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[RELz/WIPz] Unofficial Fallout 4 Patch [UFO4P]


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Unofficial Fallout 4 Patch

Version: 2.1.4
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

  • A sweep of the plugin has been made to remove lingering edits to references which are part of a previsbine. There should no longer be any remaining at this point.
  • 07026EF7: Forgot to set the enable parent to have this debris pile disable when the CIT explodes. (Bug #32441)

Audio Fixes

  • A PlayerVoiceMale01 recording in a scene between the Sole Survivor and Glory in DialogueRailroad didn't match the other recording or the subtitle. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0009948A_1.fuz) (Bug #31297)
  • A PlayerVoiceMale01 recording in a scene between the Sole Survivor and Hancock in COMHancock didn't match the other recording or the subtitle. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00168FB1_1.fuz) (Bug #31323)
  • DLC03MUSFactionChildrenOfAtom had no fade duration and was not set to cycle between the two tracks in its list. (Bug #31475)

Actor Fixes

  • DLC03MQ02_LCharMirelurkHunter had an unresolved reference in the list which has now been removed. There is insufficient information to determine what should have gone there. (Bug #32306)
  • Mutant Hounds did not drop the Viable Blood Sample because the leveled list with that item init was not included in their death drop. [LLD_MutantHound] (Bug #31434)
  • Mutant Hounds also did not drop extra meat after acquiring Wasteland Survival #9 because no leveled list to handle this had been created. [LLD_MutantHound] (Bug #31433)
  • Molerats did not drop extra meat after acquiring Wasteland Survival #9 because LLD_MoleratExtra was never added to the death drop list. [LLD_Molerat] (Bug #31291)
  • Old Longfellow is missing the 4 levels of Sneak and the Immunity to Radiation perks that every other companion has. (Bug #32430)
  • Nick Valentine was capped at a max level of 99. No other companions have a level cap, which strongly suggests Nick shouldn't have either. (Bug #32323)
  • DLC04TraderMaleSandbox01 had invalid face morph settings due to having been switched from female to male at some point during development. (Bug #32504)
  • The following preplaced Settler NPCs were all incorrectly set up as "Tripod Turret Class" instead of "Citizen" like they should have been.
    • Farm01FemaleEvenToned
    • Farm01MaleBoston
    • Farm01MaleEvenToned
    • Farm02FemaleBoston
    • Farm02MaleRough
    • Farm03FemaleEvenToned
    • Farm03FemaleRough
    • Farm04MaleEvenToned
    • Farm04MaleOld
    • Farm05MaleRough
    • Farm06FemaleOld
    • Farm06MaleOld
  • Go home Todd, you're drunk! 3 child settlers in the same group of Farmers have also been incorrectly set to Turret class but should have been set to the Child class:
    • Farm02MaleChild
    • Farm05FemaleChild
    • Farm05MaleChild
    These settlers appear by default in Tenpines Bluff, County Crossing, and Nordhagen. Not that this likely will not fix them in an existing save, and definitely won't if any other settlers have been spawned from these base records. (Bug #31744) [NR]

Item Fixes

  • DN124_NoticeToSlocumsJoe: Note incorrectly flagged as a featured item. (Bug #31462)
  • PA_T60_Helmet_Headlamp_Bright and PA_T60_Helmet_Headlamp_RedTactical both pointed to the incorrect T45 variants for the OMOD objects. This led to the modifications screen previewing the wrong lamp. (Bug #23644) [This was actually fixed at some earlier date but somehow didn't get documented]
  • Cultivated Razorgrain is erroneously marked to be ignored as food by the survival settings. (Bug #26809)
  • Artillery Smoke Grenades, Plasma Grenades, Nuka Grenades, and Homing Beacon all have bad flight conditions that can lead to visual anomalies like them going up, stopping, and then falling straight to the ground after setting off the secondary effects. This is due to bad settings for their gravity and detonation time responses. (Bug #31625, 31623, 28537)
  • The Harpoon Gun [DLC03_HarpoonGun] incorrectly had the keyword to mark it as a type of Gatling Laser. This caused it to be included in the bonus for the Tesla And You perk. This weapon has multiple settings it shares in common with the Broadsider though, including it's preview model, so it should instead be marked as a Broadsider type. This will correctly remove it from the perk while still retaining the ability to mount it on a Heavy Weapon Stand. (Bug #31652)
  • Six of the legendary armor modifications included with Far Harbor lacked the +2 increase to damage and energy resistance. (Bug #31675)
  • Some of the Robot Factory armor modifications incorrectly reduce carry weight when their descriptions do not call for this. (Bug #31632)
  • Several Front Hydraulic Frames for robots are missing their expected enhancement +10 to carry weight. (Bug #31631)
  • Tarberry normally gives 1hp/sec for 10 seconds. Reading Wasteland Survival Guide #1 should boost that to 1.5hp/sec for 10 seconds but it was mistakenly set to a 5 second duration. (Bug #31743)

Location Fixes

  • Several navmesh nodes were buried underground at Finch Farm, causing Jack to get stuck and end up teleporting. (Bug #25288)
  • Four random wilderness cells [-7,21 / -7,22 / -8,21 / -8,22 ] were erroneously marked as being part of GeneralAtomicsGalleriaLocation when they're nowhere near that site. They should all have been in the default CommonwealthLocation instead. (Bug #31494)
  • Several locations in the Commonwealth incorrectly had dungeon music assigned which starts playing even when you're still outside the buildings and should still be hearing exploration music. All of the cells in these locations correctly have dungeon music assigned internally so they will not lose the proper music. (Bug #31476)
  • Cell 4,1 (near Bunker Hill, on the river) is mistakenly marked to disable water LOD. (Bug #31732)
  • Minor navmesh issues at Huntress Island that may have prevented enemies from entering one of the houses. A ramp [0738F5B5] has also been added to the back door as there was a significant gap between the doorway and the landscape outside that was large enough to impede the player as well. (Bug #32329)

Mesh, Material, and Texture Fixes

  • Several lights added by the Vault-Tec Workshop DLC cast their shadows and light cones in the wrong direction due to their light emmision nodes being in the wrong positions. [Meshes\DLC06\Workshop\DLC06_VltLight01FluorBox.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResHallHalfLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResHallLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResWallHalfLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResWallLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight04SpotLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedGreenLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedRedLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedWhiteLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight07UtilFluor.nif] (Bug #21071)
  • Due to a missing double sided flag on the material, roof sections on top of things like the bus stop at Shaw High School had invisible bottoms. [Materials\Architecture\Buildings\hightech\HitTechGlassExterior01NA.BGSM] (Bug #31804)
  • The Carlisle Typewriter variant had flat keys with no 3D definition on them like the common junk typewriter. [meshes\props\typewriter\typewriter.nif] (Bug #31671)
  • Debris piles have transparent holes in them where they don't belong due to a bad alpha setting on their material file. [Materials\Landscape\Ground\DebrisGroundTile.BGSM] (Bug #32322)
  • The normal map for the Memory Lounger does not display because of a bad texture path in the material file. [Materials\SetDressing\MemoryLounge\MemoryLoungerGlass01.BGEM] (Bug #32064)
  • BeachFence_BrokenEnd_Left01, which is used in 52 places in the game, has no geometry within the mesh. This results in phantom collision being present. All of the blocks have been removed from the mesh to resolve the issue. [meshes\SetDressing\FencesGrates\BeachFence_BrokenEnd_Left01.nif] (Bug #32356)

Perk & Stat Fixes

  • Eleanor's Friendship gives out discounts globally instead of only with her as it was supposed to. (Bug #31345)

Quest Fixes

  • The WRVR Radio NPCs should no longer repeat the scene about Rex being held by Super Mutants if Curtain Call (MS10b) is already completed. There was no condition on the intro scene preventing it from being run again. (Bug #24025)
  • As part of Ad Victoriam [BoS304, by way of DNPrime_BoS304] several waves of Synths are enabled for the battle at the CIT Courtyard. Once the fight is over, the alias that handles the 5th wave is never disabled again like the other 4. This eventually results in new Synths spawning over the destroyed remains of the Institute and they all fall into the water below. To fix this, Stage 1000 of DNPrime_BoS304 has an added line to disable the 5th wave alias markers. (Bug #21288)
  • In The Sight [MQ00MamaMurphy] when the player gives drugs to Mama Murhphy, they are never taken from the player's inventory. (Bug #21567)
  • Getting kicked out of the Railroad is supposed to let you then kill all of its leaders. This could not be accomplished because the scripts for the quest mixed the usage of the SetEssential() function between Actor references and base actor records. The CK wiki specifically says that once SetEssential() is called on an individual Actor reference, further attempts to call this function on the base actor will be ignored. This results in the leaders still being flagged essential when they should not be. (Bug #21552)
  • Randolph Safehouse [RRR06] can sometimes give you an objective with a truncated location name. This appears to be causes by alias depencencies being out of order, with the final forced alias that should be getting used ending up not filled. This alias for the actual location was also marked optional, which would throw things off and is possibly the cause of several other bugs relating to this quest as well. The alias has been repositioned in the list as seen in the CK, and marked as required now. This should stop this quest from coming up at all if an invalid location is rolled. (Bug #23158)
  • Jackpot [RRR03] also suffers from the exact same problem. The alias processing order is wrong and the chosen location can end up invalid, which may well result in being sent back to the same place that was just visited. The same solution was implemented and the optional flag removed from the alias that holds the actual location. So now this quest will not run if no valid location can be found either. (Bug #20551)
  • At the end of Star Control [DLC04GZMainQuest] when the zone is cleared several robot modifications are unlocked, except for the Auto Space Lasers. This was due to a missing call to enable the global that controls the recipes for the 4 varieties. (Bug #23884)
  • Dr. Li will not respond to the Progress Report topic if you have been appointed director but the reactor is not yet online. This is due to the response checking for an incorrect quest stage. (Bug #23837)
  • When encountering the scavangers at Rotting Landfill they will remain stuck at the site if the player never talked to them after the fight. AI pack DN119TravelToDiamondCity needed to be adjusted to send them to Diamond City whenever DN119Fight is no longer running. This will cover any condition in which the quest can be terminated. (Bug #28538)
  • The corpses for Josh and Emma at the Super Duper Mart need the quest object flag set on their aliases in DN068 so that they will not be culled by the game before the player has a chance to take their holotapes. (Bug #31473)
  • The Atom Cats Garage drag race scene should no longer be triggered and over with before the player can get close enough to watch. (Bug #32515)
  • Weathervane [RRR05] does not give out all 11 possible drop locations because the global variable that determines if you placed all of them was set to 9 instead of 11 [RRR05MILAsAllPlaced]. (Bug #31562) [NR]
  • When picking up Curie, dialgoue she's supposed to use as a synth cannot be played when you're dropping someone else off because the lines are all conditioned to use the wrong value for the ComCurieIsSynth global variable. Several other non-pickup related lines also used the same incorrect condition checks and have also been fixed. (Bug #32397)
  • When dropping Preston off and picking up Codswoth as a companion, Preston's line for female players does not play because it is incorrectly checking for male players. (Bug #32395)
  • Ok, let's just get this over with and check all the rest - several other companions also had the same issue as reported for Strong and Hancock. The dialogue was mistakenly set to targer, not quest alias. (Bug #32393, 32394)
  • When talking to Moe about baseball, Strong and Hancock have responses that don't play due to checking the wrong status variables. (Bug #32542)

Papyrus Fixes

  • BoS100FightMonitor: Fixed several issues with the AllGhouls array caused by engine bugs relating to the use of the PlaceAtMe function. This should eliminate recurring errors in the log and cuts off one avenue for engine issues to cause this script to remove objects that aren't even Ghouls at all. (Bug #28303)
  • During Taken For A Ride, the player is tasked with defeating Colter in a combat area. As part of this, it is possible to sabotage his protection by removing a fusion core from one of the nearby reactors. Due to an issue with floating point calculations, the DLC04:DLC04MQ01GauntletQuestScript would make it nearly impossible to zap Coulter with the water pistol. A very slight adjustment on the value used (from 0.0004 to 0.00039 - yes, this actually does work) corrects the problem and allows the weakness to be exploited as intended. (Bug #28142)
  • MQ206QuestScript: Lack of sanity checking on the Shutters alias - the function can be called from outside MQ207 even when it's not running yet. (Bug #25410)
  • V111BedScript: Incorrect quest stage being checked if the player activates a bed after leaving Vault 111 and then returning later. (Bug #25278)
  • QF_MQ302_000229EE: During The Nuclear Option [MQ302] This script is supposed to run a teleport effect on the faction leader you bring with you on the assault. That script was never placed, so the teleport call always fails. It's been disabled to supress the error. This will not break the actual sequence where the NPC comes in and later leaves with you. (Bug #26183)
  • QF_DN136_Attack_00121D0C: No sanity check on the Z114 alias - the NPC is optional but the script doesn't treat it as such. (Bug #26174)
  • QF_DN028_PAsystem_0018E378: Removed a redundant call to start the PA System scene since the scene itself is configured to star when the quest does via the checkbox in the scene data. (Bug #26484)
  • vaultExitElevatorSCRIPT: When exiting chargen, the Looks menu event is never unregistered. (Bug #29292)

Settlement and Workshop Fixes

  • The cell immediately to the south of Taffington Boathouse (1,10) was not marked as part of the location which prevented most settlement functions from behaving correctly if things were built on it. (Bug #31714)
  • Graygarden has a buildable area which extends upward to part of the overpass on the south side. However, the workshop buildable border indicator does not extend up far enough to be visible from either level of the overpass. A new pair of border indicators has been added to show this when you're up there. [Added resource: meshes\UFO4P\Workshop\WorkshopBorderGraygarden01_10x2UFO4P.nif. Static record added: 07001FFF. References added: 07045D54, 07045D55, 07045D56, 07045D57.] (Bug #23169)

Weather Data Fixes

  • CommonwealthClear weather had an invalid texture path for the 5th cloud layer. It was incorrectly referencing a SkySky path that does not exist. (Bug #31802)

Placement/Layout/Ownership and Other World Fixes

  • 001A5DEB: Picture frame with no actual picture in it. (Bug #32443)
  • 001AAFCB: Box clipping through a wall. (Bug #32442)
  • 00227ECC: Terminal with an incorrect lock level value set. (Bug #32370)
  • 000999E2, 000999E4: These 2 doors opened onto an empty void. Replaced them with the equivalent damaged static versions that can't be opened. (Bug #32352)
  • 001E7723: Duffle bag cliping through a roof. (Bug #32328)
  • 002322C4: Duplicate leaky pipe marker deleted. (Bug #32319)
  • 00240594: Duplicate bollard deleted. (Bug #32318)
  • 000F3BC3: The other bollard raised to street level. (Bug #32318)
  • 00203AEB: Duplicate AI marker moved to one side. (Bug #32317)
  • 00066F0F: Duplicate fence piece deleted. (Bug #32316)
  • 0023C797: Duplicated loot box, moved it away into the same debris pile as the first one. (Bug #32314)
  • 001978CA: Duplicated Brahmin separated from the second one. Linked to the patrol marker like the other 2. So now there shall be 3. (Bug #32308)
  • 00087de1: Purified water container that was clipped into the one next to it.
  • 00087de4: Duplicate whiskey bottle. Separate it and moved it over slightly. (Bug #32307)
  • 001A0CD5: Workbench that was embedded into some crates. (Bug #32299)
  • 00091591: Static fire barrel moved from under the ground. (Bug #31795)
  • 0023b246: MedX repositioned so it doesn't respawn hoveing in thin air. (Bug #32407)
  • 0013BE03: Loot trunk embedded into the floor of a truck. (Bug #32402)
  • 001a5346: Cooking Stove moved to take it out of the collision box of the metal shelf behind it. It was causing the player to lock up trying to animate into it. (Bug #32403)
  • 001fe0db: AI marker embedded in wall collision, causing the NPC using it to fall through in combat. (Bug #32404)
  • 00247603: Unlootable Brain Fungus moved to an adjacent wall of the vehicle it's in. (Bug #32405)
  • 0004AD3C, 0004AD41, 000EFCD4, 0004AD5E, 00177F1B, 00177F1C: Raider NPCs at Pickman Gallery which only have male voice lines recorded. Their placements will now pull from male-only lists since these are the ones using the relevant autofill conditions. (Bug #31282)
  • 0008A58A: Cap stash moved so that a missile trap nearby will be less likely to blow it out of reach under the bed. (Bug #31471)
  • 002485A9, 002485A8, 000FF3F8, and 000FF3F7: Trigger boxes controlling the start of the Boston Public Library quest have been adjusted to prevent a timing issue which could lead to the intercom failing to activate properly at the entrances. (Bug #23757)
  • 00095942, 00095945, 00095946: Placed corpses which were supposed to have a linked reference to a nearby crate to store their inventories. (Bug #31596)
  • 000618a0: Door in College Square Station that should not be marked as owned. (Bug #29157)
  • 0023C285: A side of beef that was randomly sunk into the ground. Moved into the nearby shack. (Bug #32436)
  • 000C2738: Bench that was facing backwards. (Bug #31499)
  • 0004E914: Back door to Gwinnett Brewery had an erroneously applied lock. (Bug #27225)
  • 0019536C: Caps stash clipping into desk and unobtainable. (Bug #31628)
  • 001BC78F: Nuke mine with an unneeded ownership setting. (Bug #29156)
  • 001AD775: Relocated a note that couldn’t be picked up because it was stuck within the collision of a barrel. (Bug #31410)
  • 0302C159: Fusion generator clipping partially into a wall. It and the fusion core (Ref 0302C15E) inside needed to be scaled down and adjusted to fix this. (Bug #31502)
  • 0301383D, 0301383E, 03013848: Ghoul spawn markers placed slightly below the surface. (Bug #31539)
  • 03053EA6: Note clipping into machinery. (Bug #31553)
  • 0301087F: Note clipping into floor of boat. (Bug #31550)
  • 03023EC4: Moved a loot box out of the collision zone of a nearby fern. (Bug #32440)
  • 0302F35A: Scrappable box with an invalid duplicated linked reference. (Bug #32454)
  • 0603458F: Mirelurk Queen with missing spawn properties near the Nuka-Cola Bottling Plant in Nuka-World. (Bug #27313)
  • 0603FECA: Incorrect type of water bottle placed. (Bug #29022)
  • 0604D3C4: Note riased above the rug it was under to allow it to be picked up. (Bug #32498)
  • 06033583: Nuka-Cade Ticket half clipped into a brick. (Bug #32343)
  • 060241D9, 06033584, 0603518A, 0603794F, 06042B99: Duplicate Nuka-Cade Tickets separated and placed near the originals. (Bug #32343)
  • 06017D29: Duplicated fern. Scaled down and moved next to the original. (Bug #32342)
  • 060429E0: Duplicated Nuka-Cola Quantum separated and moved to the left of the original. (Bug #32341)
  • 060241B2, 06042BB1, 060351B2: Duplicated toy trucks relocated to spots nearby the originals. (Bug #32344)
  • 0603B8F2: An entire duplicate set of target ducks has been deleted. (Bug #32345)
  • 0601F3BC, 0601DDB6, 0601FE8D: Duplicated empty beer bottles moved to different parts of the debris piles they're in. (Bug #32346)
  • 06035D71: Duplicated neon signs deleted. (Bug #32347)
  • 06028393: Duplicated wind marker moved to an adjacent debris pile. (Bug #32348)
  • 0601CAB8: Duplicated pre-war locker moved to another part of the building. (Bug #32349)
  • 0601E8E8: Duplicated teapot separated and placed next to the original. (Bug #32350)
  • 0602441F: Duplicated tool chest separated and moved to the interior of the building. (Bug #32351)
  • 06047DB1, 0604D493: Floating street lamps lowered to the ground. (Bug #32369)
  • 0701E632: Street wall piece placed to cover a gap in another similar piece. (Bug #32174)
  • 0701A1E0: Rock placed to cover up two erroneously placed lights. The lights themselves are part of a precomb and cannot be edited. (Bug #31619)
  • 0705A291: Curb piece placed to cover a gap between a building and the sidewalk. (Bug #31658)
  • 072CF384: Concrete wall added to cover a hole which should not have visibility to the exterior. (Bug #23629)
  • 07045D50, 07045D51, 07045D52, 07045D53: Objects added to cover up a visible glow beyond the playable area in Bradberton's Office. (Bug #21140)
  • 07306B9E: Solid floor piece added to plug a hole in the ceiling at Atlantic Offices in the Glowing Sea. (Bug #24630)
  • 07045D58, 07045D59, 07045D5A, 07045D5B: Rubble piles added to plug gaps along the wall next to the CIT. (Bug #28903)
  • 07033E97: This reference has been changed to one of the Vault 95 repair kit meshes that Glitchfinder provided. It has been moved into position to replace the dirt mound originally added in 23648. 07033E98 has been removed entirely as it is now redundant. (Bug #28870)
  • 07045D87, 07045D88, 07045D879: Added ceiling tiles to correct a color mismatch inside Diamond City Security. (Bug #28872)
  • 07045D99, 07045D9A, 07045D9B: Water planes added to correct physics issues with the damn near Forest Grove Marsh. For some bizarre reason, water planes with the IsFullLOD flag lose their physics interactions and no longer properly behave as water. The original references have not been removed as they need to remain to show the water at a distance. (Bug #29390)
  • 07045D9E through 07045DA6: References added to the large blue building next to Postal Square to cover up gaps in the window columns. (Bug #32519)
  • 07386D0C: Road chunk added to cover up a broken water cell border. (Bug #32304)
  • 0738F5B6: Added static door to cover up a hole in an inaccesible building. (Bug #32335)
  • 07393A07, 08393A08: End caps to cover exposed parts of the same building as above. (Bug #32338)
  • 07393A09: Plank added to cover up an exposed landscape seam. (Bug #32372)
  • 07397E5B, 07397E5C: Added concrete parts to cover up a floor gap by a door. (Bug #32437)
  • 07397E5E: Added a chunk of roof at a hirise near Beacon Hill because you could fall in and be stuck and have to use the console to get back out. XBox and PS4 users would have been forced to travel away, or lose progress if playing in survival. (Bug #32438)
  • 0739C2AF: Trash pile added to cover up a road seam. (Bug #32472)
  • 073A0700, 073A0701: Columns added to plug a wall gap near the Combat Zone. (Bug #32477)
  • 073A0702: Added a missing porch segment to the house at Sandy Coves. (Bug #32521)

Precombined Optimizaion Data Fixes

  • Missing optimization data for several cells that were blanked by various DLCs has been restored. This will correct performance issues caused by the missing data. [Cells: DA86, D90D, D90E, D92C, D92D, D92E, D962, DE14, DE34, DE35, DE36, DE56, E12E, E14E, E426, E1E7, and E1E8 - all part of the Commonwealth worldspace] (Bug #31657)
  • Numerous errors in the precombs for Vault 81 have had workarounds provided by Glitchfinder.
    • Assets added for these fixes:

    • Meshes\UFO4P\Interiors\Vault\HallUtil\VltHallUtilPipeCaps01.nif
    • Meshes\UFO4P\Interiors\Vault\HallUtil\VltHallUtilWallHalf01Lining.nif
    • Meshes\UFO4P\Interiors\Vault\HallUtil\VltStairWellSteps01Floor.nif
    • Meshes\UFO4P\SetDressing\Vault\Vault_Bed01Invisible.nif
    • Meshes\UFO4P\SetDressing\Vault\Vault_BedBunk01Invisible.nif

    • References 07045D5C through 07045D7F have been created to implement the placements for the corrections.
    • New objects 07045D82 through 07045D86 have been created to implement the static assets needed for the references.
    (Bug #28869)
  • 07045D8A through 07045D98: references added as workarounds for Previsbine issues in Mass Chemical. (Bug #28905)
  • CELL record 06002FB9 was pointed to an invalid reference for the existing precombined mesh. Should be pointed to 0604F042 instead. (Bug #32340)

Text Fixes

  • MS07c_QuincyPDTerminal_C: "CASE 111-Hm" -> "CASE 311-Hm" (Bug #32366)
  • DN109_TerminalClintSubLogs: "Leutenant" -> "Lieutenant" (Bug #32365)
  • DN109_TerminalHollis: "Gotta say, it's nice to find the Minutemen wecomed like we were back in the old days for a change. -> "Gotta say, it's nice to find the Minutemen welcomed like we were back in the old days for a change." (Bug #32364)
  • 00157F3F: "Some days are harder then others." -> "Some days are harder than others." (Bug #32387)
  • PlateCeramic02_Yellow_Clean: "Yellow-Trimmed Plate" -> "Clean Yellow-Trimmed Plate" (Bug #32430)
  • TeddyBearClean: "Teddy Bear" -> "Clean Teddy Bear" (Bug #32421)
  • mod_10mm_Barrel_LightPortedShort: "Improved hip-fire and recoil." - > "Superior recoil and improved hip-fire accuracy." (Bug #31260)
  • DLC01Bot_Arm_MrHandy_Limb: "Better melee damage." -> "Improved melee damage and carrying capacity." (Bug #31633)
  • FloraBloodLeaf02DLC03: "BloodLeaf" > "Black BloodLeaf" (Bug #31483)
  • DN107_McDonnall: "McDonnall" > "McDonnell" (Bug #31493)
  • mod_LaserGun_Muzzle_Focuser_B: "Super range and accuracy. Better recoil." > "Superior range and accuracy. Better recoil." (Bug #31304)
  • Vault75AssistantSubTerminal [Menu Items; Item ID 3]: "If we hit the door during nap they should be save." > "If we hit the door during nap they should be safe." (Bug #31692)
  • MS07a [000360ED]: "What did I do? I didn't do anything. It was Earl who didn't want to be happy." > "What did I do? I... I... I didn't do anything. It was... it was Earl... It was Earl who didn't want to be happy." (Bug #30973)
  • MS07a [0006165D]: "Wasn't much for the great outdoors, so likely not Raiders or Mutants." > "Wasn't much for the great outdoors, so likely not raiders or mutants." (Bug #31522)
  • MQ104 [00017B34]: "You smug, overconfident ass... Agh!" > "You smug, overconfident ass... Get outta here!" (Bug #30742)
  • MS09 [00019BB7]: "I don't know about that, but I'd given him plenty of loyalty over the years without getting much respect in return." > "Well, I don't know about that, but I'd given him plenty of loyalty over the years without getting much respect in return." (Bug #31352)
  • MS19 [000976D3]: "Alright. The overseer did give me a few caps for this. How does 50 caps sound?" > "Alright. The Overseer did give me a few caps for this. How does 50 caps sound?" (Bug #32073)
  • MS04 [000E1A11]: "And you're from the olden days, like me." > "And you're from the olden days, just like me." / "To make the place b-better. So you in?" > "To make the place b- better. So you in?" (Bug #31306)
  • MS04 [0004719D]: "When they took him they... they left you a message. Just listen to Kent's radio station." > "When they took him away they left you a message. Just listen to Kent's radio station." (Bug #31305)
  • MS09 [000524FC]: "Ham! Will you come over here a minute?" -> "Ham! Would you come over here a minute?" (Bug #31354)
  • DialogueGoodneighbor [00071553]: "I don't care if you're a Synth, Ghoul, or even a Super Mutant. So long as you play nice." > "I don't care if you're a synth, ghoul, or even a super mutant. So long as you play nice." (Bug #31523)
  • [0010B67E]: "They're big, green, and destroy or kill anything they come across except other Super Mutants." > "They're big, green, and destroy or kill anything they come across... except other super mutants."
  • DialogueFinchFarm [0007879E]: "It was more dangerous, too. There were some big raider gangs back then, and a lot more Feral Ghouls and Super Mutants than there are now." > "It was more dangerous too. There were some big raider gangs back then, and a lot more feral ghouls and super mutants than there are now." (Bug #31524)
  • FFDiamondCity07 [0008BA66]: "And people just say "well, could've been worse. Could've been killed by Raider attacks or Super Mutants, or Feral Ghouls." They just give up." > "And people just say "Well, could've been worse. Could've been killed by raider attacks or super mutants or feral ghouls." They just give up." (Bug #31525)
  • DialogueRailroad [0005D7B0]: "Are you seriously asking do I eat food?" > "Are you seriously asking if I... eat food?" (Bug #31299)
  • DialogueRailroadGreetings [000B840F]: "The DIA. Shit, man. That cache you found had some serious high tech." > "The DIA. Shit, man. That cache you found had some real serious high tech." (Bug #31309)
  • BoSPSHellos [0017208F]: "I'm guessing we not the only ones scouring the Commonwealth for those artifacts." > "I'm guessing we're not the only ones scouring the Commonwealth for those artifacts." (Bug #31555)
  • RR102 [00100113]: "This is it. It may lack the amenities of the Switchboard. But it's safe and we've taken precautions to not be taken by surprise again." > "This is it. It may lack the amenities of the Switchboard... but it's safe and we've taken precautions not to be surprised again." (Bug #31298)
  • COMDeacon [00186A04]: "Nick. I haven't the faintest what you're talking about." > "Mr. Valentine, you flatter me." (Bug #31294)
  • CIS_CaitLockPick_Reminder [001760EC]: "Let me know if you want help with that lock." > "Let me know if you want me to help with that lock." (Bug #31339)
  • DLC03_V118_Quest [0304E6FA]: "It was fever pitch, Detective. She had apparently gone to the overseer's office to check on the state of things and found it in horrible disrepair." > "It was fever pitch, Detective. She had apparently gone to the Overseer's office to check on the state of things and found it in horrible disrepair." (Bug #32076)
  • [0304E6FD]: "I think she found something in the overseer's office... I wasn't listening when she told me about it. I... I kind of had my head in my research." > "I think she found something in the Overseer's office... I wasn't listening when she told me about it. I... I kind of had my head in my research."
  • [0304E70E]: "The door to the overseer's office is locked." > "The door to the Overseer's office is locked."
  • DLC06E03 [050050CA]: "What were you doing? I kept seeing, "Obey the overseer!"" > "What were you doing? I kept seeing, "Obey the Overseer!"" (Bug #32078)
  • DLC04MQ02 [0604A464]: "Oh sure, I understand. So are you just going to paint the bullseye directly on my back, or what?" -> "Oh sure, I understand. So are you just gonna paint the bullseye directly on my back, or what?" (Bug #31474)
  • DLC04BottlingPlantSubTerminalRexLog, Entry 6 and 7: "Ruth" is the incorrect name for Dr. Leavitt. Her actual first name is Kate, as mentioned in the 4 recorded Holotapes associated with these NPCs. (Bug #25314)
  • DLC04BottlingPlantTerminalBeverageer, Main text: "Ruth" is actually "Kate". (Bug #25314)

The complete changelog for PC and XBox One is available here.
The complete changelog for PS4 is available here.

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Oh, and if anyone is feeling generous, I'd kind of like to use a new color scheme for the UFO4P changelog. Something more appropriate to the series but that is ALSO still readable in a browser.

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By which you mean: No acid green, right? :D

Awesome to see the first UFO4P beta release. It's quite the betaception with running a beta on a beta and made with a beta. I guess for the mesh edits another beta was used, too. I wonder why there is no mod manager support yet :D (don't tell me there's a MO beta, is there?)

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By which I mean it needs to be readable :P So probably no yellow on blue either, even though that would technically fit with the rest of the logo stuff.


One other thing I forgot to mention: No, this file is NOT currently a "fake esm" due to technical restrictions I can't go into yet.

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So would you be able to deal with the transport vertibirds collision or lack thereof? it's been a bit annoying to ride in a vertibird only for the thing to fly through buildings.....

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FO4 1.5.151 Beta relz today https://community.bethesda.net/thread/9158

Welcome to our board for providing feedback on Fallout 4's 1.5 Steam Beta update.


Along with support for our upcoming add-on, Far Harbor, and additional gameplay optimizations, the 1.5 Update – now available as a Beta on Steam -- features the revamped Survival Mode which incorporates a number of changes based on beta feedback. Thanks again to all those who participated! In the coming weeks, 1.5 – complete with Survival Mode – will be released on Xbox One and PlayStation 4. 

Also in development, Creation Kit and Bethesda.net Mods are still in closed beta. We hope to add Support for Mods to the 1.5 Steam Beta soon with console support for Mods coming in updates that follow. Stay tuned to Bethesda.net and the forums for when those updates will go live.

Please note that we strongly advise players running third party mod managers to back up saves and disable/uninstall them before opting into the Beta, until they have been updated to support the new changes from the 1.5 Update.

Fallout 4 1.5 Update Release Notes (Version 1.5.151


New Features

  • New Survival difficulty
    • Survival adds additional challenges including no fast travel, saving only when you sleep, increased lethality, diseases, fatigue, danger and more. See the in-game Help menu for more details.
    • Characters set to Survival difficulty appear under their own Character Selection filter

Please Note: Survival difficulty characters are not backward compatible with the 1.4 version of Fallout 4. If you opt out of the Beta, do not use Survival character saved games.

  • Third person camera movement improvements when player is close up against walls and other objects


  • General stability and performance improvements
  • Fixed rare crash related to reloading a save that relies on Automatron
  • Fixed issue with the robot workbench camera not moving properly immediately after canceling out of the menu
  • Fixed issue with perks being repeatedly added when reloading a saved game while in robot workbench
  • Fixed issue with Ada not properly traveling to an assigned settlement
  • Robots can now be assigned as settlement vendors
  • Fixed issue with "Appropriation" where blueprints would not appear properly if the container had already been looted prior to getting the quest
  • In "The Nuclear Option," entering the Institute using the targeting helmet on Power Armor no longer inadvertently causes the player to go into combat, and become stuck in the Institute
  • Fixed distance check with Robotics Expert perk
  • While in Workshop mode, if the Jump button is remapped, the Y or Triangle button can still be used to jump
  • Ability to delete downloadable content via the Add-Ons menu (PS4)
  • Fixed issue with "Defend the Castle" where speaking to Ronnie Shaw would not properly complete the quest
  • During "The Nuclear Option," fast traveling away from the Institute immediately after inserting the relay targeting sequence holotape will no longer block progression
  • Fixed issue where Workshop placed light bulbs would occasionally not light properly
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Since this is the place for discussion now, remark regarding

'I'd just like to point out to everyone that when challenging a bug, it is NOT enough to just say "I think that's deliberate" and offer up nothing more. Speculating about adlibs is also not enough on its own. What Chipstick did is the proper way to address a situation like this. Evidence needs to be brought forth, and IMO this is as close to an official "u dun goofed" as one can get for something like this.'

I specifically crossposted Chipstick's findings, because i know you need better arguments than oppinions. However, i do think that this evidence should also extend it's convincing power to other such cases, where the voice over of the two protagonists differ from the subtitle. I'd prefer that for these case, in future, the default should be to assume it IS an ad-lib, unless further, additional reasons are presented. Does thos sound like a reasonable suggestion?

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Since this is the place for discussion now, remark regarding

'I'd just like to point out to everyone that when challenging a bug, it is NOT enough to just say "I think that's deliberate" and offer up nothing more. Speculating about adlibs is also not enough on its own. What Chipstick did is the proper way to address a situation like this. Evidence needs to be brought forth, and IMO this is as close to an official "u dun goofed" as one can get for something like this.'

I specifically crossposted Chipstick's findings, because i know you need better arguments than oppinions. However, i do think that this evidence should also extend it's convincing power to other such cases, where the voice over of the two protagonists differ from the subtitle. I'd prefer that for these case, in future, the default should be to assume it IS an ad-lib, unless further, additional reasons are presented. Does thos sound like a reasonable suggestion?

We'll have to see - as you know each bug is considered on a case by case basis. We do attempt as much as possible to defer to what's been recorded in audio rather than what someone wrote in a subtitle. That's based on the assumption that the audio took more deliberate effort to produce, but it isn't something set in stone either if there's clear evidence it wasn't supposed to be recorded that way. Since we have no official declaration that all audio is sacrosanct and that adlibs are why stuff looks wrong, we can't just assume that in all cases.


One example of that was the bit where the guy who did Neloth's response with Savos' name blew the pronunciation of it. While it may be possible to argue that he did it because he's a grade A douchebag, that isn't likely to be the case without supporting evidence. Which is why we dropped the use of his name from that particular line. People objected, but it was almost universally objection because "we just don't like it" - which isn't a valid challenge.


In future I suppose we can leave such reports open longer before resolving them, so that time is provided to see if any evidence can be brought forth for why it shouldn't be done?

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I mean in this case here, the problem wasn't that there was anything wrong with the audio. There are other examples in the recent patch, that look just as much like the voice actor 'ad-libed' a bit on top of the writing, and natually the subtitle was adjusted from what looks to be the original writtem, a bit more stiff, text. Which is perfect.

I think the real issue with the protagonist is, that there is just one set of subtitles, not two, right? There is no way to have different subtitles for each gender, unless you make separate files (which might just be a mod idea)? Finding a way to do that would be ace and probably solve any issue that migh end up in a discussion. Can subtitles be conditioned?

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There is no separate subtitle for voicetype anymore? Wow that's a bit short sighted of beth...


Perhaps it can be changed with an event handler. It can be done in the older games.

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That's pretty much the problem. Dialogue has one subtitle, but can have multiple recorded lines associated with it. So this thing with Nora and the donuts will always be wrong in one way or the other without some kind of fix.


Yes, I did in fact consider an attempt to extend the line for Nate, but there wasn't anything suitable to do that with.


The situation you're describing only works when thee audio all says the same thing, but the subtitle is wrong. That's easy. We simply assume the subtitle is incorrect, because 999 times out of 1000 that's exactly what happened.


EDIT: There's never been a separate subtitle based on voice type btw. As far back as Oblivion, there is one subtitle but multiple audio files can be mated to it.

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Ahh right I was thinking the response dialogue and not the player dialogue. derp.




BTW, am I submitting things to the tracker and linking them in the way that is consistent with your methods?

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Response dialogue is the same way though - you get one subtitle and voice files up to the number of playable races usually. It's literally a One to Many relationship, all the way back to Oblivion. I've never seen any indication of a means to split those in such a way that wouldn't require completely separate entries, which necessitates making copies of the audio files to go with it.


Yes, your tracker entries are fine. Two points though:


1. We don't do landscape edits. So chances are the one you pointed out a landscape issue will be handled by seeing if something can be lowered to cover it or a rock or something added to cover the gap.


2. There is no script being used to modify the placement of persistent references. If things work like they did in Skyrim, most of those should be able to be repositioned without a problem. It's only an issue if they're used in script properties, and we've found that even script moving stuff like that doesn't always work. So if it can't be moved, then we'll mark it as [NR] since it won't show up without a new game.

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Ahh that's where the confusion is for me, in Fallout 3/NV you have responses which can be by any number of variables for a topic and "generic" ones have different voice files based on the voicetype rather than the race.


Is there list of do's and dont's ? I am not at all familiar with how you handle things and I need to educate myself on that to avoid any more invalid submissions.


Reasoning for not doing landscape edits? LOD? Navmeshes?


I'll change that to use a rock or dirt pile or something.


That's interesting, in the older engines you can't change persistent refs once the cell has been loaded by the player because the save game always takes precedence. Haven't had any problems moving them with scripts in the older games however, must be something that is an issue with the newer ones.

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Yeah, I did barely anything for FO3 or NV so I don't remember what the dialogue system worked like. It would be nice if each audio file had its own subtitle, but with the way the system currently works, that would cause the number of INFO records to explode.


Landscape edits have traditionally caused a lot of compatibility issues that are only resolvable with extra patches, so we don't do those. LOD and navmeshes are things that are more easily overridden and don't manifest themselves as huge rips in the cell borders if something goes a bit wrong, so we DO do those when the situation warrants it.


As far as a list of dos and don'ts, whatever is covered in the two pinned FAQ posts is pretty much it.


Yep, persistent refs changed quite a bit in Skyrim.

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Allright I have some reading to do.


I'll upload a proper patch for that landscape issue soon.




I also grant permission to use and distribute anything I submit freely and under no requirements or conditions.

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Even though I'm pretty much avoiding the betas like they had aggressive Ebola and were spraying foam from their mouths, I wanted to say...




I had to use the console to get past quest bugs like 5 times today. I really, *really* appreciate the unofficial patches (they made Skyrim usable for me, it was completely FUBAR before).


Also, there are tons of color readability pages online, but your probably knew that.

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Color readability pages? (no, I don't know about them, other team members might)

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On the above topic of color-coding the list, it's a big "thing" in web design;




And on reversed (light on dark, like the forum): https://www.joedolson.com/2006/08/on-the-readability-of-inverted-color-schemes/


This one has some good discussion: http://blog.codinghorror.com/code-colorizing-and-readability/


Ultimately it may be a case of doing some tests and the team picking just what seems most appropriate and readable. The reasoning behind the colors is a little different than the bug report list. It should also be easy to maintain and not require a lot of fiddling with the posts. Black on white is generally considered most readable but a lot of people find white on black to be easier on the eyes, and red seems to be the least readable.


The "color block / grey text / blue link text" model for the bug reports kind of makes the eye want to skip over the text. I for one would like to see a severity code coloring the text, but honestly searchable quest names (for script fixes) for example are probably more useful.


Quest Script Fixes:


Silver Shroud - Stage 400 - radio message never broadcast if (condition) - fixed




Mesh - Combat Shotgun has bunny-shaped hole when viewed from side - now correctly fish-shaped


Or whatever. Orange is more visible than red. I'd go with the "threat condition code" of white-green-yellow-red but the final color in that one is black - might not work so well.


Speaking of bug reports, I guess I should start reporting bugs again now that the Unoffical patch is rolling.

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We usually try to include things like the quest names and their CK editor IDs in stuff like that. The changelog is already ordered in categories which align with the category list in Tracdown. The color thing would probably be nice but IMO, that's probably more work per entry than it's going to be worth for us.


About the only color stuff I was possibly looking to do was to have a color scheme that thematically fit with the game rather than the white on black that was picked because it fit better for Skyrim. Only problem is, I'm not entirely sure just what color scheme would work and remain readable :P


Keep in mind that if Bethesda fixes their garbage forums, the list also needs to be readable on an off-white background with black text, because hey, Beth likes crappy forum themes. Color that works on a black background will be absolutely hideous against a white one.

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Yeah Arthmoor I just spent my first bit at the new forums.


You know all those cat memes with the surprised cat faces?


First of all, their front page looks like Pinterest vomited on it. The forums are *really* inefficiently arranged - they take up metric tons of screen real-estate. The new bug thread looks really chaotic and doesn't contain the info from the old thread yet - I don't know if the new forum can handle it. There is an "advanced" editor but the whole arrangement is a little hard on the eyes. It does have tables but I haven't tested them yet.


Oh, well, the old forums were being dominated by ingroup/outgroup arguments anyway. Unfortunately that's where a lot of the reporting was.

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the biggest roadblock to using their forum with preformatted posts is that it doesn't parse bbcode. It only handles straight HTML. Which is ludicrous. I don't know who these Jive Software people are but they're stuck in the 90s or something if they think this is normal.

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Official patch description updated by GStaff today https://community.bethesda.net/thread/9158


Fallout 4 1.5 Steam Beta Update (1.5.154)




Fallout4 - Interface.ba2


And a couple of the strings files updated


Edit: And strange goings on with Plugins.txt .. Though on my setup its still in Local appdata, apparently the new update is supposed to be moving the plugins.txt file to the game folder ( probably only for people with mods installed ? )


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