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Unofficial Patch Project
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About Sclerocephalus

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  • Birthday 12/29/65

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  1. Nonsensical dialogue when selling junk

    Please report this on the tracker.
  2. Try this: https://afktrack.iguanadons.net/
  3. Bugtracker Offline

    Move on to the next Beth disaster ....
  4. Bugtracker Offline

    Well, you only would have to tell the script how to detect a deviation from the expected behaviour of the game. Which means that the script needs a reliable reference; simply speaking, it needs to have access to all the information from a fully patched game. Though, once the game can be fully patched, that script iwoule become pretty much superfluous.
  5. [RELz] LOOT - Load Order Optimisation Tool

    The only reason I can imagine is a script that tries to get a form from the master via a GetFormFromFile command.
  6. BldgShellComWin02.jpg

    From the album Bug Reports

    The 'windows' (wooden grates) have no collision.
  7. The traclker is currently being moved. In the meantime, report your bugs here.
  8. In the base game (i.e. without Hearthfires installed), are there any spawn points in the place where the house is supposed to be once Hearthfires gets installed ? If so, what happens when you move them out of the way (i.e. edit it in the base game and then let the DLC overwrite those changes - well, if that's possible at all) ?
  9. Issue with settlement Recruitment/Relocation of populations

    There are a lot of workshop expansion mods iny your load order, and I assume that you are making ample use of them. Expanding workshops beyond a certain limit will inevitably lead to certain glitches sooner or later. This is not a bug but a limitation of the game. What glitches to expect and at which point they'll start to appear depends on the preferences of the user and his individual playing style. This is because some workshop expansions have more impact than others. Focussing on specific features and keeping the expansions at a moderate level (compared to vanilla workshops) will help to avoid these problems. Though, trying to make full use of all available workshop expansion mods at the same time is very unlikely to work and may break the workshops beyond repair. To tell you anything more specific about the current state of your workshops, I need your workshop logs. To generate these logs, the workshop scripts have to be recompiled in debug mode. You can grab them here: Make sure that logging is enabled in the papyrus.ini, then start playing. All workshop activity will be recorded in separate logs that appear in a sub-folder of the script logs folder (the game will create that folder at run time). The workshop logs are rather lengthy, so be prepared that you may loose a few fps while you are running those scripts. To have the status of all workshops logged, the logs should cover at least one full game day (= 72 min real time). It would also be fine if you try to carry out some of the operations that apparently stopped working in your current game while recording the log (so we can see how the scripts are trying to process them). One final note: those scripts (because distributed as loose files) will override all other versions of the same scripts, including mod-added ones. That is, some mods may stop working. This predominantly affects those mods that modify WorkshopScript directly (e.g. workshop settlement attack overhauls, the food production surplus uncapper, and a few others). Due to the nature of those script modifications, those mods will work normally again once you're done with logging and remove the loose files.
  10. Version 1.0.0


    The workshop scripts (WorkshopParentScript, WorkshopScript, WorkshopObjectScript, WorkshopObjectActorScript, WorkshopNPCScript and WorkshopAttackScript) from UFO4P 2.0.1a, recompiled in debug mode. This is for helping to track down the causes of workshop-related issues. DO NOT USE THESE FILES IF YOU DON'T HAVE UFO4P INSTALLED. For installation drop the pex files in your fallout4\data\scripts folder. Make sure that logging is enabled in papyrus.ini. To uninstall, delete the pex files that came with this download from your fallout4\data\scripts folder. If you have UFO4P installed, removal of the files won't have any consequences (if you don't, installation still works but subsequent file removal may irreparably corrupt your saves).
  11. Wilderness cell inside settlement build area

    To manipulate an object in workshop mode, its pivot must be within the brown box. If it's not, you cannot select it. Thus, manipulating anything outside of the vanilla workshop boundaries requires modification of the brown box. Which, btw, is not a good idea: There's a big risk of inadvertently breaking up a piss bomb (previs/precomb). Doing this at run time may not have the same detrimental results as breaking it in a plugin (only then, it will actually become disabled), but it may leave you with visual glitches. Guess where people report those issues (hint: it's not the mod author) ? The brown box defines the search volume of the engine to look for workshop objects when you call GetWorkshopResourceObjects() from a papyrus script. Of course, the engine is way faster than anything papyrus, and the additional work will likely be done in a fraction of a second, but it's nonetheless another fraction of a second of engine activity that is consumed for workshop-related tasks. The performance drawn from the game by the workshop system is high anyway (maybe too high even with vanilla size settlements), so one should take care of not further increasing the workload (or, at least, to keep it as low as possible).
  12. Issues with random encounters

    Small general update: The "gassy settler" quest was broken too (another one by KMK, btw). The stop conditions were all fine, but the script never checked them because the start fragment was missing.
  13. Issues with random encounters

    The scavengers are spawned by a quest that reacts to an ActorAttach event. This quest is not using a trigger. If you want to look into this further, recompile REParentScript, RETriggerScript and REScript in debug mode. When I implemented the fixes, I diverted their debug messages so as to get all printed on a separate comprehensive RE log. This log will tell you at any time which triggers are currently blocked by running quests.
  14. Not that log. If all was done correctly, the workshop system should create its own set of logs. They will appear in a sub-folder of your scripts log folder (Logs\Script\User - the game does create that folder for you). If t is missing, something apparently went wrong. I can make that easier for you. Give me a little time, and I will upload a pack with the properly recompiled scripts from UFO4P 2.0.1a. [NB: They will work in your game even if you do not have all DLCs (and are still running the old NoDLC version)].

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