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


Arthmoor

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Unofficial Fallout 4 Patch


Version: 2.1.6
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 1.10.980 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

Official 1.10.980 Patch Update Reconciliation

  • Merged change in Heavy Flamer with the position fix for the toolbox so that it will properly require the Keeper's Toolbox Key.
  • Forwarded the location data added by Enclave Remnants to GlowingSeaPOIJS02.

UFO4P Fixes

  • workshop_co_SleepMattress is an inaccessible recipe and therefore the edits to it are unnecessary. (Bug #32786) [Note that it being duplicated in the menu is NOT a vanilla or UFO4P bug. It is something triggered by Buffout and needs to be fixed on their end of things.]
  • workshop_co_BedMattress formula has been adjusted to use less steel so that it makes more sense in line with beds that have actual frames. (Bug #33040)
  • Crashes for users with nVidia RTX cards who attempt to open the Graygarden workshop menu have been resolved. Glitchfinder has provided us with a mesh that eliminates the problem. (Bug #33066) [meshes\Workshop\WorkshopBorderGrayGarden01.nif]
  • An error in script DLC03:TrapBear causes actors without the Lightfoot perk to fail to properly trigger traps using the script. (Bug #33086)
  • 03043A2D: Rifle that had its placement adjusted at some point but then somehow ended up sitting upright with improper rotation values. (Bug #32959)
  • Gunslinger level 5 had the weapon checks on the wrong perk entry tab from our fix in UFO4P 1.0.1. (Bug #33846)
  • The useless Nukalurk Eggs have been removed from the spawning activator. Reverts 27393. The item itself as created by UFO4P will remain to prevent possible CTDs. Go sell the useless eggs or something :P (Bug #33834)
  • Modified the fix in stage 101 of Reunions [MQ106] so that the Command Center door is not set into a bad state which may then lead to breaking the arrival of the Prydwen. (Bug #33695)
  • December's Child weight decrease was applied incorrectly resulting in it being heavier instead of lighter as intended. [DLC03_mod_Custom_Weapon_M4] (Bug #33931)
  • 0724DB6F: Fog Condenser added by UFO4P was not linked to its jug. (Bug #32769)

Actor Fixes

  • DLC04_LvlGang_Operator_Boss incorrectly drew from generic raiders which would sometimes result in choosing a Disciple instead of an Operator to fill the template. (Bug #33772)
  • MQ302Minuteman02 had incorrect face morph values due to being switched from female to male without a proper facegen update. (Bug #33000)
  • Old Longfellow is missing the ability that controls the Live & Love perks for companions. (Bug #33938)
  • LCharMoleratLegendary and LCharMoleratAmbushLegendary incorrectly spawn ordinary Mole Rats between level 7 and 13. The Mole Rats themselves also lack their appropriate skins and material swaps. (Bug #33935)
  • Caged versions of Glowing Mole Rats and Mutant Hounds did not get the fixes that were done for the non-DLC versions. (Bug #33933)
  • Deathclaws permanently mark a target to dismember on death due to the effect wrongly being set up as an ability. [abDeathClawClawsSpell] (Bug #33920)
  • Following Last Voyage of the U.S.S. Constitution, the Lookout does not go with his shipmates if the quest ended with the ship crashing into the Baxter Building. [DialogueMS11 - New Alias AI Pack added] (Bug #33139)
  • After completing "Out of the Fire" [DN121] Saugus Iron Works respawns a leveled raider boss to fill the leader position. This leader should not have been spawning in using Slag's specific version of raider power armor. [LvLForged_Boss] (Bug #32871)
  • Guard settlers are not using the correct template reference for their inventories. Rather than using EncWorkshopNPCMaleFarmer01Template they should be using EncWorkshopNPCMaleGuard01Template. (Bug #33957)
  • Synth Refugee [DLC03_Loot_CorpseSynthRefugee] and its female counterpart lack a Synth Component on their bodies, as is found on other dead synths. (Bug #32555)

Item Fixes

  • DLC03_LL_Armor_Trapper_Coast_Underwear had an invalid form in the list. (Bug #32989)
  • Fancy Plaid Suit & String Tie [DLC04_Armor_Operators_Underarmor_02] was accidentally left out of the Operators underarmor list. [DLC04_LL_Armor_Operators_Underarmor] (Bug #33849)
  • DLC01LLI_Vendor_BotMods_Basic_Armor erroneously contains a useless component for Mr Handy Bottom Armor that doesn't have a craftable recipe, nor does it have a craftable modification for it. [miscmod_DLC01Bot_Torso_MrHandy_Armor_Standard_Bottom - removed] (Bug #33848)
  • DLC04_NukaWorld_Meat75 erroneously offers up Flying Ant Meat which is never used in anything and was apparently cut from the game. (Bug #33847)
  • MacCreadyOutfit erroneously includes an unplayable set of Road Leathers [Armor_MacCready_Raider_Underarmor] which he cannot use due to his duster conflicting with the biped slot. (Bug #33918)
  • Basketballs for the Nuka-Cade should cost 4 rubber instead of 2, or the player will be capable of an infinite rubber exploit. [DLC04workshop_co_NukacadeHoopShotBall] (Bug #33842)
  • Prewar_Locker_01 was missing its open and close sounds. (Bug #33841)
  • Acid Soaker ammunition only crafts a single round instead of the 20 it was supposed to be. [DLC04_co_Ammo_AcidSoaker] (Bug #33840)
  • The Gatling Laser Overcharged Capacitor mod incorrectly requires Gun Nut level 2 when energy weapons are always governed by the Science! perks instead. [co_mod_GatlingLaser_LaserReceiver_MoreDamage3] (Bug #33839)
  • Vault-Tec Deep Pocketed mod has no crafting requirements. [co_mod_armor_VaultTec_Lining_Torso_ImprovedCarryCapacity2] (Bug #33838)
  • Overboss Power Helm [DLC04_Armor_Power_T51_Helm_RaiderOverboss] is missing the default raider headlamp in its template. (Bug #33836)
  • MeatBag_Floor001 and MeatBag_Floor002 had wild edits applied by the Wasteland Workshop DLC that serve no purpose. (Bug #33945)
  • mod_InstituteLaserGun_Scope_ScopeMedium, mod_InstituteLaserGun_Scope_ScopeMedium_NV, and mod_InstituteLaserGun_Scope_ScopeShort_NV are all set to the wrong zoom value for the type of scopes they are. (Bug #33944)
  • mod_armor_Combat_Lining_Torso_Lighter and DLC03_mod_armor_Marine_Lining_Torso_Lighter should both be providing 5 AP instead of 2 since they are for the torso slot. (Bug #33943)
  • DLC04_mod_HandmadeGun_Receiver_MoreDamage3 errneously has dn_HasReceiver_Converted applied even though it's not changing the ammo type. (Bug #33942)
  • DLC04_TrashObjectBurgerbox01, DLC04_TrashObjectCup02, DLC04_TrashObjectCup, DLC04_TrashObjectPizzabox01, DLC04_TrashObjectCupGroup, and DLC04_TrashObjectHotDogbox01 all have abnormally high weight for miscellaneous trash items. (Bug #33941)
  • holotapeLadiesAux01, holotapeLadiesAux02, holotapeLadiesAux03, holotapeTheControl01, holotapeTheControl02, and holotapeTheControl03 all had a weight of 0.2 when holotapes should have 0 weight. (Bug #33940)
  • DLC04_Ammo_PaddleBall lacked a short name, causing it to display as blank in the UI. (Bug #33939)
  • PA_Legendary_Any_Unbreakable, PA_Legendary_Any_Low_Weight, and mod_Legendary_Weapon_RadiationDamage were missing the setting to raise their value by 4x normal. (Bug #33936)
  • Daytripper should last 10 minutes as its description says instead of 5. (Bug #33932)
  • Laser Muskets can spawn with Laser Gun parts due to a misconfigured set of object mods. [modcolgroup_LaserMusket_LongBarrel_ExtensionWithBracket_AND_Camera, modcolgroup_LaserMusket_LongBarrel_ExtensionWithBracket_AND_Focuser, modcolgroup_LaserMusket_ShortBarrel_ExtensionWithBracket_AND_Splitter] (Bug #33929)
  • Poisoned Caltrops should not be setting off explosions when used. [DLC03_ThrowingCaltropWeaponPoisoned] (Bug #33923)
  • Melee weapon mods do not actually provide bonuses for cripple chance or extra limb damage because the effect data for them was never created. (Bug #33930)
  • BaseballGrenadeProjectile, BehemothBoulderProjectile, MolotovCocktailProjectile, SynthTeleportGrenadeProjectile, DLC04_LuckyRabbitsFootProjectile, DLC04_LuckyRabbitsFootProjectile2, DLC04NukaCherryGrenadeProjectile, and DLC04NukaQuantumGrenadeProjectile all have explosion effects that incorrectly default to the one for frag grenades. (Bug #33927)
  • MS09JackRadiationGunProjectile, and GammaGunProjectileLarge are incorrectly flagged to penetrate geometry despite being beam weapons. (Bug #33919)
  • Robot and Metal armor pieces incorrectly have Universal linking keywords attached to them which results in the "Dense" mod being applicable to more than just torso parts. [Armor_Metal_ArmLeft, Armor_Metal_ArmRight, Armor_Metal_LegLeft, Armor_Metal_LegRight, Armor_Metal_Torso, DLC01_Armor_Robot_Torso, DLC01_Armor_Robot_ArmRight, DLC01_Armor_Robot_ArmLeft, DLC01_Armor_Robot_LegRight, DLC01_Armor_Robot_LegLeft] (Bug #33835)
  • Deliverer should have the WeaponTypePistol keyword on the actual weapon instead of by way of adding modifications for it. [mod_Deliverer_Grip_Standard, mod_Deliverer_Grip_Better1, mod_Deliverer_Grip_Better2] (Bug #32839)
  • Fortification effects for Ultra-Jet, Psycho-Jet, and Buffout need to be reduced from 15 duration to 5 duration due to the fact that the durations are incorrectly extended due to the slow time effects. (Bug #32932)
  • The Marine Armor Chest Piece [DLC03_Armor_Marine_Torso] incorrectly referenced leg armor materials in its Epic variants. (Bug #32809)
  • Several Rust Devil Robot mods list "Reduces Carry Capacity" as an effect for the object mods. This effect was left off of many of them. See ticket for the complete list. (Bug #31630)
  • Exemplar's T-60 Torso is always labeled as "c" but it should be "b", "d", or "e" based on which level is rewarded to you by Kells. (Bug #31517)
  • Plasma weapons should now work properly with the Penetrator perk. [PlasmaProjectileLarge, PlasmaProjectileSmall, PlasmaProjectileSmallFast, DLC01LightningGunProjectile] (Bug #23322)
  • Curie will now give Curie's Healthpaks to the player instead of ordinary stimpaks. Curie's Healthpak [ALCH 0019c0d9] does exist in the game files already, but it was nowhere used (Bug #32937)
  • The combat rifle mods mod_CombatRifle_Scope_SightsImprovedGlowIron and mod_CombatRifle_Scope_SightsImprovedIron were using the same loose mod. The combat shotgun mods mod_CombatShotgun_Scope_SightsImprovedGlow and mod_CombatShotgun_Scope_SightsImprovedIron had the same problem. Two new loose mods were created and have also been added to all relevant leveled lists and form lists. (Bug #32641)

Location Fixes

  • Several issues with the setup for the Caravan encounter in Automatron have been corrected. (Bug #33074)
  • MassPikeInterchangeExt03 had a Nuka-Cola machine with navmesh under it that should not have been there. The navmesh has been adjusted to account for the machine being in the way. (Bug #32858)
  • The Walden Pond Gift Shop Basement [WaldenPond01] was missing the "Has Water" flag. (Bug #33816)
  • Fixed an elevated navmesh vertex at the back entrance to Hardware Town. (Bug #32812)

Mesh, Material, and Texture Fixes

  • Plasma Guns, Laser Guns, Laser Muskets, and Lever-Action Rifle all have an unnecessary generic collision block around them which makes it place awkwardly in several situations as well as having the wrong material sounds attached. (Bug #33064) [Meshes/Weapons/HuntingRifle/HuntingRifleDummyParent.nif, Meshes/Weapons/LaserMusket/LaserMusketDummyReceiver.nif, Meshes/Weapons/LaserWeapons/LaserWeaponDummyReceiver.nif, Meshes/Weapons/Plasma/DummyReceiver.nif]
  • Warehouse roof piece with a transparent ceiling. [Materials\Architecture\Warehouse\WrhsRoofPlywood01.bgsm] (Bug #33191)
  • The bounding boxes on 3 workbenches and one trash bin have been corrected so that parts of them no longer disappear at certain angles. Fix provided by Pra. [meshes\furniture\workstations\workbencharmor\WorkstationArmorB01.nif, meshes\furniture\workstations\workbenchweapons\WorkbenchWeaponsB.nif, meshes\furniture\workstations\workbenchweapons\WorkbenchWeaponsA.nif, meshes\setdressing\trashbin\TrashBin01.nif] (Bug #32894)
  • Assaultron Claw Hands do not have a material flie specified. The material file that should be used also has the incorrect grayscale texture set. [meshes\Actors\Robot\Parts\HandLeftAssaultronClaw.nif, meshes\Actors\Robot\Parts\HandRightAssaultronClaw.nif, Materials\DLC01\Actors\CreateABot\DLC01AssaultronBladeHandsRemap_base.bgsm] (Bug #29367)
  • Nuka-World Assaultron space paint material references the wrong normal map. [materials\Actors\DLC04\BotColors\DLC04AssaultronTorso.BGSM] (Bug #29367)

Papyrus Fixes

  • SentryBotFaceLightScript: Removed the IsBoundGameObjectAvailable() check in the OnEffectFinish block of the script as this appears to cause an issue with the light remaining on even though the game throws a Papyrus error. (Bug #25355)
  • Default2StateActivatorScript: A few edits were made to this script as part of the fixes related to various doors in Fort Hagen: the handling of disabled references was improved and redundant code has been removed. (Bug #33695)
  • SpotlightScript: This script was missing code for handling the light sources of spotlights that are initially disabled. (Bug #32995)
  • UFOActivatorScript: Added a sanity check for invalid sound instances. (Bug #32545)
  • WorkshopParentScript: The top level vendor globals were not properly updated when a top level vendor store was removed from a workshop. (Bug #32686)

Perk and Stat Fixes

  • The Bloodied perk [ModLegendaryWeaponsDamageInverseHealthPerk] has errors in how it checks the conditions for the player's health. (Bug #33851)
  • RRTheHeavyPerk and ImmuneToRadiation should both be hidden due to having no UI elements to show the player. (Bug #33850)
  • The bonus application for Black Widow and Lady Killer were inverted. The global properties should be negative values due to how the actual formula calculation is done. (Bug #33843)
  • Endangerol Syringes do not actually work the way the game describes, instead causing the target to reduce the effectiveness of everyone else's armor. To mimic the intent, the perk associated with the item now does 25% extra damage to the target. Text descriptions have been changed to reflect this as well. [EndangerolPerk] (Bug #33845)
  • Energy Weapons Bobblehead does not affect Gatling Lasers and Alien Blasters. [PerkBobbleheadEnergyWeapons] (Bug #33934)
  • The Rad Powered legendary perk has a messy implementation that would result in showing multiple individual strength buffs in the UI instead of a single one with the correct buff amount. [DLC03_ench_mod_Legendary_Armor_RadsIncreaseStrength] (Bug #33928)
  • Calmex incorrectly blocks its effect if the player has Ninja level 2 despite the chem and the perk having nothing to do with each other. [FortifySneakAttackBonus2xChemPerk] (Bug #33926)
  • Repair Bobblehead has an unnecessary check for whether the player is wearing Power Armor or not. [PerkBobbleheadRepair] (Bug #33925)
  • Quiet Reflection is missing it's UI animation. [QuietReflectionXPBonus] (Bug #33924)
  • Pain Train 3 does not actually improve impact landing damage due to the effect not being assigned. [PA_ImpactLandingAggroDamageSpell] (Bug #33922)
  • Sniper level 1 has an unnecessary condition check for Iron Sights which causes a stutter when aiming the weapon. [PerkSniperAimStability] (Bug #33921)
  • Sneak level 5 is not applying its invisibility component properly for distant enemies. [PerkSneakInvisibilityEffect, PerkSneakInvisibility] (Bug #32931)
  • Mister Sandman needed to have its perk priority adjusted to prevent it interfering with sneak attack value bonuses from Ninja and Cloak & Dagger. (Bug #31307)
  • The Piezonucleic Lining mod for Power Armor does not do what the description says. An actual perk to produce the proper effect did not exist and had to be created for it. [ench_mod_LegendaryPA_RadsCoreHealth -> changed from using LegendaryPA_RadsCoreHealthEffect to UFO4P_PiezonucleicEffect] (Bug #22529)

Quest and Dialogue Fixes

  • Curie's pick up lines were not flagged to require player activation and would instead be pulled as random dialogue you could not avoid. (Bug #32908)
  • When asked to tell stories for the class in Vault 81 [Short Stories - V81_04] Katy's dialogue references completing MQ102 instead of Min00. The story you tell is about killing the deathclaw, which happens in Min00. (Bug #21305)
  • "Object01 - Radio in a junk pile" [REObjectDL01] incorrectly marks 2 of the spawned objects as temporary. This leaves the rest hovering above the ground when the player returns later. The "garbage pile" object will also throw visual anomalies because the script is trying to move a static object during setup. (Bug #33585) [NR]
  • The random encounter for Dreth could become broken and leave the player unable to trade with her again on subsequent meetings. (Bug #25994)
  • The random encounter with Stash could end up broken because her forcegreet was flagged as Say Once. (Bug #26734)
  • Technical Documents, Viable Blood Sample, and Reactor Coolant [currently unused] will no longer get spawned if the player has become hostile with the Brotherhood of Steel. (Bug #33091)

Settlement and Workshop Fixes

  • Egret Tours Marina, Outpost Zimonja, and Taffington Boathouse could have attack markers moved to where the player wanted a fast travel marker. This could result in attacking NPCs being right on top of the settlement instead of at the designated edges. A new marker has been placed in each location, linked to the map marker, and then positioned to where the edge marker is currently at since the edge marker is what would be used for the FT target. The edge markers are then relocated back to their default positions in the CK. (Bug #33906)
  • Hangman's Alley could pick up the wrong map marker for the Workshop data. (Bug #33871)
  • Power Armor stations should no longer cause Encumbrance damage when using them in survival mode. [HC_EncumbranceEffect_OverEncumbered] (Bug #33844)

Placement/Layout/Ownership and Other World Fixes

  • 0100FFA9, 0100FFAA: Eyebots generating static when disabled. Fixed by attaching a new script provided by Glitchfinder. (Bug #33776)
  • 000ED0DD: Locker clipping through plumbing. (Bug #33143)
  • 000ED126: Desk clipping through wall column. (Bug #33143)
  • 00043AE9: File cabinet clipping through a wall column. (Bug #33112)
  • 000AB84D: Metal box clipping into the one next to it. (Bug #33111)
  • 0704E648, 0704E649: Wall segments added to Combat Zone exterior to cover up gaps. (Bug #33178)
  • 0008212b: Dead Minuteman that despawns before being able to loot it before the end of "Out of Time". (Bug #33098) [NR]
  • 0005698F: Wooden box intersecting with a spawn marker. (Bug #33095)
  • 0023D2F1: Unused door viewable outside the playable area in Shamrock Taphouse. (Bug #33094)
  • 06048D2C, 06048D2D, 06048D2E, 06048D2F, 06048D30, 06048D31: Nuka-Cola bottles spawning outside of the associated vending machine. (Bug #33088)
  • 00228A79: Dead turret had a Havok script it didn't need which would cause its physics to go crazy when touched by the player. (Bug #33075)
  • 0011AC0C: Nuka-Cola machine too close to a wall, causing its door to clip. (Bug #33060)
  • 03010466: Activateable door placed under rubble that should have been a static version. (Bug #33059)
  • 06053544: Operator's rifle spawner is picking from the wrong leveled list. (Bug #33037)
  • 00110E11: Fire barrel at Boston Airport which should only be enabled once the BoS take over. (Bug #33026)
  • 001843EC: Light source above a fire barrel at Boston Airport which should only be enabled once the BoS take over. (Bug #33025)
  • 00090875: Spotlight source at Boston Airport which should only be enabled once the BoS take over. (Bug #33024)
  • 0602991E: Dead turret occupying the same space as a live turret. (Bug #33019)
  • 000E515E: Stool clipping into a desk. (Bug #33004)
  • 060459AF: Crate assigned to an invalid reference group object. (Bug #32997)
  • 00221C5D: Locker door which should have been a static version. (Bug #32971)
  • 001A0C49: Workbench clipping with a barrel. (Bug #32968)
  • 0023A60C: Cabinet clipping with a wall. (Bug #32962)
  • 00110DA1: Fire barrel clipping with its neighboring barrel. (Bug #32938)
  • 00205603, 00205621, 00205629, 0020562A, 0020562B: Floating Nuka-Cola bottles. (Bug #32912)
  • 001B9EE7: Wall lean marker sunk too far into the ground. (Bug #32912)
  • 001FEFE1: Water plane that was not large enough to cover the area it's in. (Bug #32912)
  • 001B9EEB: Patrol marker embedded too far into a wall. (Bug #32912)
  • 00077CAB, 00077CAC, 000939BF: Misplaced frag mines. (Bug #32911)
  • 0604AD62, 0604AD63, 0604AD64: Crops owned by the wrong NPC/Faction. (Bug #32909)
  • 07000001: Sidewalk segment added to cover up a gap. (Bug #32905)
  • 07000002: Wall piece added to cover up a gap. (Bug #32094)
  • 001D6117: Car that gets thrown skyward due to bad placement across a cell boundary. (Bug #32852)
  • 001EB3F4: Port-A-Diner that was missing the property to link it to the container's door. (Bug #33837)
  • 00072283: Nuka-Cola vending machine door out of position with the rest of the machine. (Bug #32807)
  • 01000998: Mechanist Master Control Terminal was sunken into the server rack and was hard to access. (Bug #32838)
  • 074D81E2: Light source for ceiling lamp that lacked one. (Bug #32816)
  • 00135A89: Ownership set for Abraham Finch. This prevents "Out of the Fire" [DN121] from stalling due to another NPC commandeering the marker. (Bug #32887)
  • 074E4ED3: Sandbox primitive added to Vault 88 because settlers won't sandbox beyond the first chamber otherwise.
  • 001F41E1: Suitcase too far underwater to access. (Bug #32582)
  • 000EAC12: Fallen door not covering the gap well enough to cross it. (Bug #32571)
  • 060502BE: Clint's Power armor, which should be unique, was placed in a random Gunner camp in Nuka-World. It has been replaced with a generic Gunner's type Power Armor. (Bug #32546)
  • 002133c2: Grass moved away from a metal box because it was somehow blocking access to it. (Bug #33003)
  • 00046379: Door that should have been a static version since it opens through a static cabinet. Also moved a first-aid kit from the other side of the door that would have become inaccessible. (Bug #32966)
  • 002287B7: Power Armor not owned by the Gunners when it should be. (Bug #32520)
  • 074FE8B8: Sandbox primitive added to The Castle because settlers won't sandbox the full build area otherwise. (Bug #22113)

Text Fixes

  • NatDoorSM01: "Door" -> "Bulkhead" [Inconsistently named, other 4 with the same model are named "Bulkhead"] (Bug #33780)
  • FortuneFinder04: Corrected text to indicate what this level of the perk actually enables, since it does not increase the number of caps you get from containers. (Bug #32892)
  • OfficeFileCabinetEmpty01: "File Cabinet Drawer" -> "Empty File Cabinet" (Bug #32884)

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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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.....

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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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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.

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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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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?

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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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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.

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

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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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