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Unofficial Fallout 4 Patch Version: 2.1.1 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 The texture and material data for the glowing mutant hounds on XB1 produced a flat white image when they spawned instead of the intended green glow. This was not seen on PCs which made it difficult to diagnose. Adjustments were provided that should fix this issue now and have been tested to verify they do not interfere with the results on PC. (Bug #24948) Actor Fixes Lucy Abernathy had an invalid setting in her AI Data which would cause her to aggro against the player if they got too close. She's not supposed to engage in such behavior so the value had to be reset to 0. (Bug #28519) Polly and Mr. Navigator both have invalid AI settings which could cause them to aggro the player when they're not supposed to do that. (Bug #28576) Hermit Crab Hatchlings were not dropping crab meat like they were supposed to. (Bug #26851) Ivey and Ahab should not be respawning inside the Fort Hagen Satellite Array zone. They should instead be unique actors. (Bug #27203) EncRaiderDogTemplate, which is used as the source for numerous raider dog templates, is not set to respawn. This results in every use case of raider dogs never respawning when expected, despite them all being used in the same scenarios as LvlRaider, which does respawn. (Bug #28183, Bug #28020) [NR] Cambridge_ScienceCenterVendorFaction was missing the "Can Be Owner" flag, despite it being used for ownership settings in Science Center Gift Shop. (Bug #28842) LvlScavengerAggro768 should be set to respawn but wasn't because he had been duplicated from a specifically non-respawning peaceful version. [NR] Audio Fixes The Institute Rifle did not make any audible sound when fired by an NPC in non-auto mode. (Bug #27326) The silenced version of The Deliverer did not make any audible sounds when fired by an NPC. (Bug #25336) The audio in one of Arlen Glass' hello topics in DN154Hellos is grammatically unsound. (Sound\Voice\Fallout4.esm\NPCMArlenGlass\001196C2_1.fuz) (Bug #28086) One of Supervisor White's dialogue topics in DN151 mispronounces the word "hmph." This has been fixed by using another audio sample that is correct. (Sound\Voice\Fallout4.esm\RobotSupervisorWhite\000E6AD1_1.fuz) (Bug #28137) One of Patrick's hellos in DialogueDrumlinDiner has a minor error in the audio recording. (Sound\Voice\Fallout4.esm\MaleEvenToned\00106C28_1.fuz) (Bug #28146) One of Dr. Patricia's voice recordings in a shared dialogue topic in DialogueGenericDoctors doesn't match the others. (Sound\Voice\Fallout4.esm\NPCFDoctorPatricia\00079257_1.fuz) (Bug #28165) The audio in a Diamond City Security guard hello didn't match the other recording in the shared topic. (Sound\Voice\Fallout4.esm\GuardMaleDiamondCity02\000D8FDB_1.fuz) (Bug #28173) One of Jules' dialogue topics in RECampLC01 has a minor error in the audio recording. (Sound\Voice\Fallout4.esm\MaleEvenToned\00192D57_1.fuz) (Bug #28250) The audio in several Vault 81 security guard hello topics didn't match the other recording. (Sound\Voice\Fallout4.esm\GuardMaleVault81\001A0AF1_1.fuz, Sound\Voice\Fallout4.esm\GuardMaleVault81\001A0AF6_1.fuz, Sound\Voice\Fallout4.esm\GuardMaleVault81\001A0AFA_1.fuz) (Bug #28353, Bug #28352) A dialogue topic in CreatureDialogueMrHandy had the first word partially cut off in the audio recording. (Sound\Voice\Fallout4.esm\RobotMrHandy\000C163E_1.fuz) (Bug #28383) One of Penny Fitzgerald's dialogue topics in DialogueCovenant has a minor error in the audio recording. (Sound\Voice\Fallout4.esm\NPCFPennyFitzgerald\0008B41D_1.fuz) (Bug #28459) Corrected audio in several shared raider dialogue topics where the recordings don't match each other. (Sound\Voice\Fallout4.esm\RaiderMale01\000478BB_1.fuz, Sound\Voice\Fallout4.esm\RaiderMale02\0008FF61_1.fuz, Sound\Voice\Fallout4.esm\RaiderMale02\0008FF7F_1.fuz) (Bug #28467, Bug #28324, Bug #28323) One of Swanson's dialogue topics in MS17 has a minor error in the audio recording. (Sound\Voice\Fallout4.esm\NPCMSwanson\000E6EDE_1.fuz) (Bug #28476) The audio in one of Moe Cronin's dialogue topics in a scene in DialogueDiamondCity is grammatically unsound. This has been corrected by splicing the audio. (Sound\Voice\Fallout4.esm\NPCMArlenGlass\001196C2_1.fuz) (Bug #28492) The audio in a RETravelKMK03 guard hello topic didn't match the other two recordings. (Sound\Voice\Fallout4.esm\FemaleBoston\0002F5EF_1.fuz) (Bug #28509) Several of Rex Goodman's dialogue topics in MS10b have minor errors in the audio recordings. (Sound\Voice\Fallout4.esm\NPCMRexGoodman\001A03F3_1.fuz, Sound\Voice\Fallout4.esm\NPCMRexGoodman\00146CD1_2.fuz, Sound\Voice\Fallout4.esm\NPCMRexGoodman\00146CB4_1.fuz) (Bug #28521) Mac mispronounces his name in an audio recording in REObjectRJ03. (Sound\Voice\Fallout4.esm\MaleBoston\001AC71F_1.fuz) (Bug #28570) Corrected audio in various shared settler dialogue topics where the recordings don't match each other. (Sound\Voice\Fallout4.esm\FemaleOld\00046513_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\00061FFE_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0009A10A_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0009A10A_1.fuz, Sound\Voice\Fallout4.esm\MaleOld\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\MaleGhoul\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\MaleBoston\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\FemaleRough\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\0015B8BB_3.fuz, Sound\Voice\Fallout4.esm\MaleOld\0015B8BB_2.fuz, Sound\Voice\Fallout4.esm\MaleGhoul\0015B8BB_2.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0015B8BB_2.fuz, Sound\Voice\Fallout4.esm\FemaleEvenToned\00156A07_1.fuz, Sound\Voice\Fallout4.esm\MaleRough\001909A1_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\001909A1_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\00112043_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\001909A0_1.fuz, Sound\Voice\Fallout4.esm\MaleOld\00112040_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\00112040_1.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\00112040_1.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\001909A2_1.fuz) (Bug #28712, Bug #28595, Bug #28594, Bug #28280, Bug #28161, Bug #28155, Bug #28154, Bug #28153, Bug #28152, Bug #28151) Corrected audio in various shared male and female player character dialogue topics where the recordings don't match each other. (Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000567A2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000567BB_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0003EF97_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00076A9C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00076A9C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001F5FC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0001F5FC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000DC924_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001AC705_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0010FC9C_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00146CC8_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00065EE6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00065EE6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00065F27_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000673DF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000537C7_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000537A6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000537A6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000B92A6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00047133_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000F9364_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00091B42_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000E6ED9_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00054AFC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000ED4B5_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000994D1_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00054B08_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000537A4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000537A4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00145852_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00030BA1_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00030B8E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00030B91_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00030BA0_1.fuz, Sound\Voice\DLCRobot.esm\PlayerVoiceMale01\01004BC3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001658F2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001658F2_1.fuz, Sound\Voice\DLCRobot.esm\PlayerVoiceMale01\01004BC2_1.fuz, Sound\Voice\DLCRobot.esm\PlayerVoiceMale01\01004BBF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000CAB42_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000CAB7F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001A9694_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0002A4D2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0002A4D2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00005825_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00136078_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0007D5A3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0003718F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00157F31_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00157F35_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00067FB4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001C23D_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000B13E0_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000F73F8_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001456AA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000673EF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0019231E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001905CF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0019D2F3_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\001905AE_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\06016E11_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\0601C929_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00190E00_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00106D10_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00106D0F_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001069F2_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000E6AE4_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00063D13_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00063D14_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00023BAF_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00023BAC_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0001DABD_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale\000BFB29_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale\000BFB21_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00118AB7_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale\001196B6_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000ED228_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000ED239_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000C02EC_1.fuz) (Bug #28759, Bug #28758, Bug #28708, Bug #28707, Bug #28706, Bug #28705, Bug #28569, Bug #28527, Bug #28522, Bug #28502, Bug #28501, Bug #28992, Bug #28990, Bug #28489, Bug #28482, Bug #28481, Bug #28480, Bug #28479, Bug #28478, Bug #28473, Bug #28472, Bug #28470, Bug #28466, Bug #28465, Bug #28436, Bug #28434, Bug #28433, Bug #28432, Bug #28431, Bug #28414, Bug #28413, Bug #28411, Bug #28410, Bug #28375, Bug #28374, Bug #28372, Bug #28346, Bug #28340, Bug #28339, Bug #28322, Bug #28316, Bug #28315, Bug #28314, Bug #28311, Bug #28310, Bug #28307, Bug #28301, Bug #28293, Bug #28273, Bug #28251, Bug #28249, Bug #28248, Bug #28171, Bug #28170, Bug #28159, Bug #28149, Bug #28148, Bug #28147, Bug #28134, Bug #28132, Bug #28131, Bug #28116, Bug #28115, Bug #28104, Bug #28093, Bug #28092, Bug #28091, Bug #28090, Bug #28089, Bug #28088, Bug #28087) Item Fixes Nukalurk Eggs (DLC04_NukalurkEgg_Harvestable) were not generating the correct type of ingestible egg because no such object had been created. They were instead substituting Mirelurk Eggs. (Bug #27393) The Hooded Clean Room Suit (AAClothesInstituteWorkerHat) uses an incorrect model for the female version. (Bug #27175) Firebelly uses an incorrect Stimpak mesh when it should be represented by the vodka bottle instead. (Bug #26457) It was not possible to mount the Cryolater on one of the Contraptions weapon racks. (Bug #21340) 10mm Large Magazine loose mods should now be attachable to 10mm pistols. (Bug #21188) The Hardened Receiver for combat rifles (mod_CombatRifle_Receiver_MoreDamage1) had corrupted text in its object filter window. (Bug #25421) The Standard Magazine for combat rifles (mod_CombatRifle_Mag_Small) had an incorrect reload speed modifier set on it. (Bug #25421) The Hardened Automatic Receiver for the Handmade Rifle does not reduce damage as the description calls for. (Bug #25413) Swan Boat Fragments do not have any carry weight. (Bug #28553) The mini-nuke parts in Gorksi Cabin had no weight or value. Since there are 4 parts, the sensible solution is to divide the weight and value evenly based on a fully assembled mini-nuke. (Bug #28276) Melee saw blade weapons added by Automatron all say they add bleeding damage but it was never added to the OMODs. [DLC01Bot_Hand_Melee_HammerSaw_Left, DLC01Bot_Hand_MrHandy_Melee_Saw_Left, DLC01Bot_Hand_Melee_Saw_Left, DLC01Bot_Hand_MrHandy_Melee_Saw_Middle, DLC01Bot_Hand_Melee_HammerSaw_Right, DLC01Bot_Hand_MrHandy_Melee_Saw_Right, DLC01Bot_Hand_Melee_Saw_Right] (Bug #25383) The throwable caltrop item [DLC03_ThrowingCaltropWeapon] should not explode when shot at because it's not an explosive device. Location Fixes No LOD was ever generated for the Nuka-World transit station in the western part of the Commonwealth. This has now been corrected. (meshes\terrain\Commonwealth\Objects\Commonwealth.4.-28.4.bto, meshes\terrain\Commonwealth\Objects\Commonwealth.8.-32.0.bto) (Bug #24429) The Kiddie Kingdom Employee Tunnels (DLC04KiddieKingdomTunnels01) and the Secure Beverageer Lab (DLC04BottlingPlant02) both have water planes in them that don't function correctly because the cells lacked the "Has Water" flag. (Bug #27511) A corrupted navmesh in Far Harbor at cell -5, 10 caused edge links to neighboring cells to be broken due to an unresolved form ID. (Bug #27591) MassGravelAndSandExt: Mass Gravel & Sand and Mass Fusion Disposal Site were mistakenly merged together as one location (MassFusionCoolantDisposalLocation). The map marker at Mass Gravel & Sand (MassGravelAndSandLocation) was also incorrectly set to use the one at the Mass Fusion building. (Bug #28210) POIJoel06: The exterior cell at Electronic Hobbyist's Club (POIJoel06Location) wasn't properly set as part of the location. This resulted in the exterior area resetting despite never being intended to do so. (Bug #28217) 0000DF63: A wilderness cell was mistakenly included as part of CambridgePDLocation. It is located a significant distance away from the police station. (Bug #28840) Nahant PD: Fixed several bad navmesh sections on the ground floor of Nahant PD that caused NPCs spawned there by a random encounter trigger to get stuck. To improve access to a doorway, the chair 001CAA10 was slightly moved (Bug #28079). Shamrock Taphouse Exterior: A small platform with a patrol idle marker in front of Shamrock Taphouse was missing a navmesh (Bug #28477). The MS Azalea area was mistakenly left set up as a workshop zone. Indications are this was once intended to be another settlement in Far Harbor but the work was never completed and left the entire zone in an inconsistent state. 3 cells on the east side of Barney's Bunker were not added to the location despite having objects and actors in them that are directly associated with the site. Mesh, Material, and Texture Fixes Protectron Medics use the wrong material setting for their legs, resulting in them having green hips when they should be white like the rest of the body. (Materials\Actors\CreateABot\ProtectronLegsMEDIC.BGSM) (Bug #28471) Perk & Stat Fixes Food buffs become permanently stuck on the player in survival mode due to incorrectly using a perk to hard set the effect values to 0 each time something is eaten instead of using a multiplier to correct it. (Bug #27210) [NR] The Nuclear Physicist perk ranks were not correctly calculating their bonuses for Fusion Cores or the Gatling Laser and had some other oddities which causes them to interact badly with other related perks. (Bug #23503, Bug #22528, Bug #23439) CarlaMarkdownPerk: Due to a missing actor check, Carla's discount perk mistakenly applied to all vendors (Bug #28351). Papyrus Fixes DN092_IntercomTrig_Script: Modified this script to disable the triggers it's running on once DN092 has shut down. At this point, the scenes supposed to get started by the triggers are no longer available and all subsequent operations of this script would fail with errors (Bug #28243). CircuitBreakerMasterScript: Added missing 3D checks (Bug #26372). DLC01:DLC01_AddFormsEffectScript: Added a missing 3D check (Bug #28385). DLC03:DLC03CoA_FFNucleus03DeconButtonScript: Added sanity checks (Bug #26421). DLC03:DLC03POI04DummyNoteScript: Removed an invalid event registration and added a missing sanity check (Bug #26393). DN143RemoveFromCaptiveFaction: Modified this script to stop it from trying to manipulate dead actors (Bug #26285). DoorChain: Missing sanity checks added (Bug #27368). ElevatorMasterScript: Added two missing sanity checks (Bug #26286). RESceneRJ02_NoteScript: Modified a condition check to avoid errors when a note changes containers after RESceneRJ02 has stopped running (Bug #28107). VertibirdMobilityScript: Added an AI check to avoid errors when trying to play an idle (Bug #26244). DLC01:DLC01_TrackSystemTrack: A while loop could become hopelessly stuck in an endless loop, becoming an unbound object, when the player leaves the Mechanist's Lair. This would then result in serious script lag, and if the Papyrus logs are on, multiple gigs worth of data after a long session. (Bug #28753) [NR] Quest Fixes Raider combat idles were not restricted to members of RaiderFaction and could incorrectly get used by other types of NPCs who are not meant to be raiders. (Bug #28474) Maisie (the cat at Abernathy Farm) should now properly be culled upon being killed. The alias on DialogueAbernathyFarm has been marked optional and given the UFO4P script to clear an alias when dead. (Bug #25943) [NR] When talking to Blake Abernathy initially, the player can ask if Blake means "Preston's Crew". The player says the line over the top of Blake's response to it due to a missing scene flag. (Bug #20254) A dead scavenger near Hubris Comics that carries a hint note could be culled from the game before being discovered. An alias for this scavenger has been added to The Silver Shroud (MS04) to preserve him until the quest is completed. (Bug #26394) [NR] When returning to Ada in A New Threat (DLC01MQ02) it is possible to get stuck in the dialogue chain because one of her responses did not have the proper scene selected to start after she greets you. (Bug #27603) Desdemona should not be mentioning Coursers in conjunction with the player infiltrating the Institute if the Institute is destroyed already, or the player has been permanently kicked out. (Bug #27237) In quests InstM01Post and DialogueWarwickHomestead the alias for Cedric Hopton prevents his corpse from being removed from the game if he's killed. (Bug #26804) [NR] The bodies of Theo Collins, his robots, and his turrets are never cleared if you kill them during Mystery Meat (DN079). (Bug #26795) [NR] Also with DN079, if you exit the building to talk to Rylee before first speaking with Theo, the quest would get stuck and be unable to advance if you asked her about people getting sick. Her response was unnecessarily setting a quest stage that was never used for anything. (Bug #26748) Speaking to Danny Sullivan more than once after arriving at Diamond City could result in him repeating his greeting and thus offering you access to the second speech option you're not supposed to get if you used the other one. It's not clear entirely where this was tripping up, but setting the scene to move to stage 10 upon closing out has resolved the problem. (Bug #28441) During Safari Adventure (DLC04SafariAdventureQuest) Cito would comment on never having "been here" even if he had been convinced to stay behind to defend his family. The scene should only run if he follows you into the cloning facility. (Bug #26341) Diamond City security guards would erroneously make comments about the player having a robot companion if Curie had already become a synth, due to the dialogue not checking her race first. (Bug #23838) At the end of Cappy in a Haystack (DLC04MS01) the quest journal will indicate that you kept Bradberton alive even if you agreed to shut off the power to his life support. A condition on the journal was missing which caused the game to always display the alternative entry. (Bug #23880) [NR] Gunners aliases in REAssaultSC18_FactionMMvsGunners were mistakenly being forced to use synth voices, which was causing them to talk like synths. They should have been set to revert to the voice type of the NPC instead. (Bug #23885) DialogueVault81Guards [001A0AE0]: A hello topic intended to only play if the player character is female was erroneously checking to see if the player is male. As a result, Vault 81 guards would sometimes comment on how the player is a "brave woman" even if they are male. (Bug #28309) REChokepointRJ01 [001AC234, 001AC241]: Two Gunner responses are using condition checks that incorrectly perform a gender check on subject, instead of on player. This could result in the Gunner addressing the player character as "sir" if they are female. (Bug #28397) RESceneJSDN062 (Dead raiders with food paste and intervention note): This encounter could repeat infinitely although the scene is unique and the note addresses one of the raiders with a unique name. It will now stop reoccurring once the player has taken the note from the raider's body (Bug #28305). 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.
4285 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.