Bug #30592) 0023E76B: Weapons workbench clipping with wall slightly. (Bug #30592) 00044257: Wrong base type used on an opened first aid box. (Bug #30617) Text Fixes ConvBunkerHillDebGenericNPC02 [0005FBA6]: "Need some ammo, there? Just machined up a couple of boxes of .556." > "Need some ammo, there? I just machined up a couple of boxes of 5.56." (Bug #29508) BoSPAMPostGame [0002AFF6]: "Super Mutants are abominations of science and must be eliminated at all costs." > "Super mutants are abominations of science and must be eliminated at all costs." (Bug #30295) COMCaitIdle [000F161F]: "Raiders, Super Mutants, shamblers... you name it, they call the city home." > "Raiders, Super mutants, shamblers... you name it, they call the city home." (Bug #30296) [000F1659]: "Never seen a female Super Mutant before... and you know what? Never want to." > "Never seen a female super mutant before... and you know what? Never want to." [000F17CD]: "Super Mutants pack serious firepower, so expect the worst and keep your stimpaks ready." > "Super mutants pack serious firepower, so expect the worst and keep your stimpaks ready." ConvDiamondCityGenericNPC05 [0017E193]: "And become Raider fodder, or maybe a Super Mutant's dinner?" > "And become raider fodder, or maybe a super mutant's dinner?" (Bug #30297) DLC03_AO_Comment_Dialogue [030480AB]: "You live by the water, then the Mirelurks find you sooner or later." > "You live by the water, then the mirelurks find you sooner or later." (Bug #30298) DLC04COMGageIdle [0602779B]: "Super Mutants... dumb as shit, but you gotta respect their strength." > "Super mutants... dumb as shit, but you gotta respect their strength." (Bug #30299) [06028A30]: "If Super Mutants ever got organized... we'd all be screwed." > "If super mutants ever got organized... we'd all be screwed." DLC04ShankKatelynIntroScene [0601E2FB]: "Here. Earned this. Anything else you find out--" > "Here. Earned this. Anything else you find out-" (Bug #30300) [0601E2FE]: "Word is Super Mutants just hit the place." > "Word is super mutants just hit the place." MinRadiantOwned05 [0018BC86]: "Maybe you can help us fight these Super Mutants." > "Maybe you can help us fight these super mutants." (Bug #30301) [0018BC87]: "There's nothing to worry about." > "There's nothin' to worry about." MinRadiantOwned05PrestonGreeting [0016045C]: "A settlement has sent word - they somehow managed to drive off a Super Mutant raid." > "A settlement has sent word - they somehow managed to drive off a super mutant raid." (Bug #30302) MinRadiantOwned05SharedPlayerOutro2 [00160450]: "I'm sorry to report that the Super Mutants came back and tore up that settlement pretty bad." > "I'm sorry to report that the super mutants came back and tore up that settlement pretty bad." (Bug #30303) MinRadiantOwned05SharedPlayerOutro3 [00160451]: "We wiped out that Super Mutant raiding party." > "We wiped out that super mutant raiding party." (Bug #30304) MinRadiantOwned05Radio [0016042F]: "Attention, all Minutemen. Super Mutant attack reported. Please respond if you can." > "Attention, all Minutemen. Super mutant attack reported. Please respond if you can." (Bug #30305) MS09 [000F06B1]: "I was well-known as one of the belles of Boston society... back when there was any." > "I was well known as one of the belles of Boston society... back when there was any." (Bug #30306) MS11 [0016A8B2]: "You really think this place would be better off in the hands of Super Mutants or Raiders?" > "You really think this place would be better off in the hands of super mutants or raiders?" (Bug #30307) RadioDiamondCity [0017975D]: "Thanks to the actions of our favorite Vault Dweller, Rex will hopefully lead a long, happy life free of the clutches of Super Mutants." > "Thanks to the actions of our favorite vault dweller, Rex will hopefully lead a long, happy life free of the clutches of super mutants." (Bug #30308) [0017975E]: "Really bad luck, if, uhh, if you ask me... Anyway, Rex has been... He was saved by the, uhh, Vault Dweller." > "Really bad luck, if, uhh, if you ask me... Anyway, Rex has been... He was saved... He was saved... by the... by the vault dweller." [00179767]: "And finally, in a strange twist in this story, apparently one of the Super Mutants has actually broken ranks, and joined forces with the Vault Dweller." > "And finally, in a strange twist in this story, apparently one of the super mutants has actually broken ranks, and joined forces with the vault dweller." [00179768]: "One, uhh... One last thing that's... well, it's sort of related: One of the Super Mutants, has, uhh, I guess kind of, joined forces... with the, uhh, the Vault Dweller." > "One, uhh... One last thing that's, uhh... well, it's sort of related. One of the super mutants, has, uhh, I guess kind of, uhh, joined forces... with, uhh, the, uhh, the vault dweller." [00179792]: "Whatever their reasoning, I think we can all agree that fewer Super Mutants running around isn't a bad thing." > "Whatever their reasoning, I think we can all agree that fewer super mutants running around isn't a bad thing." [00179793]: "...That, uhh, that was a joke. Totally kidding, didn't really mean it... If the Brotherhood is listening I'm sure you're very nice, please don't kill me." > "...That, uhh, that was a joke. By the way, I was totally kidding... didn't really mean it... And if the Brotherhood is listening I'm sure you're very nice... please don't kill me." [0017979D]: "For anyone who'd heard the radio broadcast from one Rex Goodman, captured by Super Mutants, I'm happy to report that he has been rescued." > "For anyone who'd heard the radio broadcast from one Rex Goodman, captured by super mutants, I'm happy to report that he has been rescued." [0017979E]: "Maybe you heard the, uhh, radio broadcast... the one from Rex Goodman? That guy that was, uhh, he was captured by Super Mutants?" > "Maybe you heard the, uhh, radio broadcast... the one from Rex Goodman? The guy who was, uhh, he was captured by, uhh, super mutants?" [0017979F]: "They've recently been seen cleaning up Fort Strong, formerly occupied by some very unpleasant Super Mutants." > "They've recently been seen cleaning up Fort Strong, formerly occupied by some very unpleasant super mutants." [001797A0]: "They were last seen, uhh, attacking Fort Strong... The fort was, I mean, as far as I know, filled with, uhh... Super mutants." > "They were last seen, uhh, attacking Fort Strong... The fort was, I mean, as far as I know, filled with, uhh... super mutants. So... that's fun." [001797AC]: "So, he's... He's alive... yay... and I guess will probably avoid Super Mutants. Even more than, uhh, than he used to." > "So, he's, uhh... He's alive... yay... and I guess will probably avoid super mutants. Even more than... than he used to." mod_10mm_Receiver_BetterCriticals, mod_PipeGun_Receiver_BetterCriticals, mod_PipeBoltAction_Receiver_BetterCriticals, mod_PipeRevolver_Receiver_BetterCriticals, mod_HuntingRifle_Receiver_BetterCriticals, mod_CombatRifle_Receiver_BetterCriticals, mod_CombatShotgun_Receiver_BetterCriticals, mod_AssaultRifle_Receiver_BetterCriticals, mod_Deliverer_Receiver_BetterCriticals, mod_DoubleBarrelShotgun_Receiver_BetterCriticals, DLC03_mod_RadiumRifle_Receiver_BetterCriticals, DLC03_mod_LeverGun_Receiver_BetterCriticals, DLC04_mod_HandmadeGun_Receiver_BetterCriticals: The description of all Calibrated Receivers incorrectly read "Better critical shot damage" when they should have read "Better critical shot damage and accuracy." (Bug #30352) pa_comp_T60_Leg_Lining_D: "T-60d Left Armor" > "T-60d Leg Armor" (Bug #30469) BoS_DN084_Terminal_MassFusionMAIN1FCustomerService_NFSub01 [Menu Items; Item ID 3]: "If you're experiencing the following symptoms, we give you our word you that they are in no way related to our Cleanpower technology: Nausea, vomiting, diarrhea, headache, fever, dizziness and disorientation, weakness, fatigue, hair loss, poor wound healing, low blood pressure, skin flaking or burns." > "If you're experiencing the following symptoms, we give you our word that they are in no way related to our Cleanpower technology: Nausea, vomiting, diarrhea, headache, fever, dizziness and disorientation, weakness, fatigue, hair loss, poor wound healing, low blood pressure, skin flaking, or burns." (Bug #30534) BoS_DN084_Terminal_MassFusionMAIN1FCustomerService_NF [Menu Items; Item ID 4]: "After spending six years years cutting his teeth as an electrical engineer with Poseidon Energy, Mr. Oslow decided he'd had enough with traditional methods of energy distribution and founded Mass Fusion to begin realizing his vision." > "After spending six years cutting his teeth as an electrical engineer with Poseidon Energy, Mr. Oslow decided he'd had enough with traditional methods of energy distribution and founded Mass Fusion to begin realizing his vision." (Bug #30534) DialogueGoodneighborRufus [0017D524]: "Dunno if you've had the beer down at The Third Rail, but I swear Charlie must've found it in a sewer with how bad it tastes." > "Don't know if you've had the beer down at The Third Rail, but I swear Charlie must've found it in a sewer." (Bug #30535) [0017D526]: "Dunno if you've had a beer here yet, but I swear Charlie must've found it in a sewer with how bad it tastes." > "Don't know if you've had a beer here yet, but I swear Charlie must've found it in a sewer with how bad it tastes." [0017D545]: "Great. So the brewing machine is in the basement of an old bar call the Shamrock Taphouse." > "Great. So, brewing machine is in the basement of an old bar called the Shamrock Taphouse." / "When you leave town make your way around east till you hit Atlantic Ave. Bar's got a big green sign. Bring it back to me when you're done." > "When you leave town make your way around east till you hit Atlantic. Great big green sign. Bring it back here when you're done." Inst301Shared11 [000E6A1A]: "You had me for a minute there." > "You... you had me for a minute there." / "Kill these sons-of-bitches!" > "Kill these sons of bitches!" (Bug #30583) COMDeacon [000F9681]: "God damned, robots. Tough sons-of-bitches." > "God damned, robots. Tough sons of bitches." (Bug #30584) [000F969E]: "This will be our finest hour. Tales shall be told of our fight versus the rad roaches." > "This will be our finest hour. Tales shall be told of our fight versus the radroaches." [000F969F]: "Rad Roaches. Oh, scary." > "Radroaches. Oh, scary." [000F96AE]: "Because Super Mutants needed a giant bigger brother." > "Because super mutants needed a giant bigger brother." [000F96B0]: "Time for a Super Mutant show down." > "Time for a super mutant showdown." [000F96B6]: "God damned, turrets." > "God damn turrets." The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  2. Version 2.1.3

    4508 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.
  3. So it appears we've been hit with an impenetrable roadblock in the workshop system. Bethesda, for reasons unknown, has made some rather... bad changes to how things work. If you don't want to read through the details, the summary of the situation is this: Settlers recruited via the radio beacon (basically all of them really) or settlers placed via console commands (shame on you people!) will begin to exhibit gear, appearance, gender, and even race changes after a certain amount of time. My own testing shows this is tied to how long the respawn timer is for the game. Cut it to one hour, you can get the problem almost immediately. Raise it, and you can probably delay it, but it will cost severely in performance elsewhere. In the end, it's an engine issue we cannot solve. Eventually, just standing around in the cell WHILE THE SETTLERS ARE WITH YOU will result in them changing if you turn your back on them, even for just a few seconds. Thread on Bethesda.net: https://community.bethesda.net/thread/53871 Let them know this needs to get fixed! Anyway, here's the details, as explained by Sclerocephalus: IMO, this may sound a death bell for the project. Settlement issues are a large portion of what's wrong with the game and it has taken him/us 4 iterations of work to get to the point we're at now, and now it's all for nothing. Considering Bethesda themselves screwed this up for reasons unknown, I don't know if we can trust them not to completely screw something ELSE up later on that gets in the way of fixing a broken quest, bad flags on NPCs, or even stuff as simple as fixing typos. We are already operating under restricted conditions with being unable to do any sort of mesh fixes and being severely limited in the ability to do placed reference corrections. Adding all of this makes it even less useful as a project now. Only Bethesda can ultimately fix this, so IMO, people should start directing bug reports to them. Make them realize that as long as they're screwing up fundamental systems for resource management reasons, we can't do anything. There was absolutely no reason to have done this either since NPCs placed via script calls don't need to be persistent outside of their settlements and they had no reason to believe that performance would improve by cycling them repeatedly while you're in the settlement. In fact, logic dictates it does exactly the opposite. A few additional comments from Sclerocephalus:
  4. Hi. I have been experiencing a bug in fallout 4: In the blind betrayal mission, Danse becomes enemies with the brotherhood of steel if you keep him alive, i kept him alive and decided to join the Railroad, meaning I destroyed the Prydwyn and ended the game with that faction. I went back to Listening Post Bravo and wanted him to be my companion, however, when i interacted with him, there was no response! My character would spout: "Excuse me, paladin danse?" and Danse wouldnt reply, I couldnt access the trade menu or engage in a conversation. It would be amazing if you fixed this, as Danse is my favourite companion and it is a damn shame that Bethesda blocked me from engaging with a former companion who is enemies with the Brotherhood because I am enemies with the Brotherhood!! There is no logic! It would really enhance my and others' experience with the game. Thanks
  5. Ok, so for those of you who were wondering, yes, we're planning to go ahead with doing an Unofficial Fallout 4 Patch. It may be a bit early for this, all depends on how aggressively Bethesda begins patching the game, but we figure it's best to get off the ground sooner rather than later so that we know more or less what to expect once the official tools are released. We will not begin any kind of proper work on the first release of the UFO4P until after the official CK/GECK is available. In addition, we probably won't be taking on any mesh or texture fixes until community tools have progressed far enough to handle these properly. Many of them are already making good progress, but they need to be in solid working order before anyone with 3D and/or texturing skills can really do effective fix work. There is little point in trying to fix much of anything until then. For now, just play, and enjoy the game like we are. There's no rush. Post any bug reports you have in our collection thread. This was basically to let folks know that we're on board for this. If you run into a quest bug, script bug, etc, please also report those here: http://forums.bethsoft.com/topic/1544248-bug-report-index-pc/- Bethesda can't attempt to fix what we don't report, and it's best for everyone if they do. The less we need to deal with when the time comes, the better.
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