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  1. Unofficial Fallout 4 Patch Version: 2.1.0 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Fallout 4 Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Fallout 4 version 1.10.163 or greater. Requires Official Automatron DLC. Requires Official Wasteland Workshop DLC. Requires Official Far Harbor DLC. Requires Official Contraptions Workshop DLC. Requires Official Vault-Tec DLC. Requires Official Nuka-World DLC. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 UFO4P Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Fallout 4. If you're experiencing a bug with Fallout 4, please report the bug to us in as much detail as possible on the UFO4P bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Fallout 4 bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Fallout 4 experience! If your bugs is of the more important variety, such as a broken quest, broken settlement mechanics, broken perks, etc, you should also submit the report of your issue to Bethesda as well. Use their feedback form to do so and provide them as much detail as you would us. We would all prefer the bigger things to be fixed by them, right? (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the UFO4P UFO4P Fixes DLC04_PA_Material_Placeholder: A previous attempt at invalidating this duplicated sugar bomb paint job by removing its material association keywords (UFO4P 2.0.6) had not the desired effect. This fix has been improved now by adding a custom material association keyword that does not exist on any power armor part (Bug #23662). DLC04:DLC04_RQ_QuestScript: A sanity check added by UFO4P 2.0.9 was not working as intended. This has been corrected (Bug #27249). Actor Fixes Ol' Rusty in Vault 81 is missing his expected thruster unit. (Bug #27928) Audio Fixes Several of Jake Finch's audio recordings in DN121 were spliced to correct minor errors. (Sound\Voice\Fallout4.esm\MaleEvenToned\0002C623_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\000461C1_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\00133BF9_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\00133C38, Sound\Voice\Fallout4.esm\MaleEvenToned\001A94DC_1.fuz) (Bug #27578) An audio recording in DN121 where the player character is intended to "remain silent" mistakenly has a breathing sound recorded. (Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002A8FF_1.fuz) (Bug #27579) One of the voice recordings in a shared raider greeting topic in DLC04SettlementFF01 doesn't match the others. (Sound\Voice\DLCNukaWorld.esm\DLC04GangPackMale01\06039276_1.fuz) (Bug #27598) One of the voice recordings in a shared Gunner hello topic in RECampSC03 doesn't match the others. (Sound\Voice\Fallout4.esm\GunnersMale02\001ABFA0_1.fuz) (Bug #27754) Audio corrected in two shared dialogue topics in GenericMerchantsScene where the recording doesn't match the others. (Sound\Voice\Fallout4.esm\MaleRough\000792D7_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\000792D9_1.fuz) (Bug #27863, Bug #27862) Several shared greetings in FFDiamondCity12 had audio recordings that didn't match each other or the subtitle. (Sound\Voice\Fallout4.esm\FemaleRough\00153751_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\0015374E_1.fuz, Sound\Voice\Fallout4.esm\MaleBoston\0015374D_1.fuz) (Bug #27882, Bug #27881, Bug #27880) One of John's greetings in FFDiamondCity12 had a minor audio error. (Sound\Voice\Fallout4.esm\NPCMJohn\00153764_1.fuz) (Bug #27883) One of the recordings in BeckyGreetScene didn't make sense grammatically and has been replaced with another nearly identical splice that didn't have the error. (Sound\Voice\Fallout4.esm\NPCFBeckyFallon\001363A2_2.fuz) (Bug #27884) An audio recording in RESceneLC01_Scene has been corrected where the last word was mistakenly cut out. (Sound\Voice\Fallout4.esm\MaleEvenToned\00180074_1.fuz) (Bug #27895) Audio corrected in several shared settler dialogue topics where the recordings don't match the others. (Sound\Voice\Fallout4.esm\FemaleBoston\001866AA_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\00186A44_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\00186A44_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\00186A50_1.fuz , Sound\Voice\Fallout4.esm\MaleBoston\0009A100_1.fuz, Sound\Voice\Fallout4.esm\MaleBoston\0009A0FF_1.fuz) (Bug #27902, Bug #27815, Bug #27814, Bug #27711, Bug #27710) The two audio recordings for a shared hello topic in DialogueDiamondCityMayorWallSpeech didn't match each other. (Sound\Voice\Fallout4.esm\MaleEvenToned\00059AA5_1.fuz) (Bug #27912) One of Yefim Bobrov's greetings in DialogueDiamond City had a minor audio error. (Sound\Voice\Fallout4.esm\NPCMYefimBobrov\000ECDC8_1.fuz) (Bug #27941) A shared hello topic for Diamond City residents had an audio recording that didn't match the other voices or the subtitle. (Sound\Voice\Fallout4.esm\FemaleRough\000A93A0_1.fuz) (Bug #27942) Corrected audio in various shared male and female player character dialogue topics where the recordings don’t match each other, don’t match the subtitle, and/or don’t make sense grammatically. (Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00093E6A_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000673EE_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00149CB9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00149CBA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00149CB6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00149CB4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00022D60_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00022D51_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00022D5C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00022D58_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00147AC1_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00147AB4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00147AB4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0015BD43_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00147AD9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0008BB2E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0008BAB5_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0008BA8D_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0008BA7E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001F14F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0001F14F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000A56D3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001AC03_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0001AC02_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001F730_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00180078_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00180078_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0017E75A_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001C40B6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000D3864_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000CEA98_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000BAD08_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0019FDDF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00051807_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002D985_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0014ADDE_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0019FDE3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0003D608_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00072F11_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001826A9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000238D1_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000F03F1_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0019C8B2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0019C8B3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0011570D_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00177721_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002D986_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002D988_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000A17F8_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000A5198_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000A5198_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00023CB0_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0007879A_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0007878F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001196CA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001989FD_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0014ABF5_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00133C21_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002D9F4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00133EA9_1.fuz) (Bug #28000, Bug #27999, Bug #27998, Bug #27995, Bug #27994, Bug #27993, Bug #27975, Bug #27974, Bug #27973, Bug #27972, Bug #27925, Bug #27924, Bug #27923, Bug #27922, Bug #27921, Bug #27920, Bug #27919, Bug #27918, Bug #27902, Bug #27901, Bug #27887, Bug #27886, Bug #27885, Bug #27873, Bug #27872, Bug #27871, Bug #27825, Bug #27824, Bug #27823, Bug #27822, Bug #27819, Bug #27817, Bug #27816, Bug #27766, Bug #27755, Bug #27748, Bug #27733, Bug #27732, Bug #27705, Bug #27560, Bug #27559, Bug #27558, Bug #27657, Bug #27656, Bug #27655, Bug #27654, Bug #27653, Bug #27647, Bug #27631, Bug #27630, Bug #27628, Bug #27600, Bug #27595, Bug #27582, Bug #27581, Bug #27580) Item Fixes The outfits Wastelander01, Wastelander02 and Wastelander02WithHood returned two full body outfits instead of one. The superfluous entries have been removed (Bug #27802). Outfit_CaravanGuard contained two leg armor pieces that cannot be equipped at the same time as the underarmor. This could (but not always did!) result in the actors ending up naked. To fix this, the superfluous leg armor pieces have been removed from the outfit. A retro script will update the caravan guards at run time. For all other actors using this outfit, the fix is not retroactive though (Bug #27378). The disciples, operators and pack armor items and a few miscellaneous Nuka-World clothing items not yet addressed in UFO4P 2.0.9 could not be scrapped. Scrap recipes have been set up as follows: DLC04_Armor_Pack_Heavy_LegLeft, DLC04_Armor_Pack_Heavy_LegRight and DLC04_Armor_Pack_UltraLight_Torso_MasonsNecklace will return one piece of bone. DLC04_Armor_Disciples_Light_Helmet_01/02, DLC04_Armor_Disciples_Light_TorsoLegsUnderarmor_Skirt, DLC04_Armor_NukaGirlOutfit, DLC04_Armor_Pack_Light_Helmet, DLC04_Armor_Pack_Light_Helmet_Hat_01, DLC04_Armor_Pack_Mason, DLC04_Armor_Pack_UltraLight_Torso_02/03, DLC04_Armor_Western_01/02/03/05, DLC04_MS01_ClothesNukaWorldJumpsuit, DLC04_Unique_Eyepatch_Gage and DLC04_Unique_Clothes_WildmanOutfit will return one piece of cloth. DLC04_Armor_Operators_Light_Helmet_Glasses, DLC04_Armor_Operators_Light_Helmet_Goggles and DLC04_MS01Glasses will return one piece of glass. DLC04_Armor_Disciples_Light_ArmLeft_01, DLC04_Armor_Disciples_Light_ArmRight_01, DLC04_Armor_Disciples_Light_LegLeft_01, DLC04_Armor_Disciples_Light_LegRight_01, DLC04_Armor_Disciples_Light_Torso, DLC04_Armor_Pack_Heavy_ArmLeft, DLC04_Armor_Pack_Heavy_ArmRight, DLC04_Armor_Pack_Light_ArmLeft, DLC04_Armor_Pack_Light_ArmRight, DLC04_Armor_Pack_Light_Helmet_Hat_02, DLC04_Armor_Pack_Light_Helmet_MaskAndHat_05, DLC04_Armor_Pack_Light_LegLeft, DLC04_Armor_Pack_Light_LegRight and DLC04_Armor_Western_04 will return one piece of leather. DLC04_Armor_Pack_Light_Helmet_Mask_02, DLC04_Armor_Pack_UltraLight_Torso_01, DLC04_Armor_SpaceSuit and DLC04_Armor_SpaceSuit_Helmet will return one piece of plastic. DLC04_Armor_Disciples_Heavy_ArmLeft_A/B, DLC04_Armor_Disciples_Heavy_ArmRight_A/B, DLC04_Armor_Disciples_Heavy_Helmet, DLC04_Armor_Disciples_Heavy_LegLeft_A/B, DLC04_Armor_Disciples_Heavy_LegRight_A/B, DLC04_Armor_Disciples_Heavy_Torso, DLC04_Armor_Disciples_Helmet_Dixie, DLC04_Armor_Disciples_Helmet_Male, DLC04_Armor_Disciples_Helmet_Nisha, DLC04_Armor_Disciples_Light_ArmLeft_02, DLC04_Armor_Disciples_Light_ArmRight_02, DLC04_Armor_Disciples_Light_LegLeft_02, DLC04_Armor_Disciples_Light_LegRight_02, DLC04_Armor_Gage, DLC04_Armor_Operators_Heavy_ArmLeft_A/B, DLC04_Armor_Operators_Heavy_ArmRight_A/B, DLC04_Armor_Operators_Heavy_LegLeft_A/B, DLC04_Armor_Operators_Heavy_LegRight_A/B, DLC04_Armor_Operators_Heavy_Torso, DLC04_Armor_Operators_Heavy_TorsoLegsUnderarmorSkirt, DLC04_Armor_Operators_Light_ArmLeft_01/02, DLC04_Armor_Operators_Light_ArmRight_01/02, DLC04_Armor_Operators_Light_LegLeft, DLC04_Armor_Operators_Light_LegRight, DLC04_Armor_Operators_Light_Torso_01/02, DLC04_Armor_Operators_Light_TorsoLegsUnderarmorSkirt, DLC04_Armor_Pack_Heavy_Helmet, DLC04_Armor_Pack_Heavy_Helmet_Animal_01/02/03 and DLC04_Armor_Pack_Heavy_Torso will return one piece of steel. DLC04_Armor_Pack_Light_Helmet_Mask_03, DLC04_Armor_Pack_Light_Helmet_MaskAndHat_01/04 and DLC04_Armor_Pack_Light_Torso will return one pieve of wood (Bug #27456). Location Fixes MS19MiscVault81 could complete its objective to visit vault 81 when the player approached Big John's salvage because wilderness cell 2,-13 (just outside of Big John's salvage) was erroneously flagged as belonging to vault 81 location (Bug #27875). Mesh and Texture Fixes Vault 75 has a number of holes in various meshes that needed to be corrected with custom fit pieces. [Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResCorIn01MetalPlateConcrete.nif, Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResCorInHalf03FloorMetalPlateConcrete.nif, Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResWall01MetalPlateConcrete.nif, Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResWallHalf01MetalPlateConcrete.nif, Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResWallInsetHalf01Ceiling.nif, Meshes\UFO4P\Interiors\Vault\HallRes\VltHallResWallWreck01Concrete.nif] (Bug #23813, Bug #23649, Bug #27846) Razorgrain and corn (Meshes\Landscape\Plants\CornStalk01.nif, CornStalk01Empty.nif, CornStalk01Hulk.nif, CornStalk01HulkDebris.nif, CornStalk02.nif, CornStalk02Empty.nif, CornStalk02Hulk.nif, CornStalk02HulkDebris.nif, RazorgrainPlant01.nif, RazorgrainPlant01Empty.nif, RazorgrainPlant01Hulk.nif, RazorgrainPlant02.nif, RazorgrainPlant02Empty.nif, RazorgrainPlant02Hulk.nif) will no longer float when placed on even landscapes (Bug #20487). Papyrus Fixes MQ03CodsworthHolotapeScript: Enabling the holotape by this script never worked because the holotape is enable-parented. To fix this, the enable marker had to be added as a new script property to the holotape alias of quest MQ102 (Bug #27645). DLC03:DLC03MQ06_NukeHandlingScript: Added a missing sanity check (Bug #27847). DLC04:DLC04ArcadeController: Removed the call of a cleanup function from the OnReset() event that was supposed to clear a number of arrays that don't exist after a reset. This could result in massive log spam because this script is extended by more than a dozen of other scripts that run on a myriad of Nuka World references (Bug #27668). DLC04:DLC04_GZNukaGalaxyLightMarkerScript: Added a missing sanity check (Bug #27296) and improved a trigger event that ran more often than required, resulting in much unnecessary script activity and a wall of animation graph errors on the papyrus log (Bug #27297). DLC04:DLC04_GZNukaGalaxySignScript: Added a missing 3D check (Bug #27462). DLC04:DLC04_KK_SceneStarter: Added checks to prevent this script from trying to start or stop scenes on a quest that is not running (Bug #27422). DLC04_NUK001_CrowdManagerQuestScript: Fixed an issue where this script started to spill out of range errors because an external script removed references from a collection alias while this script was looping through it (Bug #25644). DLC04:DLC04_RQ_QuestScript: Added a missing sanity check (Bug #27440). DLC04:DLC04KickOutHandlerScript: Added checks to skip unnecessary event handling once the quest this script is running on has entered its shutdown stage (Bug #27423). DLC04:DLC04MQ05WeatherOverrideScript: Added missing sanity checks (Bug #27457). DLC05:DLC05InitScript: Added a missing sanity check (Bug #27662). DN136_AttackKlaxonDestScript: Fixed animation graph errors, 3D issues and a potential infinite loop issue (Bug #26177). FollowersScript: Actors without a TeleportActorScript attached (e.g. Dogmeat) were never properly teleported because the TeleportActor() function on this script called MoveTo() on the wrong actor instance (Bug #26179). SecurityBarScript: Added missing checks for invalid sound instances (Bug #27646). SuperMutantSuiciderScript: Added an unbound script check (Bug #25871). Quest Fixes RETreasureHuntSC01, RETreasureHuntSC02, RETreasureHuntSC03, RETreasureHuntSC04, RETreasureHuntSC05, RETreasureHuntSC06_DN070: Bodies placed by instances of these quests that did shut down prematurely (this always happens if the player does not take the note before the area unloads) were never cleaned up, and the player could loot truncated notes from them a long time after the quest instances that created them had stopped running. Since it turned out that the cleanup was blocked by the quest items left on the bodies, all quest scripts were modified to remove them before shutting down (Bug #24639). MinRadiantOwned03ChangeLocOnly (Kidnapped Trader) could not be started because the settlement spokesman's dialogue depended on a faulty quest stage check that never returned true (Bug #25210). RRR04 (Mercer Safehouse): Enemies at workshop locations chosen by this quest never clean up because this quest never shuts down. To fix this, RRR04Script has been modified to clear the enemy alias once stage 200 is set (at this point, all enemies are dead) (Bug #25951). A script was added to the Far Harbor NPC collection aliases on DLC03DialogueFarHarbor and DLC03MQ06_WindfarmHandling to remove any actors if they die, so their corpses can be cleaned up by the game eventually and will not stay in the game world forever (Bug #26814) [NR]. DLC04Grandchester: Fixed two null-pointer properties (Bug #27458). MinRadiantOwned10ChangeLocOnly: Removed several lines from the stage 100 and 400 fragments that referenced non-existing quest obectives (Bug #27439). DLC04MS01Post, DLC04MS01BradbertonDies, DLC04MS01SierraAttacks: Fixed scene properties that were mistakenly pointing to a wooden crate (Bug #27556). DLC03MQ06_NukeHandling: Added sanity checks for empty follower aliases to the stage 150 fragment (Bug #26513). DLC06E01: Missing sanity check added to the stage 9000 fragment (Bug #26021). DN028: Removed two lines from the stage 10 and stage 500 fragments that tried to enable/disable the dungeon boss. This does not work (and never did) because this actor is controlled by an enable parent (Bug #26485). DN092: Checks added to the stage 76 fragment to prevent the quest from trying to initiate combat with dead actors (Bug #27661). FFDiamondCity12: Added a check to the stage 35 fragment to prevent the quest from trying to initiate combat with dead actors (Bug #27904). MS11MiscCharleston could complete its objective to check out the USS Constitution when the player approached Faneuil Hall and had not been anywhere near the ship yet. This happened because USSConstitutionLocation consists of two detached cell clusters (one around the pre-quest ship in Charlestown and another around the post-quest ship near Faneuil Hall) and the quest was relying on a default script that only checked whether the player got into the right location but not whether he also was in the right cell cluster. To fix this, a tailored script has been added that performs an appropriate distance check in addition to the location check (Bug #27257) [NR]. Settlements & Workshops WorkshopParentScript: The happiness malus applied to settlements as a penalty for the player killing a protected settler did also apply to synth infiltrators killed during a synth attack although they had their protected flags removed by the synth attack quest scripts (Bug #27621). After workshop attacks, settlers will no longer remain stuck infinitely in a "thank you" dialogue loop. DLC01WorkshopBotRaiderAttack01, DLC01WorkshopBotRaiderAttack02, DLC01WorkshopRobotAttack01, DLC01WorkshopRobotAttack02, WorkshopDeathclawAttack01, WorkshopDeathclawAttack02, WorkshopMirelurkAttack_SI, WorkshopRadScorpionAttack01, WorkshopSupermutantAttack02 and WorkshopYaoGuaiAttack01 were not properly configured to use the shared dialogue topics supposed to set the stage that removes the settlers from the attack specific dialogue faction after having spoken to the player (Bug #20304). The recruitement radio beacon at the Nuka World workshop never played a radio scene because the WorkshopScript running on DLC04RedRocketWorkshopREF had an invalid radio transmitter property specified which was interpreted by WorkshopParentScript as an override transmitter and made it look for an override radio scene that does not exist. To fix this, the offending property on DLC04RedRocketWorkshopREF was cleared and WorkshopParentScript modified to fall back to the generic radio scene in such cases (Bug #27562). WorkshopParentScript: The workshop scripts never intended to create more than one free brahmin for workshops that didn't have one, but used a workshop resource rating value for tracking this. Though, workshop resource rating values don't get updated while a workshop is not loaded, so if the first brahmin was created while it was not loaded, the scripts did continue to create brahmins until the player visited this workshop for the next time. To fix this, WorkshopParentScript does now update the brahmin resource rating value "manually" when a brahmin is created (Bug #27622). Terminal Fixes DLC04GZNukaGalaxy_TerminalLighting: Invalid properties removed (Bug #27295). Placement/Layout/Ownership and other World Object Fixes Text Fixes The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  2. Version 2.1.0

    4214 downloads

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

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