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


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Unofficial Fallout 4 Patch


Version: 2.1.3
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

  • Due to an oversight in the quest scripts modified for bug #28982, unique items that are placed directly in the game world (i.e. not in an actor's inventory or otherwise in a container) could be missing entirely when a new game was started with UFO4P 2.1.2b installed. This bug affected four items in the base game, one item in the Far Harbor DLC and one item in the Nuka-World DLC. The fix makes sure that all missing items are recreated. You will be able to pick them up at their usual places (Bug #30815).

Actor Fixes

  • DN083_EncTurretTripodMounted: The template used by Barney's turrets was changed from EncTurretTripodMounted01Template to EncTurretTripodMounted04 (which brings them from level 1 to level 40), since the encounter zone they're in has a minimum level of 45 where level 1 turrets were almost instantly destroyed by the mirelurks they were supposed to defeat (Bug #24584).
  • EncRadscorpion04Legendary, EncRadscorpion04AmbushLegendary: Legendary albino radscorpions were missing the material swaps for the albino skin (Bug #26401).
  • LvlRadRoachNOSCALE: Due to a mistake with templates, the names of this variant of radroaches (with a fixed size) did not always match their appearance, i.e. normal radroaches were occasionally named glowing radroaches and vice versa (Bug #19884).

Audio Fixes

  • One of the settler voice recordings in a topic in ConvBunkerHillDebGenericNPC02 didn't match the other recordings or the subtitle. (Sound\Voice\Fallout4.esm\FemaleEvenToned\0005FB8C_1.fuz) (Bug #29509)

Item Fixes

  • Ultra-Jet: Despite its description stating an action point increase for 15s, this effect only lasted for 5s (Bug #30623).
  • DLC04_Armor_Power_T51_Torso_RaiderOverboss: The overboss power armor torso was missing a null mod in the Misc slot (Bug #29223).
  • CO_Mod_GatlingLaser_LaserReceiver_MoreDamage2: The construction of the Gatling Laser's Maximized Capacitor mod required the same science perk level as the construction of the Overcharged Capacitor mod, but should have required one level less (Bug #29496).
  • FSTArmorMechanistWalkLImpactSet, FSTArmorMechanistWalkRImpactSet: The entries for walking in water in the impact data sets for the mechanist's armor were pointing to the impact data for power armor instead of the corresponding data for the mechanist's armor (Bug #29302).
  • PowerRelayCoil: Removed a script that tried to set an obsolete stage on MS11 every time a power relay coil was dropped, picked up or moved between containers (Bug #23500).
  • ModCol_PipeRevolver_Barrels_Long: The collection of long barrel mods for the pipe revolver mistakenly contained the long finned barrel mod for pipe bolt action guns (Mod_PipeBoltAction_Barrel_FinnedLong) instead of the corresponding pipe revolver mod (Mod_PipeRevolver_Barrel_FinnedLong) (Bug #29781).
  • PA_X01_Torso_Lining_C: While all other third level power armor torso linings in the game add 120 HP, this one did only add 60 HP. This is no improvement compared to the corresponding second level mod (PA_X01_Torso_Lining_B), which adds 60 HP too, and thus unlikely to have been intended (Bug #29217).
  • DLC03_Mod_Armor_Marine_Lining_Limb_ReducedDetection, DLC03_Mod_Armor_Trapper_Lining_Limb_ReducedDetection, DLC04_Mod_Armor_Disciples_Lining_Limb_ReducedDetection, DLC04_Mod_Armor_Operators_Lining_Limb_ReducedDetection, DLC04_Mod_Armor_Pack_Lining_Limb_ReducedDetection and Mod_Armor_RaiderMod_Lining_Limb_ReducedDetection all appear in mod collections for both arm and leg armor pieces and thus could be found on epic arm and leg armor items created by the game at run time. Though, once removed from arm pieces, the mods could not be put back nor mounted on other arm pieces because of an inappropriate mod association keyword (Bug #30341).
  • DLC03_mod_armor_Trapper_Lining_Torso_Lighter3: This mod did mistakenly show up in the workbench menu for raider torsos, due to a wrong mod association keyword. Since it's a perfect duplicate of DLC03_mod_armor_Trapper_Lining_Torso_Lighter2 and also does not have a valid construction recipe (no materials specified), it has been invalidated (Bug #29782)

Location Fixes

  • HalluciGen, Inc.: Added a drop down marker to a ledge that didn't have one. Companions had to take a lengthy detour because they could not follow the player when he jumped down from that ledge (Bug #20418).
  • Forest Grove Marsh: A one triangle navmesh island in a corner between a car frame and a container on the bridge just south of Forest Grove Marsh (cell -15,-6) has been moved out of the way since NPCs could get stuck there. On rare occasions, this could happen to Dogmeat during the quest MQ106 (Reunions) (Bug #19579).
  • Somerville Place: The navmesh inside of the small bunker north of Somerville Place had no connection to the navmesh outside of it (Bug #28589).

Quest Fixes

  • Inst302: This quest never disabled all of the BoS soldiers that were enabled for the battle of Bunker Hill because some of them are not enable-parented and are enabled by scripts on various triggers instead. Because only those triggers can access them directly (through their links), they should also disable them eventually. To fix this, a cleanup function has been added to BHExtBoSEnable, along with some code that lets the script react to a custom cleanup event, and a custom script to send this event has been added to Inst302 (Bug #26704).
  • RETravelCT07 (Simon attacks; Stash & Co, pt4): A tracking global was added to stop the story manager from trying to repeat this encounter after Simon is dead. The quest itself could not restart with Simon dead, but could get stuck in its startup phase and would then block its trigger forever (Bug #30279).
  • DN009_MQ305 (Hunter/Hunted): At high levels, the scenes between the courser and the gunners could break because the courser was no longer able to kill his captives as intended. To avoid this, the quest script will now give him a custom perk that allows him to deal extra damage to his captives (Bug #29458).
  • DialogueCovenant: Jacob Orden would still warn the player about Honest Dan even after MS17 (Human Error) was completed, because the respective topic had no appropriate checks to avoid this (Bug #28457). Also, Swanson's taunt line should only ever be used when he's targeting the player, but the respective topic had no appropriate checks either (Bug #28683).
  • ComCurie, ComDeacon, ComStrong: Curie, Deacon and Strong will no longer comment on robots, synths and turrets looted by the player as if they were beings of flesh and blood. In addition to adding condition checks to various dialogue topics, this fix also required substantial modifications to CA_QuestScript and the quest CA_LootCorpse, as there would otherwise have been no target to run the checks on (Bug #23400).
  • Inst302: The railroad agents enabled in the exterior world space during the battle of Bunker Hill were never disabled. While they do not respawn, any agent who survived the battle could stay in the area infinitely (Bug #30482).
  • REChokepointCT02 (Stash & Co, pt1): Due to setting a tracking bool prematurely, this encounter could be missed entirely. The game would then proceed with starting the second part of this encounter series, where NPCs would talk to the player as if they had met before. Also, due to the quest shutting down and the aliases being cleared while the end stage fragment was still running, it could fail to move the NPCs back to the holding cell (Bug #29465).
  • RETravelCT06 (Stash & Co, pt2): This quest was supposed to set a control stage and a tracking bool when the NPCs turn hostile, but this never happened because the scripts on its aliases were missing a property. This could result in the game trying to repeat this encounter or to proceed with follow-up quests in this encounter series (depending on whether the player spoke to Stash or not, and on his dialogue choices) even after all actors were dead. Also, due to the quest shutting down and the aliases being cleared while the end stage fragment was still running, it could fail to move the NPCs back to the holding cell (Bug #30228).
  • RECampCT07a (Stash & Lexa dead; Stash & Co, pt3): Due to setting a tracking bool prematurely, this encounter could be missed entirely. The game would then proceed with starting RETravelCT07 eventually, and the player would miss a part of the story because he never witnessed the camp scene. This quest will now stay running until the player gets close enough to the camp site to discover the corpses and only then will set its tracking bool and be allowed to shut down (Bug #30278).
  • DLC01MQ01 (Mechanical Menace): Ada's combat behavior flag on the scene DLC01MQ01_2400_AdaIntro was flipped from "end" to "pause", in order to allow her for resuming the conversation in case it gets interrupted by a stray enemy (Bug #28935).
  • Deezer (Covenant) will now eventually be disabled when he's dead (Bug #25953).
  • Knight Lucia (Boston Airport) will now eventually be disabled when she's dead (Bug #26818).
  • BoSEnable: The BoS scribes enabled by BoS301 (Liberty Reprimed) were never disabled after the Prydwen had crashed. This will be handled now by the stage 200 fragment of BoSEnable (Bug #26818).
  • DialogueGoodneighborRufus (Trouble Brewin'): This quest should not fail all of its objectives if Rufus dies after the drinkin' buddy has been delivered to him (Bug #24872).
  • DLC04WorkshopBOSAttack01, DLC04WorkshopBOSAttack02, DLC04WorkshopBOSAttack03: These quests did never shut down, because they forgot to flip a bool property on their REScript once they got to the stage where shutting down was safe (Bug #28959).

Papyrus Fixes

  • DefaultDisableHavokOnLoad: This script had to be modified to handle cases where objects are placed on other objects that can be disabled or otherwise removed, such as knifes placed on corpses: when the corpse was cleaned up by the game eventually, it left the knife floating in mid air. The fix was then applied to a knife (001A6968) held by a settler corpse (Bug #26817).

Perk & Stat Fixes

  • The "highlight living targets" effect (DetectLifeChem) from Berry Mentats didn't benefit from the Chemist Perk because it was missing the necessary keyword (ChemEffect). (Bug #29095)

Settlement & Workshop Fixes

  • Outpost Zimonja: Fixed various navmesh issues related to gaps, precut meshes and overlapping triangles. To ease the reconstruction of its precut mesh, the cooking pot 0007285F was slightly moved away from a fence (Bug #30444).
  • Jamaica Plain: Fixed a navmesh gap, grounded two significantly floating navmesh vertices and added a missing precut mesh to the news stand 00095383 (Bug #29901).

Terminal Fixes

  • BoS301ScaraMainTerminal: Due to a missing condition check, an entry on Professor Scara's terminal about the arrival of the Prydwen could be read before the Prydwen actually arrived (Bug #23252).

Placement/Layout/Ownership and Other World Fixes

  • 0019D9E2: Floating bobby pin box (Bug #30553).
  • 000E9277: Enable marker missing an 'initially disabled' flag (Bug #30814).
  • 00072807: Cinder blocks clipping into a guard tower (Bug #30444).
  • 00024A21: A misplaced cluster of rocks and branches. One of the rocks was floating (Bug #30444).
  • 03027F6D: A terminal linked backwards from a spotlight (0301EC6F) and a turret (03027F71) (Bug #30657).
  • Roadside Pines: A leveled raider in power armor (001CCBB8) was forced by EMSystemTurf to use a wall lean marker while he was not in combat. This also forced him to exit from his power armor which he was unable to re-enter later on and which was usually found abandoned at the place of that marker (Bug #24597).
  • Quincy Ruins: A leveled gunner boss in power armor (00225378) was forced by EMSystemTurf to use a terminal while he was not in combat. This also forced him to exit from his power armor which he was unable to re-enter later on and which was usually found abandoned and clipping into the table the terminal is sitting on (Bug #24597).
  • Suffolk County Charter School: A terminal (0019A804) with no use has been disabled. The game data suggest that it was supposed to display some specific text, but this was never added by the developers (Bug #27222).
  • 0704B75A: A wall piece was added to hide a gap between the wall pieces 000E1C39 and 00057BB6 (Bug #29463).
  • 03054107, 03054108, 03054109, 0305410A, 0305410B: All Islander's Almanacs were missing the DefaultDisableHavokOnLoad script (Bug #30538).
  • 0021FD4B: An absolete trigger that was moved out of the way by the patch earlier had to have its LocRefType removed, in order to prevent it from eventually ending up in an alias on DN084 (Bug #26181).
  • 001A861A: A trigger, scripted to enable a linked reference that doesn't exist. It has been moved out of the way (Bug #26283).
  • 0009D29E: A terminal linked with a wrong keyword to a door (Bug #25728).
  • 07040C29, 07040C2A: Room corner pieces added to hide a seethrough gap in a wall. (Bug #28542)
  • 00120730, 00120733, 00120775, 00120780, 001E80B0, 001E80B1: Benches that are placed backwards. (Bug #29455)
  • 000A0E14, 000A0E15: Misplaced consumables. (Bug #29578)
  • 000E7B59: Misplaced bakery ticket. (Bug #29622)
  • 001E45D9: Cotton yarn with an incorrect ownership setting. (Bug #29622)
  • 000A2D11: Minuteman corpse placed slightly below the surface of the ground. (Bug #30294)
  • 000A2D12, 000A2D13, 000A2D14: Fusion cells and a stimpack that shouldn't have been set to respawn. (Bug #30294)
  • 000A4AB8: Dirty Tan Suit partially stuck in collision of a locker, possibly making it impossible to pick up. (Bug #30554)
  • 00096A8F: Misplaced box. (Bug #30592)
  • 00232591, 00232592, 00232593, 00232596, 002325A2, 002325A4, 002325A5, 002325A6, 002325A9: Misplaced junk items. (Bug #30592)
  • 00232595: Misplaced seat. (Bug #30592)
  • 0023E76B: Weapons workbench clipping with wall slightly. (Bug #30592)
  • 00044257: Wrong base type used on an opened first aid box. (Bug #30617)

Text Fixes

  • ConvBunkerHillDebGenericNPC02 [0005FBA6]: "Need some ammo, there? Just machined up a couple of boxes of .556." > "Need some ammo, there? I just machined up a couple of boxes of 5.56." (Bug #29508)
  • BoSPAMPostGame [0002AFF6]: "Super Mutants are abominations of science and must be eliminated at all costs." > "Super mutants are abominations of science and must be eliminated at all costs." (Bug #30295)
  • COMCaitIdle [000F161F]: "Raiders, Super Mutants, shamblers... you name it, they call the city home." > "Raiders, Super mutants, shamblers... you name it, they call the city home." (Bug #30296)
  • [000F1659]: "Never seen a female Super Mutant before... and you know what? Never want to." > "Never seen a female super mutant before... and you know what? Never want to."
  • [000F17CD]: "Super Mutants pack serious firepower, so expect the worst and keep your stimpaks ready." > "Super mutants pack serious firepower, so expect the worst and keep your stimpaks ready."
  • ConvDiamondCityGenericNPC05 [0017E193]: "And become Raider fodder, or maybe a Super Mutant's dinner?" > "And become raider fodder, or maybe a super mutant's dinner?" (Bug #30297)
  • DLC03_AO_Comment_Dialogue [030480AB]: "You live by the water, then the Mirelurks find you sooner or later." > "You live by the water, then the mirelurks find you sooner or later." (Bug #30298)
  • DLC04COMGageIdle [0602779B]: "Super Mutants... dumb as shit, but you gotta respect their strength." > "Super mutants... dumb as shit, but you gotta respect their strength." (Bug #30299)
  • [06028A30]: "If Super Mutants ever got organized... we'd all be screwed." > "If super mutants ever got organized... we'd all be screwed."
  • DLC04ShankKatelynIntroScene [0601E2FB]: "Here. Earned this. Anything else you find out--" > "Here. Earned this. Anything else you find out-" (Bug #30300)
  • [0601E2FE]: "Word is Super Mutants just hit the place." > "Word is super mutants just hit the place."
  • MinRadiantOwned05 [0018BC86]: "Maybe you can help us fight these Super Mutants." > "Maybe you can help us fight these super mutants." (Bug #30301)
  • [0018BC87]: "There's nothing to worry about." > "There's nothin' to worry about."
  • MinRadiantOwned05PrestonGreeting [0016045C]: "A settlement has sent word - they somehow managed to drive off a Super Mutant raid." > "A settlement has sent word - they somehow managed to drive off a super mutant raid." (Bug #30302)
  • MinRadiantOwned05SharedPlayerOutro2 [00160450]: "I'm sorry to report that the Super Mutants came back and tore up that settlement pretty bad." > "I'm sorry to report that the super mutants came back and tore up that settlement pretty bad." (Bug #30303)
  • MinRadiantOwned05SharedPlayerOutro3 [00160451]: "We wiped out that Super Mutant raiding party." > "We wiped out that super mutant raiding party." (Bug #30304)
  • MinRadiantOwned05Radio [0016042F]: "Attention, all Minutemen. Super Mutant attack reported. Please respond if you can." > "Attention, all Minutemen. Super mutant attack reported. Please respond if you can." (Bug #30305)
  • MS09 [000F06B1]: "I was well-known as one of the belles of Boston society... back when there was any." > "I was well known as one of the belles of Boston society... back when there was any." (Bug #30306)
  • MS11 [0016A8B2]: "You really think this place would be better off in the hands of Super Mutants or Raiders?" > "You really think this place would be better off in the hands of super mutants or raiders?" (Bug #30307)
  • RadioDiamondCity [0017975D]: "Thanks to the actions of our favorite Vault Dweller, Rex will hopefully lead a long, happy life free of the clutches of Super Mutants." > "Thanks to the actions of our favorite vault dweller, Rex will hopefully lead a long, happy life free of the clutches of super mutants." (Bug #30308)
  • [0017975E]: "Really bad luck, if, uhh, if you ask me... Anyway, Rex has been... He was saved by the, uhh, Vault Dweller." > "Really bad luck, if, uhh, if you ask me... Anyway, Rex has been... He was saved... He was saved... by the... by the vault dweller."
  • [00179767]: "And finally, in a strange twist in this story, apparently one of the Super Mutants has actually broken ranks, and joined forces with the Vault Dweller." > "And finally, in a strange twist in this story, apparently one of the super mutants has actually broken ranks, and joined forces with the vault dweller."
  • [00179768]: "One, uhh... One last thing that's... well, it's sort of related: One of the Super Mutants, has, uhh, I guess kind of, joined forces... with the, uhh, the Vault Dweller." > "One, uhh... One last thing that's, uhh... well, it's sort of related. One of the super mutants, has, uhh, I guess kind of, uhh, joined forces... with, uhh, the, uhh, the vault dweller."
  • [00179792]: "Whatever their reasoning, I think we can all agree that fewer Super Mutants running around isn't a bad thing." > "Whatever their reasoning, I think we can all agree that fewer super mutants running around isn't a bad thing."
  • [00179793]: "...That, uhh, that was a joke. Totally kidding, didn't really mean it... If the Brotherhood is listening I'm sure you're very nice, please don't kill me." > "...That, uhh, that was a joke. By the way, I was totally kidding... didn't really mean it... And if the Brotherhood is listening I'm sure you're very nice... please don't kill me."
  • [0017979D]: "For anyone who'd heard the radio broadcast from one Rex Goodman, captured by Super Mutants, I'm happy to report that he has been rescued." > "For anyone who'd heard the radio broadcast from one Rex Goodman, captured by super mutants, I'm happy to report that he has been rescued."
  • [0017979E]: "Maybe you heard the, uhh, radio broadcast... the one from Rex Goodman? That guy that was, uhh, he was captured by Super Mutants?" > "Maybe you heard the, uhh, radio broadcast... the one from Rex Goodman? The guy who was, uhh, he was captured by, uhh, super mutants?"
  • [0017979F]: "They've recently been seen cleaning up Fort Strong, formerly occupied by some very unpleasant Super Mutants." > "They've recently been seen cleaning up Fort Strong, formerly occupied by some very unpleasant super mutants."
  • [001797A0]: "They were last seen, uhh, attacking Fort Strong... The fort was, I mean, as far as I know, filled with, uhh... Super mutants." > "They were last seen, uhh, attacking Fort Strong... The fort was, I mean, as far as I know, filled with, uhh... super mutants. So... that's fun."
  • [001797AC]: "So, he's... He's alive... yay... and I guess will probably avoid Super Mutants. Even more than, uhh, than he used to." > "So, he's, uhh... He's alive... yay... and I guess will probably avoid super mutants. Even more than... than he used to."
  • mod_10mm_Receiver_BetterCriticals, mod_PipeGun_Receiver_BetterCriticals, mod_PipeBoltAction_Receiver_BetterCriticals, mod_PipeRevolver_Receiver_BetterCriticals, mod_HuntingRifle_Receiver_BetterCriticals, mod_CombatRifle_Receiver_BetterCriticals, mod_CombatShotgun_Receiver_BetterCriticals, mod_AssaultRifle_Receiver_BetterCriticals, mod_Deliverer_Receiver_BetterCriticals, mod_DoubleBarrelShotgun_Receiver_BetterCriticals, DLC03_mod_RadiumRifle_Receiver_BetterCriticals, DLC03_mod_LeverGun_Receiver_BetterCriticals, DLC04_mod_HandmadeGun_Receiver_BetterCriticals: The description of all Calibrated Receivers incorrectly read "Better critical shot damage" when they should have read "Better critical shot damage and accuracy." (Bug #30352)
  • pa_comp_T60_Leg_Lining_D: "T-60d Left Armor" > "T-60d Leg Armor" (Bug #30469)
  • BoS_DN084_Terminal_MassFusionMAIN1FCustomerService_NFSub01 [Menu Items; Item ID 3]: "If you're experiencing the following symptoms, we give you our word you that they are in no way related to our Cleanpower technology: Nausea, vomiting, diarrhea, headache, fever, dizziness and disorientation, weakness, fatigue, hair loss, poor wound healing, low blood pressure, skin flaking or burns." > "If you're experiencing the following symptoms, we give you our word that they are in no way related to our Cleanpower technology: Nausea, vomiting, diarrhea, headache, fever, dizziness and disorientation, weakness, fatigue, hair loss, poor wound healing, low blood pressure, skin flaking, or burns." (Bug #30534)
  • BoS_DN084_Terminal_MassFusionMAIN1FCustomerService_NF [Menu Items; Item ID 4]: "After spending six years years cutting his teeth as an electrical engineer with Poseidon Energy, Mr. Oslow decided he'd had enough with traditional methods of energy distribution and founded Mass Fusion to begin realizing his vision." > "After spending six years cutting his teeth as an electrical engineer with Poseidon Energy, Mr. Oslow decided he'd had enough with traditional methods of energy distribution and founded Mass Fusion to begin realizing his vision." (Bug #30534)
  • DialogueGoodneighborRufus [0017D524]: "Dunno if you've had the beer down at The Third Rail, but I swear Charlie must've found it in a sewer with how bad it tastes." > "Don't know if you've had the beer down at The Third Rail, but I swear Charlie must've found it in a sewer." (Bug #30535)
  • [0017D526]: "Dunno if you've had a beer here yet, but I swear Charlie must've found it in a sewer with how bad it tastes." > "Don't know if you've had a beer here yet, but I swear Charlie must've found it in a sewer with how bad it tastes."
  • [0017D545]: "Great. So the brewing machine is in the basement of an old bar call the Shamrock Taphouse." > "Great. So, brewing machine is in the basement of an old bar called the Shamrock Taphouse." / "When you leave town make your way around east till you hit Atlantic Ave. Bar's got a big green sign. Bring it back to me when you're done." > "When you leave town make your way around east till you hit Atlantic. Great big green sign. Bring it back here when you're done."
  • Inst301Shared11 [000E6A1A]: "You had me for a minute there." > "You... you had me for a minute there." / "Kill these sons-of-bitches!" > "Kill these sons of bitches!" (Bug #30583)
  • COMDeacon [000F9681]: "God damned, robots. Tough sons-of-bitches." > "God damned, robots. Tough sons of bitches." (Bug #30584)
  • [000F969E]: "This will be our finest hour. Tales shall be told of our fight versus the rad roaches." > "This will be our finest hour. Tales shall be told of our fight versus the radroaches."
  • [000F969F]: "Rad Roaches. Oh, scary." > "Radroaches. Oh, scary."
  • [000F96AE]: "Because Super Mutants needed a giant bigger brother." > "Because super mutants needed a giant bigger brother."
  • [000F96B0]: "Time for a Super Mutant show down." > "Time for a super mutant showdown."
  • [000F96B6]: "God damned, turrets." > "God damn turrets."

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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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
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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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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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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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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.

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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.

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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.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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