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Unofficial Fallout 4 Patch


Version: 2.1.8
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

  • A spliced line for the male player voice that should not have been edited has been removed. There is no way to resolve the difference between it and the female player voice and thus should have been left alone. (Bug #34905)
  • DLC01FortHagenSatelliteArrayQuest should not have been shut down when Headhunting [DLC01MQ04] completes because that control quest is managing unique items by way of the aliases - despite this being a poor way to accomplish that. (Bug #34763)
  • Changes to Barnacle radiation hazards have been reverted as they apparently cause the radiation effect to stick permanently. Reverts 22216. (Bug #34044)
  • Custom items were still not appearing as expected. As a result, the major overhaul of how custom items are spawned and potentially equipped on an NPC has been mostly reversed. The specific cases where an NPC needs to either add or equip a spawned item have been given delay timers to handle this now. This fix is only partially retroactive. Loose spawned items like The Gainer should appear where they belong, but items spawned to go into an NPC's inventory or a container cannot be addressed retroactively. This mostly reverts changes made in Bug #28982 and completely reverts changed made in Bug #30815. (Bug #34472) [Partially NR]
  • Changes made for plasma projectiles to penetrate geometry apparently don't work so they have been removed. (Bug #34002)
  • WorkshopParentScript: Beds could fail to be unassigned under certain conditions. The script function responsible for this has been corrected. (Bug #34401)

Actor Fixes

  • Andre Michaud was likely to show up as dead upon reaching Far Harbor. This was due to him having been set to have -84 Health in his Base Actor Value data. Since he only inherits 40 Health from his race data, he'd be in the negative. Nothing regarding how he's handled by the game requires that he have no Health, so the -84 penalty has been removed. This will obviously not revive him if he died in your game already. So long as you have yet to reach Far Harbor, he should be as alive as his circumstances dictate. (Bug #33107) [NR]
  • Leveled Molerats do not pick a proper variety for grouped encounters due to missing flags on the leveled list. [LCharMolerat] (Bug #35052)
  • Bill Sutton and Cedric Hopton should not be part of the WarwickHostile by default as this interferes with certain options in the quests they're involved in. (Bug #35088)

Animation Fixes

  • Injured female players will not behave as though they are crippled if their weapon is sheathed/holstered. [added: 07003F99:InjuredFemaleSubGraphData] (Bug #25326)

Item Fixes

  • Nuka Quantum Grenades don't have the correct VATS damage or effect settings for what they are. (Bug #31622)
  • Bowler hats should no longer get stuck on Codsworth or Curie. [AAHandyMobsterHat] (Bug #20345)
  • The formula for building the Relay Dish for the teleporter was missing a requirement for a Sensor Module despite all other notes, dialogue, and quest objectives saying you need one to build it. [workshop_co_MQ206RelayDish] (Bug #22213)
  • Psychotats lack a crafting recipe at the Chemistry Station. (Bug #35023)
  • The De-Capitalist power armor helmet had no repair recipe for the Power Armor Station. (Bug #35022)
  • Dog Armor and Heavy Dog Armor turn invisible for hostile dogs when they attack. They both had an invalid addon index value. [ClothesDog_ArmorMedium, ClothesDog_ArmorHeavy] (Bug #35024)
  • .308 Rounds and 5mm Rounds (non-playable version) are using the wrong ammo casing models. [Ammo308Caliber, CompanionAmmo308Caliber, Ammo5mm_NonPlayable] (Bug #35025)
  • "Suitcase" [Loot_Chargen_Suitcase_Clothes] erroneously contains the chargen version of the Women's Casual Outfit instead of the normal prewar version of the outfit. (Bug #35027)
  • The Lead Plating mod has unusually harsh crafting requirements because the formulas for it were copypasta from the Rad Scrubbers OMOD. [co_PA_Raider_Material_Rad, co_PA_T45_Material_Rad, co_PA_T51_Material_Rad, co_PA_T60_Material_Rad, co_PA_X01_Material_Rad, ccBGSFO4044_co_Hellfire_Material_Rad, ccBGSFO4115_co_PA_X02_Material_Rad, ccFSVFO4007_co_PA_DeCapitalist_Material_Rad] (Bug #35028)
  • .44 Pistols, Baseball Bats and Double-Barrel Shotguns do not have a chance to spawn as legendary versions in loot. [LL_44_Pistol, LL_BaseballBat, LL_DoubleBarrelShotgun] (Bug #35030)
  • Shank's outfit is mistakenly using an unplayable version of the Worn Fedora. [DLC04ShankOutfit] (Bug #35031)
  • Inactive Bear Traps and Bleeding Bear Traps are erroneously set up to explode when hit. These are not traps which utilize explosive devices. [DLC03_ThrowingBearTrapWeapon, DLC03_ThrowingBearTrapWeaponBleeding] (Bug #35032)
  • Boards incorrectly have a 1-Handed keyword attached even though they are 2-Handed weapons. [Board] (Bug #35033)
  • Disciples Blade is missing the added UFO4P keyword for knife weapons. This prevents it from being displayed on a weapon rack. (Bug #35035)
  • The Flare Gun is missing the WeaponTypePistol keyword. This prevents it from being displayed on a weapon rack and also blocks it from benefiting from the Gunslinger perk. [FlareGun] (Bug #35036)
  • Suggs' vendor chest incorrectly contains an entry for selling Power Armor Frames that should only be available in Goodneighbor. (Bug #35041)
  • The pre-war floor safe used in Fringe Cove Docks mistakenly used a bobby pin box directly instead of using the leveled list entry for bobby pins. [DLC03MQ06_Prewar_Safe_Floor] (Bug #35042)
  • De-Capitalist Unfinished Helmet is missing screen attachment points and object template data. [ccFSVFO4007_DecapitalistHelmet_NonPA] (Bug #35043)
  • De-Capitalist Helmet is using the wrong materials keyword, and is missing it's proper Power Armor lining keyword. This results in several OMODs which can't be applied properly as well as messing up the default red paint modifications. [ccFSVFO4007_Decapitalist_PAHelm, ccFSVFO4007_PA_DeCapitalist_Material_APSunRegen, ccFSVFO4007_PA_DeCapitalist_Material_Cold, ccFSVFO4007_PA_DeCapitalist_Material_Energy, ccFSVFO4007_PA_DeCapitalist_Material_Explosives, ccFSVFO4007_PA_DeCapitalist_Material_Rad, ccFSVFO4007_PA_DeCapitalist_Material_Titanium, ccFSVFO4007_PA_DeCapitalist_Material_ColorRed, ccFSVFO4007_PA_DeCapitalist_Material_ColorBlack, ccFSVFO4007_PA_DeCapitalist_Material_ColorBlue, ccFSVFO4007_PA_DeCapitalist_Material_ColorGreen, ccFSVFO4007_PA_DeCapitalist_Material_ColorOrange, ccFSVFO4007_PA_DeCapitalist_Material_ColorPurple, ccFSVFO4007_PA_DeCapitalist_Material_ColorYellow, Added: UFO4P_ccFSVFO4007_co_PA_DeCapitalist_Helmet_Color_Red] (Bug #35044)
  • De-Capitalist Helmet mods have a number of incorrect text entries as well as some missing keywords. (Bug #35046)
  • Bottlecap Mines and Piggybank Mines have incorrect explosion settings in their destruction data. (Bug #35034)
  • Hodges' outfit has conflicting entries which cannot be used together. [ccBGSFO4115_ResidentHodgesOutfit] (Bug #35089)
  • The Nail Gun uses the wrong data for its recon scope since the game has no x6 option for recon scopes. [ccSBJFO4004_mod_Nailgun_Scope_ScopeRecon, Added: UFO4P_ZM_Recon_Scope_x6] (Bug #35087)
  • Power Armor standard lining mods show up in the item inspections when they shouldn't. They had names attached that shouldn't be there. (Bug #35086)
  • Blood Bug death items are missing an entry for Blood Bug Meat, as well as having a spurious change on the Max Count to 2 when no other leveled list appears to change that field at all. [LLD_Bloodbug] (Bug #35082)
  • Several Power Armor mods have Kinetic Servos hooked up to their Kinetic Dynamo mods. This causes issues if the armor is later modified to have a pair of servos AND the dynamo. (Bug #35081)
  • Mines are only supposed to show up in vendor inventories 75% of the time instead of 100%. [LLI_Mine_Vendor_75] (Bug #35078)
  • The simple variant for Tire Irons is using the wrong filtering keyword. [LL_TireIron_Simple] (Bug #35077)
  • Psycho Jet should fortify AP by 40 points as its description claims. [PsychoJet] (Bug #35074)
  • Yellow Tesla Cannon projectiles are using the incorrect explosion effect. [ccBGSFO4046_TeslaCannonYellow] (Bug #35070)
  • Opal's vendor chest does not respawn, which will eventually result in her selling nothing. [DNFinancial_OpalVendorChest] (Bug #35069)
  • The Nuka-World Radio Amplifier does not have any pick-up or put-down sounds assigned. [DLC04workshop_co_RadioRaiderAmplifier] (Bug #35068)
  • Several ammo types lacking their pickup sounds. [AmmoPlasmaCartridge, AmmoFusionCell, DLC04_Ammo_AcidSoaker, ccSBJFO4004_AmmoNailgun] (Bug #35062)
  • 3 ammo types missing the ObjectTypeAmmo keyword. [AmmoGammaCell, AmmoAlienBlaster, AmmoFlareGun] (Bug #35063)
  • Colonel's Uniform does not have the ma_armor_lining keyword and its object templates are missing the mod_armor_Lining_Null modification. [ccOTMFO4001_ClothesColonelUniform] (Bug #35064)
  • RobCo Fun #5 is using the wrong transform preview for magazines. [PerkMagRobcoFun05] (Bug #35066)
  • T-51 Torso Lining B is missing the requirement for 6 aluminum like all the other T-51 B parts require. [co_PA_T51_Torso_Lining_B] (Bug #35067)
  • Several projectiles have incorrect "Penetrates Geometry" settings. [BroadsiderProjectile, ccSBJFO4003_FatManPiggyBankBombProjectile, DLC04_ThirstZapper_Cherry_Projectile, ccBGSFO4046_TeslaCannonProjectile, ccBGSFO4046_TeslaCannonProjectileYellow] (Bug #35071)
  • Several melee weapons which lack basic scrap recipes. [modScrapRecipe_NullMelee_Steel, modScrapRecipe_NullMelee_SteelLarge, WeaponsMeleeList, modScrapRecipe_NullMelee_Wood] (Bug #35072)
  • Several weapons which should be able to ignite fire traps are not actually set up to do so. [TrapExplOnHit] (Bug #35073)
  • Visionary's T-60 Helm and Exemplar's T-60 Torso incorrectly specify models in their names. [CustomItem_DoNotPlaceDirectly_BoSM04_KellsRewardArmorSentinel, CustomItem_DoNotPlaceDirectly_BoSM04_KellsRewardArmorPaladin, CustomItem_DoNotPlaceDirectly_BoSM04_KellsRewardArmorKnight, CustomItem_DoNotPlaceDirectly_BoSM02_KellsRewardArmorSentinel, CustomItem_DoNotPlaceDirectly_BoSM02_KellsRewardArmorPaladin, CustomItem_DoNotPlaceDirectly_BoSM02_KellsRewardArmorKnight] (Bug #35079)

Location Fixes

  • Navmeshes at Finch Farm were not properly finalized. 4 cells in Far Harbor complained about the same thing but the edits there were removed because nothing indicates why they'd been edited to begin with. (Bug #34273)

Mesh, Material, and Texture Fixes

  • The copper panels material file was incorrectly using the Normal Map instead of the Specular Map for the specular settings. [materials\Architecture\Buildings\CopperPanels01.bgsm] (Bug #34516)
  • T-51 Power Armor clips the player's neck when entering. [meshes\actors\powerarmor\characterassets\mods\PA_T51_Body.nif] (Bug #34966)
  • The Alien Blaster long barrel mod did not display the same glowing tube as the version in the load screen art. [meshes\weapons\alienblaster\Barrel01_1.nif] (Bug #31637)
  • Mirelurk Egg Omelette is missing its normal and specular map textures, resulting in them looking flat and shiny. [textures\SetDressing\FoodAndFoodware\mirelurkomelette_n.dds, textures\SetDressing\FoodAndFoodware\mirelurkomelette_s.dds] (Bug #24805)
  • Facegen data for Dr. Penske and Tina De Luca was corrupted with the NG Update. [meshes\Actors\Character\FaceGenData\FaceGeom\Fallout4.esm\0002A82A.NIF, meshes\Actors\Character\FaceGenData\FaceGeom\Fallout4.esm\0002A825.NIF, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A825_s.dds, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A82A_d.dds, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A82A_msn.dds, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A82A_s.dds, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A825_d.dds, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A825_msn.dds] (Bug #35100)

Perk and Stat Fixes

  • Stingwing and Radscorpion poison should no longer restore an incorrect amount of Perception when the debuffs wear off. [StingwingPoisonEffectPlayer, RadscorpionPoisonEffectPlayer, StingwingPoisonEffectNPC] (Bug #32934)
  • Irradiated Food should not be considered as chems because it will erroneously trigger the Chemist perk. [DamageRadiationChem] (Bug #21292)
  • The hidden Pip-Boy perk for the Tesla Cannon DLC is not actually marked to be hidden in the UI and results in a blank entry displayed in the perks list. [ccBGSFO4046_GunnerPipboyPerk] (Bug #35039)
  • Kneecapper and Striker should no longer cause limb damage if the player has Adamantium Skeleton level 3. [LegendaryOnHitCrippleScript] (Bug #32961)
  • Robotics Expert 2 has an undocumented damage bonus that's not mentioned in its description. (Bug #35091)

Papyrus Fixes

  • Various scripts with removed properties have been addressed for the Tesla Cannon DLC. [ccBGSFO4046_GunnerPipboyPerk, ccBGSFO4046_BestOfThree] (Bug #34946)
  • RadioFailsafeScript: Previous UFO4P fix did not account for the fact that on a new game the scenes being handled here may not yet have their quests running when DNMasterQuest was first started. Instead of immediately trying to populate the array, it will instead start a short 2 minute timer to allow the script's normal handling loop to take over properly. (Bug #32548)
  • Hardcore:HC_ManagerScript: Fixed an issue with eating corpses bringing about Ravenous Hunger too soon due to a timer getting reset that shouldn't be. (Bug #34415)
  • Hardcore:HC_ManagerScript, MS19DiseaseScript: Incorporated the VATS Freeze Fix by JacobBruce. (Bug #28263)
  • DefaultEnableDisableTrigScript: Added sanity check for cases where this script is applied to an object that has no disable/enable properties set. (Bug #25572)

Quest and Dialogue Fixes

  • The random encounter that generates people killed by Pickman should only do so if Pickman is alive. [RESceneCC_DN101] (Bug #34935)
  • Taking Point [MinRecruit06] cannot be obtained if Red Rocket Truck Stop has not been unlocked by the player. The quest has no safeguard against choosing a location without a Boss NPC. (Bug #34855)
  • Best of Three [ccBGSFO4046_BestOfThree] never clears its final objective when shutting down. (Bug #34943)
  • To the Mattresses [RRR08] could select Quincy Quarries (later Vault 88 exterior) as a target but the NPCs would often be dead on arrival making the quest impossible to complete since the dead boss still holds the quest target. Quincy Quarries will no longer be selectable. (Bug #32596)
  • Cambridge Polymer Labs [DN015] should no longer incorrectly mark the objectives as failed if Molly pays out your reward. Also, if you actually fail the quest, it will now properly fail all the objectives for it. (Bug #24594)
  • The unmarked safety quest at General Atomics Factory should no longer play audio from the quest if you're no longer in the cell but left before completing it. [DN050TargetScript, DN050SafetyTriggerScript, DN050BabyTrigger, DN050BabyContainerScript, DN050BabyBottleScript] (Bug #20494)
  • The reward for When Pigs Fly [ccSBJFO4003_Quest, Suggs' Flakker] is set up with a bad property which attaches a receiver that uses a cut ammo type which cannot be obtained by the player. It will now point to a closely matching receiver type that has obtainable ammo. (Bug #35038) [NR]
  • Stage 40 of the Vault 118 clue tracking system [DLC03_V118_ClueTracker] attempts to enable a paint can reference that the game had set to a random fern in an unrelated location. Since the actual target object doesn't exist, this call is now disabled and the property for it cleared to stop it from reporting errors in the script log. (Bug #22133)

Settlement and Workshop Fixes

  • One of the hidden resource containers in Tenpines Bluff was not properly linked from the workshop object which would result in anything being added to that container failing to count toward settlement happiness like it should. This will be corrected via the retro script for the 2.1.8 update because directly editing the workshop object's linked lists is impossible due to an engine bug. (Bug #32848)
  • Clothing Emporiums have an incorrect happiness bonus that is the same as the previous tier. This is inconsistent with how every other happiness generating store is set. [WorkshopStoreClothing03, WorkshopStoreClothing03Counter] (Bug #35040)

Terminal Fixes

  • vault111CryoRoomSubTerminal02: The list of occupants for the Vault 111 cryo pods is incorrect. (Bug #35090)

Placement/Layout/Ownership and Other World Fixes

  • 000461C2, 000461C5, 000461C6, 000461CA, 000461DB: Power pole and attached splines sitting too far above the ground. (Bug #34886)
  • 001be760: Duplicate chair moved. (Bug #34884)
  • 001E479D: Frag Mine mistakenly set as owned by raiders. (Bug #34882)
  • FE00600F, FE00687C, FE00687F, FE006011, FE006012, FE006013, FE006014: Burning ash piles that should be disabled until the appropriate stage in Best of Three [ccBGSFO4046_BestOfThree]. Some of them were also floating above the ground. (Bug #34944)
  • 002321E3: Floating stew pot. (Bug #34575)
  • 001B59C9, 001B59D0: Floating picture frame and teddy bear. (Bug #34560)
  • 000346FE, 000346FF, 000394BF, 000394C0, 000346D6, 00034700, 000394BC, 00034A20, 000346BC, 000346BD, 000346C0, 000346C4, 000346D9, 000346D0, 00034A07, 00034A09, 00034A0B, 000346C9, 000346CB: Badly placed wire splines in Concord. (Bug #34544)
  • 000DE7B2: Door that doesn't fit properly in its frame. (Bug #34466)
  • 001BE40B: Dora's drinking bowl in Covenant should not be owned by the cat or it will attack the player. It also needs the disable havok script or the cat could be drinking from nothing. (Bug #32857)
  • 03008A19, 03008A1A: Cat markers that need to be disabled during the Last Plank attack sequence. (Bug #32734)
  • 07000E6E: The above cat drinking marker had no bowl to go with it. (Bug #32734)
  • 0700D57B, 0700D57C, 0700D57D, 0700D57E, 0700D57F, 0700D580, 0700D581, 0700D582: Ceiling arch pieces added to plug a major omission at the east entrance to Nuka-Town. (Bug #29847)
  • 001C5EC6: Port-A-Diner hatch ownership changed to prevent player from getting a bounty for accepting the reward from it. (Bug #33110)
  • 001A45ED: Fire barrel embedded into the floor. Note that the fire itself cannot have its position fixed due to being part of the barrel mesh. (Bug #32969)
  • 000C7372, 001B8FD2, 001B8FD3, 001B8FD4, 000C7370, 000C7371: Hanging raider bodies near DMPrimeBridge that were duplicated on top of each other. Separated them out, and then adjusted things so that they're less likely to clip through the wooden walls. (Bug #32764)
  • 0304FBA4, 0304FBA5, 0304FBA6, 0304FBA7: Notes in Last Plank that should not be respawned. (Bug #32524)
  • 000F1A90, 000F1A8F: Ken & Standish at Jamaica Plain added the disable havok script to prevent the corpses from being tossed about by heavy arms fire. (Bug #31544)
  • 00240b09: Chair rotated to keep the player from clipping through a wall when getting up. (Bug #29316)
  • 001F7A77: Disabled a floating elevator button that isn't used by anything. (Bug #35011)
  • 0019D6C1: Added Havok script to the large baby bottle in General Atomics Factory to prevent it from getting blown through the walls by robot explosions. (Bug #32890)
  • 000FD6BF, 000FD5BF, 000FD5CA, 000FD5CE, 000FD5CF, 000FD6AB, 000FD6C0, 001652AE, 001652B0, 001652B1, 001652B2: Items at Madden's in General Atomics Galleria owned by the wrong faction which would cause the player to incur a bounty once the quest there is completed. (Bug #32782)

Text Fixes

  • InstituteTunnel01: "Public Works Maintenence Area" -> "Public Works Maintenance Area" (Bug #34540)
  • holdupquest, HoldupStartScene [000F75E4]: "Whoa, whoa, whoa. Don't Shoot!" -> "Whoa, whoa, whoa. Don't shoot!" (Bug #34417)
  • MQ201 [0019ABA3]: "it is" -> "they are" - Subtitle doesn't match audio but cannot be properly fixed so changed text to be less offensive as people aren't an "it". (Bug #25510)
  • DLC04_Armor_Pack_Heavy_LegRight: "Pack Right Bone Leg" -> "Pack Bone Right Leg" (Bug #35026)
  • ccBGSFO4046_BestOfThree, Objective 6: Period at the end of the text removed. Quest objectives everywhere else lack periods at the end. (Bug #35037)
  • CustomItem_DoNotPlaceDirectly_BoSM01KellsRewardArmor: "BOS" -> "BoS" (Bug #35080)
  • RESupermutantRaidNoteGeneric: "Supermutant's Orders" --> "Super Mutant's Orders" (Bug #35065)
  • DN132_Note02: "Russell's note" --> "Russell's Note" (Bug #35065)
  • DLC03_POI_Note: "Gift card" --> "Gift Card" (Bug #35065)
  • MS17OfficeTerminalPassword: "Jacob's Password" --> "Jacob Orden's Password" (Jacob's Password already exists as part of Long Road Ahead, which is a completely unrelated quest) (Bug #35076)
  • Vault81OverseersRoomKey: "Overseer's Room key" --> "Overseer's Room Key" (Bug #35076)
  • DN120_ResidentKey: "Gladys's Room Key" --> "Gladys' Room Key" (Bug #35076)
  • DLC03_V118_Keycard_Player: "Vault 118 Keycard, # 3" --> "Vault 118 Keycard, #3" (Bug #35076)
  • DLC03_V118_Keycard_Santiago: "Vault 118 Keycard, # 4" --> "Vault 118 Keycard, #4" (Bug #35076)
  • DLC03_V118_Keycard_Spencer: "Vault 118 Keycard, # 6" --> "Vault 118 Keycard, #6" (Bug #35076)
  • DLC03_Adv004_EmmettsKey: "Douglas's Key" --> "Douglas' Key" (Bug #35076)

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

Posted

Reserved for future beta announcements.

Posted

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.

Posted

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?)

Posted

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.

Posted

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.....

Posted

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

Fixes

  • 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
Posted

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?

Posted

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?

Posted

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?

Posted

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.

Posted

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.

Posted

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

 

:EDIT:

 

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

Posted

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.

Posted

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.

Posted

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.

Posted

Allright I have some reading to do.

 

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

 

:EDIT:

 

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

Posted

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...

 

THANK YOU THANK YOU THANK YOU.

 

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.

Posted

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

Posted

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.

Posted

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.

Posted

personally, i think the color scheme for FO4 nexus fits the bill, no?

Posted

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.

Posted

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.

Posted

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

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