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  1. Unofficial Fallout 4 Patch Version: 2.1.6 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Fallout 4 Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Fallout 4 version 1.10.980 or greater. Requires Official Automatron DLC. Requires Official Wasteland Workshop DLC. Requires Official Far Harbor DLC. Requires Official Contraptions Workshop DLC. Requires Official Vault-Tec DLC. Requires Official Nuka-World DLC. Requires Official Hellfire Power Armor DLC. Requires Official X-02 Power Armor DLC. Requires Official Heavy Incinerator DLC. Requires Official Enclave Weapon Skins DLC. Requires Official Enclave Armor Skins DLC. Requires Official Halloween Workshop DLC. Requires Official Tesla Cannon DLC. Requires Official Makeshift Weapon Pack DLC. Requires Official Enclave Remnants DLC. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 UFO4P Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Fallout 4. If you're experiencing a bug with Fallout 4, please report the bug to us in as much detail as possible on the UFO4P bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Fallout 4 bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Fallout 4 experience! If your bugs is of the more important variety, such as a broken quest, broken settlement mechanics, broken perks, etc, you should also submit the report of your issue to Bethesda as well. Use their feedback form to do so and provide them as much detail as you would us. We would all prefer the bigger things to be fixed by them, right? (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the UFO4P Official 1.10.980 Patch Update Reconciliation Merged change in Heavy Flamer with the position fix for the toolbox so that it will properly require the Keeper's Toolbox Key. Forwarded the location data added by Enclave Remnants to GlowingSeaPOIJS02. UFO4P Fixes workshop_co_SleepMattress is an inaccessible recipe and therefore the edits to it are unnecessary. (Bug #32786) [Note that it being duplicated in the menu is NOT a vanilla or UFO4P bug. It is something triggered by Buffout and needs to be fixed on their end of things.] workshop_co_BedMattress formula has been adjusted to use less steel so that it makes more sense in line with beds that have actual frames. (Bug #33040) Crashes for users with nVidia RTX cards who attempt to open the Graygarden workshop menu have been resolved. Glitchfinder has provided us with a mesh that eliminates the problem. (Bug #33066) [meshes\Workshop\WorkshopBorderGrayGarden01.nif] An error in script DLC03:TrapBear causes actors without the Lightfoot perk to fail to properly trigger traps using the script. (Bug #33086) 03043A2D: Rifle that had its placement adjusted at some point but then somehow ended up sitting upright with improper rotation values. (Bug #32959) Gunslinger level 5 had the weapon checks on the wrong perk entry tab from our fix in UFO4P 1.0.1. (Bug #33846) The useless Nukalurk Eggs have been removed from the spawning activator. Reverts 27393. The item itself as created by UFO4P will remain to prevent possible CTDs. Go sell the useless eggs or something (Bug #33834) Modified the fix in stage 101 of Reunions [MQ106] so that the Command Center door is not set into a bad state which may then lead to breaking the arrival of the Prydwen. (Bug #33695) December's Child weight decrease was applied incorrectly resulting in it being heavier instead of lighter as intended. [DLC03_mod_Custom_Weapon_M4] (Bug #33931) 0724DB6F: Fog Condenser added by UFO4P was not linked to its jug. (Bug #32769) Actor Fixes DLC04_LvlGang_Operator_Boss incorrectly drew from generic raiders which would sometimes result in choosing a Disciple instead of an Operator to fill the template. (Bug #33772) MQ302Minuteman02 had incorrect face morph values due to being switched from female to male without a proper facegen update. (Bug #33000) Old Longfellow is missing the ability that controls the Live & Love perks for companions. (Bug #33938) LCharMoleratLegendary and LCharMoleratAmbushLegendary incorrectly spawn ordinary Mole Rats between level 7 and 13. The Mole Rats themselves also lack their appropriate skins and material swaps. (Bug #33935) Caged versions of Glowing Mole Rats and Mutant Hounds did not get the fixes that were done for the non-DLC versions. (Bug #33933) Deathclaws permanently mark a target to dismember on death due to the effect wrongly being set up as an ability. [abDeathClawClawsSpell] (Bug #33920) Following Last Voyage of the U.S.S. Constitution, the Lookout does not go with his shipmates if the quest ended with the ship crashing into the Baxter Building. [DialogueMS11 - New Alias AI Pack added] (Bug #33139) After completing "Out of the Fire" [DN121] Saugus Iron Works respawns a leveled raider boss to fill the leader position. This leader should not have been spawning in using Slag's specific version of raider power armor. [LvLForged_Boss] (Bug #32871) Guard settlers are not using the correct template reference for their inventories. Rather than using EncWorkshopNPCMaleFarmer01Template they should be using EncWorkshopNPCMaleGuard01Template. (Bug #33957) Synth Refugee [DLC03_Loot_CorpseSynthRefugee] and its female counterpart lack a Synth Component on their bodies, as is found on other dead synths. (Bug #32555) Item Fixes DLC03_LL_Armor_Trapper_Coast_Underwear had an invalid form in the list. (Bug #32989) Fancy Plaid Suit & String Tie [DLC04_Armor_Operators_Underarmor_02] was accidentally left out of the Operators underarmor list. [DLC04_LL_Armor_Operators_Underarmor] (Bug #33849) DLC01LLI_Vendor_BotMods_Basic_Armor erroneously contains a useless component for Mr Handy Bottom Armor that doesn't have a craftable recipe, nor does it have a craftable modification for it. [miscmod_DLC01Bot_Torso_MrHandy_Armor_Standard_Bottom - removed] (Bug #33848) DLC04_NukaWorld_Meat75 erroneously offers up Flying Ant Meat which is never used in anything and was apparently cut from the game. (Bug #33847) MacCreadyOutfit erroneously includes an unplayable set of Road Leathers [Armor_MacCready_Raider_Underarmor] which he cannot use due to his duster conflicting with the biped slot. (Bug #33918) Basketballs for the Nuka-Cade should cost 4 rubber instead of 2, or the player will be capable of an infinite rubber exploit. [DLC04workshop_co_NukacadeHoopShotBall] (Bug #33842) Prewar_Locker_01 was missing its open and close sounds. (Bug #33841) Acid Soaker ammunition only crafts a single round instead of the 20 it was supposed to be. [DLC04_co_Ammo_AcidSoaker] (Bug #33840) The Gatling Laser Overcharged Capacitor mod incorrectly requires Gun Nut level 2 when energy weapons are always governed by the Science! perks instead. [co_mod_GatlingLaser_LaserReceiver_MoreDamage3] (Bug #33839) Vault-Tec Deep Pocketed mod has no crafting requirements. [co_mod_armor_VaultTec_Lining_Torso_ImprovedCarryCapacity2] (Bug #33838) Overboss Power Helm [DLC04_Armor_Power_T51_Helm_RaiderOverboss] is missing the default raider headlamp in its template. (Bug #33836) MeatBag_Floor001 and MeatBag_Floor002 had wild edits applied by the Wasteland Workshop DLC that serve no purpose. (Bug #33945) mod_InstituteLaserGun_Scope_ScopeMedium, mod_InstituteLaserGun_Scope_ScopeMedium_NV, and mod_InstituteLaserGun_Scope_ScopeShort_NV are all set to the wrong zoom value for the type of scopes they are. (Bug #33944) mod_armor_Combat_Lining_Torso_Lighter and DLC03_mod_armor_Marine_Lining_Torso_Lighter should both be providing 5 AP instead of 2 since they are for the torso slot. (Bug #33943) DLC04_mod_HandmadeGun_Receiver_MoreDamage3 errneously has dn_HasReceiver_Converted applied even though it's not changing the ammo type. (Bug #33942) DLC04_TrashObjectBurgerbox01, DLC04_TrashObjectCup02, DLC04_TrashObjectCup, DLC04_TrashObjectPizzabox01, DLC04_TrashObjectCupGroup, and DLC04_TrashObjectHotDogbox01 all have abnormally high weight for miscellaneous trash items. (Bug #33941) holotapeLadiesAux01, holotapeLadiesAux02, holotapeLadiesAux03, holotapeTheControl01, holotapeTheControl02, and holotapeTheControl03 all had a weight of 0.2 when holotapes should have 0 weight. (Bug #33940) DLC04_Ammo_PaddleBall lacked a short name, causing it to display as blank in the UI. (Bug #33939) PA_Legendary_Any_Unbreakable, PA_Legendary_Any_Low_Weight, and mod_Legendary_Weapon_RadiationDamage were missing the setting to raise their value by 4x normal. (Bug #33936) Daytripper should last 10 minutes as its description says instead of 5. (Bug #33932) Laser Muskets can spawn with Laser Gun parts due to a misconfigured set of object mods. [modcolgroup_LaserMusket_LongBarrel_ExtensionWithBracket_AND_Camera, modcolgroup_LaserMusket_LongBarrel_ExtensionWithBracket_AND_Focuser, modcolgroup_LaserMusket_ShortBarrel_ExtensionWithBracket_AND_Splitter] (Bug #33929) Poisoned Caltrops should not be setting off explosions when used. [DLC03_ThrowingCaltropWeaponPoisoned] (Bug #33923) Melee weapon mods do not actually provide bonuses for cripple chance or extra limb damage because the effect data for them was never created. (Bug #33930) BaseballGrenadeProjectile, BehemothBoulderProjectile, MolotovCocktailProjectile, SynthTeleportGrenadeProjectile, DLC04_LuckyRabbitsFootProjectile, DLC04_LuckyRabbitsFootProjectile2, DLC04NukaCherryGrenadeProjectile, and DLC04NukaQuantumGrenadeProjectile all have explosion effects that incorrectly default to the one for frag grenades. (Bug #33927) MS09JackRadiationGunProjectile, and GammaGunProjectileLarge are incorrectly flagged to penetrate geometry despite being beam weapons. (Bug #33919) Robot and Metal armor pieces incorrectly have Universal linking keywords attached to them which results in the "Dense" mod being applicable to more than just torso parts. [Armor_Metal_ArmLeft, Armor_Metal_ArmRight, Armor_Metal_LegLeft, Armor_Metal_LegRight, Armor_Metal_Torso, DLC01_Armor_Robot_Torso, DLC01_Armor_Robot_ArmRight, DLC01_Armor_Robot_ArmLeft, DLC01_Armor_Robot_LegRight, DLC01_Armor_Robot_LegLeft] (Bug #33835) Deliverer should have the WeaponTypePistol keyword on the actual weapon instead of by way of adding modifications for it. [mod_Deliverer_Grip_Standard, mod_Deliverer_Grip_Better1, mod_Deliverer_Grip_Better2] (Bug #32839) Fortification effects for Ultra-Jet, Psycho-Jet, and Buffout need to be reduced from 15 duration to 5 duration due to the fact that the durations are incorrectly extended due to the slow time effects. (Bug #32932) The Marine Armor Chest Piece [DLC03_Armor_Marine_Torso] incorrectly referenced leg armor materials in its Epic variants. (Bug #32809) Several Rust Devil Robot mods list "Reduces Carry Capacity" as an effect for the object mods. This effect was left off of many of them. See ticket for the complete list. (Bug #31630) Exemplar's T-60 Torso is always labeled as "c" but it should be "b", "d", or "e" based on which level is rewarded to you by Kells. (Bug #31517) Plasma weapons should now work properly with the Penetrator perk. [PlasmaProjectileLarge, PlasmaProjectileSmall, PlasmaProjectileSmallFast, DLC01LightningGunProjectile] (Bug #23322) Curie will now give Curie's Healthpaks to the player instead of ordinary stimpaks. Curie's Healthpak [ALCH 0019c0d9] does exist in the game files already, but it was nowhere used (Bug #32937) The combat rifle mods mod_CombatRifle_Scope_SightsImprovedGlowIron and mod_CombatRifle_Scope_SightsImprovedIron were using the same loose mod. The combat shotgun mods mod_CombatShotgun_Scope_SightsImprovedGlow and mod_CombatShotgun_Scope_SightsImprovedIron had the same problem. Two new loose mods were created and have also been added to all relevant leveled lists and form lists. (Bug #32641) Location Fixes Several issues with the setup for the Caravan encounter in Automatron have been corrected. (Bug #33074) MassPikeInterchangeExt03 had a Nuka-Cola machine with navmesh under it that should not have been there. The navmesh has been adjusted to account for the machine being in the way. (Bug #32858) The Walden Pond Gift Shop Basement [WaldenPond01] was missing the "Has Water" flag. (Bug #33816) Fixed an elevated navmesh vertex at the back entrance to Hardware Town. (Bug #32812) Mesh, Material, and Texture Fixes Plasma Guns, Laser Guns, Laser Muskets, and Lever-Action Rifle all have an unnecessary generic collision block around them which makes it place awkwardly in several situations as well as having the wrong material sounds attached. (Bug #33064) [Meshes/Weapons/HuntingRifle/HuntingRifleDummyParent.nif, Meshes/Weapons/LaserMusket/LaserMusketDummyReceiver.nif, Meshes/Weapons/LaserWeapons/LaserWeaponDummyReceiver.nif, Meshes/Weapons/Plasma/DummyReceiver.nif] Warehouse roof piece with a transparent ceiling. [Materials\Architecture\Warehouse\WrhsRoofPlywood01.bgsm] (Bug #33191) The bounding boxes on 3 workbenches and one trash bin have been corrected so that parts of them no longer disappear at certain angles. Fix provided by Pra. [meshes\furniture\workstations\workbencharmor\WorkstationArmorB01.nif, meshes\furniture\workstations\workbenchweapons\WorkbenchWeaponsB.nif, meshes\furniture\workstations\workbenchweapons\WorkbenchWeaponsA.nif, meshes\setdressing\trashbin\TrashBin01.nif] (Bug #32894) Assaultron Claw Hands do not have a material flie specified. The material file that should be used also has the incorrect grayscale texture set. [meshes\Actors\Robot\Parts\HandLeftAssaultronClaw.nif, meshes\Actors\Robot\Parts\HandRightAssaultronClaw.nif, Materials\DLC01\Actors\CreateABot\DLC01AssaultronBladeHandsRemap_base.bgsm] (Bug #29367) Nuka-World Assaultron space paint material references the wrong normal map. [materials\Actors\DLC04\BotColors\DLC04AssaultronTorso.BGSM] (Bug #29367) Papyrus Fixes SentryBotFaceLightScript: Removed the IsBoundGameObjectAvailable() check in the OnEffectFinish block of the script as this appears to cause an issue with the light remaining on even though the game throws a Papyrus error. (Bug #25355) Default2StateActivatorScript: A few edits were made to this script as part of the fixes related to various doors in Fort Hagen: the handling of disabled references was improved and redundant code has been removed. (Bug #33695) SpotlightScript: This script was missing code for handling the light sources of spotlights that are initially disabled. (Bug #32995) UFOActivatorScript: Added a sanity check for invalid sound instances. (Bug #32545) WorkshopParentScript: The top level vendor globals were not properly updated when a top level vendor store was removed from a workshop. (Bug #32686) Perk and Stat Fixes The Bloodied perk [ModLegendaryWeaponsDamageInverseHealthPerk] has errors in how it checks the conditions for the player's health. (Bug #33851) RRTheHeavyPerk and ImmuneToRadiation should both be hidden due to having no UI elements to show the player. (Bug #33850) The bonus application for Black Widow and Lady Killer were inverted. The global properties should be negative values due to how the actual formula calculation is done. (Bug #33843) Endangerol Syringes do not actually work the way the game describes, instead causing the target to reduce the effectiveness of everyone else's armor. To mimic the intent, the perk associated with the item now does 25% extra damage to the target. Text descriptions have been changed to reflect this as well. [EndangerolPerk] (Bug #33845) Energy Weapons Bobblehead does not affect Gatling Lasers and Alien Blasters. [PerkBobbleheadEnergyWeapons] (Bug #33934) The Rad Powered legendary perk has a messy implementation that would result in showing multiple individual strength buffs in the UI instead of a single one with the correct buff amount. [DLC03_ench_mod_Legendary_Armor_RadsIncreaseStrength] (Bug #33928) Calmex incorrectly blocks its effect if the player has Ninja level 2 despite the chem and the perk having nothing to do with each other. [FortifySneakAttackBonus2xChemPerk] (Bug #33926) Repair Bobblehead has an unnecessary check for whether the player is wearing Power Armor or not. [PerkBobbleheadRepair] (Bug #33925) Quiet Reflection is missing it's UI animation. [QuietReflectionXPBonus] (Bug #33924) Pain Train 3 does not actually improve impact landing damage due to the effect not being assigned. [PA_ImpactLandingAggroDamageSpell] (Bug #33922) Sniper level 1 has an unnecessary condition check for Iron Sights which causes a stutter when aiming the weapon. [PerkSniperAimStability] (Bug #33921) Sneak level 5 is not applying its invisibility component properly for distant enemies. [PerkSneakInvisibilityEffect, PerkSneakInvisibility] (Bug #32931) Mister Sandman needed to have its perk priority adjusted to prevent it interfering with sneak attack value bonuses from Ninja and Cloak & Dagger. (Bug #31307) The Piezonucleic Lining mod for Power Armor does not do what the description says. An actual perk to produce the proper effect did not exist and had to be created for it. [ench_mod_LegendaryPA_RadsCoreHealth -> changed from using LegendaryPA_RadsCoreHealthEffect to UFO4P_PiezonucleicEffect] (Bug #22529) Quest and Dialogue Fixes Curie's pick up lines were not flagged to require player activation and would instead be pulled as random dialogue you could not avoid. (Bug #32908) When asked to tell stories for the class in Vault 81 [Short Stories - V81_04] Katy's dialogue references completing MQ102 instead of Min00. The story you tell is about killing the deathclaw, which happens in Min00. (Bug #21305) "Object01 - Radio in a junk pile" [REObjectDL01] incorrectly marks 2 of the spawned objects as temporary. This leaves the rest hovering above the ground when the player returns later. The "garbage pile" object will also throw visual anomalies because the script is trying to move a static object during setup. (Bug #33585) [NR] The random encounter for Dreth could become broken and leave the player unable to trade with her again on subsequent meetings. (Bug #25994) The random encounter with Stash could end up broken because her forcegreet was flagged as Say Once. (Bug #26734) Technical Documents, Viable Blood Sample, and Reactor Coolant [currently unused] will no longer get spawned if the player has become hostile with the Brotherhood of Steel. (Bug #33091) Settlement and Workshop Fixes Egret Tours Marina, Outpost Zimonja, and Taffington Boathouse could have attack markers moved to where the player wanted a fast travel marker. This could result in attacking NPCs being right on top of the settlement instead of at the designated edges. A new marker has been placed in each location, linked to the map marker, and then positioned to where the edge marker is currently at since the edge marker is what would be used for the FT target. The edge markers are then relocated back to their default positions in the CK. (Bug #33906) Hangman's Alley could pick up the wrong map marker for the Workshop data. (Bug #33871) Power Armor stations should no longer cause Encumbrance damage when using them in survival mode. [HC_EncumbranceEffect_OverEncumbered] (Bug #33844) Placement/Layout/Ownership and Other World Fixes 0100FFA9, 0100FFAA: Eyebots generating static when disabled. Fixed by attaching a new script provided by Glitchfinder. (Bug #33776) 000ED0DD: Locker clipping through plumbing. (Bug #33143) 000ED126: Desk clipping through wall column. (Bug #33143) 00043AE9: File cabinet clipping through a wall column. (Bug #33112) 000AB84D: Metal box clipping into the one next to it. (Bug #33111) 0704E648, 0704E649: Wall segments added to Combat Zone exterior to cover up gaps. (Bug #33178) 0008212b: Dead Minuteman that despawns before being able to loot it before the end of "Out of Time". (Bug #33098) [NR] 0005698F: Wooden box intersecting with a spawn marker. (Bug #33095) 0023D2F1: Unused door viewable outside the playable area in Shamrock Taphouse. (Bug #33094) 06048D2C, 06048D2D, 06048D2E, 06048D2F, 06048D30, 06048D31: Nuka-Cola bottles spawning outside of the associated vending machine. (Bug #33088) 00228A79: Dead turret had a Havok script it didn't need which would cause its physics to go crazy when touched by the player. (Bug #33075) 0011AC0C: Nuka-Cola machine too close to a wall, causing its door to clip. (Bug #33060) 03010466: Activateable door placed under rubble that should have been a static version. (Bug #33059) 06053544: Operator's rifle spawner is picking from the wrong leveled list. (Bug #33037) 00110E11: Fire barrel at Boston Airport which should only be enabled once the BoS take over. (Bug #33026) 001843EC: Light source above a fire barrel at Boston Airport which should only be enabled once the BoS take over. (Bug #33025) 00090875: Spotlight source at Boston Airport which should only be enabled once the BoS take over. (Bug #33024) 0602991E: Dead turret occupying the same space as a live turret. (Bug #33019) 000E515E: Stool clipping into a desk. (Bug #33004) 060459AF: Crate assigned to an invalid reference group object. (Bug #32997) 00221C5D: Locker door which should have been a static version. (Bug #32971) 001A0C49: Workbench clipping with a barrel. (Bug #32968) 0023A60C: Cabinet clipping with a wall. (Bug #32962) 00110DA1: Fire barrel clipping with its neighboring barrel. (Bug #32938) 00205603, 00205621, 00205629, 0020562A, 0020562B: Floating Nuka-Cola bottles. (Bug #32912) 001B9EE7: Wall lean marker sunk too far into the ground. (Bug #32912) 001FEFE1: Water plane that was not large enough to cover the area it's in. (Bug #32912) 001B9EEB: Patrol marker embedded too far into a wall. (Bug #32912) 00077CAB, 00077CAC, 000939BF: Misplaced frag mines. (Bug #32911) 0604AD62, 0604AD63, 0604AD64: Crops owned by the wrong NPC/Faction. (Bug #32909) 07000001: Sidewalk segment added to cover up a gap. (Bug #32905) 07000002: Wall piece added to cover up a gap. (Bug #32094) 001D6117: Car that gets thrown skyward due to bad placement across a cell boundary. (Bug #32852) 001EB3F4: Port-A-Diner that was missing the property to link it to the container's door. (Bug #33837) 00072283: Nuka-Cola vending machine door out of position with the rest of the machine. (Bug #32807) 01000998: Mechanist Master Control Terminal was sunken into the server rack and was hard to access. (Bug #32838) 074D81E2: Light source for ceiling lamp that lacked one. (Bug #32816) 00135A89: Ownership set for Abraham Finch. This prevents "Out of the Fire" [DN121] from stalling due to another NPC commandeering the marker. (Bug #32887) 074E4ED3: Sandbox primitive added to Vault 88 because settlers won't sandbox beyond the first chamber otherwise. 001F41E1: Suitcase too far underwater to access. (Bug #32582) 000EAC12: Fallen door not covering the gap well enough to cross it. (Bug #32571) 060502BE: Clint's Power armor, which should be unique, was placed in a random Gunner camp in Nuka-World. It has been replaced with a generic Gunner's type Power Armor. (Bug #32546) 002133c2: Grass moved away from a metal box because it was somehow blocking access to it. (Bug #33003) 00046379: Door that should have been a static version since it opens through a static cabinet. Also moved a first-aid kit from the other side of the door that would have become inaccessible. (Bug #32966) 002287B7: Power Armor not owned by the Gunners when it should be. (Bug #32520) 074FE8B8: Sandbox primitive added to The Castle because settlers won't sandbox the full build area otherwise. (Bug #22113) Text Fixes NatDoorSM01: "Door" -> "Bulkhead" [Inconsistently named, other 4 with the same model are named "Bulkhead"] (Bug #33780) FortuneFinder04: Corrected text to indicate what this level of the perk actually enables, since it does not increase the number of caps you get from containers. (Bug #32892) OfficeFileCabinetEmpty01: "File Cabinet Drawer" -> "Empty File Cabinet" (Bug #32884) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  2. 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.
  3. Version 7.20

    5 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.
  4. 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.
  5. Version 1.0.0

    2 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 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

    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 rangers. 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 in 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 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.
  7. Version 1.0.0

    33 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 is available for XBox: https://bethesda.net/en/mods/fallout4/mod-detail/4284522 This mod was originally created by Black Swan. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 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. Version 1.0.0

    12 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. This mod is available for Xbox at https://bethesda.net/en/mods/fallout4/mod-detail/4284445 This mod requires the Digital Paint Schemes Master : This Mod has been cleaned with Xedit 4.0.4. 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 of of Coulter. Please note, the gunners will use the Gunner Power Armor in both places. 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 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. 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 was originally created by Poorly Aged. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 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.
  10. Scythe Bearer

    Atrium Light

    Version 1.0.0

    36 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 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

    Fortune Finder Leveling

    Version 1.0.0

    39 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 was originally created by Poorly Aged. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 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.
  12. Version 1.0.0

    21 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 was originally created by Poorly Aged. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 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. Scythe Bearer

    Where's The Rum

    Version 1.0.0

    31 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 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.
  14. Version 1.0.0

    34 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 was originally created by Black Swan. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 This Mod has been cleaned with Xedit 4.0.3. 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.
  15. Version 1.0.0

    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. The Raiders affected are located at: - Lexington (2) - Dunwich Borers - Revere Station - Libertalia - USS Riptide - Roadside Pine Hotel This mod was originally created by Poorly Aged. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 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.
  16. Scythe Bearer

    Working Kitchen Appliances

    Version 1.0.0

    98 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 was originally created by Black Swan. I have been given permission to maintain and update this mod as necessary. See the link below for the transfer of ownership. https://www.afkmods.com/index.php?/profile/9955-unshodcobbler/&tab=field_core_pfield_11 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.
  17. Updated my 2 mods for the most current versions, safe to update in current playthrough.
  18. 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!
  19. Version 1.1.2

    32 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
  20. Arthmoor

    Unofficial Fallout 4 Patch

    Version 2.1.6

    5051 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.
  21. 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!
  22. 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?
  23. 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.
  24. From the album: Fenrus's screenshots.

    Fallout 4 - My synths on patrol.
  25. 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.
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