Arthmoor Posted April 18, 2016 Share Posted April 18, 2016 Unofficial Fallout 4 Patch Version: 2.1.7 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 Requires Fallout 4 version 1.10.980 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. Requires Official Hellfire Power Armor DLC. Requires Official X-02 Power Armor DLC. Requires Official Heavy Incinerator DLC. Requires Official Enclave Weapon Skins DLC. Requires Official Enclave Armor Skins DLC. Requires Official Halloween Workshop DLC. Requires Official Tesla Cannon DLC. Requires Official Makeshift Weapon Pack DLC. Requires Official Enclave Remnants 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 .esp and .ba2 files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. (Bug #34096) UFO4P had an undocumented change to the X01 Torso Lining C OMOD that has now been removed. (Bug #34188) Facegen files needed to be generated for EncWorkshopNPCMaleFarmer05 after fixing their duplicate appearance in 26842. (Bug #34378) Item Fixes The Baseball Launcher [ccSBJFO4003_BaseballLauncher] is incorrectly flagged as a VATS Long Burst weapon. The VATSWeaponLongBurst keyword should not have been applied. Removing this fixes several issues with the weapon. (Bug #34038) Location Fixes Navmesh in POIRJ13 (18,25) [Commonwealth worldspace] was added by the NG update. This navmesh did not take into account edits made by Far Harbor in the same area. This navmesh needed to be refinalized with all of the DLC loaded to ensure it has the correct cell connection data. (Bug #34300) Vault-Tec Office [VaultTecOfficeExt01] is incorrectly assigned to the West Everett Estates location. It should be assigned to VaultTecOfficeLocation instead. (Bug #34368) Navmesh in the farmhouse at Abernathy Farm is partially sunken below the floor, preventing the NPCs from navigating it properly. (Bug #34226) Fort Hagen Satellite Array can't be cleared more than once because the boss NPC does not respawn. The assaultron next to her has been marked as a boss as well. [01007539] (Bug #34210) The USS Riptide is not clearable because the eastern side of the barge is not included in the USS Riptide location data. (Bug #34168) [NR] Mesh, Material, and Texture Fixes The DLC banners for the Contraptions Workshop are incorrectly sized at 500x1024 instead of 512x1024, which can lead to the game crashing. [textures\interface\DLCBannerDLC05.dds, extures\interface\DLCBannerDLC05grey.dds] (Bug #34251) The vault door in the Vault-Tec Workshop DLC had a misaligned polygon when the door plays its open animation. [Meshes\DLC06\Architecture\Vault\WorkshopVaultExteriorGearDoor01\WorkshopVaultExteriorGearDoor01.nif] (Bug #34303) Bus Stop Benches have a pulled vertex on them that creates an unnatural sharp point. Note: This will only address the furniture version of this bench because the static copies are contained in previsbines. [Meshes\Furniture\BusStop\BusStop01.nif] (Bug #33114) Quest and Dialogue Fixes While "Best of Three" [ccBGSFO4046_BestOfThree] is active, it's possible that the perk which allows you to scan Gunner Pip-Boys will cause Virgil to become hostile during the MQ, which will break it. (Bug #34008) Settlement and Workshop Fixes Lucy's bed was isolated by a navmesh precut for nearby scrappable items that prevented her from being able to use the bed properly. (Bug #34226) Placement/Layout/Ownership and Other World Fixes 0017FEA7: Warehouse door which is set to the incorrect variant. (Bug #34318) 085293D9: Fence Post added for unsupported chain link segment. (Bug #34263) 0302F334: Ownership removed from Longfellow's bed to prevent issues with bed assignments for the workshop. (Bug #34227) [PC-Only] 0852D82A: Pipe valves added to cover up exposed 90 degree pipe bend at Big John's Salvage. (Bug #34219) 0006B9F3, 0006B9AF: Beds at Abernathy Farm that cause clipping through the wall when used. (Bug #34226) 0020BC38: Unharvestable Glowing Fungus. (Bug #34111) 00175b63: Floating elevator hatch removed. (Bug #34050) Text Fixes DLC06SecuritySubTerminal01: "DECTECTED" -> "DETECTED" (Bug #34291) DN088_DeansSubTerminalMail: "They me kept redirecting my call for hours" -> "They kept redirecting my call for hours" (Bug #34277) The complete changelog for PC and XBox One is available here. oddlittleturtle, DocDoom666, Louis Cyphre and 1 other 2 2 Link to comment Share on other sites More sharing options...
Arthmoor Posted April 18, 2016 Author Share Posted April 18, 2016 Reserved for future beta announcements. Link to comment Share on other sites More sharing options...
Arthmoor Posted April 18, 2016 Author Share Posted April 18, 2016 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. Link to comment Share on other sites More sharing options...
VaultDuke Posted April 18, 2016 Share Posted April 18, 2016 By which you mean: No acid green, right? 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 (don't tell me there's a MO beta, is there?) Link to comment Share on other sites More sharing options...
Arthmoor Posted April 18, 2016 Author Share Posted April 18, 2016 By which I mean it needs to be readable So probably no yellow on blue either, even though that would technically fit with the rest of the logo stuff. Â 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. Link to comment Share on other sites More sharing options...
MarineCorps Posted April 19, 2016 Share Posted April 19, 2016 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..... Link to comment Share on other sites More sharing options...
alt3rn1ty Posted April 20, 2016 Share Posted April 20, 2016 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 difficultySurvival 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 objectsFixes 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 Link to comment Share on other sites More sharing options...
VaultDuke Posted April 22, 2016 Share Posted April 22, 2016 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? Link to comment Share on other sites More sharing options...
Arthmoor Posted April 22, 2016 Author Share Posted April 22, 2016 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. Â 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. Â 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? Link to comment Share on other sites More sharing options...
VaultDuke Posted April 22, 2016 Share Posted April 22, 2016 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? Link to comment Share on other sites More sharing options...
Roy Batty Posted April 23, 2016 Share Posted April 23, 2016 There is no separate subtitle for voicetype anymore? Wow that's a bit short sighted of beth... Â Perhaps it can be changed with an event handler. It can be done in the older games. Link to comment Share on other sites More sharing options...
Arthmoor Posted April 23, 2016 Author Share Posted April 23, 2016 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. Â Yes, I did in fact consider an attempt to extend the line for Nate, but there wasn't anything suitable to do that with. Â 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. Â 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. Link to comment Share on other sites More sharing options...
Roy Batty Posted April 23, 2016 Share Posted April 23, 2016 Ahh right I was thinking the response dialogue and not the player dialogue. derp. Â :EDIT: Â BTW, am I submitting things to the tracker and linking them in the way that is consistent with your methods? Link to comment Share on other sites More sharing options...
Arthmoor Posted April 23, 2016 Author Share Posted April 23, 2016 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. Â Yes, your tracker entries are fine. Two points though: Â 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. Â 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. Link to comment Share on other sites More sharing options...
Roy Batty Posted April 23, 2016 Share Posted April 23, 2016 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. Â 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. Â Reasoning for not doing landscape edits? LOD? Navmeshes? Â I'll change that to use a rock or dirt pile or something. Â 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. Link to comment Share on other sites More sharing options...
Arthmoor Posted April 23, 2016 Author Share Posted April 23, 2016 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. Â 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. Â As far as a list of dos and don'ts, whatever is covered in the two pinned FAQ posts is pretty much it. Â Yep, persistent refs changed quite a bit in Skyrim. Link to comment Share on other sites More sharing options...
Roy Batty Posted April 23, 2016 Share Posted April 23, 2016 Allright I have some reading to do. Â I'll upload a proper patch for that landscape issue soon. Â :EDIT: Â I also grant permission to use and distribute anything I submit freely and under no requirements or conditions. Link to comment Share on other sites More sharing options...
Merovign Posted April 24, 2016 Share Posted April 24, 2016 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... Â THANK YOU THANK YOU THANK YOU. Â 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). Â Also, there are tons of color readability pages online, but your probably knew that. Link to comment Share on other sites More sharing options...
Arthmoor Posted April 24, 2016 Author Share Posted April 24, 2016 Color readability pages? (no, I don't know about them, other team members might) Link to comment Share on other sites More sharing options...
Merovign Posted April 24, 2016 Share Posted April 24, 2016 On the above topic of color-coding the list, it's a big "thing" in web design;  https://www.viget.com/articles/color-contrast  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  Objects:  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. Link to comment Share on other sites More sharing options...
Arthmoor Posted April 24, 2016 Author Share Posted April 24, 2016 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  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. Link to comment Share on other sites More sharing options...
VaultDuke Posted April 24, 2016 Share Posted April 24, 2016 personally, i think the color scheme for FO4 nexus fits the bill, no? Link to comment Share on other sites More sharing options...
Merovign Posted April 24, 2016 Share Posted April 24, 2016 Yeah Arthmoor I just spent my first bit at the new forums. Â You know all those cat memes with the surprised cat faces? Â 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. Â Oh, well, the old forums were being dominated by ingroup/outgroup arguments anyway. Unfortunately that's where a lot of the reporting was. Link to comment Share on other sites More sharing options...
Arthmoor Posted April 25, 2016 Author Share Posted April 25, 2016 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. Link to comment Share on other sites More sharing options...
alt3rn1ty Posted April 26, 2016 Share Posted April 26, 2016 Official patch description updated by GStaff today https://community.bethesda.net/thread/9158  Fallout 4 1.5 Steam Beta Update (1.5.154)  Fallout4.exe Fallout4.esm 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 ? ) http://forums.bethsoft.com/topic/1601446-rel-loot-thread-23/page-2#entry25138708 Link to comment Share on other sites More sharing options...
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