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Unofficial Fallout 4 Patch Version: 2.0.8 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Fallout 4 Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Fallout 4 version 1.10.138 or greater. Requires Official Automatron DLC. Requires Official Wasteland Workshop DLC. Requires Official Far Harbor DLC. Requires Official Contraptions Workshop DLC. Requires Official Vault-Tec DLC. Requires Official Nuka-World DLC. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 UFO4P Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Fallout 4. If you're experiencing a bug with Fallout 4, please report the bug to us in as much detail as possible on the UFO4P bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Fallout 4 bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Fallout 4 experience! If your bugs is of the more important variety, such as a broken quest, broken settlement mechanics, broken perks, etc, you should also submit the report of your issue to Bethesda as well. Use their feedback form to do so and provide them as much detail as you would us. We would all prefer the bigger things to be fixed by them, right? (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the UFO4P UFO4P Fixes Landscape collision was unexpectedly restored at Hopesmarch Pentecostal Church due to a bug in xEdit when it copied the CELL record during routine merging prior to the 2.0.7 release. This has now been corrected. (Bug #26603) The corpses at Kingsport Lighthouse had been flagged for cleanup by one of our scripts but already had a cleanup tag of their own that was controlling things. (Bug #26292, Bug #25992) Actor Fixes Curator Givens spawns with no clothes because his outfit lacks the proper item for it (DN011CuratorOutfit) (Bug #24487) Mel (and anyone else using the same package) should no longer continue to walk away while the player is talking to them. The REPatrol package did not have a condition to prevent this from happening. (Bug #26774) Swan's corpse should now clear up on its own instead of lingering forever. (Bug #26641) [NR] Rust Devils and Brotherhood of Steel were not set as enemies and thus would never attack each other when they appeared together. (Bug #21539) DLC04_lvlRadAntAmbush did not have the Aggression and Suspicion actor values filled in on its scripts which resulted in errors in the logs when trying to set these values during an ambush. (Bug #25641) Two settlers (EncWorkshopNPCMaleFarmer01Template and EncWorkshopNPCMaleFarmer05) have the same exact face. This has been corrected by generating a different appearance for EncWorkshopNPCMaleFarmer05. (Bug #26842) Audio Fixes Two combat music tracks did not conclude with the proper finale versions when the fights ended. (MUSzCombatHigh07, MUSzCombatBossLegendary05) (Bug #26673) Two Minutemen audio recordings in the quest "Pinned" use the word "sir," but don’t have an alternate response if the player character is female. Since no acceptable sample of the word "ma'am" is available for the "MaleBoston" voice, the word "sir" has been trimmed off in both instances. (Sound\Voice\Fallout4.esm\MaleBoston\0009A653_1, Sound\Voice\Fallout4.esm\MaleBoston\0009A65D_1) (Bug #25857) One of the Minutemen Radio audio lines during the quest "Taking Independence" is grammatically unsound. The recording is using the word "holed," but it should be "hole" instead. (Sound\Voice\Fallout4.esm\NPCMMinuteMenRadioVoice\0012A210_1.fuz) (Bug #26217) One of Vadim’s Bobrov’s audio lines in the quest "Confidence Man" is grammatically unsound. The audio was using the word "messing," but it should be "mess" instead. (Sound\Voice\Fallout4.esm\NPCMVadimBobrov\00019335_1.fuz) (Bug #26322) One of Vadim Bobrov’s audio lines in the quest "Confidence Man" had the word "money" partially cut off in the recording. (Sound\Voice\Fallout4.esm\NPCMVadimBobrov\0003F46C_1.fuz ) (Bug #26323) One of Bert Riggs' audio lines in the quest "Brain Dead" was mispronouncing "Alzheimer's" as "Alzheimer." (Sound\Voice\DLCCoast.esm\DLC03MaleBertRiggs\03049620_3.fuz) (Bug #26409) One of Erikson’s audio lines during his initial conversation when the player first meets him is grammatically unsound. The recording uses the words "a trade," but it should just be "trade." (Sound\Voice\DLCCoast.esm\DLC03SuperMutantErikson\0304E75D_3.fuz) (Bug #26460) One of MacCready’s audio lines related to Covenant had the word "if" cut off at the beginning of the sentence, making it grammatically unsound. (Sound\Voice\Fallout4.esm\NPCMMacCready\00173C1B_1.fuz) (Bug #26465) One of the audio lines in the random encounter "Escaped Synth" had an awkward pause in the middle of the recording and didn’t match the subtitle. (Sound\Voice\Fallout4.esm\MaleEvenToned\001A950E_1.fuz) (Bug #26469) A shared Diamond City security guard hello topic has been spliced because the two recordings didn’t quite match. (Sound\Voice\Fallout4.esm\GuardMaleDiamondCity02\0017180E_1.fuz) (Bug #26583) One of Curie’s combat lines was referring to the player as "Monsieur" regardless of whether they were male or female. Since no acceptable sample of the word "Madam's" is available, the word "Monsieur's" has been trimmed off in the recording. (Sound\Voice\Fallout4.esm\NPCFCurie\0010BB82_1.fuz, Sound\Voice\Fallout4.esm\RobotCurie\0010BB82_1.fuz) (Bug #26585) Corrected audio in several shared settler dialogue topics where the recordings don’t match each other, don’t match the subtitle, and/or don’t make sense grammatically. (Sound\Voice\DLCCoast.esm\MaleEvenToned\0304AB7A_1.fuz, Sound\Voice\DLCCoast.esm\FemaleEvenToned\03048E6C_1.fuz, Sound\Voice\DLCCoast.esm\MaleEvenToned\0303EF25_1.fuz, Sound\Voice\DLCCoast.esm\FemaleEvenToned\0304DA85_1.fuz, Sound\Voice\DLCCoast.esm\DLC03MaleMaineAccent\03048E48_1.fuz, Sound\Voice\DLCCoast.esm\FemaleEvenToned\03048E48_1.fuz, Sound\Voice\DLCCoast.esm\MaleEvenToned\03048E48_1.fuz) (Bug #26626, Bug #26617, Bug #26616, Bug #26615, Bug #26614) One of the male player character’s greetings in the quest "Kid in a Fridge" had unintended background noise before any actual words are spoken in the recording. This has been corrected by splicing out that portion of the audio. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00028620_1.fuz) (Bug #26651) One of Bullet’s hellos in the quest "Kid in the Fridge" had part of the word "off" cut from the recording. This has been corrected by splicing in audio from another recording. (Sound\Voice\Fallout4.esm\NPCMBullet\0019FFB6_1.fuz) (Bug #26655) One of four shared audio recordings for a Brotherhood of Steel soldier hello topic was using the word "doing" instead of "do." This was inconsistent with the other three recordings. (Sound\Voice\Fallout4.esm\BoSMale02\00147969_1.fuz) (Bug #26658) A topic in one of Preston’s relationship scenes had two out of three audio files that were using the wrong file paths in the BA2. This was preventing the audio from playing out as intended. (Sound\Voice\Fallout4.esm\NPCMPrestonGarvey_000FAEBF_2.fuz, Sound\Voice\Fallout4.esm\NPCMPrestonGarvey_000FAEBF_3.fuz) (Bug #26661) Corrected audio in several shared raider dialogue topics in DN031 where one or more of the shared recordings don’t match each other and the subtitles. (Sound\Voice\Fallout4.esm\RaiderFemale01\001A7327_1.fuz, Sound\Voice\Fallout4.esm\RaiderFemale01\001A7323_1.fuz, Sound\Voice\Fallout4.esm\RaiderMale01\001A7323_1.fuz, Sound\Voice\Fallout4.esm\RaiderMale02\001A7337_1.fuz, Sound\Voice\Fallout4.esm\RaiderFemale01\001A7334_1.fuz) (Bug #26685, Bug #26684, Bug #26683, Bug #26682) Two of eight shared topics in part of a scene in the quest "REParent" didn’t match the other recordings. (Sound\Voice\Fallout4.esm\FemaleRough\0005DB8E_1.fuz, Sound\Voice\Fallout4.esm\MaleGhoul\0005DB8E_1.fuz) (Bug #26719) A shared audio recording in a hello topic in the quest "MinRecruit05" didn’t match the rest. (Sound\Voice\Fallout4.esm\FemaleGhoul\00160443_1.fuz) (Bug #26720) Various shared topics in "MinRecruit07" don’t match the others or the subtitles. (Sound\Voice\Fallout4.esm\FemaleRough\0018668F_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0018668F_1.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleRough\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0018668E_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0018668E_1.fuz, Sound\Voice\Fallout4.esm\MaleGhoul\0018668E_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\0018668E_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0018668E_2.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0018668C_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0019EE13_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0019EE0C_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\0019EE0C_1.fuz) (Bug #26761, Bug #26760, Bug #26759, Bug #26758, Bug #26757) The audio recordings in two shared dialogue topics in "DialogueCovenantGenericNPCs" didn't match each other or the subtitle. (Sound\Voice\Fallout4.esm\FemaleEvenToned\0017FC91_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0017FC91_1.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\0017FC8E_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0017FC8E_1.fuz, Sound\Voice\Fallout4.esm\MaleOld\0017FC8E_1.fuz) (Bug #26764, Bug #26763) 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\00065EFA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0018206E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0018206E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00028621_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0005E122_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028614_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028608_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028601_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028617_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00028629_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002862C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002A740_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00106C87_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000C3F32_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00072C87_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00067FBD_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0015FCCD_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00194325_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001647AE_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000EAE98_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFCC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/00065F07_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0011531E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00112ED4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00054DB8_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00079253_1.fuz, Sound\Voice\DLCCoast.esm\PlayerVoiceFemale01\03025056_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00075E7C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00075E82_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale\001437DC_1.fuz, Sound\Voice\DLCCoast.esm\PlayerVoiceFemale01\0302F087_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFEF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFEE_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002BFD9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002BFED_1.fuz, Sound\Voice\DLCCoast.esm\PlayerVoiceMale01\030482B9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001AC228_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000E2E56_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000E2E4F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000F936C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000EAE90.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000EAE90.fuz) (Bug #27019, Bug #26772, Bug #26654, Bug #26650, Bug #26649, Bug #26648, Bug #26647, Bug #26646, Bug #26645, Bug #26644, Bug #26643, Bug #26442, Bug #26607, Bug #26584, Bug #26581, Bug #26559, Bug #26548, Bug #26545, Bug #26544, Bug #26543, Bug #26525, Bug #26519, Bug #26518, Bug #26517, Bug #26494, Bug #26475, Bug #26474, Bug #26461, Bug #26453, Bug #26410, Bug #26405, Bug #26404, Bug #26403, Bug #26402, Bug #26363, Bug #26333, Bug #26332, Bug #26326, Bug #26325) Item Fixes DLC03_ll_Caltrop75 incorrectly had the construction formula for Caltrop Grenades assigned when it should have been the weapon version. This caused the 2 vendors who should offer this item to have none available. (Bug #26828) "Leather Coat" (Armor_Raider_Suit_02A_GlovesC) and "Traveling Leather Coat" (Armor_Raider_Suit_02B_GlovesC) should have offered up 1 leather in scrap rather than 1 cloth. They both appear to have been initially duplicated from the actual cloth Raider gloves listed above these 2 in the CK. (Bug #26717) One of the two versions of the BoS Uniform (Armor_BoS_Soldier_Underarmor) didn’t yield one piece of cloth like was intended. This was due to it not being included in the appropriate FormList (modScrapRecipe_NullMelee_Cloth). (Bug #26721) Quest Fixes Several NPC corpses lingered at the Fort Hagen Satellite Array after the completion of Headhunting (DLC01MQ04) because the underlying control quest (DLC01FortHagenSatelliteArrayQuest) was not also stopped at the end stage. (Bug #26693) 3 additional NPCs need to have their shock collars removed if you complete Open Season by killing all the raiders. (Bug #25526) [NR] At the end of Defend the Castle (MinDefendCastle) it was possible for Ronnie Shaw to fail to deliver the proper dialogue if the quest was against the Brotherhood of Steel. (Bug #22422) At the end of Last Voyage of the U.S.S. Constitution (MS11) the quest holding the first wave of scavenger aliases is never shut down, resulting in the corpses lingering forever. (Bug #26819) When speaking to Roger Warwick for the first time, the response where the player says his wife is dead needs to be conditioned for male players because the female response is a completely incorrect line from the other dialogue branch. (Bug #25769) The 3 dogs you can buy from Erikson in Far Harbor were supposed to be cleared from alias in his control quest (DLC03_ADV017) but this could not be done because those aliases were not marked optional. (Bug #26610, Bug #26509) [NR] During Emergent Behavior (COMCurieQuest) the alias for her old form is unable to be cleared when called for by the script due to not being marked optional. (Bug #26551) Also during Emergent Behavior the quest was attempting to remove Curie's old outfit but the command was trying to remove the outfit and not the armor item. (Bug #26550) And once more during Emergent Behavior the quest is attempting to enable the player's memory chair directly instead of using the proper enable parent. (Bug #26549) Several workshop radiant attacks (DLC03WorkshopRadiantOwned01, DLC03WorkshopRadiantOwned02, DLC03WorkshopRadiantOwned03, DLC03WorkshopRadiantOwned04, DLC03WorkshopRadiantOwned05Starter) fail to process a check for Preston Garvey properly because they did not fill his alias property. (Bug #26412, Bug #26512) Allie Filmore will continue to use her post-game dialogue at the Institute because it was not checking the conditions that should have been set to make her only say it once. (Bug #26834) DLC03BostonArrivalAndDeparture - This activator is used during The Great Hunt (DLC03FarHarborS03) and is supposed to advance the quest to say the Mariner killed the Red Death if you leave the island. This was not actually able to happen due to the quest property being missing on the object. (Bug #26358) Hull Breach 3 (DLC03FarHarborFF03c) should no longer keep prompting for the count on carapaces after you've obtained the 3rd one. (Bug #26826) Corpses for Margaret, Russel, and Mary Sutton can disappear from the game before the player has a chance to encounter them. They were supposed to be part of an unmarked DN132 quest which was never created. We have created a substitute replacement for it that will preserve their corpses until all 3 of the avaialble notes have been read. When they have, the quest holding their aliases will shut down so the corpses can be removed afterward. (Bug #25791) [NR] Anne Hargraves should no longer have topics about the radio station once she's been made a settlement trader. (Bug #26812) When accessing the Wind Farm on Far Harbor, the quest (DLC03MQ06_WindFarmBuildingQuest) attempts to clear some aliases that don't need to be because the quest will be shutdown shortly afterward anyway. (Bug #26511) Cleared an invalid property from DLC03MQ06_WindFarmBuildingQuest. (Bug #26510) The Changing Tide (DLC03FarHarborM03) attempts to set 3 quest objectives that don't exist (700,800,900). (Bug #26487) Invalid properties removed from DLC03FarHarborS01_Misc. (Bug #26486) Invalid propertied removed from DLC03WorkshopRadiantOwned05. (Bug #26373) Where You Belong (DLC03MQ03) attempts to set 2 quest objectives that don't exist (38,42). (Bug #26362) Cleared invalid property from DLC03AcadiaM01. (Bug #26361) Cleared invalid property from DLC01COMRobotCompanionBleep. (Bug #26335) Cleared invalid properties from RECheckpoint02_SynthAttackers. (Bug #26205) During Vision of the Future (DLC06E03) Canditate One's alias cannot be cleared as directed because it was not set to be optional. (Bug #26197) [NR] Cleared invalid properties from RR302. (Bug #26184) Cleared invalid property from RECheckpointMinWon05_Init. (Bug #26173) MS13 [0003B2BA]: One of Darcy Pembrook's dialogue responses was only intended to play if the player character is female, but was missing the proper condition check. (Bug #26337) COMDeacon [0002997E]: One of Deacon’s hellos shouldn’t have been able to play if the Brotherhood of Steel has been destroyed, but was missing the proper condition check. (Bug #26334) COMOldLongfellowIdle [0300F163]: One of Old Longfellow’s idles specifically refers to it being dark outside, but was missing the proper condition check to make sure it was actually nighttime. (Bug #26411) COMOldLongfellowIdle [00011E75]: One of Old Longfellow’s idles shouldn’t have been able to play outside of Far Harbor, but was missing the proper condition check. (Bug #26468) COMDeacon [000F7830]: One of Deacon’s hellos doesn’t make sense if the Institute has been destroyed. (Bug #26501) COMCurie [0010BA80, 0010F1DD]: Two of Curie’s dialogue topics were only intended to play if the player character is female, but were missing the proper condition check. (Bug #26564, Bug #26563) Papyrus Fixes DN054PaintJobCertificateScript: When using the Atom Cats paint job certificate to obtain the paint job, the item was set to be deleted. Inventory objects cannot be deleted in this manner so the script needed to be changed to remove it from the player's inventory after using it. (Bug #26833) MinRadiantOwnedBuildResourceScript: Script is missing an event handler for WorkshopEnterMenu, resulting in unnecessary log spam. (Bug #26807) DLC03:DLC03BoatAnimScript: No sanity check for disabled objects before trying to run anims on them. (Bug #26488) DLC03:DLC03_WESafeEnableMarkerScript: Improper use of the GetParentCell() function. (Bug #26420) FireFightStall_MasterScript: Missed an instance where the tracking quest property wasn't being checked for validity first. (Bug #26392) DLC03:DLC03DialogueV118Script: Array bounds violations when running functions on RefCollection aliases. (Bug #26389) DLC03:TrapBear: No validation to make sure triggering references on the trap were actually Actors. (Bug #26360) ProjectorScript: Array out of bounds access when deleting the projector slides. (Bug #26353) GlowingSeaPOIJS01Script: No sanity check to make sure the second turret and protectron actually exist. (Bug #26298) DLC06:WorkshopAutoRepairScript: No validation to make sure the workshop has been made ready before trying to register it for remote events. (Bug #26017) BoS303LabSandboxTriggerScript: Script needs to validate whether or not Ingram's alias is actually filled before trying to get her to evaluate packages. (Bug #25850) MinRadiantOwned04Script: Script was missing an event handler for WorkshopEnterMenu. (Bug #26241) DN136_SynthShutdownScript: Script attempts to play an idle on an actor it already turned off AI processing on. (Bug #26189) DN084_GlassElevatorScript: Several attempts to run commands on the myCageDoor property even if it doesn't exist in the elevator setup. (Bug #26187) CompanionCrimeFactionHostilityScript: Several attempts to process myCrimeFaction even when it's not valid. (Bug #25840) Terminal Fixes Slag's Terminal (DN121_BossTerminal) was missing the property to add the map marker for Dunwich Borers. (Bug #26290) "Clubhouse Terminal" (DN035_ClubhouseTerminal) at Easy City Downs erroneously had "Eager Ernie's Key" (DN035_EasyCityDownsKey) assigned as the key that unlocks it. The correct key is "Eager Ernie's Password" (DN035_EasyCityDownsPassword). (Bug #26526) BoS_DN130_GarageTerminal: Missing hacking holotape setting. (Bug #26566) 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.
557 downloadsUnofficial Fallout 4 Patch - BETA Release 2.0.9 This is a BETA release of the Unofficial Fallout 4 Patch. DO NOT use this on a save you intend to keep! It is intended for testing and to provide access so translators can update the language files prior to issuing a live release. Once testing is complete, this file entry will be disabled and the live release will take its place on the standard file mirrors. See the full changelog for details.
3754 downloadsA 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.
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:
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
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.