Search the Community
Showing results for tags 'ufo4p'.
Found 6 results
Unofficial Fallout 4 Patch Version: 2.0.9 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 The dialogue control quest for the Nuka-World settlement (DLC04DialogueSettlement) would not start on a new game due to an unknown engine bug which interfered with the additional aliases meant to fix the shock collars still being on 3 NPCs after Open Season. (Bug #27239, Bug #27441) Audio Fixes One of the traveler voice recordings in "DLC04DialogueSettlement" doesn't match the other three in a hello topic. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCMTraveler01\06043B28_1.fuz) (Bug #27253) One of the recordings in "Sylvia's Holotape" has a minor audio error between sentences, possibly due to background noise. (Sound\Voice\Fallout4.esm\DN088_NPCMPeteOwens\0008C39E_1.fuz) (Bug #27346) Corrected audio in several shared settler dialogue topics where the recordings don’t match each other and/or don’t match the subtitle. (Sound\Voice\Fallout4.esm\FemaleEvenToned\0009A0FE_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0009C8DB_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0009C8DB_1.fuz, Sound\Voice\Fallout4.esm\MaleEvenToned\0009C8DB_1.fuz, Sound\Voice\Fallout4.esm\FemaleGhoul\0009A102_1.fuz, Sound\Voice\Fallout4.esm\FemaleBoston\0009A101_1.fuz, Sound\Voice\Fallout4.esm\FemaleOld\0009A101_1.fuz) (Bug #27353, Bug #27350, Bug #27349, Bug #27348) One of the recordings in "Private Murnahan's Holotape" has a minor audio error. (Bug #27366) One of the Brotherhood of Steel soldier audio recordings in "BoSGenericHellos" doesn't match the other three in a hello topic. (Sound\Voice\Fallout4.esm\BoSFemale02\001739A4_1.fuz) (Bug #27373) One of the Brotherhood of Steel soldier audio recordings in "BoS202" doesn't match the other three in one of the quest scenes. (Sound\Voice\Fallout4.esm\BoSFemale02\00065DD2_2.fuz) (Bug #27398) Two of Nisha’s comments in "DLC04_RQ_Manager" are grammatically unsound and required audio splices in order to make sense. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCFNisha\0603E355_1.fuz, Sound\Voice\DLCNukaWorld.esm\DLC04NPCFNisha\0603E327_1.fuz) (Bug #27414, Bug #27402) One of Harvey's audio recordings in "DLC04DialogueHarvey" is grammatically unsound and needed a splice. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCMHarvey\06043BFC_1.fuz) (Bug #27446) One of Aaron Corbett's greetings in "DLC04DialogueSettlement" uses the word "sir" when he addresses the player regardless of whether they’re male or female. This has been fixed by splicing out the word. (Sound\Voice\DLCNukaWorld.esm\DLC04NPCMAaronCorbett\0601E394_1.fuz) (Bug #27532) 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\001632AA_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\060424D2_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06043C05_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06037B8E_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\060253B4_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06043C07_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06009C83_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000BF950_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\000BF94B_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\000BF94B_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\06017FAF_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\0601802E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001CD086_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\0005FCDA_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00128D35_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00128D34_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\06042380_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/0604861E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01/0604861E_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\06048611_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/0002D98E_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01/000A1814_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01/000A1807_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceFemale01\0601DC65_1.fuz, Sound\Voice\DLCNukaWorld.esm\PlayerVoiceMale01\0601DC65_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\001AC78B_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceFemale01\00186668_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0012AC69_1.fuz, Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0012AC4F_1.fuz) (Bug #27455, Bug #27453, Bug #27447, Bug #27445, Bug #27444, Bug #27443, Bug #27437, Bug #27420, Bug #27419, Bug #27418, Bug #27416, Bug #27403, Bug #27401, Bug #27371, Bug #27370, Bug #27340, Bug #27339, Bug #27338, Bug #27323, Bug #27321, Bug #27319, Bug #27252, Bug #27233, Bug #27232, Bug #27231, Bug #27230) Item Fixes ClothesMilitaryFatigues was missing instance naming rules (Bug #26816). LLI_Armor_Raider_Boss_Outfit was using the wrong epic chance global (LL_EpicChance_Boss instead of LL_EpicChance_Armor_Boss). The leveled list added by UFO4P 2.0.6 to fix bug #25154 (UFO4P_LLI_Armor_Raider_Boss_Outfit _NoHelmet) has been updated to reflect this change as well (Bug #27363). Rum bottles (BottleEmptyRum01) were missing a put down sound (Bug #27558). Mod_armor_Combat_Lining_Limb_ReducedDetection, mod_armor_Leather_Lining_Limb_ReducedDetection, mod_armor_Metal_Lining_Limb_ReducedDetection: these mods were using the ma_armor__Lining_LimbLeg keywords, but were in the mod collections for both arm and leg armor pieces. Thus, the game could create epic arm and leg armor pieces with muffled mods at run time but the player was not allowed to add these mods to anything else than leg armor pieces at the workbench, making muffled arm mods for no obvious reason the only non-unique/non-legendary mods in the game that could not be recreated by the player. Since the naming conventions ("Limb" instead of "LimbArm"/"LimbLeg" in the root names of all related object mods and misc mods) also suggest that these mods were actually intended to be applied to both arm and leg armor pieces, their mod association keywords have been changed to ma_armor__Lining_Limb to accomplish this (Bug #26715). DLC04_Armor_Disciples_Underarmor_01/02/03/04, DLC04_Armor_Operators_Underarmor_01/02/03/04, DLC04_Armor_Pack_Light_LegsUnderarmor, DLC04_Armor_Pack_Underarmor_01/01a/ 01b/01c/01d/01e/01f/01g/02/03/04/05, DLC04_Armor_Western_Hat_01/01a/02/02a, DLC04_Clothing_HubologistRobes, DLC04_Logo_JacketAndPants_Underarmor_01/02/03/04/05 and DLC04_Logo_ShirtAndPants_Underarmor_01/02/03/04/05 were missing scrap recipes. They should return one piece of cloth when scrapped (Bug #27559). Maxson's Battlecoat (ClothesMaxsonCoat) wasn't returning one piece of leather when scrapped like was intended. (Bug #27258) Quest Fixes Aliases for "The Cleansed" and Dara could not be cleared when needed due to not being marked as optional. [DLC04DialogueSettlement] (Bug #27293) Missing perk property has been filled for Trip to the Stars (DLC04MS02). (Bug #27292) Cleared invalid properties from DLC04RECampCT05. (Bug #27247) Cleared invalid properties from DLC04REObjectCT04. (Bug #27229) Cleared invalid properties from DLC04_KiddieKingdomMain. (Bug #27315) REObjectJS01: This encounter places a note that is supposed to add a map marker when read by the player, but the quest could shut down before the player had read the note and no map marker was added at all (Bug #26736). GhoulishPerkManager: Fixed an issue where two scripts running on the same alias that react to different events and are both configured to set a stage to stop the quest could cause a situation where one script stopped the quest and the other inadvertently tried to restart it if they did both start running around the same time (Bug #25530). DLC04GZBattlezone: Flagged several aliases as optional to match requirements of the quest script (Bug #27308). DLC04SafariAdventureQuest: Removed a line from the stage 10 fragment that tried to enable a reference which is controlled by an enable parent (Bug #27359) and another line from the stage 60 fragment that tried to enable a reference in a container (Bug #27360). DLC06DialogueVault88: Fixed an issue in the stage 9000 fragment where the script failed to enable items after adding them to a container, instead of doing it the other way around (Bug #26022). Papyrus Fixes DLC04:Fragments:Quests:QF_DLC04GZBattlezone_010295C8: Stage 50 fragment had no sanity check for an empty companion alias. (Bug #27290) DLC04:DLC04_RQ_QuestScript: No verification if the alias to check is filled before it tries to get the reference in it. (Bug #27249) Fragments:Quests:QF_BoSM01_000B1D79: Stage 91 fragment was attempting to set an incorrect objective. Instead of 25, it should be setting 65. (Bug #27240) A sanity check had to be added to the damage helper validation procedure added to WorkshopObjectScript by UFO4P 1.0.5 to skip the operations if an object has no damage helper specified, because there are flora objects that are deliberately missing this property such as the vault 88 pipboy crate (Bug #26016). Reincluded the modified version of DLC04:SetStageOnGainLOS (from UFO4P 2.0.0, Bug #21573) since it went missing from the archive somehow (Bug #27317). ArtilleryReferenceScript: Removed a line that always failed with an error because it tried to play a sound from an unloaded object (Bug #26243). BHExtBOSEnable: Added a missing sanity check and removed a disable call that never worked because all BHExtBOSEnable triggers are parented to an enable marker that is controlled by the quests Inst302 and Inst302Combat (Bug #25831). CIS_ManagerScript: Added sanity checks to avoid log spam caused by the interaction scene handling for Curie and Deacon (Bug #25150). Default2StateActivator: Added code to the SetOpen() function to further improve the handling of animation calls on unloaded references (Bug #25838). DefaultCollectionAlias: Added a check to handle cases where another counter script running on the same collection alias removed references before this script could handle them. If the collection alias contained only one reference at quest start, this script would find it empty when it started running and would create a zero-length array on purpose, on which all subsequent operations failed. In the worst case, this could result in quests not properly advancing (Bug #25819). DLC04:DLC04ArcadeController: Added a missing 3D check (Bug #25635). DLC04:DLC04ArcadeNukaZapperRaceRocket: Added a missing 3D check (Bug #27228). DLC04:DLC04ArcadeShootingGallery, DLC04:DLC04ArcadeShootingGalleryTarget: Added missing 3D checks (Bug #27306). DLC04:DLC04KiddieKingdomMainQuestScript: Fixed a loop through a reference collection that was mistakenly using the size of a different reference collection to evaluate its end index and thus occasionally failed with 'index out of range' errors (Bug #27330). DLC04:DLC04NukaRacersScript: Added missing 3D checks (Bug #27243). DLC04:DLC04RideControllerAnimDrivenScript: This script did not properly update its animation state tracking variable and eventually started spilling errors because animations were called out of order. Also added missing 3D checks (Bug #27242). DLC04:DLC04_BloatedAmbushScript: Added a missing 3D check (Bug #27342). DLC06:PipboyMiscItemScript: Fixed a vanilla sanity check that was not working as intended (Bug #26196). EMSystemTurfScript: Added an unbound script check to a lengthy loop through an actor array because there's evidence that the actors and/or the reference the script is running on unload while the array is processed. Also added a check to skip some code that should not run once this has happened (Bug #27421). FXScatterImpactEffectsOnDeath: Improved the unbound script checks added to this script by UFO4P 2.0.3 (Bug #26237). HoveringVertibirdScript: Added code to stop impact effects from being played if the parent cell detaches before the reference unloads, since this won't work in unloaded cells, irrespective of whether the reference still has 3D or not (Bug #25529). MasterAmbushActorScript: Added an unbound script check to avoid occasional log spam (Bug #25693). MinDestBOSScript: Added a sanity check for none objects that may be passed by workshop events after a code change on WorkshopParentScript (Bug #26238). Also added an empty handler for WorkshopEnterMenu events to avoid log spam (Bug #26236). MS02PeriscopeScript: Added a quest stage check that was mentioned in a designer note but had never been added to the actual script although it was necessary for it to shut down the periscope. Without this check, the script continued to call animations on the periscope even after MS02 had been completed and the submarine had technically left the harbour. In addition, a number of missing 3D checks were added (Bug #25575). PerkRootedScript: Added missing checks (Bug #27329, Bug #27404). PowerArmorFXScript: Added an unbound script check (Bug #27220). REObjectJS01Note: This script was missing a state change to prevent it from calling REObjectJS01 again if the player reads the note more than once (Bug #26736). REScript: Added a sanity check to handle cases where non-RE quests running this script are using the RangeCheckDistance property for custom purposes. If this property is set to anything else than zero, REScript automatically tries to register for distance events with the trigger but this fails with an error on all quests that are not random encounters because they have no triggers (Bug #25354). RETriggerScript: Added code to defend trigger sabotage attempts discovered on some random encounter quests added by the DLCs. The start fragments of these quests contain a separate line that runs after the startup function on REScript has been called and for no obvious reason overwrites the valid myQuest property on RETrigger Script that was previously passed by REScript with an invalid one that turns into a broken pointer once the offending quests shut down (Bug #27394). 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.
813 downloadsUnofficial Fallout 4 Patch - BETA Release 2.1.0 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.
3979 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.