Arthmoor Posted April 18, 2016 Share Posted April 18, 2016 Unofficial Fallout 4 Patch Version: 2.1.5 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 The glow map texture for the glowing mutant hounds got corrupted again somehow. It has been fixed yet again. Hopefully for good this time. (textures\actors\FEVHound\FEVHound_g.dds) The Graygarden workshop borders that were initially fixed in 23169 have been reverted and replaced with a direct mesh edit to properly indicate the borders instead. (meshes\Workshop\WorkshopBorderGrayGarden01.nif) (Bug #32583) The edit for debris material needs to be removed because the affected file is in use by more than just the previously known references. Reverts Bug #32322 and deletes the material file in Materials\Landscape\Ground\DebrisGroundTile.BGSM (Bug #32691) Several cells on Far Harbor end up with missing textures on XB1 due to a mismatch in the data sets for Previsbines in them. It doesn't matter what type of edits they were since the issue lies in the CELL record headers themselves. [AcadiaObservatoryExt02, FringeCoveDocksExt02, HarborGrandHotelExt03, NationalParkCampgroundExt, SouthWestHarborExt, DLC03POIDL02, DLC03POI14, DLC03POI55, DLC03POI02] (Bug #31597) Actor Fixes Amelia Stockton incorrectly had a synth component in her inventory that is instead supposed to be an on-death item. (Bug 32704) Female "Child of Atom" corpses only identified as a generic corpse rather than one specific to them. This was due to mistakenly inheriting the base data from generic corpses. [Loot_CorpseChildrenOfAtomFemale] (Bug #32791) Bullet's Minions remain gathered outside of Billy's house after the end of his quest because their package conditions would only make them follow Bullet as long as it was running. Since these minions only exist to support Bullet anyway, all conditions from the package have been removed. So where Bullet goes, his goons will follow. [MS01BulletMinionFollow] (Bug #19998) Item Fixes Seasoned Rabbit Skewers were missing a piece of wood in its recipe. All other skewered food requires one. [DLC03_co_food_SteakRabbit] (Bug #32739) Vendor counters at Bunker Hill could be destroyed during the battle because the furniture objects had destruction data attached. Once destroyed, the vendors can no longer do their jobs and can't be reassigned either. Unfortunately the objects will not regenerate if they're already destroyed. [WorkshopStoreMisc03NoEditDinerCounter] (Bug #32727) [NR] The Relentless modification had a NULL enchantment in its list. [mod_Legendary_Weapon_OnCritRefillAP] (Bug #32708) Empty Lukowski's Potted Meat Trays should have been set up as Aluminum rather than steel. (Bug #32684) The Workshop hamper was incorrectly set up to require wood scrap instead of the normal wood component. [DLC06Workshop_co_CleanFurn_Hamper_Empty] (Bug #32680) LLM_HuntingRifle and LL_MiscMod_HuntingRifle had entries in their lists which should have been set to level 11 but were mistakenly set for level 111. (Bug #32672) Nuka-Cide [DLC04_NukaCola_NukaCide] should provide a larger magnitude when the player has the Wasteland Survival 3 perk. The value checks on this were reversed. The boosted magnitude was also incorrectly set to 10 when it should be 11.25. (Bug #32671) The Calibrated Powerful Receiver mod incorrectly references the scope attachment point instead of the gun casing attachment point. [mod_DoubleBarrelShotgun_Receiver_MoreDamage2_and_BetterCriticals] (Bug #32778) Quest and Dialogue Fixes Rite of Passage (DLC03FarHarborM01) does not recognize meats added by Nuka-World. All of the DLC04 meats have been added to formlist DLC03FarHarborM01MeatList so that they will be usable in the quest. (Bug #32763) Strong's affinity dialogue checks were all incorrectly keyed to the player and would always respond neutral. Further, all of the random lead-in dialogue was set to check Admiration rather than Infatuation, resulting in only 4 sets of choices instead of 5 like it should be. And to top all of that off, none of his responses were properly randomized so only the first response in each set was ever used. [COMStrongTalk] (Bug #32699) Cedric Hopton should be set as protected after losing his essential status in Building a Better Crop (InstM01) so that he doesn't randomly die and improperly get the player blamed for his murder. (Bug #32690) During Hunter/Hunted (MQ205) the radio signal that lead you to the Courser should have been shut down. A property was missing on Z2-47's quest alias to call the stage that handled this. (Bug #32569) Pest Control, Hypothesis, Appropriation, Reclamation, and Political Leanings [InstR01, InstR02, InstR03NEW, InstR04, InstR05] could all be erroneously restarted after the player is kicked out of the Institute (or later destroys it) because the Story Management node was only checking to see if Synth Retention [Inst301] had been completed rather than also checking to see if the kickout conditions had been set. (Bug #32570) In Last Voyage of the U.S.S. Constitution [MS11], telling the scavengers you'll help them prompts Cait to say she liked the decision, yet she throws a negative affinity bump. This is caused by CompanionAffinityEventQuestScript calling the wrong affinity function for her response event. (Bug #32389) [NR] In the same quest, Strong incorrectly gives a neutral bump instead of a negative bump when telling the scavengers you're siding with Ironsides. (Bug #32389) [NR] The scientist who scans you for radiation at Vault 81 could never play his lines because they were all checking if he had the radiation amounts instead of the player. One response line was also incorrectly configured to only play for male characters even though it's a neutral line. (Bug #32803) During Road To Freedom [RR101], Deacon has some dialogue to vouch for the player when certain quests are done. If the player rescues Nick Valentine from Skinny Malone, Deacon's lines for this can't play because they're checking the wrong quest stage. (Bug #32802) Getting the final reward from Kent Connolly in The Silver Shroud [MS04] when you're at level 45 or higher makes you wait for an arbitrarily long time (until level 100). This is due to the fact that the armor is given to you based on Kent's level instead of your own. He's level 6, so the armor is the lowest one on the table. Given the scripting involved it's fairly clear this was supposed to give you the armor based on your own level, and if you were already at or above 45, to set it up so that no upgrades would be offered since none are available beyond that. Note that if you've already completed this quest you'll just have to play on to level 100 to get the appropriate copy since there's no way to determine what level you were when the quest was completed. (Bug #32783) [NR] At the end of Taken For A Ride [DLC04MQ01] the player is supposed to gain "ownership" of the Fizztop Grille, but this is never done. The end result being that the bed will not confer the benefits of the Well Rested or Lover's Embrace perks when slept in. (Bug #28846) During The Battle of Bunker Hill [Inst302], if the player kills 2 or frees 1 synth, the objective to deal with escaped synths is deactivated. However, further along in the quest when the player needs to report back to the Institute, the quest reinstates the objective when it shouldn't. Not only should it ignore this condition, it would also result in a duplicated objective in the quest list. (Bug #25914) After Open Season [DLC04RaiderKickout] there may be several dead raiders who remain behind indefinitely. This appears to be because several Actor Dialogue event quests could be running at the same time you're running around killing them all. These quests will all be shut down now once you've completed Open Season and should result in the raider corpses despawning after the expected amount of time. (Bug #22242) Similarly, after destroying the Railroad by killing all of its NPCs, none of the corpses ever get cleaned up because numerous quests are still running which are holding them in aliases. These will all be shut down upon reloading the game a second time after installing the patch. This should allow for time to go loot the bodies before the cleanup is triggered. (Bug #20003) Radio Freedom should no longer exhibit janky behavior like going silent after moving around, and should now work properly when placed Minutemen Radio objects are turned on. This was due to an odd set of conditions on the radio loop scene that would interrupt things if the player was not tuned in on the pip-boy or listening live at The Castle. (Bug #20522) In Pull the Plug [DN138] the second objective to return to Sulley is never completed and remains open in your pip-boy forever. (Bug #25186) Placement/Layout/Ownership and Other World Fixes 00204345: Duplicate decal deleted. (Bug #23765) 0006662E: Door that should not have been interactible as it leads to nowhere. (Bug #32572) 001B8987: Duplicate water bottle separated and placed next to the original. (Bug #32761) 000F933E: Reference to Dn047Worker02 is positioned in the editor in such a way that they can sometimes get pushed off the navmesh next to the chair they're linked to. This sometimes results in them being pushed through the ceiling or floor by the game attempting to move them to a valid position. (Bug #32759) 03044492: Footlocker clipping into a mattress. (Bug #32748) 00124772: Fire barrel clipping through an overpass. (Bug #32746) 0016C9C1: Stool stuck in a debris pile that should not be interactible. (Bug #32745) 000FFA66, 000FFA67, 000FFA69: Frag mines buried too far underground to be interacted with. (Bug #32744) 00164F95, 0016535F: Items clipping through a display counter. (Bug #32743) 000BC14D: Nuka-Cola machine rotated to prevent the door from clipping into the fridge next to it. (Bug #32741) 03056EEA: Dog Collar moved to the ground. It could not be looted from its original position due to being trapped behind a bad collision mesh. (Bug #32740) 001AEEF8: Unlootable tool box moved outside of the collision cube it was placed under. (Bug #32737) 0303DEED: Bench clipping into a wall. (Bug #32735) 0023AEFA: Duplicate toolbox separated and placed near the original. (Bug #32721) 001B19AF: Duplicate hazard trap deleted. (Bug #32720) 0022F115: Jukebox incorrectly set to use a workshop version when it's not in a settlement. (Bug #32705) 001BBBF0: Clutter piece missing its other half, leaving an exposed underside. (Bug #32777) 001FB9FC: Duplicate desk deleted. (Bug #32775) 0700002B: Grass patch added to cover up a huge gap under a wall. (Bug #32774) 000DCC2D: Duplicate elevator meter deleted. (Bug #32773) 000BF2A1: Duplicate traffic cone separated and placed near the original. (Bug #32772) 0300C965: Buoy set up with the wrong type of bell. (Bug #32677) 000c38bf: Incorrect roof hatch type used on the roof entrance to Fort Hagen. (Bug #32676) 00181BBE: Bottle stuck inside a fusion generator. (Bug #32649) 00248403: Unlootable pre-war cooler. (Bug #32636) 000EF623, 000EF613, 000EF61B: Desks facing backward into walls. Rotated 180 degrees to correct. (Bug #32598) 03036B98: Cooler clipping a wall. (Bug #32780) 073CB226: Wooden frame placed to cover a huge hole in the ceiling which allowed seeing through the underside of a building. (Bug #32776) 0018C597: Tinker Tom's microscope improperly has Havok enabled collision on it. Replaced with a standard NPC use microscope. (Bug #32637) 00197896: Dog spawner clipping through the ground. (Bug #32805) 000618a0: Reinstated ownership on this door. Reverts Bug #29157. (Bug #32804) 0002A3B3: Desk turned 180 degrees in the wrong direction. (Bug #32801) 00195F51, 00195F52, 00195F53, 001ABA7D: Unowned idle markers that should have been marked as BoSGenericNPCFaction. Companions could get stuck by them. (Bug #32797) 06027A8B, 06027A8C, 06027A8D, 06027A8E, 06027A8F, 06027A90, 06027A91, 06027A93: Items in the "Vault-Tec: Among the Stars" room that were erroneously set as owned by Penske's faction from Vault 81. All on a single table, so likely the result of a copypasta error. (Bug #32787) 00177AD8: Fire barrel clipping through the ground. (Bug #32601) 001B8CEC, 001B8CF0, 001B8CF4, 001B8CF5, 001B8CF6, 001BBF74: Raiders at Hangman's Alley that would respawn because they weren't tagged in the Encounter Zone. (Bug #27726) 07417FCB: Added a collision box to make it possible to climb up the stairs at Custom House Tower. (Bug #19895) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here. DocDoom666, oddlittleturtle, Mindray and 1 other 2 2 Link to comment Share on other sites More sharing options...
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