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UFO4P - Bug Collection Thread


Arthmoor

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This thread will be used for the temporary collection of bugs for the Unofficial Fallout 4 Patch (UFO4P).

 

Until our bug tracker is fixed, please post anything you can verify that happens in your game that appears to be broken. Screenshots should be provided if you have them.

 

For script errors, we will need to see the snippet from the Papyrus log.

 

Since official mod tools do not exist, please do not report any issues if you are using ESP-based mods from Nexus. Due to the prevalence of the use of known bad tools (Snip, aka FalloutSnip) being used to generate ESPs, no reports will be accepted from modded games unless the report can be reproduced without the mod installed.

 

Also, whenever possible, a save game would be very helpful. As with Skyrim, it will be much more difficult to deal with these things in specific scenarios without save games that show the bug sometime just before the problem is encountered.

 

And for the love of all that is good, any details that might even remotely be spoilers belong in spoiler tags! Some of us are still deep in our games and haven't progressed any of the major plot points very far!

 

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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Playing on PC, auto-detect Medium settings, no mods of any kind, using 360 controller due to shit keybinding. Sorry for not getting IDs. Now that I know the UFO4P team is on the job, I'll do better next time.

 

1. Inside Park Street Station, Phone Booth glass shows generic outside reflection.

 

http://www.falloutsearch.com/img/posted/377160_2015-11-21_00001.png

http://www.falloutsearch.com/img/posted/377160_2015-11-21_00002.png

 

2. Inside Park Street Station / Vault 114, the glow of the magical dev space outside the gameworld.

 

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00001.png

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00002.png

 

3. Barely a spoiler, but a brief description of the quest:

Follow Dogmeat quest, searching for Kellogg

 

"Inspect" does nothing on either of these:

 

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00003.png

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00004.png

 

Floating body. And after clicking once for "Inspect," prompt remains but subsequent clicks do nothing.

 

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00005.png

 

Clicking "Activate" does nothing:

 

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00006.png

 

Before this point, Dogmeat ran way, way ahead. When I caught up to him, he was stuck here.

 

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00007.png

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00008.png

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The only two bugs I can recall having are ones that don't show well with pictures.

 

A. At the end of the Silver Shroud quest, one has the option to rescue Kent from the raider boss. You are supposed to be able to talk Shinjn, the raider boss, into attacking your first, so you can kill him without Kent getting hurt. However, Shinjin always kills Kent before I even get into the elevator to reach him in the lower levels. From what I can gather, me fighting the raiders on the upper floor is triggering him to go hostile since he senses combat, due to the map being just one big room. I don't know if its possible to lower his agro distance or w/e, but that would be the most obvious solution.

 

B. At the end of the Vault 81 questline, Tina asks you to help her get her brother off the chems he is addicted to. After doing so, you talk to her to end the quest. At this time you can use a speech check to ask her to come to your settlement. However, after passing the speech check, and she agrees, the camera shifts back to me for a second, but I am unable to say anything, nor does the window come up to send her to a settlement. After which, she says that's a silly idea, and I get kicked out of dialogue with her, but the quest doesn't end, and it still says "Talk to Tina" but you cant talk to her.

 

From what I can guess, you are passing the speech check, but then the game is bugging out, and then making you not pass it, instead of bringing up the "send person to X settlement" window like its supposed to. Tina is supposed to be one of the tier 4 settlements merchants, but you can't recruit her due to this bug.

 

 

I am actually pleasantly surprised with how few bugs I've had with Fallout 4. It is, IMO, a massive step up from Skyrim, which was a massive step up from Fallout 3.

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^ Yeah, although I got a real kick out of a floating rock not long after I started the game. But now I can't find it again :P

 

4. This one happened to me actually a lot, which makes me think it's a widespread problem - would be crazy if it is. Finally figured out what's happening, I think. Load the save game. There should be a frag mine right in front of you. Set if off and take the blast damage. Now load the game a second time. The mine will just be gone, and of course your health will be back where it was.

 

http://www.falloutsearch.com/img/posted/Save179_63674071_5361726168_Commonwealth_001700_20151123052819_10_2.fos

 

5. What do you call this, so I know for the future? Hole in object? So there's a hole in the wood beams of this deck. The ID is the close-by car.

 

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00009.png

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00010.png

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@Makaan: Spoilers bro, I wrapped your post appropriately. Please take care not to post spoilers in bug reports. I didn't read them beyond the first few words to know, so....

 

@Relight: Heh. The ever famous incomplete reset on load bug is back I guess. That's the one where your mine vanished after a reload. That's not going to be something we could fix as that's handled in the engine's save/load code.

 

The other two are "gaps", either in placement or in the models themselves. Naturally we hope it's in placement cause that's much easier to fix later.

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Well I am apparently blind.

 

As for bugs, I learned of a few more, and can confirm they are happening.
-The companion perk "Killshot" is supposed to increase your chance to hit someone's head in VATs by 20%. However, it's actually setting ALL shots aimed at the head, no matter the distance, to a 95% chance.

 

-Level 5 of the Big Leagues perk is not granting/calcualting the proper 20% damage increase.

 

-Ranks 3 and 4 of the Chemist perk require 5 INT, as apposed to the 7 of the first two.

 

-

Doctor Li can be persuaded to leave The Institute to rejoin the BoS. However, even while at the BoS, she talks about you being named the new director of The Institute by Shaun, and her not approving of it, as if she was still allied to The Institute. She can say these things even if she left before Shaun makes said announcement.

 

-

During the quest at the Cambridge Polymer Labs, the player can pick up a number of chemical canisters to be used in the machine to create the power armor coating. However, after the quest is done, the player is unable to drop the unused canisters, despite them not having a purpose anymore, as they are still marked as quest items

 

-

As part of the "Hole in the Wall" quest, one has to venture into a secret area of Vault 81 and fight disease infected mole rats. If the player gets bitten by these mole rats, they get the incurable disease they carry. However, companions getting bit, and even a protectron one can release getting bit, ALSO causes the player to get the disease, even if this makes no sense.

 

-

As part of the quest "In Sheep's Clothing" the player can try to bring the Mayor in for qeustioning, this causes him to attack, but ONLY to attack Piper, and not the player. If the player tries to attack the mayor, everyone in Diamond city will go hostile to the player when they shouldn't.


 

 

Settlement bugs(I honestly think this should get its own tracker section becuase of how many bugs i've heard/had about it)

-A major bug effecting settlements is that the game sometimes simply forgets that settlers are assigned to beds, thus resulting in settlement happiness going down, despite having enough beds for everyone, because the game thinks no one has a bed. This forces the player to have to manually assign beds to get the situation resolved and settlement happiness to go back up.

-Many items in settlements are unable to be interacted with for strange reasons. For instance, I can't interact with half the crops at the Abernathy Farm settlement, nor do they seem to be counting as food for the settlement. Some of them are destroyed, and the prompt comes up to repair them, but trying to repair them does nothing but waste resources while leaving them still broken.

-Continuation of the above in a way, but theres also a problem of many things in settlements not being able to be deleted if they were pre-existing items. I have noticed this with beds mostly, you simply can't delete some of them for whatever reason, despite them being object you can normally move/place. This is most noticeable in places like The Slog, which had a number of named NPCs with beds already there before you get it as a settlement. The half of the crops at Abernathy Farm I mentioned in my previous bullet suffer from this also, while the other half of the crops are fine and can be deleted/moved.

-Also not sure if a bug, but its possible to get some settlements to get higher level versions of turrets at random. The basic machine gun turret for instance as a Mk 1, 3, 5, and 7 versions, and it seems that the further south you move in the game, the more versions unlock for those settlements. However, which one you get is entirely random, despite the fact the higher level versions are far superior. I am not sure if we were only supposed to have the MK1 version available, or if all of the settlements were supposed to be able to get all the versions, or if the versions we get were supposed to be based on player level, but nothing about the way the game determines what version you get seems logical, and you are forced to switch between menu items multiple times to refresh it so you can get as many MK7 turrets as possible. No other settlement item I have seen works like this except the basic machine gun turret, and the advanced machine gun turret.

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-Many items in settlements are unable to be interacted with for strange reasons. For instance, I can't interact with half the crops at the Abernathy Farm settlement, nor do they seem to be counting as food for the settlement. Some of them are destroyed, and the prompt comes up to repair them, but trying to repair them does nothing but waste resources while leaving them still broken.

 

 

Allow the plants time to grow, then you'll be able to interact/move them.

 

You need to add more settlers to the crops to get that food rating up. I think I have 5 or 6 settlers on crops at The Castle, and my food is at 32 or something.

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Those things have been there since the game started, as part of the default area, and they are still broken.

You cant even assign settlers to harvest them, they are basically just static props whereas the other ones are not.

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Going to drop the two script errors I posted to the BGS forum:

 

Recurring problem with Dogmeat's item retrieval script:

[11/18/2015 - 12:17:30AM] error: Cannot call getDistance() on a None object, aborting function call
stack:
    [alias myActor on quest AO_Dogmeat_FindItem (0004EFF2)].AOAliasBailOutScript.OnTimer() - "g:\_F4\Art\Raw\Scripts\AOAliasBailOutScript.psc" Line 78
[11/18/2015 - 12:17:30AM] warning: Assigning None to a non-object variable named "distance"
stack:
    [alias myActor on quest AO_Dogmeat_FindItem (0004EFF2)].AOAliasBailOutScript.OnTimer() - "g:\_F4\Art\Raw\Scripts\AOAliasBailOutScript.psc" Line 78
[11/18/2015 - 12:17:32AM] error: Cannot call getDistance() on a None object, aborting function call
stack:
    [alias myActor on quest AO_Dogmeat_FindItem (0004EFF2)].AOAliasBailOutScript.OnTimer() - "g:\_F4\Art\Raw\Scripts\AOAliasBailOutScript.psc" Line 78
[11/18/2015 - 12:17:32AM] warning: Assigning None to a non-object variable named "distance"
stack:
    [alias myActor on quest AO_Dogmeat_FindItem (0004EFF2)].AOAliasBailOutScript.OnTimer() - "g:\_F4\Art\Raw\Scripts\AOAliasBailOutScript.psc" Line 78
[11/18/2015 - 12:17:34AM] error: Cannot call getDistance() on a None object, aborting function call
stack:
    [alias myActor on quest AO_Dogmeat_FindItem (0004EFF2)].AOAliasBailOutScript.OnTimer() - "g:\_F4\Art\Raw\Scripts\AOAliasBailOutScript.psc" Line 78
[11/18/2015 - 12:17:34AM] warning: Assigning None to a non-object variable named "distance"
stack:
    [alias myActor on quest AO_Dogmeat_FindItem (0004EFF2)].AOAliasBailOutScript.OnTimer() - "g:\_F4\Art\Raw\Scripts\AOAliasBailOutScript.psc" Line 78
 
I'm pretty sure this happens when Dogmeat isn't following you because they only started coming up once I'd picked up Piper and sent Dogmeat home to Sanctuary.
 
Recurring problem with bird spawners:
 
[11/18/2015 - 12:39:16AM] error:  (00215945): does not have any 3d and so cannot be placed at.
stack:
    [ (00215945)].ObjectReference.PlaceAtNode() - "<native>" Line ?
    [ (00215942)].birdspawnerscript.spawnBird() - "g:\_F4\Art\Raw\Scripts\BirdSpawnerScript.psc" Line 120
    [ (00215942)].birdspawnerscript.OnCellLoad() - "g:\_F4\Art\Raw\Scripts\BirdSpawnerScript.psc" Line 47

 

And my two things for settlement problems:

 

Food resources in "The Castle" become non-responsive to the UI after initially being planted. They do not spawn food to harvest and stop allowing settlers being assigned to work them.

Defense resources in "The Castle" appear to have an arbitrary limit that other settlements do not have. The game stops allowing me to place more than 3 heavy machine gun turrets despite having the resources available to build them.

 

 

For the record, anything like this should be cross-posted here: http://forums.bethsoft.com/topic/1544248-bug-report-index-pc/

 

There's a small chance at least some of this gets fixed officially, but only if issues are confirmed there. I don't know about anyone else, but I'd sure like to see as much stuff fixed officially as possible. The less we have to try and decipher from the CK (when it comes) without developer insight, the better.

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Not a bug, but rather an annoyance, it seems like Bethesda, YET AGAIN, decided that leaving weapons from old battles just laying around, instead of cleaning them up, was a good idea.

 

Its likely we are going to need what you did with Skyrim, where enemy weapons don't "drop" seperatly from thier corpe, or else we risk major bloat.

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Not a bug, but rather an annoyance, it seems like Bethesda, YET AGAIN, decided that leaving weapons from old battles just laying around, instead of cleaning them up, was a good idea.

 

Its likely we are going to need what you did with Skyrim, where enemy weapons don't "drop" seperatly from thier corpe, or else we risk major bloat.

 

ah yeah, that lovely "feature" 

 

Don't forget that you can scrap the weapons and armor, and if you take a certain perk you can get screws and other items from them as well.

 

If the weapon/armor is on the ground, you can go into build mode and hover over the item(s) and press <whatever> to scrap them.

 

 

-----------------------------------------------

-----------------------------------------------

 

THIS IS ACTUAL END OF THE MAIN QUEST SPOILERS!

 

I have not been able to reproduce this issue again, maybe something messed up during the >850 minutes during that day of play, and the reload fixed it.

 

 

Are you sure you want to see this?

 

Okay. You were warned!!

 

You cannot say that I did not warn you!

 

We should check the dialogue options for <spoiler tag 1> for any inconsistencies in the chat quest dialog numbering. I selected the option <spoiler tag 2> and <spoiler tag 1> started talking about the option I selected and half-way through the sentence, it changes to the last dialog of the chat where. I had to reload a previous save to go back through the entire dialog again. I had only went through the very first chat options <spoiler tag 3> and selected the next option when this occurred.... 

 

Spoiler Tag 1

Father (when you first meet him)

 

Spoiler Tag 2

Help me understand. (2nd level chat option)

 

Spoiler Tag 3

I could kill you.

 

 

 

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Something like item drop bloat NEEDS to be sent to them to fix. Our "fix" in Skyrim was a workaround that led to some minor glitches on occasion. So it's best if they fix it themselves. Especially now that I've been finding some corpses that aren't being removed either, and the ash pile issue is back.

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Something like item drop bloat NEEDS to be sent to them to fix. Our "fix" in Skyrim was a workaround that led to some minor glitches on occasion. So it's best if they fix it themselves. Especially now that I've been finding some corpses that aren't being removed either, and the ash pile issue is back.

 

Oh Hell no! :wallbash:

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6. Some glass items in inventory - the glass part doesn't show. While others, the glass part does show, so glass is, I think, obviously meant to be visible. I'll add to this list of "no"s.

 

Yes - Shot Glass - http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00006.png

No - Thin Beaker - http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00007.png

No - Nuka Cola Bottle - http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00004.png

 

7. After destroying this Laser Turret, we have a floating illumination texture. From 2 angles. And a save.

 

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00001.png

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00002.png

http://www.falloutsearch.com/img/UFO4P/Save192_63674071_5361726168_FortHagen01_001844_20151124043459_11_2.fos

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I'll probably hold off posting things until all the patches are out. But there will be things that they likely won't fix even if reported.

 

This one is around Bunker Hill, and there are many more like it that I neglected to take screen shots of. However it will be easier to deal with these things in GECK. http://steamcommunity.com/sharedfiles/filedetails/?id=560922642

 

There's also objects with incorrect pickup/put down sounds that they probably won't fix which I've already posted.

 

I did find a few misaligned water planes and many many occlusion plane/room bounds/portal bugs. Like so http://steamcommunity.com/sharedfiles/filedetails/?id=555422412 http://steamcommunity.com/sharedfiles/filedetails/?id=552174925

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A fairly odd bug IMO.

 

The location "Custom House Tower" has a stone wall texture over where its door would be, making it look like you can't enter it http://i.imgur.com/FVjvqq2.jpg

 

However, if you walk up to this stone wall texture, you will see its not an actual solid wall, and there is, in fact, a normal door behind it, that lets you into Custom House Tower http://i.imgur.com/GrXuHTb.jpg

 

This stone wall texture needs to be removed from over the door, as its apprently not supposed to be there, and has no relation to any quest in the game.

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Wonders never cease - the tracker has been reanimated. Now, we all know how unreliable reanimated bodies are so don't be surprised if it doesn't play nice, but it's back. So this thread is no longer needed. We've got the Tracdown categories in place for proper filings now. If you're not familiar with how it works, this post is a solid tutorial: http://www.afkmods.com/index.php?/topic/3865-visual-guide-reporting-bugs-with-tracdown/- Just make sure you submit to the proper project cause moving stuff is a massive pain if it's in the wrong place.

 

Since this thread is not needed now, I'll be locking it. I'm going to add these reports to the system and set them up to your names so you'll be tracking them.

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When posting bug reports to our tracker, please DO NOT put spoilers in your bug titles.

 

You can include necessary spoiler data inside the main report since that typically isn't displayed in the list. Don't spoil something unless you absolutely have to in order to properly describe the problem.

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