alt3rn1ty Posted January 29, 2018 Share Posted January 29, 2018 3 hours ago, Arthmoor said: UFO4P 2.0.3 is now in beta. Second post has the details. Yes, you will need to make sure your games are updated to patch level 1.10.64 or there will be problems. more stuff to test. Will grab this later and see if I can find anything over the next week. Link to comment Share on other sites More sharing options...
Supierce Posted January 29, 2018 Share Posted January 29, 2018 With UFO4P's default Delev tag, Wrye Bash's bashed patch reverts about half of UFO4P 2.0.3 beta's leveled item lists to their vanilla state. I'm not sure why this happens since those records don't conflict with anything. With the addition of a Relev tag, the bashed patch leaves UFO4P's changes in place. I'm posting this in both forums. Let me know if you need more information. Thanks! Link to comment Share on other sites More sharing options...
alt3rn1ty Posted January 29, 2018 Share Posted January 29, 2018 @Arthmoor I think I may have a couple of things for you in my papyrus logs (early days yet testing, only had a run around for about 30 mins so far) 1st Aint no such user on this machine as .. "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" 2nd I dont have a G:\ Drive .. "g:\_F4\Art\Raw\Scripts\BloodbugScript.psc" Active Mod Files: 00 Fallout4.esm 01 DLCRobot.esm 02 DLCworkshop01.esm 03 DLCCoast.esm 04 DLCWorkshop02.esm 05 DLCWorkshop03.esm 06 DLCNukaWorld.esm 07 Unofficial Fallout 4 Patch.esp [Version 2.0.3] 08 FAR.esp 09 CBBE.esp 0A llamaCompanionHeather.esp 0B Bashed Patch, 0.esp Errors in spoiler ... [01/29/2018 - 08:47:44PM] Papyrus log opened (PC-64) [01/29/2018 - 08:47:44PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [01/29/2018 - 08:47:44PM] Memory page: 128 (min) 512 (max) 153600 (max total) [01/29/2018 - 08:47:44PM] Maximum stack depth: 100 [01/29/2018 - 08:47:44PM] This is a script log only and does not contain information on any other part of the game, including crashes. [01/29/2018 - 08:47:44PM] Cannot open store for class "CreationClub:BGSFO4018:B018_QuestScript", missing file? [01/29/2018 - 08:47:44PM] Cannot open store for class "CreationClub:BGSFO4019:ccBGSF04019_ArmorScript", missing file? [01/29/2018 - 08:47:44PM] Cannot open store for class "DLC04:DLC04OperatorsRifleAnimationScript", missing file? [01/29/2018 - 08:48:05PM] VM is freezing... [01/29/2018 - 08:48:05PM] VM is frozen [01/29/2018 - 08:48:05PM] Reverting game... [01/29/2018 - 08:48:19PM] Loading game... [01/29/2018 - 08:48:23PM] VM is thawing... [01/29/2018 - 08:48:57PM] [llama_:Fragments:Quests:QF_llama_SMCL_0136478E <llama_SMCL (0A36478E)>]SMCL running [01/29/2018 - 08:48:57PM] [llama_:llama_SMCLQuest <llama_SMCL (0A36478E)>]Check for location alias and keyword on location NO [01/29/2018 - 08:48:58PM] VM is freezing... [01/29/2018 - 08:48:58PM] VM is frozen [01/29/2018 - 08:48:58PM] Saving game... [01/29/2018 - 08:48:58PM] VM is thawing... [01/29/2018 - 08:48:58PM] [llama_:llama_SMCLQuest <llama_SMCL (0A36478E)>]stopped quest [01/29/2018 - 08:50:38PM] error: (001D58BB): the animation graph (SpotLightDetect01) cannot currently process event "Direct01". stack: [ (001D58BB)].SpotlightScript.PlayAnimation() - "<native>" Line ? [ (001D58BB)].SpotlightScript.active.StartPan() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ? [ (001D58BB)].SpotlightScript.active.SetupDefault() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ? [ (001D58BB)].SpotlightScript.active.OnCellLoad() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ? [01/29/2018 - 08:51:15PM] [llama_:Fragments:Quests:QF_llama_SMCL_0136478E <llama_SMCL (0A36478E)>]SMCL running [01/29/2018 - 08:51:15PM] [llama_:llama_SMCLQuest <llama_SMCL (0A36478E)>]Check for location alias and keyword on location NO [01/29/2018 - 08:51:15PM] [llama_:llama_SMCLQuest <llama_SMCL (0A36478E)>]stopped quest [01/29/2018 - 08:51:59PM] llama_onbegin_stopidle [01/29/2018 - 08:52:42PM] [llama_:llama_HeatherActorScript < (0A00D157)>]chat and start timer for next chatter [01/29/2018 - 08:55:17PM] error: (0005A4DF): Failed to send event FillRed for unspecified reasons. stack: [ (0005A4DF)].BloodbugScript.PlaySubGraphAnimation() - "<native>" Line ? [ (0005A4DF)].BloodbugScript.OnAnimationEvent() - "g:\_F4\Art\Raw\Scripts\BloodbugScript.psc" Line 97 [01/29/2018 - 08:55:17PM] error: (0005A5A0): Failed to send event FillRed for unspecified reasons. stack: [ (0005A5A0)].BloodbugScript.PlaySubGraphAnimation() - "<native>" Line ? [ (0005A5A0)].BloodbugScript.OnAnimationEvent() - "g:\_F4\Art\Raw\Scripts\BloodbugScript.psc" Line 97 [01/29/2018 - 08:57:21PM] VM is freezing... [01/29/2018 - 08:57:21PM] VM is frozen [01/29/2018 - 08:57:21PM] Saving game... [01/29/2018 - 08:57:21PM] VM is thawing... [01/29/2018 - 08:57:26PM] VM is freezing... [01/29/2018 - 08:57:26PM] VM is frozen [01/29/2018 - 08:57:26PM] Saving game... [01/29/2018 - 08:57:26PM] VM is thawing... [01/29/2018 - 08:57:26PM] VM is freezing... [01/29/2018 - 08:57:26PM] VM is frozen [01/29/2018 - 08:57:26PM] Reverting game... [01/29/2018 - 08:57:31PM] Log closed Link to comment Share on other sites More sharing options...
Arthmoor Posted January 29, 2018 Author Share Posted January 29, 2018 Those file paths are compiled into the pex files by Papyrus. They have no meaning in the debug logs other than to point Bethesda to where they originated. Those first 3 missing file errors are something Pete and I both see as well but have no explanation for as neither of us runs CC content in our games. The DLC script is also a mystery as the CK has no record of it being attached to something. Bethesda never updates their main DLCs so there's no reason it shouldn't be showing up somewhere. Dunno what that llama stuff is from but it looks like a mod slot so something is off there. The rest is probably stuff we may not be able to completely silence. FO4 script logs are noisy as hell and there are going to be situations where the errors may not even be real. Link to comment Share on other sites More sharing options...
alt3rn1ty Posted January 29, 2018 Share Posted January 29, 2018 Ah my bad sorry Arthmoor I forgot to pull the irrelevance out : Llama = Heather Casdin. Nothing to worry about for you there. Link to comment Share on other sites More sharing options...
kawaksallas Posted February 10, 2018 Share Posted February 10, 2018 xEdit found some errors in the newest beta [00:01] InstM02SRBTerminal "SRB Terminal" [TERM:001128A7] [00:01] TERM \ Menu Items \ Menu Item \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "RR201 "Underground Undercover" [QUST:000B2D48]"> [00:01] TERM \ Menu Items \ Menu Item \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "RR201 "Underground Undercover" [QUST:000B2D48]"> [00:05] MQ101 "War Never Changes" [QUST:0001ED86] [00:05] QUST \ Objectives \ Objective \ Targets \ Target \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "MQ101 "War Never Changes" [QUST:0001ED86]"> [00:05] QUST \ Objectives \ Objective \ Targets \ Target \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "MQ101 "War Never Changes" [QUST:0001ED86]"> [00:05] [INFO:00096E57] ('Frag 'em quick. The tubs gonna power up any minute.' in GRUP Topic Children of [DIAL:00096D09]) [00:05] INFO \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "MS11 "Last Voyage of the U.S.S. Constitution" [QUST:00022A02]"> [00:06] RETreasureHuntSC05 "TEMPLATE - Duplicate for new Treasure Hunt events." [QUST:0002BEF9] [00:06] QUST \ Aliases \ Alias \ ALLA - Linked Aliases \ Linked Alias #0 \ Alias -> <Warning: Quest Alias not found in "RETreasureHuntSC05 "TEMPLATE - Duplicate for new Treasure Hunt events." [QUST:0002BEF9]"> [00:06] QUST \ Aliases \ Alias \ ALLA - Linked Aliases \ Linked Alias #0 \ Alias -> <Warning: Quest Alias not found in "RETreasureHuntSC05 "TEMPLATE - Duplicate for new Treasure Hunt events." [QUST:0002BEF9]"> [00:06] QUST \ Aliases \ Alias \ ALLA - Linked Aliases \ Linked Alias #0 \ Alias -> <Warning: Quest Alias not found in "RETreasureHuntSC05 "TEMPLATE - Duplicate for new Treasure Hunt events." [QUST:0002BEF9]"> [00:07] InstM01 "Building a Better Crop" [QUST:000986C7] [00:07] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "InstM01 "Building a Better Crop" [QUST:000986C7]"> [00:07] Vault81Tour [QUST:00099E5D] [00:07] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [00033525] < Error: Could not be resolved > [00:07] InstM03 "A House Divided" [QUST:000B2D47] [00:07] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [001690AD] < Error: Could not be resolved > [00:07] [INFO:00162D8F] ('I never expected I'd get this close to one of those.' in GRUP Topic Children of CA_Event_LootEpicItem_Piper "CA_Event_LootEpicItem_Piper" [DIAL:000BBED0]) [00:07] INFO \ Conditions \ Condition \ CTDA - \ Parameter #2 -> <Warning: Quest Stage not found in "FFDiamondCity07 "Story of the Century" [QUST:000456E8]"> [00:08] Inst301 "Synth Retention" [QUST:000E2058] [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [000AEF92] < Error: Could not be resolved > [00:08] BoS303 "Spoils of War" [QUST:000FDC8C] [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "BoS303 "Spoils of War" [QUST:000FDC8C]"> [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [000FDCC8] < Error: Could not be resolved > [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [000FDCC9] < Error: Could not be resolved > [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [000E50CA] < Error: Could not be resolved > [00:08] QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [000F08C4] < Error: Could not be resolved > [00:10] All Done! Link to comment Share on other sites More sharing options...
Arthmoor Posted February 10, 2018 Author Share Posted February 10, 2018 UFO4P 2.0.3 is now out of beta. Enjoy! @kawaksallas Those "errors" are false. They're referring to the master file rather than our ESP. xEdit seems to be misreporting those as errors when they've been corrected. Link to comment Share on other sites More sharing options...
alt3rn1ty Posted February 11, 2018 Share Posted February 11, 2018 Godz, it only seems like two minutes ago the beta went live Thank you again for another fine Unofficial Patch Project I couldn't find anything to moan about with the beta. Link to comment Share on other sites More sharing options...
Lonewanderer Posted February 16, 2018 Share Posted February 16, 2018 Hello, sorry if I overlooked something: I downloaded version 2.0.3 of the UFO4P, and installed it via Mod-Manager. The result looks fine, the same 3 files in the same location (game-data folder), LOOT reports it correctly and I do not use any other mods, also no Creation Club mods. My last save with UFO4P 2.0.2a now loads only with the warning of missing content?? This is new, because up to now an update to UFO4P did not report anything, just loaded. I started this game with an earlier version of UFO4P, and there were at least 3 updates to UFO4P in the meantime, which I activated, and never it reported missing content. With UFO4P 2.0.3 I receive a warning, that content is missing from this save. I changed back to 2.0.2a, and the warning went away. Is this a known behavior? Somehow it seems not to see the new UFO4P, but the previous version is seen. Game Version: 1.10.64.0, on PC Thank you Link to comment Share on other sites More sharing options...
MadCat221 Posted February 16, 2018 Share Posted February 16, 2018 Does this happen with a manual installation? Link to comment Share on other sites More sharing options...
Lonewanderer Posted February 16, 2018 Share Posted February 16, 2018 47 minutes ago, MadCat221 said: Does this happen with a manual installation? No - I used Nexus Mod Manager, the version which is linked in the Readme of the UFO4P. But I seem to have it solved already: I tried to activate it again (and deactivated the older 2.0.2a version) and this time I started with the Nexus Manager directly. This seems to have done the trick, also I checked under 'Mods' in the game, and it showed up (as my only mod). I have all the DLC, but no Creation Club content. So it seems to work now, because starting normally after this did not bring up a warning. Also I tried to load an older save, and no warning showed up - seems to be okay now. Thanks for the help! Link to comment Share on other sites More sharing options...
Wilson Posted February 26, 2018 Share Posted February 26, 2018 (edited) Hi. Just wanted to pick someones brains or see if someone is having similar issues in regards to (possible error with either UFO4P - seriously doubt it, or my own stupidity - more likely lol) two fixes in the latest iteration of UFO4P #23602 AND #22599. Birdcritterscript - Birds are still flying in place once landed. Happened in Concord and Lexington (both Black Birds - Crows I believe) Rotten Landfill site - mole rats now despawn and the extra settler is present but cannot complete the quest and gain the reward from the settler as previously. No molerats left over - did tcl1 etc and nothing noted. Left cell and went to do other quests etc - came back 72 in game hrs and still no end to the quest. Settlers just mill around near the out-house (with first aid kit and desk in). No settler mods added (better settlers et all) and no mods that effect the area. Have encountered the issue both on an old save and a new game/new character. Just to add: The mini nuke at the Robot Dispersal Site is now placed so it can be picked up #23562. Also Kelly the Brahmin Vendor is no longer stuck in place #23343 - so as far as I can tell UFO4P is working fine. Any thoughts - anyone? Edited February 26, 2018 by Wilson added screenshots from new game Link to comment Share on other sites More sharing options...
BlackPete Posted February 26, 2018 Share Posted February 26, 2018 We're aware of the issue with the quest at Rotten Landfill. It's possible that fixing one bug uncovered another one in this case. There's already a bug ticket in the tracker for it (Bug #23807). Link to comment Share on other sites More sharing options...
Sclerocephalus Posted March 2, 2018 Share Posted March 2, 2018 Birds you see in the scope will always be stuck. That's an engine issue and cannot be fixed. Without using the scope, the birds would be out of sight and have no 3D (culled by the engine), so the scripts running on them would be halted (waiting for the birds to recover 3D) since pretty much anything BirdCritterScript is doing requires 3D to be loaded. Debugging has shown that the scripts running on the birds I observe ithrough a scope consider them to not have any 3D, so the scripts pretty much ignore that a scope is being used - or, to say it the other way around, the code that handles the stuff you see through the scope does not care about animated objects. It only displays animations on actors (technically, birds are activators, not actors) and considers anything else as static. However, not even the actor animations are correctly handled: they often move without displaying the walking/running animations, making them appear as they would be standing on conveyor belts. Needless to say that this cannot be fixed either because that code is running at engine level. Likewise, any other scripted effects that require 3D on a reference will stop working if that object is observed through a scope (e.g. shaders on automatron robots). Workshop mode (another code running at engine level) ignores birds too (presumably to save performance). There are no birds at workshops (workshop mode ignoring them is the likely reason), except for Kingsport Lighthouse which has some gulls on the pier. Soon after you go into workshop mode, they will all freeze - and this cannot be fixed either. Modders who add workshops to non-vanilla workshop locations should make sure that the bird spawners are disabled. Link to comment Share on other sites More sharing options...
Arthmoor Posted May 19, 2018 Author Share Posted May 19, 2018 UFO4P beta 2.0.4 is now up for testing. Second post has the details. We anticipate this should go for at least a week, and go live after that assuming no problems arise. Link to comment Share on other sites More sharing options...
kawaksallas Posted May 19, 2018 Share Posted May 19, 2018 Changelog for 2.0.4 says issue 24446 is fixed - https://afktrack.afkmods.com/index.php?a=issues&i=24446 However in-game says otherwise EDIT - The issue with the oxygen tanks seems to be indeed fixed, but only on a new game But I found yet another issue Started a new game, activated the workshop in sanctuary, red rocket, grabbed dogmeat, send him to Sanctuary ...and he is now assigned to produce food . Trying to remove him from the current job using that vaut tec settlement manager terminal don't work either. Never saw that before and I don't think it's intended? Link to comment Share on other sites More sharing options...
Sclerocephalus Posted May 19, 2018 Share Posted May 19, 2018 That's an as yet overlooked vanilla bug ! If you send an actor to another workshop, or if a new settler is created for a workshop, the workshop scripts run the TryToAutoAssignActor() function on him. This function auto assigns the actor to food or safety (depending on whether he's a guard or a normal settler), by setting a property on his WorkshopNPCScript, and then assigns him to all unassigned objects of that type that already exist at that workshop. If there are no unassigned resource objects, it won't do anything, and also clears the porperty on his WorkshopNPCScript again. The scripts check for brahmins before they call that function, but they forgot to check for Dogmeat. To unassign him, you only have to assign the objects that are currently assigned to him to somebody else. EDIT: there also may be something else wrong, but not on the scripts: Do you, by chance, have a mod installed that removes the LocTypeWorkshopSettlement from some or all workshop locations ? Asking this for a reason: around two years ago, I downloaded a mod that removed the enemy level lock on locations (i.e. made it so the level won't get stuck at the level of your first visit to a location) and then found out that this mod removed that keyword from all workshop locations. Reported this to the mod author but I don't know whether it was ever fixed. Removing that keyword has detrimental effects on the workshops because the workshop scripts check for it and some operations will not run as intended if it's missing. This would in fact explain why TryToAutoAssignActor() runs on Sanctuary while you are at Red Rocket when it actually shouldn't. Link to comment Share on other sites More sharing options...
kawaksallas Posted May 19, 2018 Share Posted May 19, 2018 Oh, I thought it was something that slipped through the beta, sorry. At any rate, fast travelling away from sanctuary and then back seems to have unassign him. Link to comment Share on other sites More sharing options...
Sclerocephalus Posted May 19, 2018 Share Posted May 19, 2018 Ninja'ed. Please check my edit to the previous post. Link to comment Share on other sites More sharing options...
kawaksallas Posted May 19, 2018 Share Posted May 19, 2018 I have transfer settlements, honestly don't know if that is interefering with anything. I can ask CDante about it on Discord if you want. Link to comment Share on other sites More sharing options...
Sclerocephalus Posted May 19, 2018 Share Posted May 19, 2018 Settlement mods may interfere with the new update because WorkshopParentScript got a massive update. Though, it all depends on whether a mod makes modifications to that script (in that case, it will require an update) and how substantial they are. Good mods won't touch the vanilla scripts and try to work around them wherever possible. Link to comment Share on other sites More sharing options...
CDante Posted May 19, 2018 Share Posted May 19, 2018 no, Transfer Settlements doesn't edit anything vanilla. in fact, very rarely do I ever edit any vanilla Forms (mostly only my older mods), and none of my mods ever replace vanilla scripts. Link to comment Share on other sites More sharing options...
Sclerocephalus Posted May 19, 2018 Share Posted May 19, 2018 3 hours ago, CDante said: no, Transfer Settlements doesn't edit anything vanilla. Good to know. Thanks for the clarification. Link to comment Share on other sites More sharing options...
Mindray Posted May 22, 2018 Share Posted May 22, 2018 Hello, first of all, thanks for all this unofficial patch projects, that's some dedication. I wish more developers took notes how to support their games. I hesitated to play this one, because I knew Bethesda will leave many bugs behind, so I waited some time for you guys to make it more polished, because I knew it will be worth it in the end. Now that I want to start my first playthrough (on survival), I just want to ask, if there are still needed some programs like nexus mod manager? I noticed F4 now has in game mod section in menu and it recognizes mods from nexus. I'll be using your mod for sure, with couple others essential ones like full dialogue interface, Def_UI etc..but still I want to keep it mostly vanilla. PS: Do I need this mod https://www.nexusmods.com/fallout4/mods/22851/, or is Dogmeat carry waight in survival mode fixed in yours? I couldn't see in old patch logs or bug tracker. Regards, and thanks for all this surgical work. It's really impressive. Link to comment Share on other sites More sharing options...
kawaksallas Posted May 23, 2018 Share Posted May 23, 2018 Show No Mercy quest is not working properly with the new beta It hangs after you board the vertibird which would fly you to fort strong. After you board, you can only control the camera, can't go off and the flight scene does't happen. Tested with 2.0.3 and it's working as expected, so I'm certain it's something with 2.0.4. xEdit shows no edits to this quest (BoS202), but the changelog mentions edits done to vertibirds, so something may be backfiring Here's the save Save1_C547DCABM5361676974746172697573_Commonwealth_010236_20180523135656_41_2.fos EDIT - BoSVBAliasBoardingScript seems to be the culprit. Putting the vanilla script as a loose file allowed the quest to continue accordingly. Link to comment Share on other sites More sharing options...
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