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  1. Unofficial Fallout 4 Patch Version: 2.1.6 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 1.10.980 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. Requires Official Hellfire Power Armor DLC. Requires Official X-02 Power Armor DLC. Requires Official Heavy Incinerator DLC. Requires Official Enclave Weapon Skins DLC. Requires Official Enclave Armor Skins DLC. Requires Official Halloween Workshop DLC. Requires Official Tesla Cannon DLC. Requires Official Makeshift Weapon Pack DLC. Requires Official Enclave Remnants 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 Official 1.10.980 Patch Update Reconciliation Merged change in Heavy Flamer with the position fix for the toolbox so that it will properly require the Keeper's Toolbox Key. Forwarded the location data added by Enclave Remnants to GlowingSeaPOIJS02. UFO4P Fixes workshop_co_SleepMattress is an inaccessible recipe and therefore the edits to it are unnecessary. (Bug #32786) [Note that it being duplicated in the menu is NOT a vanilla or UFO4P bug. It is something triggered by Buffout and needs to be fixed on their end of things.] workshop_co_BedMattress formula has been adjusted to use less steel so that it makes more sense in line with beds that have actual frames. (Bug #33040) Crashes for users with nVidia RTX cards who attempt to open the Graygarden workshop menu have been resolved. Glitchfinder has provided us with a mesh that eliminates the problem. (Bug #33066) [meshes\Workshop\WorkshopBorderGrayGarden01.nif] An error in script DLC03:TrapBear causes actors without the Lightfoot perk to fail to properly trigger traps using the script. (Bug #33086) 03043A2D: Rifle that had its placement adjusted at some point but then somehow ended up sitting upright with improper rotation values. (Bug #32959) Gunslinger level 5 had the weapon checks on the wrong perk entry tab from our fix in UFO4P 1.0.1. (Bug #33846) The useless Nukalurk Eggs have been removed from the spawning activator. Reverts 27393. The item itself as created by UFO4P will remain to prevent possible CTDs. Go sell the useless eggs or something (Bug #33834) Modified the fix in stage 101 of Reunions [MQ106] so that the Command Center door is not set into a bad state which may then lead to breaking the arrival of the Prydwen. (Bug #33695) December's Child weight decrease was applied incorrectly resulting in it being heavier instead of lighter as intended. [DLC03_mod_Custom_Weapon_M4] (Bug #33931) 0724DB6F: Fog Condenser added by UFO4P was not linked to its jug. (Bug #32769) Actor Fixes DLC04_LvlGang_Operator_Boss incorrectly drew from generic raiders which would sometimes result in choosing a Disciple instead of an Operator to fill the template. (Bug #33772) MQ302Minuteman02 had incorrect face morph values due to being switched from female to male without a proper facegen update. (Bug #33000) Old Longfellow is missing the ability that controls the Live & Love perks for companions. (Bug #33938) LCharMoleratLegendary and LCharMoleratAmbushLegendary incorrectly spawn ordinary Mole Rats between level 7 and 13. The Mole Rats themselves also lack their appropriate skins and material swaps. (Bug #33935) Caged versions of Glowing Mole Rats and Mutant Hounds did not get the fixes that were done for the non-DLC versions. (Bug #33933) Deathclaws permanently mark a target to dismember on death due to the effect wrongly being set up as an ability. [abDeathClawClawsSpell] (Bug #33920) Following Last Voyage of the U.S.S. Constitution, the Lookout does not go with his shipmates if the quest ended with the ship crashing into the Baxter Building. [DialogueMS11 - New Alias AI Pack added] (Bug #33139) After completing "Out of the Fire" [DN121] Saugus Iron Works respawns a leveled raider boss to fill the leader position. This leader should not have been spawning in using Slag's specific version of raider power armor. [LvLForged_Boss] (Bug #32871) Guard settlers are not using the correct template reference for their inventories. Rather than using EncWorkshopNPCMaleFarmer01Template they should be using EncWorkshopNPCMaleGuard01Template. (Bug #33957) Synth Refugee [DLC03_Loot_CorpseSynthRefugee] and its female counterpart lack a Synth Component on their bodies, as is found on other dead synths. (Bug #32555) Item Fixes DLC03_LL_Armor_Trapper_Coast_Underwear had an invalid form in the list. (Bug #32989) Fancy Plaid Suit & String Tie [DLC04_Armor_Operators_Underarmor_02] was accidentally left out of the Operators underarmor list. [DLC04_LL_Armor_Operators_Underarmor] (Bug #33849) DLC01LLI_Vendor_BotMods_Basic_Armor erroneously contains a useless component for Mr Handy Bottom Armor that doesn't have a craftable recipe, nor does it have a craftable modification for it. [miscmod_DLC01Bot_Torso_MrHandy_Armor_Standard_Bottom - removed] (Bug #33848) DLC04_NukaWorld_Meat75 erroneously offers up Flying Ant Meat which is never used in anything and was apparently cut from the game. (Bug #33847) MacCreadyOutfit erroneously includes an unplayable set of Road Leathers [Armor_MacCready_Raider_Underarmor] which he cannot use due to his duster conflicting with the biped slot. (Bug #33918) Basketballs for the Nuka-Cade should cost 4 rubber instead of 2, or the player will be capable of an infinite rubber exploit. [DLC04workshop_co_NukacadeHoopShotBall] (Bug #33842) Prewar_Locker_01 was missing its open and close sounds. (Bug #33841) Acid Soaker ammunition only crafts a single round instead of the 20 it was supposed to be. [DLC04_co_Ammo_AcidSoaker] (Bug #33840) The Gatling Laser Overcharged Capacitor mod incorrectly requires Gun Nut level 2 when energy weapons are always governed by the Science! perks instead. [co_mod_GatlingLaser_LaserReceiver_MoreDamage3] (Bug #33839) Vault-Tec Deep Pocketed mod has no crafting requirements. [co_mod_armor_VaultTec_Lining_Torso_ImprovedCarryCapacity2] (Bug #33838) Overboss Power Helm [DLC04_Armor_Power_T51_Helm_RaiderOverboss] is missing the default raider headlamp in its template. (Bug #33836) MeatBag_Floor001 and MeatBag_Floor002 had wild edits applied by the Wasteland Workshop DLC that serve no purpose. (Bug #33945) mod_InstituteLaserGun_Scope_ScopeMedium, mod_InstituteLaserGun_Scope_ScopeMedium_NV, and mod_InstituteLaserGun_Scope_ScopeShort_NV are all set to the wrong zoom value for the type of scopes they are. (Bug #33944) mod_armor_Combat_Lining_Torso_Lighter and DLC03_mod_armor_Marine_Lining_Torso_Lighter should both be providing 5 AP instead of 2 since they are for the torso slot. (Bug #33943) DLC04_mod_HandmadeGun_Receiver_MoreDamage3 errneously has dn_HasReceiver_Converted applied even though it's not changing the ammo type. (Bug #33942) DLC04_TrashObjectBurgerbox01, DLC04_TrashObjectCup02, DLC04_TrashObjectCup, DLC04_TrashObjectPizzabox01, DLC04_TrashObjectCupGroup, and DLC04_TrashObjectHotDogbox01 all have abnormally high weight for miscellaneous trash items. (Bug #33941) holotapeLadiesAux01, holotapeLadiesAux02, holotapeLadiesAux03, holotapeTheControl01, holotapeTheControl02, and holotapeTheControl03 all had a weight of 0.2 when holotapes should have 0 weight. (Bug #33940) DLC04_Ammo_PaddleBall lacked a short name, causing it to display as blank in the UI. (Bug #33939) PA_Legendary_Any_Unbreakable, PA_Legendary_Any_Low_Weight, and mod_Legendary_Weapon_RadiationDamage were missing the setting to raise their value by 4x normal. (Bug #33936) Daytripper should last 10 minutes as its description says instead of 5. (Bug #33932) Laser Muskets can spawn with Laser Gun parts due to a misconfigured set of object mods. [modcolgroup_LaserMusket_LongBarrel_ExtensionWithBracket_AND_Camera, modcolgroup_LaserMusket_LongBarrel_ExtensionWithBracket_AND_Focuser, modcolgroup_LaserMusket_ShortBarrel_ExtensionWithBracket_AND_Splitter] (Bug #33929) Poisoned Caltrops should not be setting off explosions when used. [DLC03_ThrowingCaltropWeaponPoisoned] (Bug #33923) Melee weapon mods do not actually provide bonuses for cripple chance or extra limb damage because the effect data for them was never created. (Bug #33930) BaseballGrenadeProjectile, BehemothBoulderProjectile, MolotovCocktailProjectile, SynthTeleportGrenadeProjectile, DLC04_LuckyRabbitsFootProjectile, DLC04_LuckyRabbitsFootProjectile2, DLC04NukaCherryGrenadeProjectile, and DLC04NukaQuantumGrenadeProjectile all have explosion effects that incorrectly default to the one for frag grenades. (Bug #33927) MS09JackRadiationGunProjectile, and GammaGunProjectileLarge are incorrectly flagged to penetrate geometry despite being beam weapons. (Bug #33919) Robot and Metal armor pieces incorrectly have Universal linking keywords attached to them which results in the "Dense" mod being applicable to more than just torso parts. [Armor_Metal_ArmLeft, Armor_Metal_ArmRight, Armor_Metal_LegLeft, Armor_Metal_LegRight, Armor_Metal_Torso, DLC01_Armor_Robot_Torso, DLC01_Armor_Robot_ArmRight, DLC01_Armor_Robot_ArmLeft, DLC01_Armor_Robot_LegRight, DLC01_Armor_Robot_LegLeft] (Bug #33835) Deliverer should have the WeaponTypePistol keyword on the actual weapon instead of by way of adding modifications for it. [mod_Deliverer_Grip_Standard, mod_Deliverer_Grip_Better1, mod_Deliverer_Grip_Better2] (Bug #32839) Fortification effects for Ultra-Jet, Psycho-Jet, and Buffout need to be reduced from 15 duration to 5 duration due to the fact that the durations are incorrectly extended due to the slow time effects. (Bug #32932) The Marine Armor Chest Piece [DLC03_Armor_Marine_Torso] incorrectly referenced leg armor materials in its Epic variants. (Bug #32809) Several Rust Devil Robot mods list "Reduces Carry Capacity" as an effect for the object mods. This effect was left off of many of them. See ticket for the complete list. (Bug #31630) Exemplar's T-60 Torso is always labeled as "c" but it should be "b", "d", or "e" based on which level is rewarded to you by Kells. (Bug #31517) Plasma weapons should now work properly with the Penetrator perk. [PlasmaProjectileLarge, PlasmaProjectileSmall, PlasmaProjectileSmallFast, DLC01LightningGunProjectile] (Bug #23322) Curie will now give Curie's Healthpaks to the player instead of ordinary stimpaks. Curie's Healthpak [ALCH 0019c0d9] does exist in the game files already, but it was nowhere used (Bug #32937) The combat rifle mods mod_CombatRifle_Scope_SightsImprovedGlowIron and mod_CombatRifle_Scope_SightsImprovedIron were using the same loose mod. The combat shotgun mods mod_CombatShotgun_Scope_SightsImprovedGlow and mod_CombatShotgun_Scope_SightsImprovedIron had the same problem. Two new loose mods were created and have also been added to all relevant leveled lists and form lists. (Bug #32641) Location Fixes Several issues with the setup for the Caravan encounter in Automatron have been corrected. (Bug #33074) MassPikeInterchangeExt03 had a Nuka-Cola machine with navmesh under it that should not have been there. The navmesh has been adjusted to account for the machine being in the way. (Bug #32858) The Walden Pond Gift Shop Basement [WaldenPond01] was missing the "Has Water" flag. (Bug #33816) Fixed an elevated navmesh vertex at the back entrance to Hardware Town. (Bug #32812) Mesh, Material, and Texture Fixes Plasma Guns, Laser Guns, Laser Muskets, and Lever-Action Rifle all have an unnecessary generic collision block around them which makes it place awkwardly in several situations as well as having the wrong material sounds attached. (Bug #33064) [Meshes/Weapons/HuntingRifle/HuntingRifleDummyParent.nif, Meshes/Weapons/LaserMusket/LaserMusketDummyReceiver.nif, Meshes/Weapons/LaserWeapons/LaserWeaponDummyReceiver.nif, Meshes/Weapons/Plasma/DummyReceiver.nif] Warehouse roof piece with a transparent ceiling. [Materials\Architecture\Warehouse\WrhsRoofPlywood01.bgsm] (Bug #33191) The bounding boxes on 3 workbenches and one trash bin have been corrected so that parts of them no longer disappear at certain angles. Fix provided by Pra. [meshes\furniture\workstations\workbencharmor\WorkstationArmorB01.nif, meshes\furniture\workstations\workbenchweapons\WorkbenchWeaponsB.nif, meshes\furniture\workstations\workbenchweapons\WorkbenchWeaponsA.nif, meshes\setdressing\trashbin\TrashBin01.nif] (Bug #32894) Assaultron Claw Hands do not have a material flie specified. The material file that should be used also has the incorrect grayscale texture set. [meshes\Actors\Robot\Parts\HandLeftAssaultronClaw.nif, meshes\Actors\Robot\Parts\HandRightAssaultronClaw.nif, Materials\DLC01\Actors\CreateABot\DLC01AssaultronBladeHandsRemap_base.bgsm] (Bug #29367) Nuka-World Assaultron space paint material references the wrong normal map. [materials\Actors\DLC04\BotColors\DLC04AssaultronTorso.BGSM] (Bug #29367) Papyrus Fixes SentryBotFaceLightScript: Removed the IsBoundGameObjectAvailable() check in the OnEffectFinish block of the script as this appears to cause an issue with the light remaining on even though the game throws a Papyrus error. (Bug #25355) Default2StateActivatorScript: A few edits were made to this script as part of the fixes related to various doors in Fort Hagen: the handling of disabled references was improved and redundant code has been removed. (Bug #33695) SpotlightScript: This script was missing code for handling the light sources of spotlights that are initially disabled. (Bug #32995) UFOActivatorScript: Added a sanity check for invalid sound instances. (Bug #32545) WorkshopParentScript: The top level vendor globals were not properly updated when a top level vendor store was removed from a workshop. (Bug #32686) Perk and Stat Fixes The Bloodied perk [ModLegendaryWeaponsDamageInverseHealthPerk] has errors in how it checks the conditions for the player's health. (Bug #33851) RRTheHeavyPerk and ImmuneToRadiation should both be hidden due to having no UI elements to show the player. (Bug #33850) The bonus application for Black Widow and Lady Killer were inverted. The global properties should be negative values due to how the actual formula calculation is done. (Bug #33843) Endangerol Syringes do not actually work the way the game describes, instead causing the target to reduce the effectiveness of everyone else's armor. To mimic the intent, the perk associated with the item now does 25% extra damage to the target. Text descriptions have been changed to reflect this as well. [EndangerolPerk] (Bug #33845) Energy Weapons Bobblehead does not affect Gatling Lasers and Alien Blasters. [PerkBobbleheadEnergyWeapons] (Bug #33934) The Rad Powered legendary perk has a messy implementation that would result in showing multiple individual strength buffs in the UI instead of a single one with the correct buff amount. [DLC03_ench_mod_Legendary_Armor_RadsIncreaseStrength] (Bug #33928) Calmex incorrectly blocks its effect if the player has Ninja level 2 despite the chem and the perk having nothing to do with each other. [FortifySneakAttackBonus2xChemPerk] (Bug #33926) Repair Bobblehead has an unnecessary check for whether the player is wearing Power Armor or not. [PerkBobbleheadRepair] (Bug #33925) Quiet Reflection is missing it's UI animation. [QuietReflectionXPBonus] (Bug #33924) Pain Train 3 does not actually improve impact landing damage due to the effect not being assigned. [PA_ImpactLandingAggroDamageSpell] (Bug #33922) Sniper level 1 has an unnecessary condition check for Iron Sights which causes a stutter when aiming the weapon. [PerkSniperAimStability] (Bug #33921) Sneak level 5 is not applying its invisibility component properly for distant enemies. [PerkSneakInvisibilityEffect, PerkSneakInvisibility] (Bug #32931) Mister Sandman needed to have its perk priority adjusted to prevent it interfering with sneak attack value bonuses from Ninja and Cloak & Dagger. (Bug #31307) The Piezonucleic Lining mod for Power Armor does not do what the description says. An actual perk to produce the proper effect did not exist and had to be created for it. [ench_mod_LegendaryPA_RadsCoreHealth -> changed from using LegendaryPA_RadsCoreHealthEffect to UFO4P_PiezonucleicEffect] (Bug #22529) Quest and Dialogue Fixes Curie's pick up lines were not flagged to require player activation and would instead be pulled as random dialogue you could not avoid. (Bug #32908) When asked to tell stories for the class in Vault 81 [Short Stories - V81_04] Katy's dialogue references completing MQ102 instead of Min00. The story you tell is about killing the deathclaw, which happens in Min00. (Bug #21305) "Object01 - Radio in a junk pile" [REObjectDL01] incorrectly marks 2 of the spawned objects as temporary. This leaves the rest hovering above the ground when the player returns later. The "garbage pile" object will also throw visual anomalies because the script is trying to move a static object during setup. (Bug #33585) [NR] The random encounter for Dreth could become broken and leave the player unable to trade with her again on subsequent meetings. (Bug #25994) The random encounter with Stash could end up broken because her forcegreet was flagged as Say Once. (Bug #26734) Technical Documents, Viable Blood Sample, and Reactor Coolant [currently unused] will no longer get spawned if the player has become hostile with the Brotherhood of Steel. (Bug #33091) Settlement and Workshop Fixes Egret Tours Marina, Outpost Zimonja, and Taffington Boathouse could have attack markers moved to where the player wanted a fast travel marker. This could result in attacking NPCs being right on top of the settlement instead of at the designated edges. A new marker has been placed in each location, linked to the map marker, and then positioned to where the edge marker is currently at since the edge marker is what would be used for the FT target. The edge markers are then relocated back to their default positions in the CK. (Bug #33906) Hangman's Alley could pick up the wrong map marker for the Workshop data. (Bug #33871) Power Armor stations should no longer cause Encumbrance damage when using them in survival mode. [HC_EncumbranceEffect_OverEncumbered] (Bug #33844) Placement/Layout/Ownership and Other World Fixes 0100FFA9, 0100FFAA: Eyebots generating static when disabled. Fixed by attaching a new script provided by Glitchfinder. (Bug #33776) 000ED0DD: Locker clipping through plumbing. (Bug #33143) 000ED126: Desk clipping through wall column. (Bug #33143) 00043AE9: File cabinet clipping through a wall column. (Bug #33112) 000AB84D: Metal box clipping into the one next to it. (Bug #33111) 0704E648, 0704E649: Wall segments added to Combat Zone exterior to cover up gaps. (Bug #33178) 0008212b: Dead Minuteman that despawns before being able to loot it before the end of "Out of Time". (Bug #33098) [NR] 0005698F: Wooden box intersecting with a spawn marker. (Bug #33095) 0023D2F1: Unused door viewable outside the playable area in Shamrock Taphouse. (Bug #33094) 06048D2C, 06048D2D, 06048D2E, 06048D2F, 06048D30, 06048D31: Nuka-Cola bottles spawning outside of the associated vending machine. (Bug #33088) 00228A79: Dead turret had a Havok script it didn't need which would cause its physics to go crazy when touched by the player. (Bug #33075) 0011AC0C: Nuka-Cola machine too close to a wall, causing its door to clip. (Bug #33060) 03010466: Activateable door placed under rubble that should have been a static version. (Bug #33059) 06053544: Operator's rifle spawner is picking from the wrong leveled list. (Bug #33037) 00110E11: Fire barrel at Boston Airport which should only be enabled once the BoS take over. (Bug #33026) 001843EC: Light source above a fire barrel at Boston Airport which should only be enabled once the BoS take over. (Bug #33025) 00090875: Spotlight source at Boston Airport which should only be enabled once the BoS take over. (Bug #33024) 0602991E: Dead turret occupying the same space as a live turret. (Bug #33019) 000E515E: Stool clipping into a desk. (Bug #33004) 060459AF: Crate assigned to an invalid reference group object. (Bug #32997) 00221C5D: Locker door which should have been a static version. (Bug #32971) 001A0C49: Workbench clipping with a barrel. (Bug #32968) 0023A60C: Cabinet clipping with a wall. (Bug #32962) 00110DA1: Fire barrel clipping with its neighboring barrel. (Bug #32938) 00205603, 00205621, 00205629, 0020562A, 0020562B: Floating Nuka-Cola bottles. (Bug #32912) 001B9EE7: Wall lean marker sunk too far into the ground. (Bug #32912) 001FEFE1: Water plane that was not large enough to cover the area it's in. (Bug #32912) 001B9EEB: Patrol marker embedded too far into a wall. (Bug #32912) 00077CAB, 00077CAC, 000939BF: Misplaced frag mines. (Bug #32911) 0604AD62, 0604AD63, 0604AD64: Crops owned by the wrong NPC/Faction. (Bug #32909) 07000001: Sidewalk segment added to cover up a gap. (Bug #32905) 07000002: Wall piece added to cover up a gap. (Bug #32094) 001D6117: Car that gets thrown skyward due to bad placement across a cell boundary. (Bug #32852) 001EB3F4: Port-A-Diner that was missing the property to link it to the container's door. (Bug #33837) 00072283: Nuka-Cola vending machine door out of position with the rest of the machine. (Bug #32807) 01000998: Mechanist Master Control Terminal was sunken into the server rack and was hard to access. (Bug #32838) 074D81E2: Light source for ceiling lamp that lacked one. (Bug #32816) 00135A89: Ownership set for Abraham Finch. This prevents "Out of the Fire" [DN121] from stalling due to another NPC commandeering the marker. (Bug #32887) 074E4ED3: Sandbox primitive added to Vault 88 because settlers won't sandbox beyond the first chamber otherwise. 001F41E1: Suitcase too far underwater to access. (Bug #32582) 000EAC12: Fallen door not covering the gap well enough to cross it. (Bug #32571) 060502BE: Clint's Power armor, which should be unique, was placed in a random Gunner camp in Nuka-World. It has been replaced with a generic Gunner's type Power Armor. (Bug #32546) 002133c2: Grass moved away from a metal box because it was somehow blocking access to it. (Bug #33003) 00046379: Door that should have been a static version since it opens through a static cabinet. Also moved a first-aid kit from the other side of the door that would have become inaccessible. (Bug #32966) 002287B7: Power Armor not owned by the Gunners when it should be. (Bug #32520) 074FE8B8: Sandbox primitive added to The Castle because settlers won't sandbox the full build area otherwise. (Bug #22113) Text Fixes NatDoorSM01: "Door" -> "Bulkhead" [Inconsistently named, other 4 with the same model are named "Bulkhead"] (Bug #33780) FortuneFinder04: Corrected text to indicate what this level of the perk actually enables, since it does not increase the number of caps you get from containers. (Bug #32892) OfficeFileCabinetEmpty01: "File Cabinet Drawer" -> "Empty File Cabinet" (Bug #32884) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  2. I cannot post this in the tracker because apparently my account has been rendered obsolete so I need to post it here instead. I encountered a bug. An incredibly annoying unfixable bug which every forum I read says UFO4P is the direct and exact cause. the problem is in nuka world and in particular nuka town. God help me I would so desperately like to speak to anybody but the raiders but that’s all I’m left with. The raiders are the only people I am able to speak to as if I attempt to speak to literally anybody else my character will say something like “hi” or “mhm” and they will give me nothing but blank stares, they won’t even give me the casual npc lines when they’re not quest givers or vendors. They just look at me blankly and do nothing. Believe me if effort could fix this I’d be playing the nuka world dlc right now but unfortunately every single forum I’ve been to says the only fix is to uninstall UFO4P and start a new save as whatever is causing it gets baked deep into your save file. I’ve tried quite literally everything to avoid this, rebuilding my database, exiting nuka world, uninstalling UFO4P. LITERALLY NOTHING WORKS. it is extremely infuriating and has quite literally barred me from the entire dlc. Every forum I’ve been to says the only link is the UFO4P. But don’t worry there’s always the swarm of people willing to tell you that EVERYTHING WORKS COMPLETELY FINE FOR THEM :))). this is a plead for my 100hr save file, please please fix this ASAP. If you need more details I am more than happy to provide but this really breaks my heart as I used to love UFO4P but now it all seems like a waste because I clicked install on this one stupid mod.
  3. Arthmoor

    Unofficial Fallout 4 Patch

    Version 2.1.6d

    5167 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.
  4. 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:
  5. Daniel.gr8

    Paladin Danse bug

    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
  6. 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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