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Posted

Unofficial Fallout 4 Patch


Version: 2.1.9
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 1.11.137 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

v2.1.9a (2025-11-11) [FO4 1.11.137+]

UFO4P Fixes

  • Set the filenames in the MAST header to lowercase to help with Steam Deck and linux compatibility.
  • When Pigs Fly was still being started on exiting the vault due to the script properties being missed during patch merging. [QUST:FE00712A:ccSBJFO4003_Quest]
    [Please note: The Best of Three currently still starts in the same manner, but Bethesda has NOT corrected this in the DLC file. This is NOT a UFO4P issue.]

Text Fixes

  • [INFO:0014DDBE] "has dedicated" -> "have dedicated" [Subtitle does not match audio] (Bug #36020)
  •  

v2.1.9 (2025-11-10) [FO4 1.11.137+]

Official 1.11.137 Patch Update Reconciliation

  • FaceGen files for Tina De Luca and Dr. Penske have been removed as these were fixed officially. [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] Reverts 35100.
  • Merged fixes in WorkshopParentScript with our fixes.
  • Merged fixes in WorkshopScript with our fixes.

UFO4P Fixes

  • The fix in UFO4P 2.1.8 to generate 4 custom items should not be run if the player is starting a new game, otherwise duplicates of the 4 objects will be generated. The retro script will now check to see if MQ101 (the chargen and pre-war quest) has advanced before running the item check. This *MAY* still result in duplicate though as our script has no other way to check these items than to check the aliases they're supposed to have been filled into. (Bug #35170)
  • Object Bounds data had been cleared on the Bottlecap Mine base record for some reason. [WEAP:0010771F:BottlecapMine] [XBox Only] (Bug #35567)
  • Some fixes for the View from the Vault interview series were using the wrong alias pronoun objects for the player. [BOOK:000A0783:Publick_Interview_01A, BOOK:000A0784:Publick_Interview_01B, BOOK:000A0785:Publick_Interview_01C, BOOK:000A0788:Publick_Interview_02C] (Bug #35178)

Actor and AI Fixes

  • Nisha's holotape contains entries that should be conditioned, but fail to do so because the item is available in her general inventory and can be taken at any point, whether you kill her or not. The holotape has been moved to a death item to prevent the terminal entries from showing up that shouldn't. [NPC_:0600A4E2:DLC04Nisha, Added: [LVLI:070408BB:UFO4P_LLD_DLC04NishaHolotape] (Bug #35619)

Item Fixes

  • Chameleon legendary effect uses visuals and sounds from the Stealth Boy PA mod when it shouldn't be. This causes conflicting sound stacking on an object that should be silent to begin with. [ENCH:001F4D16:ench_mod_LegendaryArmor_Chameleon] Added: [MGEF:0700A7DB:UFO4P_ChameleonEffectArmorModFix] (Bug #35085)
  • The Chinese Grenade Launcher could improperly spawn with pipe rifle parts due to a bad setup on the weapon's object templates. [WEAP:FE007071:ccSBJFO4003_ChineseGrenadeLauncher] (Bug #35382)
  • Saugus Forge leveled list for helmets should not have Brotherhood of Steel equipment in it. [LVLI:0013105A:LL_Armor_Forged_Helmets] (Bug #35632)
  • Ice Cold Nuka-Cola Dark is missing its addiction to alcohol information. [ALCH:0602EDA9:DLC04_NukaCola_Dark_Cold] (Bug #35908)
  • The Freefall armor mod is missing the 2 points of energy resistance all other legendary armor mods have. [OMOD:00093BBD:mod_Legendary_Armor_FallDamageImmunity] (Bug #36008)

Location Fixes

  • Fixed missing and broken navmeshes in RelayTowerInt12 and RelayTowerInt17. [NAVM:07000003, NAVM:001DE7F8] (Bug #35423)
  • Incorrect water type on cell -21,14 in the Commonwealth. [CELL:0000DE48] (Bug #35944)

Mesh, Material, and Texture Fixes

  • The workshop version of the shack stairway is missing the stairhelper marker that aids in NPC navigation. [meshes\architecture\shacks\workshop_shackstairs01.nif] (Bug #35552)

Papyrus Fixes

  • Fragments:Quests:QF_RR02_0006FA37, Fragments:Quests:QF_RR303_00043275: Both of these quest scripts fail to return Deacon's Protected status after removing an essential flag placed on him earlier in each script. Setting the essential flag on an NPC also automatically wipes the protected flag, and in Deacon's case, his protected status needs to be reinstated or he may die and cause some Railroad quests to fail as a result. (Bug #35709) [NR]

Perk and Stat Fixes

  • The accuracy perk on Wolf Ribs does not work correctly, and the description of its Night Vision effect is incorrect. [ALCH:03048400:DLC03_SteakWolf, MGEF:03048402:DLC03_FortifyAccuracyFood, PERK:030566B0:DLC03_FortifyAccuracyFoodPerk] (Bug #35092)

Quest and Dialogue Fixes

  • Invalid properties removed from ccBGSFO4116_QuestSpigot. [QUST:FE002871:ccBGSFO4116_QuestSpigot] (Bug #35626)
  • Removed invalid properties from Best of Three. [QUST:FE006846:ccBGSFO4046_BestOfThree] (Bug #35628)
  • When Pigs Fly pointed to the wrong form ID for Sugg's Vendor Chest. [QUST:FE00712A:ccSBJFO4003_Quest] (Bug #35629) [NR]
  • Preston has a random encounter [only possible if he's your current follower] that if won, would allow you to recruit his friend Ben into the Minutemen. This encounter can't start though due to problems with the alias for Preston on the quest. So it never comes up in the game. [QUST:00030FB0:REAssaultKMK_COMPreston] (Bug #35657)
  • Several Minuteman radiant quests have an issue where Preston will briefly attempt to say a line (and display subtitles for it) and then immediately switch to another line. This is due to several of the radiant quests not having a "Start Scene on End" flag set on the appropriate dialogue line when they should. [INFO:000A7280, INFO:000A7ACC, INFO:0009C8DE, INFO:000998AA, INFO:000A18FF, INFO:000E4790, INFO:00106F54, INFO:00106F55, INFO:00106F56, INFO:00106F57, INFO:001533CE, INFO:001533CF, INFO:001632D2, INFO:001632D3, INFO:001632D4, INFO:0015B8A6, INFO:0015F0C8, INFO:0015F0C9, INFO:0015F0CA, INFO:0016045A, INFO:0016044D, INFO:00167F52, INFO:00186667, INFO:00186A2E] (Bug #35903)
  • Similar to the above, Quartermastery and Cleansing the Commonwealth have an issue with the responses when turning those quests in and picking up another instance. [INFO:001A70D4, INFO:001A70D5, INFO:001A8684], INFO:001A8685, INFO:001A8686, INFO:0003D1E2, INFO:0003D1E3, INFO:0003D1E4, INFO:0003D1E5, INFO:001A7CD0] (Bug #35946)

Terminal Fixes

  • Removed invalid properties from AM 810 Music Catalogue. [TERM:FE00181A:ccBGSFO4115_HolotapeTerminal01] (Bug #35627)

Placement/Layout/Ownership and Other World Fixes

  • 0021fc00: Floating lunch box. (Bug #35125)
  • 0802F774, 0802F775: Rubble added to cover a large gap in the sidewalk near East C.I.T. Raider Camp. (Bug #35148)
  • 0802F778: Dirt pile added to cover a gap under 2 walls at Corvega Assembly Plant. (Bug #35153)
  • 0802F779: Brick layer added to cover a gap at Switchboard. (Bug #35154)
  • 060505e1: Cash register buried under the ground. (Bug #35168)
  • 001e8086, 001e8087, 000ec310, 001e808c: Floating objects. (Bug #35174)
  • 000A4504: Sniper rifle outside the playable bounds of Mass Chemical. (Bug #35488)
  • 0703C46A: Collision box added to cover a church tower mesh that doesn't have collision on it. (Bug #35576)
  • 00045353: Stimpack which has the Tutorial favoriting script on it but shouldn't. (Bug #35610)
  • 0023d321: Floating wall safe. (Bug #35757)
  • 001f1358: Bedroll floating above the floor of a bus. (Bug #35787)
  • 001531F1: Car floating above the pavement. (Bug #35788)
  • 0014F5D7: Power armor frame floating above the ground. (Bug #35789)
  • 06022DED, 0604F876, 060374EE, 0604D564, 06047DC6, 0604D49C, 06021ED5, 0604F7E3, 060321FF, 0604EB92, 06047DB3, 0604D496, 0603207C, 0604D808, 0600A3A9, 0604D810, 0602A07C, 0604D817, 06019204, 0604F7DE, 06047DA8, 0604D480, 0602A0E0, 0604D815: Floating lamp posts in various places in Nuka-World. (Bug #35815)
  • 000DCF77, 0011AF17, 0011C543, 001E35A3, 000539AA: Floating desk fans in Arcjet Systems. (Bug #35843, #35844)
  • 001A86E9, 001A86FB, 001B25EC: Floating objects in Andrew Station. (Bug #35845)
  • 0016a00c: Floating toy truck. (Bug #35846)
  • 0009fb54: Floating newspaper. (Bug #35867)
  • 001C7205, 0015BF26: Floating benches. (Bug #35868)
  • 002392EC: Floating street lamp. (Bug #35869)
  • 00063BD9, 000c8cd4, 000c8ccf: Wire splines not connected to their poles. (Bug #35870)
  • 002392f9, 002392f8, 001d9415, 000839B4, 001D618F, 001D618E, 001685E8, 001D9673, 001D9674, 001E696F, 00087DC6, 001E696E: Floating Pulowski Shelters. (Bug #35871)
  • 000C0672, 000C0674: Frag Mines outside of playable space. (Bug #35900)
  • 0016C3B0: Duct Tape outside of playable space. (Bug #35901)
  • FE008164, FE00816F, FE008165, FE00816E: Floating objects. (Bug #35902)
  • 0003d763, 0003d761, 0003d760, 0003d72b: Beer bottles outside of playable space. (Bug #35922)
  • 06017cfb: Fridge clipping a wall. (Bug #35923)
  • 001976d0, 001976ca, 00092fea, 00092ffe, 00092ffd, 00092f7d: Floating objects at Wicked Shipping. (Bug #35926)
  • 00064420: Floating chair at Abernathy Farm. (Bug #35927)
  • 00100e99, 000ff90f: Floating boxes at Lexington. (Bug #35928)
  • 001a5bf2: Floating lamp. (Bug #35930)
  • 001fb2a7, 001fb2b5: Floating suitcase and van. (Bug #35931)
  • 0018499d: Floating cup outside playable space. (Bug #35934)
  • 001B373A: Useless floating traffic lights removed. (Bug #35935)
  • 00178cd2: Prewar table outside of playable space. (Bug #35939)
  • 00097D0A: Inaccessible dumpster removed. Bug #35941)
  • 000c7a06: Shopping cart buried underground. (Bug #35942)
  • 00098509, 0009850a, 0009850b, 0009850c: Beer bottles buried underground. (Bug #35943)
  • 00199788: Turpentine can outside playable space. (Bug #35948)
  • 0016a04e: Disconnected wire spline. (Bug #35949)
  • 00027f5e, 00027f48, 00027f5f: Cups outside of playable space. (Bug #35950)
  • 00097498: Dog corpse buried underground. (Bug #35958)
  • 0018c338, 0018c33a: Hats buried underground. (Bug #35959)
  • 00187f26: Trash dumpster clipping into a wall. (Bug #35967)
  • 06038cb2, 06038cb4: Floating tables. (Bug #35969)
  • 06034645: Dangling wire spline. (Bug #35977)
  • 06048f2c: Floating oil cannister. (Bug #35978)
  • 001A5A12: Lunchbox buried underground. (Bug #35992)
  • 00092F64, 0008A361: Saw Horse and Bone that were placed under the accessible area below the scene they belonged to. (Bug #35993)
  • 00097d72: Trader corpse buried under a building. (Bug #35994)
  • 0602bacf: Dangling string of flags. (Bug #35995)
  • 000E409F: Psycho buried under a building. (Bug #35999)
  • 000c7acf: Floating trash can. (Bug #36001)
  • 060569a6, 060569a1: Floating Nuka-Cola machines. (Bug #36003)
  • 000c1f5b: Floating bed. (Bug #36004)
  • 001d1de9: Floating standpipe. (Bug #36005)
  • 000bede8: Pistol outside of playable space. (Bug #36006)
  • 0012476b, 0012476c: Floating frag mines. (Bug #36007)
  • 001FFDFA: Floating patio chair. (Bug #36010)
  • 0010e89b: Floating cash register. (Bug #36012)
  • fe005067, fe0054fb, fe0054fb, fe00500b, fe00500c, fe005011, fe0055ac, fe00506c, fe0056f2, fe005295, fe005163, FE00528F, FE005385, FE005389: Various floating objects in The New England Technocrat Society. (Bug #36013)
  • fe0054eb: Mannequin z-fighting the floor in The New England Technocrat Society. (Bug #36013)
  • fe0050b7: Duplicate pillar removed in The New England Technocrat Society. (Bug #36013)
  • fe00552f: Papers z-fighting with a rug in The New England Technocrat Society. (Bug #36013)
  • fe00579f, fe0057a0: Stimpaks buried in rubble in The New England Technocrat Society. (Bug #36013)
  • 0603fe13, 0603fe0e, 0603feb6, 0603fe1f, 0603fea3: Floating paintings. (Bug #36014)
  • 0018e846, 0018e845, 001e44cb: Floating objects in Big John's Salvage. (Bug #36016)
  • 00071EB6, 0007B49C, 00071EB6, 000721EA, 000721E9, 000721EB, 000721EC, 0007B49E, 000721F1: Water planes at Weston Weston Water Treatment Plant are not visible from a distance at the times they should be. (Bug #26079)
  • 001f4205: Floating wood crate. (Bug #36018)

Text Fixes

  • [OMOD:00187A26:mod_melee_BoxingGlove_ExtraHeavyHead] "Superior damage" -> "Exceptional damage" [The item is the improved version of the Puncturing mod] (Bug #35124)
  • [TERM:001EC0A7:GlowingSeaPOIJB03_Terminal_Sub01] "time a day" -> "times a day" (Bug #35823)
  • [INFO:0014DDBE] "every member" -> "the members" [Subtitle does not match audio] (Bug #35824)
  • [INFO:00125ADE] "So much fire Such bei." -> "So much fire. Such bei." [missing punctuation between statements] (Bug #35825)
  • [INFO:00106F94:MinRecruit03USAFOlivia] "My guess is they're holed up in the old USAF station." -> "My guess is they're holed up in that old USAF station." [Subtitle does not match audio] (Bug #35826)
  • [INFO:001A4A95] "I'll see what I can find." -> "I'll see what I can find out." [Subtitle doe snot match audio] (Bug #35827)

The complete changelog for PC and XBox 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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