Arthmoor Posted July 28, 2022 Author Posted July 28, 2022 Version 2.1.4 has completed it's beta period and is now available live. Enjoy! Sladen2019 and HiThere 2
Arthmoor Posted July 28, 2022 Author Posted July 28, 2022 Good news for PS4/5 users: A convoluted workaround to trick the CK into cooperating was found and 2.1.4 is now available for you as well. That's 7 entire versions worth of updates!
lee3310 Posted August 31, 2022 Posted August 31, 2022 Take a look at this bug. It completely disable "holdupquest" scene.   Spoiler   Spoiler Â
Scythe Bearer Posted August 31, 2022 Posted August 31, 2022 4 hours ago, lee3310 said: Take a look at this bug. It completely disable "holdupquest" scene.    Reveal hidden contents    Reveal hidden contents   This Quests is from the Holdup mod on Lovers Lab, is it not? Â
lee3310 Posted September 1, 2022 Posted September 1, 2022 19 hours ago, Scythe Bearer said: Â This Quests is from the Holdup mod on Lovers Lab, is it not? Â No it's vanilla and i couldn't wait so i quickly whipped up a fix:Â
Scythe Bearer Posted September 1, 2022 Posted September 1, 2022 4 hours ago, lee3310 said: No it's vanilla and i couldn't wait so i quickly whipped up a fix: You're right. I was looking at the wrong place. My apologies. lee3310 1
TheEvil115 Posted September 6, 2022 Posted September 6, 2022 Hello @Arthmoor I am admirer of your your work and dedication to this project and first of all I would like to thank you for that. I believe that recently with an update to UFO4P for PS4, the bug that caused the Nuka Traders and N.I.R.A to not be interactable was reintroduced and I was wondering if please there was a chance that it could be looked into.
Arthmoor Posted March 7, 2023 Author Posted March 7, 2023 It's that time again. UFO4P 2.1.5 has entered public beta. Second post has all the details. In particular, we're looking to make sure the refixed-yet-again Glowing Mutant Hound actually works for real this time. We also want to be sure that the issues with the Graygarden borders have been fixed for good - so far that seems to be the case. We'd also appreciate some eyes on the cleanup for Open Season as well as the post-destruction of the Railroad to make sure all of the bodies do eventually despawn. smr1957 and oddlittleturtle 2
Arthmoor Posted March 17, 2023 Author Posted March 17, 2023 Version 2.1.5 is now live - enjoy! As yet another reminder - if you destroyed the Railroad and have yet to finish looting all the bodies at Railroad HQ, you have one last chance to do that when you load your game after the update. The second time you load the game after that point all of the aliases holding their corpses in place will be cleared out and those bodies WILL BE GONE. Don't say we didn't warn you.
Arthmoor Posted June 17, 2023 Author Posted June 17, 2023 For XBox One users, once more an issue with the Glowing Mutant Hounds has been identified and corrected. This has now been addressed with a hotfix. PC and Playstation are not affected and have not been updated at this time.
M00nP1e Posted November 8, 2023 Posted November 8, 2023 (edited) Has anyone ever reported a problem with the Mechanist Lair crashing when you have got past a couple of those multi-security doors which Ada opens?. I found someone on Steam discussions (and a couple of people responding agreed) had solved it by using a mod which is an overhaul of the mechanist lair https://www.nexusmods.com/fallout4/mods/23294?tab=description The mod does not actually set out to solve this issue, but it does. Installed it and right enough the problem of crashes happening there are solved. I'm hoping someone recognises the issue, because I have not a clue how to report this with any good level of detail for someone to investigate. I couldn't find any kind of crash log, and have long since left the building due to the mod as linked solving the issue .. which is not ideal. There is nothing wrong with the mod, but I feel something like this would be better solved in the UFO4P. Edit: Disregard what I said about there being nothing wrong with the Mod Mechanist Lair Overhaul .. It has a deleted Navmesh which LOOT warns of, and FO4Edit cannot fix. So a bit of a dilemma here, I cant get rid of the mod otherwise my saves will all be messed up, and even if I could that would put the Mechanist Lair back to its vanilla state of crashing the game if you enter it too far. I doubt that I will ever need to go back in there, but just hoping it doesn't cause issues in future. Edited November 9, 2023 by M00nP1e
M00nP1e Posted December 6, 2023 Posted December 6, 2023 Another question - And I know you guys are probably focussed on Starfield, and probably the new version of Skyrim Special Edition - But when is the next update to UFO4P pencilled in for an update? Just found out about the Grey Garden crash on newer NVidia cards, Glitchfinder provides a fix here https://www.nexusmods.com/fallout4/mods/73112 "Revises the workshop border UFO4P provides for graygarden, to fix a CTD on newer nVidia graphics cards." So its no rush as there is a fix already, just wondering when the UFO4P fix will be coming.
Arthmoor Posted December 6, 2023 Author Posted December 6, 2023 Work will probably pick up on that in earnest once the dust settles from Skyrim. Starfield is more or less back burner until a CK is available for that. M00nP1e 1
M00nP1e Posted December 14, 2023 Posted December 14, 2023 (edited) Another one to note from Glitchfinder, just released yesterday https://www.nexusmods.com/fallout4/mods/76693?tab=description&BH=0 It prevents the player from unwittingly not triggering the Prydwen flypast at Fort Hagen. Edited December 14, 2023 by M00nP1e
Arthmoor Posted April 26, 2024 Author Posted April 26, 2024 With the big NG update today we've now updated the UFO4P to version 2.1.6. First post has the details, and there are many. HiThere 1
LaPutaOla Posted May 11, 2024 Posted May 11, 2024 Is it true? UFO4P is behind the freezes and low fps on next gen patch?
Arthmoor Posted May 11, 2024 Author Posted May 11, 2024 No, it isn't. There are no verifiable claims of this being the case and what little information has made its way to us suggests these people are using mods that are breaking their precombs. THAT is what's ultimately causing their stuttering. Then they compound their problems by removing things from the game. Their saves end up toast. Somehow we then get blamed for it when nobody can actually verify this has anything to do with us at all. Chances are Bethesda themselves will have been to blame for any issues relating to stuttering and NPCs so we'll see what happens come Monday when they update the game again. If they really have done something that causes NPCs to do this on consoles, then IMO that effectively kills any form of NPC modding on consoles. Combined that with the data file mismatches for Far Harbor and you have an excellent reason for PC modders to stop supporting console modding if things continue to drift away like this. Scythe Bearer 1
Arthmoor Posted October 1, 2024 Author Posted October 1, 2024 Verision 2.1.7 of UFO4P has been released. First post has the details.
DragonSlayer2k12 Posted October 22, 2024 Posted October 22, 2024 Has anyone reached out to the london team to explain why they would benefit from the many fixes in the unofficial patch pre next gen? Even though their mod is about another location entirely there are a bunch of things fixed in the game that are not specific to the commonwealth or the vanilla quests. Asking them about it on their discord gets a post deletion from their arrogant project manager. When I first installed london I did so manually and adjusted a lot of stuff to work with the unofficial patch. There is literally 100 things or more that the patch fixes that translates into london just fine. Mirelurks and super mutant hounds and bugs... vanilla weapon and armor fixes all kinds of stuff oh and workshop related fixes they seem to be completely ignoring like invisible crops fixes and so on.Â
Arthmoor Posted October 22, 2024 Author Posted October 22, 2024 No idea how on point this one is but someone appears to have taken up that cause already: https://www.nexusmods.com/fallout4london/mods/539 Personally I've always been of the position that projects like this should be fixing their own bugs.
DragonSlayer2k12 Posted October 23, 2024 Posted October 23, 2024 They don't even think about mods like workshop framework or power grid tools and other settlement fixing things. Fallout 4 settlement system is always going to win in the end there is no way to just shut down the settlement system. Everything in fallout 4 is somehow connected and I think the hardest thing to do is make a new game world to run fallout 4 in like london or vault 13 or whatever. All that work they have to do FIRST before they can do anything else like blocking all the vanilla quests and all the vanilla hand holding in the beginning etc. The london discord has an announcement about the update that recently released saying someone from the outside came in and helped them fix a lot of stuff I assumed it was one of you guys or someone familiar with how settlements work and how LOD and exterior game world stuff works.
Arthmoor Posted March 29 Author Posted March 29 UFO4P 2.1.8 has been released. First post has the details for this update.
deaths_soul Posted March 29 Posted March 29 You would release an update a week after I start playing Downloading!
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