Jump to content

Search the Community

Showing results for tags 'fallout 4'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • AFK Mods
    • Administration
    • General Discussion
  • Bethesda Games
    • The Elder Scrolls
    • Fallout
    • Tools of the Trade
  • Unofficial Patch Project
    • Unofficial Patch Project Bug Tracker
    • Unofficial Fallout 4 Patch
    • Unofficial Skyrim Special Edition Patch
    • Unofficial Skyrim Patches
    • Unofficial Oblivion Patches

Categories

  • Unofficial Patch Project
    • Unofficial Patch Betas
    • Skyrim Special Edition
    • Skyrim
    • Fallout 4
    • Oblivion
  • Fallout 76
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 4
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Skyrim Special Edition
    • Audio
    • Armor & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
    • Weird Stuff
  • Skyrim
    • Armors & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
    • Weird Stuff
  • Fallout: New Vegas
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 3
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Nehrim
  • Oblivion
  • Morrowind
  • Civilization
  • Miscellaneous Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 19 results

  1. Unofficial Fallout 4 Patch Version: 2.0.9 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 1.10.138 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 The dialogue control quest for the Nuka-World settlement (DLC04DialogueSettlement) would not start on a new game due to an unknown engine bug which interfered with the additional aliases meant to fix the shock collars still being on 3 NPCs after Open Season. (Bug #27239, Bug #27441) Audio Fixes One of the traveler voice recordings in "DLC04DialogueSettlement" doesn't match the other three in a hello topic. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCMTraveler01\06043B28_1.fuz) (Bug #27253) One of the recordings in "Sylvia's Holotape" has a minor audio error between sentences, possibly due to background noise. (Sound\Voice\Fallout4.esm\DN088_NPCMPeteOwens\0008C39E_1.fuz) (Bug #27346) Corrected audio in several shared settler dialogue topics where the recordings don’t match each other and/or don’t match the subtitle. (Sound\Voice\Fallout4.esm\FemaleEvenToned\0009A0FE_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0009C8DB_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0009C8DB_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0009C8DB_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0009A102_1.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\0009A101_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0009A101_1.fuz) (Bug #27353, Bug #27350, Bug #27349, Bug #27348) One of the recordings in "Private Murnahan's Holotape" has a minor audio error. (Bug #27366) One of the Brotherhood of Steel soldier audio recordings in "BoSGenericHellos" doesn't match the other three in a hello topic. (Sound\Voice\Fallout4.esm\BoSFemale02\001739A4_1.fuz) (Bug #27373) One of the Brotherhood of Steel soldier audio recordings in "BoS202" doesn't match the other three in one of the quest scenes. (Sound\Voice\Fallout4.esm\BoSFemale02\00065DD2_2.fuz) (Bug #27398) Two of Nisha’s comments in "DLC04_RQ_Manager" are grammatically unsound and required audio splices in order to make sense. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCFNisha\0603E355_1.fuz, Sound\Voice\DLCNukaWorld.esm\DLC04NPCFNisha\0603E327_1.fuz) (Bug #27414, Bug #27402) One of Harvey's audio recordings in "DLC04DialogueHarvey" is grammatically unsound and needed a splice. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCMHarvey\06043BFC_1.fuz) (Bug #27446) One of Aaron Corbett's greetings in "DLC04DialogueSettlement" uses the word "sir" when he addresses the player regardless of whether they’re male or female. This has been fixed by splicing out the word. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCMAaronCorbett\0601E394_1.fuz) (Bug #27532) Corrected audio in various shared male and female player character dialogue topics where the recordings don’t match each other, don’t match the subtitle, and/or don’t make sense grammatically. (Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001632AA_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\060424D2_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06043C05_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06037B8E_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\060253B4_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06043C07_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06009C83_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000BF950_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000BF94B_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000BF94B_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\06017FAF_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\0601802E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001CD086_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0005FCDA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00128D35_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00128D34_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06042380_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/0604861E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01/0604861E_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\06048611_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/0002D98E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/000A1814_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01/000A1807_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\0601DC65_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\0601DC65_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001AC78B_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00186668_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0012AC69_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0012AC4F_1.fuz) (Bug #27455, Bug #27453, Bug #27447, Bug #27445, Bug #27444, Bug #27443, Bug #27437, Bug #27420, Bug #27419, Bug #27418, Bug #27416, Bug #27403, Bug #27401, Bug #27371, Bug #27370, Bug #27340, Bug #27339, Bug #27338, Bug #27323, Bug #27321, Bug #27319, Bug #27252, Bug #27233, Bug #27232, Bug #27231, Bug #27230) Item Fixes ClothesMilitaryFatigues was missing instance naming rules (Bug #26816). LLI_Armor_Raider_Boss_Outfit was using the wrong epic chance global (LL_EpicChance_Boss instead of LL_EpicChance_Armor_Boss). The leveled list added by UFO4P 2.0.6 to fix bug #25154 (UFO4P_LLI_Armor_Raider_Boss_Outfit _NoHelmet) has been updated to reflect this change as well (Bug #27363). Rum bottles (BottleEmptyRum01) were missing a put down sound (Bug #27558). Mod_armor_Combat_Lining_Limb_ReducedDetection, mod_armor_Leather_Lining_Limb_ReducedDetection, mod_armor_Metal_Lining_Limb_ReducedDetection: these mods were using the ma_armor__Lining_LimbLeg keywords, but were in the mod collections for both arm and leg armor pieces. Thus, the game could create epic arm and leg armor pieces with muffled mods at run time but the player was not allowed to add these mods to anything else than leg armor pieces at the workbench, making muffled arm mods for no obvious reason the only non-unique/non-legendary mods in the game that could not be recreated by the player. Since the naming conventions ("Limb" instead of "LimbArm"/"LimbLeg" in the root names of all related object mods and misc mods) also suggest that these mods were actually intended to be applied to both arm and leg armor pieces, their mod association keywords have been changed to ma_armor__Lining_Limb to accomplish this (Bug #26715). DLC04_Armor_Disciples_Underarmor_01/02/03/04, DLC04_Armor_Operators_Underarmor_01/02/03/04, DLC04_Armor_Pack_Light_LegsUnderarmor, DLC04_Armor_Pack_Underarmor_01/01a/ 01b/01c/01d/01e/01f/01g/02/03/04/05, DLC04_Armor_Western_Hat_01/01a/02/02a, DLC04_Clothing_HubologistRobes, DLC04_Logo_JacketAndPants_Underarmor_01/02/03/04/05 and DLC04_Logo_ShirtAndPants_Underarmor_01/02/03/04/05 were missing scrap recipes. They should return one piece of cloth when scrapped (Bug #27559). Maxson's Battlecoat (ClothesMaxsonCoat) wasn't returning one piece of leather when scrapped like was intended. (Bug #27258) Quest Fixes Aliases for "The Cleansed" and Dara could not be cleared when needed due to not being marked as optional. [DLC04DialogueSettlement] (Bug #27293) Missing perk property has been filled for Trip to the Stars (DLC04MS02). (Bug #27292) Cleared invalid properties from DLC04RECampCT05. (Bug #27247) Cleared invalid properties from DLC04REObjectCT04. (Bug #27229) Cleared invalid properties from DLC04_KiddieKingdomMain. (Bug #27315) REObjectJS01: This encounter places a note that is supposed to add a map marker when read by the player, but the quest could shut down before the player had read the note and no map marker was added at all (Bug #26736). GhoulishPerkManager: Fixed an issue where two scripts running on the same alias that react to different events and are both configured to set a stage to stop the quest could cause a situation where one script stopped the quest and the other inadvertently tried to restart it if they did both start running around the same time (Bug #25530). DLC04GZBattlezone: Flagged several aliases as optional to match requirements of the quest script (Bug #27308). DLC04SafariAdventureQuest: Removed a line from the stage 10 fragment that tried to enable a reference which is controlled by an enable parent (Bug #27359) and another line from the stage 60 fragment that tried to enable a reference in a container (Bug #27360). DLC06DialogueVault88: Fixed an issue in the stage 9000 fragment where the script failed to enable items after adding them to a container, instead of doing it the other way around (Bug #26022). Papyrus Fixes DLC04:Fragments:Quests:QF_DLC04GZBattlezone_010295C8: Stage 50 fragment had no sanity check for an empty companion alias. (Bug #27290) DLC04:DLC04_RQ_QuestScript: No verification if the alias to check is filled before it tries to get the reference in it. (Bug #27249) Fragments:Quests:QF_BoSM01_000B1D79: Stage 91 fragment was attempting to set an incorrect objective. Instead of 25, it should be setting 65. (Bug #27240) A sanity check had to be added to the damage helper validation procedure added to WorkshopObjectScript by UFO4P 1.0.5 to skip the operations if an object has no damage helper specified, because there are flora objects that are deliberately missing this property such as the vault 88 pipboy crate (Bug #26016). Reincluded the modified version of DLC04:SetStageOnGainLOS (from UFO4P 2.0.0, Bug #21573) since it went missing from the archive somehow (Bug #27317). ArtilleryReferenceScript: Removed a line that always failed with an error because it tried to play a sound from an unloaded object (Bug #26243). BHExtBOSEnable: Added a missing sanity check and removed a disable call that never worked because all BHExtBOSEnable triggers are parented to an enable marker that is controlled by the quests Inst302 and Inst302Combat (Bug #25831). CIS_ManagerScript: Added sanity checks to avoid log spam caused by the interaction scene handling for Curie and Deacon (Bug #25150). Default2StateActivator: Added code to the SetOpen() function to further improve the handling of animation calls on unloaded references (Bug #25838). DefaultCollectionAlias: Added a check to handle cases where another counter script running on the same collection alias removed references before this script could handle them. If the collection alias contained only one reference at quest start, this script would find it empty when it started running and would create a zero-length array on purpose, on which all subsequent operations failed. In the worst case, this could result in quests not properly advancing (Bug #25819). DLC04:DLC04ArcadeController: Added a missing 3D check (Bug #25635). DLC04:DLC04ArcadeNukaZapperRaceRocket: Added a missing 3D check (Bug #27228). DLC04:DLC04ArcadeShootingGallery, DLC04:DLC04ArcadeShootingGalleryTarget: Added missing 3D checks (Bug #27306). DLC04:DLC04KiddieKingdomMainQuestScript: Fixed a loop through a reference collection that was mistakenly using the size of a different reference collection to evaluate its end index and thus occasionally failed with 'index out of range' errors (Bug #27330). DLC04:DLC04NukaRacersScript: Added missing 3D checks (Bug #27243). DLC04:DLC04RideControllerAnimDrivenScript: This script did not properly update its animation state tracking variable and eventually started spilling errors because animations were called out of order. Also added missing 3D checks (Bug #27242). DLC04:DLC04_BloatedAmbushScript: Added a missing 3D check (Bug #27342). DLC06:PipboyMiscItemScript: Fixed a vanilla sanity check that was not working as intended (Bug #26196). EMSystemTurfScript: Added an unbound script check to a lengthy loop through an actor array because there's evidence that the actors and/or the reference the script is running on unload while the array is processed. Also added a check to skip some code that should not run once this has happened (Bug #27421). FXScatterImpactEffectsOnDeath: Improved the unbound script checks added to this script by UFO4P 2.0.3 (Bug #26237). HoveringVertibirdScript: Added code to stop impact effects from being played if the parent cell detaches before the reference unloads, since this won't work in unloaded cells, irrespective of whether the reference still has 3D or not (Bug #25529). MasterAmbushActorScript: Added an unbound script check to avoid occasional log spam (Bug #25693). MinDestBOSScript: Added a sanity check for none objects that may be passed by workshop events after a code change on WorkshopParentScript (Bug #26238). Also added an empty handler for WorkshopEnterMenu events to avoid log spam (Bug #26236). MS02PeriscopeScript: Added a quest stage check that was mentioned in a designer note but had never been added to the actual script although it was necessary for it to shut down the periscope. Without this check, the script continued to call animations on the periscope even after MS02 had been completed and the submarine had technically left the harbour. In addition, a number of missing 3D checks were added (Bug #25575). PerkRootedScript: Added missing checks (Bug #27329, Bug #27404). PowerArmorFXScript: Added an unbound script check (Bug #27220). REObjectJS01Note: This script was missing a state change to prevent it from calling REObjectJS01 again if the player reads the note more than once (Bug #26736). REScript: Added a sanity check to handle cases where non-RE quests running this script are using the RangeCheckDistance property for custom purposes. If this property is set to anything else than zero, REScript automatically tries to register for distance events with the trigger but this fails with an error on all quests that are not random encounters because they have no triggers (Bug #25354). RETriggerScript: Added code to defend trigger sabotage attempts discovered on some random encounter quests added by the DLCs. The start fragments of these quests contain a separate line that runs after the startup function on REScript has been called and for no obvious reason overwrites the valid myQuest property on RETrigger Script that was previously passed by REScript with an invalid one that turns into a broken pointer once the offending quests shut down (Bug #27394). Placement/Layout/Ownership and other World Object Fixes Text Fixes The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  2. Version 2.1.0

    813 downloads

    Unofficial Fallout 4 Patch - BETA Release 2.1.0 This is a BETA release of the Unofficial Fallout 4 Patch. DO NOT use this on a save you intend to keep! It is intended for testing and to provide access so translators can update the language files prior to issuing a live release. Once testing is complete, this file entry will be disabled and the live release will take its place on the standard file mirrors. See the full changelog for details.
  3. Fallout 4 1.1.30 Fixes crash related to xaudio drivers Fallout 4 1.2.37 New Features Number pad keys can now be used for remapping (PC) Remapping Activate now works on Quick Container (PC) Fixes General memory and stability improvements Performance improvements inside the Corvega Assembly Plant Optimizations to skinned decal rendering Fixed issue with player becoming stuck in terminals Fixed issue where equipped weapons become locked after completing Reunions Fixed issue with "When Freedom Calls" where the quest would not complete During "Confidence Man" fixed issue where player's health would continuously regenerate Fixed crash related to jumping into water and reloading saved games Fixed issue where Launcher would not save God Rays Quality setting properly (PC) Fallout 4 1.3.47 New Features New ambient occlusion setting, HBAO+ New weapon debris effects (NVIDIA cards only) Added status menu for settlers in your settlements Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis Improved "ESDF" keys remapping support while in Workshop mode Gameplay Fixes General memory and stability improvements Fixed texture threading issue causing unusually long load times Improved performance when looking through a scope Fixed issue where player could warp to a different location when aiming Companions can no longer get stuck with radiation poisoning Fixed an issue where Vault 81 residents would not dismember correctly Big Leagues perk now displays calculated damage correctly Fixed issue with third person camera not displaying properly after exiting certain crafting stations Fixed an issue where subtitles would occasionally not update properly Effects will properly be removed on companions when items are unequipped MacReady’s Killshot perk now calculates headshot percentages properly Fixed an issue with NPCs getting stuck in Power Armor Fixed a rare issue with companions getting stuck in down state Second rank of Aquaboy now calculates properly Fixed an issue with resistance not always lowering the damage correctly when added by mods Enabled number of characters available when renaming an item (XB1) Fixed issue with player becoming dismembered while still alive Robotics expert is now usable in combat Stimpaks can now be used on Curie after the transformation Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked Quest Fixes Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle Fixed an issue where invulnerable characters would get stuck in combat Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest Fixed an issue where Synths could attack the Castle while the player was friends with the Institute Fixed an issue where killing a caravan would leave a quest open Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover" Fixed an issue where the player could get stuck exiting the cryopod Fixed an issue where the player could no longer get Preston as a companion In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad Fixed an issue with Minutemen quests repeating improperly Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114 In "Confidence Man," Bull and Gouger can now be killed During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly Fixed an issue with "Tactical Thinking" where leaving dialogue early with Captain Kells to reprogram P.A.M. could cause quest to not completely properly Workshop Fixes Fixed a bug that would cause settler counts to appear incorrectly Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population Improvements to snapping pieces together while in Workshop mode Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed Player can now build workbenches in their Diamond City house Building wires no longer uses up copper Fixed issue with certain settlement attacks not generating properly Fixed an issue with settlement happiness calculations Settlers assigned to weapons stand will now stand next to it Diamond City house now shows provided power Repairing items will now correctly consume resources Fixed an issue where companion would ignore commands at workshop locations Fixed an issue with crops appearing destroyed after saving and reloading Fallout 4 1.4.132 New Features Support for add-ons Additional art customization added to Workshop: Super Mutant clutter including meat totems, meat bags and meat cart Raider clutter including raider poles, cages and tents Abstract and portrait paintings Variety of new signs More metal and wood doors variants Fixes General stability and performance improvements During "Getting a Clue" quest, Kellogg's desk will remain a working container During "Rocket's Red Glare", resolved issue where companions could not be dismissed after completing the quest Fixed an issue with "Kremvh's Tooth" quest item not spawning properly Settlements under attack will now display an updated message with the results of the attack if player does not respond Fixed an issue with screen effects not clearing away properly after using a scope Fixed an issue with trying to sprint while in third person with a minigun equipped Rank 4 of Demolition Expert perk now properly increases the area effect of explosives The Scrounger perk now includes additional common ammo types Fixed an issue where Calvin Whitaker would disappear in Vault 81 Fixed an issue where Ninja and Sandman perks combined would apply the incorrect damage bonus Fixed an issue where Rank 3 of Grim Reaper's Sprint did not fill critical meter properly Fixed an issue with key cards not spawning correctly in Vault 75 Fixed an issue where enemies would stop spawning during "Airship Down" Being in first person while wearing power armor and quickly switching weapons will no longer cause the Pip-Boy to be stuck Fixed an issue with the autosave counter getting incorrectly reset Fixed issue that would cause the Pip-Boy menu to turn invisible while swimming Fixed an issue where scrapping larger quantities of a single item would inadvertently scrap a legendary item Fixed issue where exiting workbenches would cause third person to stop working properly The Scribe can now be assigned consecutive settlements properly Fixed issue with duplicating scraps shipments Fixed issue with vendors not properly exchanging caps after several consecutive transactions in a row Fixed issue with the quicksave and autosave message persisting through loading screens Fixed an issue where updating to the latest patch would cause Options settings to reset back to default (Xbox One) Fixed an issue with loading save with a placed object in water, not properly floating Fallout 4 1.5 Steam Update (1.5.157) New Features New Survival difficulty Survival adds additional challenges including no fast travel, saving only when you sleep, increased lethality, diseases, fatigue, danger and more. See the in-game Help menu for more details. Characters set to Survival difficulty appear under their own Character Selection filter Third person camera movement improvements when player is close up against walls and other objects Fixes General stability and performance improvements Fixed rare crash related to reloading a save that relies on Automatron Fixed issue with the robot workbench camera not moving properly immediately after canceling out of the menu Fixed issue with perks being repeatedly added when reloading a saved game while in robot workbench Fixed issue with Ada not properly traveling to an assigned settlement Robots can now be assigned as settlement vendors Fixed issue with "Appropriation" where blueprints would not appear properly if the container had already been looted prior to getting the quest In "The Nuclear Option," entering the Institute using the targeting helmet on Power Armor no longer inadvertently causes the player to go into combat, and become stuck in the Institute Fixed distance check with Robotics Expert perk While in Workshop mode, if the Jump button is remapped, the Y or Triangle button can still be used to jump Fixed issue with "Defend the Castle" where speaking to Ronnie Shaw would not properly complete the quest During "The Nuclear Option," fast traveling away from the Institute immediately after inserting the relay targeting sequence holotape will no longer block progression Fixed issue where Workshop placed light bulbs would occasionally not light properly Fixed occasional flashing issue with entering and exiting Power Armor Fixed issue where terminals would not work properly after downloading and initializing an Add-On from the Add-Ons menu Fallout 4 Update 1.5.205 New Mod Features General Improvements to the Mods menu, and support for Xbox Mods Added option to delete all mods Added option to disable all mods Added a search option to the mod browser Increased the amount of displayed mods per category Added bumper navigation to jump forward while browsing Mods Added access to the “Load Order” menu on the Bethesda.net login screen (offline Mod management) Fixed a few issues with how images display in the browser and Mod details screen. Fallout 4 Update 1.5.307 New Features Support for upcoming Add Ons Fixes General stability and performance improvements Ability to filter by Daily Most Popular mods Improved performance when browsing mods Fixed issue where plugins would occasionally not delete properly Fixed bug with mod file size calculation on Load Order menu Fixed issue with screenshots not loading properly on mod preview page Different music track for browsing mods Author name and Mod Size now appear on mod details page Fallout 4 1.5.416 Update New Features Increased space for Mod text on Mod details page for improved readability Load Order menu now displays text about each Mod when highlighted Most Popular filter now toggles between Daily, Weekly and All Time (defaults to Daily) Reporting categories added when reporting a mod Load Order menu displays options to Disable or Delete All Mods Count of ratings now appears on Mod details page Fixes General stability and performance improvements Fixed issue with weapons and armor losing mods and Legendary status when removed from armor and weapon racks (Contraptions) Improved stability when reinitializing with certain mods loaded Mod menu will check available space before starting mod downloads Fixed issue with certain mods not downloading properly Fixed issue with certain mods not appearing properly in the Load Order menu Fallout 4 1.6.3.0 Update New Features ExitSave - Exiting to the Main Menu will create an ExitSave. During next play session, the ExitSave will delete itself after you load it. The Existsave works in all difficulty levels including Survival. New Add On specific icons in Workshop mode More than 300 new player names added to Codsworth's vocabulary Support for upcoming Add Ons Fixes General stability and performance improvements Fixed a crash related to targeting an enemy weapon while in VATS Fixed an issue where a Companion would become stuck walking and unable to run Fixed issue in "Mankind Redefined" to prevent the player from getting stuck in elevators while in Mass Fusion Building In "Boston After Dark" quest now completes properly when waiting for Old Man Stockton Fixed occasional issue where player would become permanently invisible Dead settlers can no longer be commanded or assigned to supply lines Fixed issue where deleting saved games would cause other saves to disappear Fixed occasional issues with activating mods that did not come from Bethesda.net Minor bug fixes and optimizations to Mods load order and browsing Fallout 4 1.6.9 Update New Features ExitSave - Exiting to the Desktop now works with ExitSaves. Fallout 4 1.7.9.0 Update New Features Support for Nuka-World New store art type for Workshop settlements Ability to delete Add Ons without doing a full uninstall (PS4) Fixes General optimization and stability improvements Jun and Marcy Long are no longer essential after completing "Sanctuary" Vendors can offer large shipments of Ceramic, Copper, Rubber, Steel and Wood Improvements to accuracy and control with picking up and placing objects (not Workshop mode) Grenades and molotov cocktails can now be used with the Junk Mortar (Contraptions) Fixed issue with companions unequipping clothing when fast traveling with player Fixed an issue with player animations not loading properly after reloading a saved game Fixed issue where certain dog armors would not equip properly on Dogmeat Fixed an issue where objects from Add Ons would not scrap correctly or would not be stored properly Fixed infinite load that would occasionally occur while logging off while downloading a mod Fixed a crash related to investing in a store while trading Fixed issue where "Quartermastery" would send player to erroneous locations Fixed performance issues related to dropping certain weapons Fixed issue where melee weapon would not properly after dying and reloading the save Fixed a rare issue where Sturges and Mama Murphy would stop moving Fixed snapping issue with Surgery Center in Workshop mode Mod Fixes Fixed issue where Mods images would stop displayed while scrolling through Mods menu Disable All Mods now works properly when offline NPCs that are changed in a Mod will update changes like hairstyles properly Fixed animation error related to NPCs changed in Mods who have died, and reloading the save without the Mod activated Fixed issue where sneaking would turn player invisible while running with Mods Localization strings moved to Interface archive Minor UI improvements to Mods menu and Mods Detail menus Vault-Tec Workshop Fixes Vault Exterior Door no longer has a missing texture if Wasteland Workshop is not installed NPCs will no longer incorrectly sit at the Vault Security Desk Vault-Tec Water Pump and starting generator now auto repair when entering workshop mode Player can no longer assign companions or Overseer Barstow using the population management system to prevent this from breaking them Vault-Tec population management system will no longer say jobs are available when is no one valid for job assignment available Vault Experiments can be scrapped in workshop mode Fixed issue with Overseer Barstow’s audio cutting out after Clem’s interview Interviewing the second settler candidate will not reset after the dialogue option take a break Fallout 4 1.7.15 Update Fixes Fixed issue with Nuka World monorail not starting properly Fallout 4 1.7.19 Update Fixes General updates to Bethesda.net Mods Nuka-World Fixes Fixed issue where "The Grand Tour" could not be completed if Gage was your active companion when the quest started. Far Harbor and Contraptions Workshop Far Harbor and Contraptions were also updated on PC, Xbox One and PS4 with minor updates Far Harbor (JP) was updated to fix untranslated strings Fallout 4 1.7.22 Update Fixes Fixed issues with Bethesda.net Mods not appearing properly Fallout 4 1.8.7.0 Update Fixes Fixed an issue in which some sound effects would not persist after reloading in an area Resolved an occasional crash when exiting to the Main Menu, and trying to start a New Game Fixed an issues with spaces in Mods search queries Cannot rate “WIP” Work in Progress Mods, and Mods can now only be rated after they have been downloaded Doubled the amount of browse-able tiles in the Mods menu Fixed a rare crash that would occur when a Mod had an unexpected data structure Fixed an issue in which Library and/or Favorite Mods categories would not display correctly in specific situations Fixed an issue in which some Mods images would not load when scrolling quickly A Sentry Bot firing dual Gatling Lasers will no longer cause the audio to cut out Fallout 4 1.9.4.0 Update New Features Enhanced PS4 Pro Support Support for High Resolution Texture Pack (PC only) Added Featured category for mods Added ability to sort Highest Rated and Most Favorited filters by today, week, month and all time Added number of ratings count to Mods Browsing Menu Added number of favorites count to Mod Details page Added required dependencies to Mod Details page Added latest version number and notes to Mod Details page Fixes General performance and stability improvements Improvements to Reporting mods categories Fixed occasional crashes while scrolling through Load Order menu Improved Bethesda.net error messaging Fallout 4 1.10 Update New Features Creation Club Message of the Day Support for ESL file format Mods - patch version numbers and notes added to Mod Details page Bug Fixes General stability fixes related to enabling and disabling Mods Minor fixes to Bethesda.net functionality Fallout 4 1.10.26 Update Bug Fixes Fix for Load Order resorting improperly after downloading a Creation Minor fixes to Bethesda.net accounts functionality New Creations will no longer auto-download to your game. [Not listed in official changelog] Fallout 4 1.10.40 Update Bug Fixes Fixed crash related to changing profiles (Xbox One only) Fixed issues with screenshots displaying incorrectly in Creation Club/Mods Message of the Day heading revised Changed logic for how Creation Club content is initialized Minor bug fixes to Bethesda.net Fallout 4 1.10.50 Update New Features Official support for Xbox One X Bug Fixes Fixed corrupted textures related to reflections Updated script functions to support new Creations Removed Report button from Mods (Users should report Mods on Bethesda.net) Fallout 4 1.10.64 Update Unknown, no changelog was provided. Fallout 4 1.10.75 Update New Features Support for Pets Bug Fixes Minor bug fixes for Bethesda.net Bug Fixes for Creations including: Hellfire Power Armor Prototype Gauss Rifle Arcade Workshop Pack Fallout 4 Update 1.10.80.0 Bug Fixes Fix issue with long initialization load time at game start up Fallout 4 Update 1.10.106 No official changelog was provided. Fallout 4 Update 1.10.111 No official changelog was provided. Fallout 4 Update 1.10.114 No official changelog was provided. A post on Reddit by Bethesda indicates that this patch resolved an issue with time passing too quickly with the Settlement Ambush Kit. New security fencing has also been added to the DLC. Fallout 4 Update 1.10.120 No official changelog was provided. Support for new CC content was provided. Fallout 4 Update 1.10.130 No official changelog was provided. Support for new CC content was provided. Note: Fallout 4 Creation Kit was also updated to 1.10.130 to provide script updates to match the current state of the game. Fallout 4 Update 1.10.138 No official changelog was provided. Support for new CC content was provided. Fallout 4 Update 1.10.162 No official changelog was provided. Support for new CC content was provided. Scripts were added to the base game for use in generating "VR Workshops". The number of form IDs allowed in ESL flagged files has been approximately doubled. An accompanying CK update has been issued as well which raises the plugin version number to 1.0 and is necessary in order to take advantage of the expanded ESL space.
  4. Version 2.0.9

    3979 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.
  5. Fallout 4 - Known Engine Bugs The following is a list of known engine bugs as of the official 1.7.15 release. These are things Bethesda has to fix on their end otherwise they impose undue limitations on the ability to mod the game. Power Armor Resets In Settlements As described so far, power armor brought to a settlement area will be reset to its default configuration when the settlement location is next called for a cell reset. It appears that the cause of this is any attempt to change the X/Y/Z dimensions of the buildable area for a given settlement. PC Workaround: None known thus far, other than not trying to change settlement dimensions. XB1/PS4 Workaround: Uninstall any mods which cause this to happen. This issue has been confirmed by Bethesda and a fix is pending: https://community.bethesda.net/thread/13747 Editing Actors Turns Them White, Loses Facial Features Editing information on an Actor record results in their skin color changing to white (caucasian) and the loss of facial features such as freckles or scars. This is an old engine bug that has been around since Fallout 3, that somehow skipped over Skyrim. The cause has never been identified. Preferred Workaround: Check the "Is Chargen Face Preset" flag in the Actor record. Alternative Workaround: Change the mod to operate as a master file. This is not recommended though, due to the next bug... This issue has been tested and confirmed to be fixed as of Official Patch 1.7.15. Their changelogs do not note this though. User Generated ESM Files Load Before Official DLC When using the official Mods menu in the UI, user added mods are the only things displayed on the Load Order list. Upon saving you will find that any user generated ESM files are now listed in between Fallout4.esm and the official DLCs. The underlying cause for this is not known, but it's obvious Bethesda is incorrectly prioritizing the official DLC master files. This issue has been fixed as of Official Patch 1.6.3.0. Weapons Dropped By Actors Killed in Combat Never Clean up When Cells Reset [Fixed - Patch 1.6] Killing an NPC generally causes their weapon to fall away from the body as a separate object. These do not reset when the cells reset. Eventually, after a long enough time, the save will bloat up with leftover weapon forms lying around all over the place, and if you played heavily for long enough, you could exhaust the pool of generated form IDs in the FF range because they aren't getting cleaned up. The internal cause is unknown, but was also a huge problem in Skyrim that was never fixed. This issue is now fixed as of Official Patch 1.6. Bethesda's changelog does not note this, but it has been confirmed. The workaround in the UFO4P has been removed as a result. Cannot Reposition Scrappable Static Objects There are a number of objects in the game that can be moved around in the workshops menu that are already present in a settlement. Obejcts such as grills, patio furniture, etc. If a scrap formula is created for these objects, they can no longer be repositioned. They can only be stored or scrapped. Make enough scrap formulas and you could end up being unable to reposition anything in your settlements. The exact cause is unknown, but is likely a UI related bug as it seems to be related to UI filtering of some sort. The UFO4P initially caused this issue to show up for radios, but information came to light that adding the 3 craftable radios to the workshopScrapRecipe_Radio was causing this. Removing those 3 radios from the list restored the ability to reposition radios in general. This issue has not yet been acknowledged by Bethesda. See thread: https://community.bethesda.net/thread/10250 Edits to *ANY* Cell Records Can Block Mesh Overrides If you are editing any cell, whether exterior or interior, your edits may end up blocking the ability for the game to use a mesh or texture override even if that replacer does not contain an esp file of its own. It is difficult to diagnose because WHAT you edit matters rather than WHERE you edit. Flipping your mod to an ESM flagged file does not help. What the underlying cause is is not known at the moment, but the basics of it are that each cell record has a list of Precombined meshes stored in a lengthy XCRI subrecord. As long as the reference you are editing is one of these in the list, you will have no problems and straight file replacers will work as expected. If what you edit is NOT in this list, nothing you do will get the game to load the replacer. Workaround: Make a small edit to one of the references in the XCRI list. This will then allow the cell to behave normally as though nothing was wrong. Finding a reference that's appropriate to edit requires the use of xEdit though since these lists are not available in the CK. If the reference you are editing was already in this list, you have effectively used the workaround and all consequences of editing it that go with that. This workaround comes with a price though. It disables the precombined mesh system in that cell, which will result in a performance drop. Rack up enough of these over enough cells and you're going to be in trouble even on higher end machines. This issue has been acknowledged by Bethesda. Reported here: https://community.bethesda.net/thread/13241 (Credit to VIitS on Nexus for explaining it) The above issue has been unfortunately confirmed to be how their system is intended to work. This has the potential to be severely limiting to any mods editing cell data whether it's an exterior or interior. Further updates on this issue. Apparently SOME of it isn't intended after all and an "upcoming patch" will be addressing it. As of Patch 1.6, this problem is now SUBSTANTIALY WORSE than before. If a mod, whether flagged as an ESM or not, edits ANY reference in a cell that's part of a precombined mesh, all of the other references which are also part of that will simply not load when approached on foot (and presumably via fast travel). No collision, nothing. Just void space with Havok objects flaoting in the air that fall to the ground once touched. Removing only those edits which touch a precombined mesh resolves the problem, but that's not going to be feasible in a lot of cases. Disappearing buildings are confirmed fixed as of Official Patch 1.7.7.0. It is still unknown if this has corrected the greater problem of disabling precomb in a cell.
  6. I Have been trying to use loot it help with plugins but still don't know what I'm doing. It says I have 6 dirty plugins but don't know which ones.
  7. As for Skyrim just here only ask questions about Fallout 4. When creating a modification adding new STAT with NavCut for workshop I noticed that none of the meshes from Vanilla or DLC which have NavCuts do not have "Obstacle" flag for them. (creationkit.com reference) I have add "Obstacle" flag to the new STAT with NavCuts or not?
  8. From the album: Insane Fallout 4

    ShackMetalWallOuter04A.nif

    © InsanePlumber

  9. Now that F4SE Team repaired keyboard keys binding it is time to take for the UI and INI. A couple useful settings for INI files. Please note that English is not my native language. What can you expect here: - In time, there will be more - You will find here settings that are not present in INI files or can not be changed using Fallout4Launcher.exe - All setings have been tested - They have default values - Most of the settings explains itself (self explanatory by the variable name) - Work for Game version 1.5.157. What you will never find here: - uGridsToLoad Setings and etc... - Settings to manage game memory and etc... - And all other setings which leads to the instability of the game Some Help Field of view in video games. Help in choosing R G B colors for UI Very good S.T.E.P. guide on how to operate the INI files in Beth games (It is written for Skyrim, but the principles are the same. And I Very Strongly advise you to read this guide, if you have no idea what it is INI files in Beth games.) Full patch to all INI files used by Fallout4.exe (All Default) %USERPROFILE%\Documents\My Games\Fallout4\Fallout4.ini %USERPROFILE%\Documents\My Games\Fallout4\Fallout4Custom.ini %USERPROFILE%\Documents\My Games\Fallout4\Fallout4Prefs.ini INI used by Fallout4Launcher.exe ONLY (All Default) C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\Fallout4_Default.ini C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\Low.ini C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\Medium.ini C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\High.ini C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\Ultra.ini C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\Fallout 4\Fallout4Prefs.ini Everything you put in Fallout4Custom.ini will overwrite everything that is in Fallout4.ini List of variables that will not be overwritten by Fallout4Custom.ini (Credits go to DoubleYou) You can overwrite Fallout4.ini and Fallout4Custom.ini using INI for modification. ...\Data\MyMod.esp ...\Data\MyMod.ini How to check that it works as I wrote? ArchiveInvalidation! This allows you to place anything as "Loose Files" in ...Data\ Now all SWF files work without a problem, even font swapping is not a problem now. (Meshes, Tekstures, Strings, etc...) And most importantly loading time decreases drastically compared to the "old" method, if you are using a large amount of "Loose Files". There is no need to add: , TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\, VIDEO\ in to: [Archive] sResourceDataDirsFinal=STRINGS\ Just add this variable in to INI for "Loose Files" to work.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) Variable "sResourceDataDirsFinal" >>> Must Be Blank! <<< [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= Console settings.(Fallout4.ini or Fallout4Custom.ini) [Menu] iConsoleSizeScreenPercent=40 iConsoleTextSize=20 rConsoleHistoryTextColor=153,153,153 rConsoleTextColor=255,255,255 rDebugTextColor=255,251,233 Disables all intro and proceeds directly to Game Main Menu.And it allows for the fast load of the last save by double-clicking the "E" you do not have to skip intros etc ... (Fallout4.ini or Fallout4Custom.ini) To Disable (SIntroSequence= fChancesToPlayAlternateIntro=0.0000 uMainMenuDelayBeforeAllowSkip=500 sStreamInstallVideoPlayList=) [General] SIntroSequence=GameIntro_V3_B.bk2 fChancesToPlayAlternateIntro=0.2000 uMainMenuDelayBeforeAllowSkip=5000 sStreamInstallVideoPlayList=STRENGTH.bk2;PERCEPTION.bk2;ENDURANCE.bk2;CHARISMA.bk2;INTELLIGENCE.bk2;AGILITY.bk2;LUCK.bk2 Turns off "annoying" stains of blood from the interface.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [ScreenSplatter] bBloodSplatterEnabled=1 Allows you to decide where Game save ScreenShots.(Fallout4.ini or Fallout4Custom.ini) By default, PrintScreen is stored where Fallout4.exe is located. Directory to which you want to save screenshots you must create first. >>> Fallout 4 does not create PNG if declared path does not exist. <<< Full patch to directory where the game will save ScreenShots. C:\Users\USERNAME\Documents\My Games\Fallout4\ScreenShots\ File name which will be saved. Fallout4ScreenShot [Display] sScreenShotBaseName=C:\Users\USERNAME\Documents\My Games\Fallout4\ScreenShots\Fallout4ScreenShot This is useful when you run the game in windowed mode, and want to do PrintScreen which will be immediately copied directly in memory.(clipboard)(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Display] bScreenshotToClipboard=0 When you use the above variable you may want to disable save of PrintScreen to file.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Display] bScreenshotToFile=1 Change your (Fallout4.ini) fDefault1stPersonFOV=80.0000 fDefaultWorldFOV=70.0000 Game in windowed mode.It allows you to position the game screen on the monitor in the window mode. You have a 1080p monitor, but a weak graphics card. It is better to run the game at a lower resolution than 1080. But then either we are stretching for example 900p -> 1080p this gives a deplorable consequences, causing everything looks ugly and blurry. It is better to run the game in window mode but then the game window will be in the corner of the screen and without the use of third-party applications there nothing we can do. Is history now. For 1080p monitor and game in 900p. (iLocation X=1920-1600/2) (iLocation Y=1080-900/2) With these settings, game window will be centered on the monitor screen. (Fallout4.ini or Fallout4Custom.ini) [Display] iLocation X=160 iLocation Y=90 Disables tutorials. For example, when the first time you use Pip-Boy. (Fallout4.ini) Enable(1) Disable(0) [Interface] bShowTutorials=1 Game does not go into pause mode (Main Menu) when the game window loses focus and the game will always be active.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [General] bPauseOnAltTab=1 Game will always be active.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [General] bAlwaysActive=0 First variable makes that the game is always on top.Second variable makes that even if we set a lower resolution than monitor native game window will be extended to the whole screen. Last variable displays the game window without frames when you run it in Window Mode. (Fallout4Prefs.ini) Enable(1) Disable(0) [Display] bTopMostWindow=0 bMaximizeWindow=0 bBorderless=0 Display time of interface messages and radiation sound duration.(Fallout4.ini or Fallout4Custom.ini) Values in milliseconds 1s=1000ms [Interface] uAmmoCounterFadeTimeMS=10000 uLocationTextDisplayTime=40000 uVaultBoyConditionDisplayTime=5000 uNotificationPostDisplayCooldown=2000 uNotificationSyncedXPStartDelayMS=1000 uObjectiveVignetteDisplayTime_Max=8000 uObjectiveVignetteDisplayTime_Min=4000 uPlayBinkMenuSkipWindow=3000 uQuestVignetteDisplayTime_Max=10000 uQuestVignetteDisplayTime_Min=6000 uRadCounterFadeInDurationMS=100 uRadCounterFadeOutDurationMS=250 uRadRadiationSoundFadeMS=250 uRadWarningDisplayTimeMS=1000 uRadiationSoundDurationMS=2000 uSaveLoadMessageMinDuration=1500 Subtitle Color.(Fallout4.ini or Fallout4Custom.ini) [Interface] uSubtitleR=187 uSubtitleG=187 uSubtitleB=187 Subtitle Fonts Size.(Fallout4.ini or Fallout4Custom.ini) uMaxSubtitleFontSize=21 uMidSubtitleFontSize=21 uMinSubtitleFontSize=12 It allows you to change the color of the warnings displayed on the user interface as radiation icon and text, grenade indicator etc...Colors in R G B(Fallout4.ini or Fallout4Custom.ini) [Workshop] iHUDColorAltWarningR=255 iHUDColorAltWarningG=242 iHUDColorAltWarningB=0 iHUDColorWarningR=238 iHUDColorWarningG=86 iHUDColorWarningB=55 It allows you to change the color of the difficulties that appear during a conversation (charisma attempt)Colors in R G B(Fallout4.ini or Fallout4Custom.ini) [Interface] iDialogueSC_Easy_TintR=240 iDialogueSC_Easy_TintG=255 iDialogueSC_Easy_TintB=57 iDialogueSC_Easy_GlowR=125 iDialogueSC_Easy_GlowG=73 iDialogueSC_Easy_GlowB=45 iDialogueSC_Med_TintR=240 iDialogueSC_Med_TintG=164 iDialogueSC_Med_TintB=22 iDialogueSC_Med_GlowR=139 iDialogueSC_Med_GlowG=58 iDialogueSC_Med_GlowB=14 iDialogueSC_Hard_TintR=238 iDialogueSC_Hard_TintG=86 iDialogueSC_Hard_TintB=55 iDialogueSC_Hard_GlowR=124 iDialogueSC_Hard_GlowG=12 iDialogueSC_Hard_GlowB=6 Turn off all visual effects on PipBoy and Power Armor PipBoy interface.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Pipboy] bPipboyDisableFX=0 Lack of transparency in Power Armor interface is the result of edited Mesh.Showing real differences in the statistics of weapons that DEF_UI. PipBoy Interface Color. In file to download is a PDF guide on how to get the color values which are in accordance with R G B (Fallout4Prefs.ini) [Pipboy] fPipboyEffectColorR=0.0800 fPipboyEffectColorG=1.0000 fPipboyEffectColorB=0.0900 It allows you to disable the default color of the PipBoy light when you hold TAB. (by default, the color depends on the color settings for PipBoy interface)(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Pipboy] bPipboyEffectColorOnLight=1 It allows you to (Fallout4.ini or Fallout4Custom.ini) Higher value makes object bigger. [Pipboy] fPipboy3DItemScreenScale=0.6000 It allows you to change the speed of the rotating objects in PipBoy interface.(Fallout4.ini or Fallout4Custom.ini) The higher the value, the faster they will rotate. [Pipboy] fPipboyItemRotateSpeed=0.5000 Change color saturation in pipboy. (higher values means more of that color) (Fallout4.ini or Fallout4Custom.ini) [Pipboy] fPipboyEffectColorSaturationMesh=0.6500 fPipboyEffectColorSaturationOnLight=0.3900 Pipboy brighten or dim intensity of display.(Fallout4.ini or Fallout4Custom.ini) [Display] fPipboyScreenEmitIntensity=1.2500 fPipboyScreenDiffuseIntensity=0.150 Power Armor PipBoy Interface Color.File to download is a PDF guide on how to get the color values which are in accordance with R G B (Fallout4.ini or Fallout4Custom.ini) [Pipboy] fPAEffectColorR=1.0000 fPAEffectColorG=0.8200 fPAEffectColorB=0.4100 Power Armor Pipboy brighten or dim intensity of display.(Fallout4.ini or Fallout4Custom.ini) [Display] fPipboyScreenEmitIntensityPA=3.000 fPipboyScreenDiffuseIntensityPA=1.0000 Snap settings for created objects.(Fallout4.ini or Fallout4Custom.ini) [Workshop] fSnapRotationDegrees=45.0000 fSnapHorizontalUnits=32.0000 fSnapVerticalUnits=32.0000 If you set a different color for interface is also changing the areola around objects in Workshop mode, this setting enforces the default color.(Fallout4.ini or Fallout4Custom.ini) [Workshop] bWorkshopForceGreenDefaultShader=0 Instead of areola around object the entire object will be highlighted.(Fallout4.ini or Fallout4Custom.ini) [Workshop] bWorkshopShaderOutlineByDefault=1 Enable automatic saving after you exit the Workshop Mode.(Fallout4.ini or Fallout4Custom.ini) [Workshop] bWorkshopAutoSaveOnExit=0 It allows you to change the rotational speed of the menu icons in Workshop Mode.(Fallout4.ini or Fallout4Custom.ini) [Workshop] fItemRotationSpeed=5.0000 Changes the speed of menu animation in Workshop Mode.Lower value and interface becomes more responsive! (Fallout4.ini or Fallout4Custom.ini) [Interface] fWorkshopAnimTime=500.0000 It allows you to change the color of power connection in Workshop Mode.In file to download is a PDF guide on how to get the color values which are in accordance with R G B(Fallout4.ini or Fallout4Custom.ini) [Workshop] fWireConnectEffectColorR=0.8000 fWireConnectEffectColorG=0.8000 fWireConnectEffectColorB=0.9000 Removing Scanlines from V.A.T.S.(Fallout4.ini or Fallout4Custom.ini) [VATS] fModMenuEffectScanlineFrequency=180.0000 fVatsEffectScanlineFrequency=180.0000 Adjust range of V.A.T.S. activation.(Fallout4.ini or Fallout4Custom.ini) [VATS] fVATSRangedLongDistance=2500.0000 Increase LOD detail.(Fallout4Prefs.ini) [TerrainManager] fBlockLevel0Distance=20000.0000 fBlockLevel1Distance=32000.0000 fBlockLevel2Distance=80000.0000 fBlockMaximumDistance=100000.0000 fSplitDistanceMult=1.1000 fTreeLoadDistance=75000.0000 Water effects.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Water] bUseWaterLOD=1 bReflectLODLand=1 bReflectLODObjects=1 bReflectLODTrees=1 bReflectSky=0 iWaterBlurAmount=1 bReflectExplosions=0 Disable(0) [Water] uMaxExteriorWaterReflections=2 uMaxInteriorWaterReflections=4 (Fallout4Prefs.ini)Enable(1) Disable(0) [Water] bUseWaterDisplacements=1 bUseWaterReflections=1 bUseWaterRefractions=1 bUseWaterDepth=1 Combat Setings.This setting force the NPC use the real number of munitions that they have in inventory, No More unlimited ammo. (Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Combat] bForceNPCsUseAmmo=0 Actions Control.This setting control actions related to the throwing, lifting, power attack, power bash, power armor exit. (Fallout4.ini or Fallout4Custom.ini) 1.0000 = one second so 0.1000 = one tenth of a second [Controls] fEnterWorkshopDelay=1.5000 fInitialPowerAttackDelay=0.3000 fInitialPowerBashDelay=0.3000 fPowerArmorExitDelay=0.4000 fThrowDelay=0.3000 fTogglePOVDelay=0.0000 fZKeyDelay=0.2000 Terminal Lockout Time.(Fallout4.ini or Fallout4Custom.ini) 1 = one second [Gameplay] iTerminalLockoutTime=10 Turns OFF artificial face lighting.(Fallout4.ini or Fallout4Custom.ini) [General] sStartingConsoleCommand=cl off It allows you to decide how many AutoSave or SaveGameBackup will save the game.(Fallout4.ini or Fallout4Custom.ini) [SaveGame] iAutoSaveCount=3 iSaveGameBackupCount=1 Credits: AFK Mods S.T.E.P. DoubleYou Kesta Roy Batty Gruftlord
  10. In case you're living under a rock: https://bethesda.net/#en/events/game/mods-and-4k-coming-to-ps4-for-skyrim-and-fallout4/2016/10/04/221 PS4 mods are back. Before you get your hopes up though, one important statement in there needs to be highlighted: What does this mean? It means PS4 mods that are not fully functional with just a single ESP file are out. "External assets" for Skyrim and Fallout 4 are stored in a separate archive file. This means no custom meshes, textures, music, audio, voiced dialogue, or scripts. It's the scripts that are going to place the biggest restriction on what can be done. What it means in practice is basically that something like USLEEP/UFO4P cannot be offered for PS4 users because they both rely on external assets to be functional. Not much point in a patch if it can't even be allowed to edit and compile updated/new scripts. That said, ESP-only mods are better than nothing at all and perhaps down the road Bethesda will be able to convince Sony to loose their sphincters a bit more.
  11. From the album: Insane Fallout 4

    Facelift of The Castle. (WIP) I'm still wondering about the layout of rooms. - Improved geometry (removed holes and gaps) - New room (10 for now) - Corrected UV >>> Picture in original resolution <<< Suggestions welcome.

    © InsanePlumber

  12. As far as I can tell, I'm the only person having this problem. When you enter the mind of Kellogg during the "Dangerous Minds" mission, everything seems fine. Until I got to the Institute memory. I finished the memory and tried to continue, but at the 2nd left turn after the institute memory, there is a rather small floating black wall that blocks the path, meaning you cant continue and the game is incompleteable. You can't jump it, you can't reload your save to fix it, forcing a restart of the entire console won't fix the bug, even deleting the game and re-installing did nothing. I've lost sleep and I have no other choice but to post here. I've tried sending this to the. UFO4P Bugtracker, but didn't even receive a response. This'll be the 2nd game breaking bug I've found. The only mod I have is The UFO4P so no other mods are causing this issue. Here is a YouTube video for good measure. This is about all the info I could tell. Hopefully someone sees this and addresses the problem.
  13. 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
  14. Recently the tab to build furniture (i.e. beds, containers, chairs, etc.) has disappeared from the settlement modifying menu. I disabled all my mods to try and see if that was the problem and the issue was still not resolved. Has anyone else had this problem? I realize how small this predicament is; but, I feel as though it will hinder the enjoyment of the actual game play over time seeing as I will not be able to complete certain quests without it. I would really like to have the issue resolved as soon as possible and I am hoping that your unofficial patch can do it. Any help or information would be greatly appreciated. Thank you.
  15. 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.
  16. From the album: Insane Fallout 4

    Preliminary Fallout 4 NIF support for 3ds max 2015-2016
  17. From the album: Insane Fallout 4

    Once I had enough...

    © InsanePlumber

  18. So, it seems that Fallout 4 uses Material Swap forms to change the material, and thus the texture, of a static. They have done this with the flags you can place in your base. All those flags uses FlagWallMinutemen01.nif as model, and Material Swap to change the diffuse, normal, and specular. The nif itself only references the Minutemen texture and material. Does anyone have an idea of how one would go about editing those materials? I've tried Hex Editing, but it doesn't seem to work. For example, I'm working on a Flag mod that doesn't replace the vanilla flags, but adds all sorts of "Old World" flags (download). The missing piece is just getting the materials to function as I want.
  19. Here are a few modifications that caught my attention. And they are not done by using TESVSnip aka FalloutSnip. Full Dialogue Interface Better Item Sorting ( It has a patch for the Full Dialogue Interface ) PipWare UI Fallout4 Edition ( Great stuff interface settings in the XML ) My settings for version 0.6 Improved Map with Visible Roads Fallout Texture Overhaul PipBoy

Support us on Patreon!

Patreon
×
×
  • Create New...