Jump to content

Search the Community

Showing results for tags 'fallout 4'.

  • 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
    • Starfield
    • Tools of the Trade
  • Other Games
    • Total War
    • No Man's Sky
  • Unofficial Patch Project
    • Unofficial Patch Project Bug Tracker
    • Unofficial Starfield Patch
    • Unofficial Fallout 4 Patch
    • Unofficial Skyrim Special Edition Patch
    • Unofficial Skyrim Patches
    • Unofficial Oblivion Patches
    • Unofficial Morrowind Patch

Categories

  • Unofficial Patch Project
    • Files For Fixes
    • Unofficial Patch Betas
    • Skyrim Special Edition
    • Skyrim
    • Fallout 4
    • Oblivion
    • Morrowind
  • Starfield
    • 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 Classic/Legendary Edition
    • 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
    • Unique Landscapes Project
    • Armors & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Dungeons
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Modders Resources
    • Patches & Fixes
    • Quests & Adventures
    • Visual Enhancements
    • Tools & Utilities
  • Morrowind
    • Cities, Towns & Villages
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
  • Civilization
    • Civilization 4 Maps
  • Total War Series
  • Miscellaneous Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

  1. Unofficial Fallout 4 Patch Version: 2.1.7 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 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 UFO4P Fixes The .esp and .ba2 files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. (Bug #34096) UFO4P had an undocumented change to the X01 Torso Lining C OMOD that has now been removed. (Bug #34188) Facegen files needed to be generated for EncWorkshopNPCMaleFarmer05 after fixing their duplicate appearance in 26842. (Bug #34378) Item Fixes The Baseball Launcher [ccSBJFO4003_BaseballLauncher] is incorrectly flagged as a VATS Long Burst weapon. The VATSWeaponLongBurst keyword should not have been applied. Removing this fixes several issues with the weapon. (Bug #34038) Location Fixes Navmesh in POIRJ13 (18,25) [Commonwealth worldspace] was added by the NG update. This navmesh did not take into account edits made by Far Harbor in the same area. This navmesh needed to be refinalized with all of the DLC loaded to ensure it has the correct cell connection data. (Bug #34300) Vault-Tec Office [VaultTecOfficeExt01] is incorrectly assigned to the West Everett Estates location. It should be assigned to VaultTecOfficeLocation instead. (Bug #34368) Navmesh in the farmhouse at Abernathy Farm is partially sunken below the floor, preventing the NPCs from navigating it properly. (Bug #34226) Fort Hagen Satellite Array can't be cleared more than once because the boss NPC does not respawn. The assaultron next to her has been marked as a boss as well. [01007539] (Bug #34210) The USS Riptide is not clearable because the eastern side of the barge is not included in the USS Riptide location data. (Bug #34168) [NR] Mesh, Material, and Texture Fixes The DLC banners for the Contraptions Workshop are incorrectly sized at 500x1024 instead of 512x1024, which can lead to the game crashing. [textures\interface\DLCBannerDLC05.dds, extures\interface\DLCBannerDLC05grey.dds] (Bug #34251) The vault door in the Vault-Tec Workshop DLC had a misaligned polygon when the door plays its open animation. [Meshes\DLC06\Architecture\Vault\WorkshopVaultExteriorGearDoor01\WorkshopVaultExteriorGearDoor01.nif] (Bug #34303) Bus Stop Benches have a pulled vertex on them that creates an unnatural sharp point. Note: This will only address the furniture version of this bench because the static copies are contained in previsbines. [Meshes\Furniture\BusStop\BusStop01.nif] (Bug #33114) Quest and Dialogue Fixes While "Best of Three" [ccBGSFO4046_BestOfThree] is active, it's possible that the perk which allows you to scan Gunner Pip-Boys will cause Virgil to become hostile during the MQ, which will break it. (Bug #34008) Settlement and Workshop Fixes Lucy's bed was isolated by a navmesh precut for nearby scrappable items that prevented her from being able to use the bed properly. (Bug #34226) Placement/Layout/Ownership and Other World Fixes 0017FEA7: Warehouse door which is set to the incorrect variant. (Bug #34318) 085293D9: Fence Post added for unsupported chain link segment. (Bug #34263) 0302F334: Ownership removed from Longfellow's bed to prevent issues with bed assignments for the workshop. (Bug #34227) [PC-Only] 0852D82A: Pipe valves added to cover up exposed 90 degree pipe bend at Big John's Salvage. (Bug #34219) 0006B9F3, 0006B9AF: Beds at Abernathy Farm that cause clipping through the wall when used. (Bug #34226) 0020BC38: Unharvestable Glowing Fungus. (Bug #34111) 00175b63: Floating elevator hatch removed. (Bug #34050) Text Fixes DLC06SecuritySubTerminal01: "DECTECTED" -> "DETECTED" (Bug #34291) DN088_DeansSubTerminalMail: "They me kept redirecting my call for hours" -> "They kept redirecting my call for hours" (Bug #34277) The complete changelog for PC and XBox One is available here.
  2. Version 2.0.0

    14 downloads

    There are seven re-spawning Raiders who have power armor with random plates. This mod equips those Raiders a full set of plates and renames the frames to Raider Honcho Power Armor. The Raiders affected are located at: - Lexington (2) - Dunwich Borers - Revere Station - Libertalia - USS Riptide - Roadside Pine Hotel This mod has been successfully tested with Fallout 4 version 1.10.980. This Mod has been cleaned with Xedit 4.0.3. This mod is available on Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4241252 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  3. Version 1.1.0

    13 downloads

    Brought to you from the sweepings of the cutting room floor, the imagination of a frustrated player and the rantings of a madman, I give you a reset of the games power armor. Not all power armor mind you, just power armor which exists in the game files but ain't in the game. Power Armor like the power armor from the Contraptions Workshop DLC. Or power armor which should have a more descriptive name, rather than just Power Armor, like the Power Armor in Nuka World or the recently added Enclave content. This mod is available for Xbox at https://bethesda.net/en/mods/fallout4/mod-detail/4284445 This mod requires Fallout 4 version 1.10.980. This mod requires the Digital Paint Schemes Master : The power armor and their locations are: Minute Men is in the armory in The Castle (yes, you have to deal with Ronnie Shaw). Railroad in the Railroad Headquarters. Institute in the Atrium, on the catwalk outside your quarters. Military in a bunker in the Glowing Sea behind an Expert Terminal. VaultTec in VaultTec headquarters. Sugar Bombs in the Super Duper Mart in Lexington. Abraxo in the Mahant Research Center. Gunner in Vault 95 (see note below). Gunner in GNR (see note below). As an added bonus, there is a power armor frame named Overboss Raider Power Armor located in Fizztop Grill, for the plates you get off of Coulter. Please note, the gunners will use the Gunner Power Armor in both locations. To get the PA with the name Gunner Power Armor, you must either wait for the gunner to exit the armor before killing them, or pickpocket their fusion core, forcing them out of the armor and then killing them. No matter how you get it, the Gunner Power Armor will still show as stolen The following were renamed from "Power Armor" to ... Abraxo Promotional Power Armor Sugar Bombs Promotional Power Armor Nuka Cola Power Armor Nuka Cola Quantum Power Armor Vim! Power Armor Vim! Refresh Power Armor Pyro's Hellfire Power Armor Forged Thermal Power Armor Black Devil Power Armor Hellfire Power Armor X-02 Power Armor And finally, the Tesla Power Armor was renamed to Ivey's Tesla Power Armor. This mod has been cleaned with Xedit 4.1.5f. This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  4. Version 1.1.0

    23 downloads

    A collection of digital paint schemes which are used by other mods. This file contains only the Textures and Keywords necessary to use the paint schemes. Do not use this mod unless you have a mod which requires it as a master. This mod requires Fallout 4 version 1.10.980. This Mod has been cleaned with Xedit 4.1.5f. This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  5. Version 1.0.0

    12 downloads

    A collection of Paint Schemes for all of the base games power armor. This mod requires Digital Paint Schemes, Master. This mod has been successfully tested with Fallout 4 version 1.10.980. This Mod has been cleaned with Xedit 4.0.4. This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  6. Scythe Bearer

    Fortune Finder Leveling

    Version 1.0.0

    44 downloads

    The max value the vanilla game has in a Caps Stash is 24 caps. That seems rather paltry when you are at level 250 and, after a while, makes the Caps Stashes rather disappointing. So this mod was born. Now the caps in a Caps stash will level as the player levels and makes looking for those Cap Stashes worthwhile again. Level . . . . Caps 1 . . . . . . . . @ 20 25 . . . . . . . @ 100 50 . . . . . . . @ 200 100 . . . . . . @ 500 150 . . . . . . @ 1000 200 . . . . . . @ 1500 250 . . . . . . @ 2000 300 . . . . . . @ 2500 On the big jump from level 1 to level 25, up to level 100 the leveling is from the base game, and past that are this mods additions. This mod has been successfully tested with Fallout 4 version 1.10.980. This Mod has been cleaned with Xedit 4.0.3. This mod is available for Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4241024 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  7. Version 1.0.0

    39 downloads

    Frustrated with your cross hair wandering all over the place when using a scope. Convinced there has to be a better way. Well ... if your Strength and Perception are at least 8 and your level at least 50, you can take a Sniper perk which will greatly reduce (or eliminate) the sway. This mod has been successfully tested with Fallout 4 version 1.10.980. This mod is available on Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4241303 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  8. Scythe Bearer

    Working Kitchen Appliances

    Version 1.0.0

    121 downloads

    Refrigerators you can craft to cool your beverages. Stoves you can craft to cook your wasteland fare. The refrigerators creation is in Furniture > Misc. The stoves creation is in Crafting. This Mod requires Far Harbor and Nuka World. This mod has been successfully tested with Fallout 4 version 1.10.980. This Mod has been cleaned with Xedit 4.0.3. This mod is available on Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4241024 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  9. Scythe Bearer

    Where's The Rum

    Version 1.0.0

    35 downloads

    Ready to create your Nuka Beverages and discover you have no rum? Tired of finding more empty Rum bottles than actual Rum. Me too. A little research discovered that Rum is not sold by any Vendor, and is absent from every Loot list. This mod adds Rum to the lists for Vendor and Loot. This mod has been successfully tested with Fallout 4 version 1.10.980. This Mod has been cleaned with Xedit 4.0.3. This mod is available on Xbox: https://bethesda.net/en/mods/fallout4/mod-detail/4242092 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  10. Scythe Bearer

    Atrium Light

    Version 1.0.0

    43 downloads

    A florescent light which will illuminate three floors. Made from one of the lights for the Atrium, this one will light up your atrium like it should be lit. This Mod has been cleaned with Xedit 4.0.4. This mod has been successfully tested with Fallout 4 version 1.10.980. This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  11. Scythe Bearer

    Old Marine Tweeks, CC AMR

    Version 3.0.0

    7 downloads

    A Anti-Material Rifle is designed to engage and disable or destroy light to medium armored vehicles and tanks at ranges beyond normal small arms. A Anti-Material Rifle is designed to fracture or destroy a vehicles engine block on impact. Consequently, soft targets have NO chance when engaged with a Anti-material Rifle. Further, the CC Anti-material Rifle uses .50 Caliber ammunition. This ammunition has a Maximum effective range of 1200 Meters (approximately 1300 yards) and an actual range of 1800 Meters (approximately 1.1 miles). The CC Anti-material Rifle falls far short of that range. So ... this mod was born in an effort to fix these shortcomings. This mod starts by fixing the .50 Caliber Ammunition itself, making it's range more appropriate (something which will benefit all .50 Caliber weapons). With that out of the way, this mod ups the impact of the CC Anti-Material rifle to something inline with a .50 Caliber weapon. Once that is fixed it ups the range of the weapon so that one can effectively hit targets at longer ranges. That pointed to a shortfall in the optics, so the Recon Scope was enhanced to allow the shooter to actually focus on a target at those longer ranges. So, with all that, I give you Truck Stop. This weapon, based on the CC Anti Material Rifle, will stop just about any soft target in one hit, and do so at ranges which will often not alert the targets companions. You can find Truck Stop lying on the chest of a dead Raider in the Glowing Sea. Just follow the Distress Signal. Now, there is a caveat with this weapon. This weapon operates at the extreme limits of the games engine. If you engage a target at the extreme range of this weapon, there is a chance that the cell will reset before you can get to it, and the spoils will be lost. So either expect downed targets to be lost to you, or use the weapon at shorter ranges. Finally, if it isn't already obvious, this mod requires the CC DLC Anti-Materiel Rifle (ccfrsfo4002-antimaterielrifle). This mod has been successfully tested with Fallout 4 version 1.10.980. This mod was cleaned with Xedit 4.04. Can't find the rifle by following the directions in the Distress Signal, here is a short video which may help: https://youtu.be/-RRgXhRJMtA If you wish to contact me about this mod, you can do so here or on Discord at https://discord.gg/jW7m65uNW7 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  12. Version 1.0.0

    3 downloads

    The mod Buildable Power Armor Frames (an ESP) regresses part of The Great Power Armor Refresh (an ESL). This mod (an ESP) fixes the issue when loaded AFTER the mod Buildable Power Armor Frames. I have the permission of Lapdragon to create this patch. This mod requires BOTH the Great Power Armor Refresh and Buildable Power Armor Frames (available on Nexus Mods: https://www.nexusmods.com/fallout4/mods/6698. If you do not have both those mods, you do not need this mod. This mod has been successfully tested with Fallout 4 version 1.10.980. This Mod has been cleaned with Xedit 4.0.4. This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  13. A few days ago, I started receiving this error whenever I try to launch the Fallout 4 version of Wrye Bash. I will also post it on the Discord server. The version of WB I am using is 312.1. Wrye Bash encountered an error. Please post the information below to the official thread at https://afkmods.com/index.php?/topic/4966-wrye-bash-all-games or to the Wrye Bash Discord at https://discord.gg/NwWvAFR Traceback (most recent call last): File "bash\bash.py", line 425, in main File "bash\bash.py", line 517, in _main File "bash\basher\links_init.py", line 143, in InitStatusBar File "bash\env\windows.py", line 1120, in init_app_links AttributeError: 'str' object has no attribute 'exists' I also just tried to launch the game and it froze. So I re-validated the game files on Steam and 5 files will be re-acquired. Maybe I have more than one problem going on right now.
  14. Hello everyone, this is my first post on this site so I hope posting this question here is fine. So I’ve been looking into a very specific bug in the game which seems to have been a thing since the very release of the game up until now. It occurs without mods as well as with various versions of the Unofficial Patch. I found plenty of interesting examples and it looks like it happens on PC as well as on all consoles. The bug is even mentioned on some wikis, but there has been nobody who actually explained why it happens or how it can be triggered. So far, I’ve found examples for four variations of it: You travel to a settlement (and stay there for a while) and a random object appears next to a crop. This only seems to happen if the crop is assigned. Advancing a quest accidentally spawns an item intended to be placed in a specific container at a random crop in a random farm instead. You’re on a farm already and move or plant a crop and a random object spawns right when the crop is placed down. Shooting a spotlight pops out a random object in addition to the broken light object. I only found one single example for this one and they got it on the exit door of the Corvega Plant interior where you do the first Minutemen Quest. Spawned objects include: Star Cores (most common), Space Suits, specific quest holotapes (from "Long Time Coming" and "The Lost Patrol"), dead bodies of enemies that were defeated earlier on the save, scenery items like walls, Provisioner Robots stripped of all their robot workbench mods, the Beryllium Agitator, legendary items from the CustomItemQuest, DLC03_CustomItemQuest and DLC04_CustomItemQuest quests, tanks and the Yangtze Warhead. Here are some examples of the bug happening from various players: Weird Fallout 4 Crop Placement Bug (Video) (3) Legendary weapon spawned in a tato patch at Abernathy Farm (1) I just found a Star Core in Abernathy Farms Tomato's in the dirt? (1) I don’t know if this is a bug, but I found this Star Core in Graygarden (1) Found it lying on the farming area in The Slog. Just why? (1) I found a star core in my melons does anyone know why (1) Wait… what??? Planting melons and this just appeared in the melon patch. (3) Odd glitch in a tato plant at Abernarthy Farm (1) Weird ass bug in Abernathy farm. (3) County Crossing STAR CORE? (1) I found this, when I planted a carrot (3) Appearing tanks outta nowhere anyone? (1) There's a tank in my farm in Fallout 4 and I need help. (1) I'm so confused, how did a star core spawn in the Abernathy farm melon patch? (1) Crop Spawned Weapon (3) Does anyone else have glitching problems on the Eddie winter quest? (2) Long Time Coming bug (Abernathy farm) (2) Armor found attached to corn at my base (3) Umm what is this glitch? (1) "The Lost Patrol" bug [FIXED] (2) Found Final Judgment just lying on the ground in Sanctuary (1) I just found the Yangtze warhead on top of a melon at Abernathy farm (1) I guess I'm starting Nuka-World earlier than expected (4) It appears like these things are properly moved and not just spawned in. One of the examples mentions Admiral's Friend being removed from the vendor after it appeared in their farm. The most common places the random things appear at seem to be Sanctuary, Abernathy Farm and Oberland Station. Unfortunately, my knowledge of the mechanics of the game aren't deep enough to actually look into this properly on my own. Believe me, I tried. So far, my best theory is that the game somehow attaches the wrong reference to the FurnitureBase. This results in the object being pointed to spawning next to the crop if an assignment is done or the crop is moved. I was able to confirm this by making a mod that sets this value to the Eddie Winter Holotape and indeed, this will make the holotape spawn exactly like the provided examples above. I don't know for sure how this mix-up happens, but I assume it has something to do with extreme lag on list init or installing DLC or mods on existing saves which change the indexes of the checked lists which results in the wrong index being used, switching FormList [15] to HoloTape [15] for example. If this is indeed the culprit, I would suggest updating CreateFurnitureMarkers() in WorkshopObjectScript.psc to add a check if FurnitureBase is Furniture and if it is a FormList instead, to check if it's randomly selected index is furniture. You could also check afterwards if the furniture is flagged as a marker though it looks like this flag is not set for a lot of markers, so we'd have to actually set them for all the crop markers. Any help in looking into this would be very appreciated. To my knowledge, this bug hasn’t been mentioned on this forum yet. If it has been and I’m just bad at searching stuff, just let me know.
  15. Version 1.0.0

    39 downloads

    This mod does two things. First, it replaces the five changes to get a annoying empty bottles in the Nuka World Nuka Cola Vending Machines with a Nuka Cola, a Nuka Cola Quantum, a Nuka Cola Cherry, a Nuka Cola Grape, and a Nuka Cola Orange. . Second, it makes the original Commonwealth vending machine list match the vending machine list from Nuka World, thus having the Nuka World added drinks show up in the Commonwealth. This mod has been successfully tested with Fallout 4 version 1.10.980. This mod is available for XBox: https://bethesda.net/en/mods/fallout4/mod-detail/4284522 This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  16. 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.
  17. For those who have installed the NextGen Update and have mods which "rename" power armor, there is a potential conflict. To quote Douglas Adams "Don't Panic". This is NOT a catastrophic collapse nor the end of the world. The CC content which adds the Hellfire Armor updated the instance naming rule dn_PowerArmor. Any mods which update or change this INMR record will quite probably need an update. Also, any compatibility patches which reconcile mods with each other may also need to be updated. The symptoms of this condition are that the various pieces of Hellfire Armor are named Head, Left Arm, Left Leg, Right Arm, Right Leg and Torso, as appropriate. They should be named Hellfire MKx with the part suffix. IE, Hellfire MK VI Torso, etc.
  18. Version 7.20

    15 downloads

    A simple tool for scanning your Buffout 4 crash logs, game and mod files. Automatically detects problems in around 250 different cases. GUI included. Previously known as Crash Log Auto Scanner (CLAS) This tool is based on How To Install Buffout 4 And Resolve Crash Logs article. It automatically scans Buffout 4 crash logs and gives you detailed information on detected settings and mods that might be causing the crash, along with additional steps to take depending on what it finds. Currently implemented logic checks for ~250 different things. CLASSIC can now also extensively scan game and mod files for additional problems. REQUIREMENTS - Buffout 4 OR Buffout 4 NG - Fallout 4 Script Extender - Address Library For F4SE Plugins - OR Address Library For F4SEVR Plugins - BSArch (For Scanning Mod Files) ADDITIONAL FEATURES CLAS has evolved into: Crash Log Auto Scanner & Setup Integrity Checker Here are most of its main features (and there's plenty more): - Automatically checks for its own updates every 7 days. - Automatically grabs all crash log files from the Script Extender folder. - Plays a notification sound once crash logs and game file scans are done. - Checks if the game is installed outside of Program Files folder. - Checks if Buffout 4 and its requirements are correctly installed. - Warns you if MS OneDrive is overriding your Documents folder location. - Checks if you have the latest version of Fallout 4 Script Extender (F4SE). - Checks if any F4SE files are corrupted or overwritten by other mods. - Checks if F4SE files and scripts are correctly installed. - Automatically enables Archive Invalidation / Loose Files setting if necessary. - Automatically adjusts Buffout4 TOML settings to prevent mod conflicts and crashes. - Automatically adjusts INI settings for some mods to prevent crashes & various problems. - Papyrus Log monitoring built into the GUI and plays a warning sound when things go bad. - Checks for conflicts between mods and available mod patches or solutions to problems. - Buttons for quick access to many other useful Fallout 4 tools, articles and websites. - Ability to scan all mod files from your Staging Mods Folder to detect these issues: > Check if DDS texture file dimensions are not divisible by 2 (Ex. 1024 x 1025) > Check if texture files are in the wrong format (TGA or PNG instead of DDS) > Check if sound files are in the wrong format (MP3 or M4A instead of XWM or WAV) > Check which mods have precombine / previs data (so you can load them after PRP) > Check which mods have animation file data (to narrow down Animation Data Crashes) > Check which mods have copies of Script Extender files (to prevent problems & crashes) - Mod files scan will also move any found fomod and readme files to CLASSIC Misc folder. - You can also generate FormID values for all your active mods, so AUTOSCAN can show them. - AUTOSCAN reports will additionally provide the following information: > Check and show if you have the latest version of Buffout 4 > Notify you when most Buffout 4 TOML fixes get changed or disabled. > Warn you when TOML settings need changes to prevent conflicts and crashes. > List all mods that can frequently cause crashes or other problems. > List all mods that have community patches and fixes available for them. > List all mod INI files and settings that have enabled game *VSync*, if any. > Show the Plugin Checker report analysis from Wrye Bash if it's available. > Warn you if *Fallout4.ini, Fallout4Prefs.ini or Fallout4Custom.ini* become corrupted. > Warn you if there are any errors in the Script Extender and all other mod log files. > Show how many times each Possible Plugin and FormID Suspect appears in the crash log. > Show how many times each detected record (file, function) appears in the crash log. > Show an additional warning if you went over the Plugin Limit (254 esm/esp). INSTRUCTIONS 1.) Download the CLASSIC Portable main file from Files tab and extract it somewhere. 3.) Run the executable, press the SCAN CRASH LOGS button and wait until it's complete. 4.) Open the autoscan results generated in the same folder that end with -AUTOSCAN(.md). 5.) Profit. (Read the -AUTOSCAN files and do what they say. Beware of false positives.) 6.) Press Scan Game Files button to perform additional mod and game file integrity checks. NOTICE: CRASH LOG FILES MUST START WITH "crash-" and HAVE THE .log EXTENSION, NOT .txt (Buffout logs in Documents\My Games\Fallout4\F4SE are already .log, do not rename them.) (For everything else, enable extensions in Windows Explorer and rename files if necessary.) READ THE PINNED POST FOR TROUBLESHOOTING AND INSTRUCTIONS If Auto-Scanner doesn't resolve your woes, upload crash logs to the Buffout 4 Nexus Page Any suggestions on how to improve the script are quite welcome. And enjoy, I guess.
  19. Updated my 2 mods for the most current versions, safe to update in current playthrough.
  20. Hello expert modders. I am not nor do I aspire to be manually modding games. I need everything having to do with modding be done automatically when possible. I'm liking MO2 and I allow it to auto install mods for the only game I'm playing now, which is Fallout 4. By some miracle, I was sucessful in manually installing F4SE into MO2 and I suppose I must have also learned how to manually install LOOT into MO2 bc I just noticed that MO2 will not auto instal LOOT, so apparently I'll have to re-learn how to do it again. I see that my version of LOOT is 0.16 and I found there's a newer version 18.5. My LOOT 16 is doing it's job but should I go ahead and update it? Is there maybe a link to a utility that would update LOOT for me? If I have to update it manually, will I need to first uninstall my old version 16 first? Please help a dumbass out over here. Thanks!
  21. Version 1.1.2

    36 downloads

    Far Harbor Exploration Expanded Welcome back to Far Harbor! Far harbor has plenty of places to explore but I felt it was missing a few extras in some of the more sparcely populated areas and places to rest were even more scarce so I fixed it. This adds a player home in the harbor and another stash house on the other side of the island as well as several lot spots and several suprises. IMPORTANT: This mod includes my Better Far Harbor Information Center as an All In One (AIO) the form number did not change so you should be able to add this in its place (unconfirmed) but I still recommend a fresh game if you have been to Far Harbor. This mod does NOT break precombines so it is safe to use with BostonFPSFix and PRP (Loade before PRP). Enjoy
  22. Arthmoor

    Unofficial Fallout 4 Patch

    Version 2.1.7

    5271 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.
  23. I'm adding some new signs to my signs and posters mod for an upcoming release, and one of the things I'm adding (prompted by a user request) are some religious signage. The request was for one specific one, but I like to be inclusive, so I was looking to add others. But while I was researching distinctive religious signage in the Boston area, I noticed something that raised a question for me. We know that as of 2077 church buildings still existed, because the ruins of some of them are prominent sites in the game. However, real-world Boston has some extremely distinctive non-Christian/Catholic religious structures, and not a one of them made it into the game. We know from prior games that Christians still exist (ex: St. Monica's Church in Rivet City, Abbey of the Road somewhere west of the Commonwealth), and that the Mormons were still around (Honest Hearts). We know that various cults exist (Children of the Cathedral, Children of Atom, Bright Brotherhood, etc.). There are even some Lovecraftian cults out there. But there's no sign that I've seen of Jews, Hindus, Buddhists, Muslims, or other non-Christian, real-world religions. So, my question is this. Is the lack of any reference to any non-Christian/Catholic real-world religion simply a matter of omission (they exist, but just weren't featured in the game), or is an aspect of the locked-in-the-1950s culture of FO4, or some other lore-related thing, that the construction of the distinctive buildings for other religions, or perhaps even the overt presence of those religions at all, did not happen? I'm wanting to stay fairly lore-friendly with these signs, and I'm trying to decide between having larger signs with more detail and graphic elements, or small, somewhat inconspicuous signs where they were wanting to self-identify, but not draw undue outside attention. So, if anyone can refer me to something that discusses this from a lore perspective, or can give insight into this, I'd appreciate it. Just a note, I'm not interested in any discussions on the validity of religions, or anything like that. I'm just looking for the lore regarding them in Fallout. Thanks!
  24. A thread to post about your thoughts on Fallout 4. Such as likes/dislikes, the story, game play, favorite factions etc.. Some of mine to start: Far Harbor was my favorite DLC. I like the Nuka World location. But never played as a Raider. (Except for a test when the NW was new.) I have thought for years that the option to be a raider should have been in the base game. Nukaworld's quest should have been for everyone. Like Far harbor's was. My secret to enjoying Fallout 4 is to tell my own story, make some mods and build settlements. Expecially modded settlements filled with synths. :-) I think the two factions that didn't allow your character to become leader were the two most 'thought out' factions quest wise. They both had longer quest lines. (I think when the game was being written , Bethesda thought most players would side with either the BOS or the RR.) The Institute is my favorite faction, but its questline was very ordinary in places. I didn't mind being made Director, but there was nothing to do. Who did 'Wallace' (recruited by the Institute) work for and where did he get his knowledge?. The companions were generally well done. Sometimes I do wonder why there were so many blokes?
  25. Is there a way to require you have something available as a component to build something, but not consume that component in the process? Or alternately to have the crafting create multiple objects at once so that I can add in the crafted item, plus replacements for all of the consumed components? I'm wanting to require paint cans for crafting graffiti, but not use up a full can of paint for each color in each item.
×
×
  • Create New...