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Found 18 results

  1. Fallout 4 - Known Engine Bugs The following is a list of known engine bugs as of the official 1.7.15 release. These are things Bethesda has to fix on their end otherwise they impose undue limitations on the ability to mod the game. Power Armor Resets In Settlements As described so far, power armor brought to a settlement area will be reset to its default configuration when the settlement location is next called for a cell reset. It appears that the cause of this is any attempt to change the X/Y/Z dimensions of the buildable area for a given settlement. PC Workaround: None known thus far, other than not trying to change settlement dimensions. XB1/PS4 Workaround: Uninstall any mods which cause this to happen. This issue has been confirmed by Bethesda and a fix is pending: https://community.bethesda.net/thread/13747 Editing Actors Turns Them White, Loses Facial Features Editing information on an Actor record results in their skin color changing to white (caucasian) and the loss of facial features such as freckles or scars. This is an old engine bug that has been around since Fallout 3, that somehow skipped over Skyrim. The cause has never been identified. Preferred Workaround: Check the "Is Chargen Face Preset" flag in the Actor record. Alternative Workaround: Change the mod to operate as a master file. This is not recommended though, due to the next bug... This issue has been tested and confirmed to be fixed as of Official Patch 1.7.15. Their changelogs do not note this though. User Generated ESM Files Load Before Official DLC When using the official Mods menu in the UI, user added mods are the only things displayed on the Load Order list. Upon saving you will find that any user generated ESM files are now listed in between Fallout4.esm and the official DLCs. The underlying cause for this is not known, but it's obvious Bethesda is incorrectly prioritizing the official DLC master files. This issue has been fixed as of Official Patch 1.6.3.0. Weapons Dropped By Actors Killed in Combat Never Clean up When Cells Reset [Fixed - Patch 1.6] Killing an NPC generally causes their weapon to fall away from the body as a separate object. These do not reset when the cells reset. Eventually, after a long enough time, the save will bloat up with leftover weapon forms lying around all over the place, and if you played heavily for long enough, you could exhaust the pool of generated form IDs in the FF range because they aren't getting cleaned up. The internal cause is unknown, but was also a huge problem in Skyrim that was never fixed. This issue is now fixed as of Official Patch 1.6. Bethesda's changelog does not note this, but it has been confirmed. The workaround in the UFO4P has been removed as a result. Cannot Reposition Scrappable Static Objects There are a number of objects in the game that can be moved around in the workshops menu that are already present in a settlement. Obejcts such as grills, patio furniture, etc. If a scrap formula is created for these objects, they can no longer be repositioned. They can only be stored or scrapped. Make enough scrap formulas and you could end up being unable to reposition anything in your settlements. The exact cause is unknown, but is likely a UI related bug as it seems to be related to UI filtering of some sort. The UFO4P initially caused this issue to show up for radios, but information came to light that adding the 3 craftable radios to the workshopScrapRecipe_Radio was causing this. Removing those 3 radios from the list restored the ability to reposition radios in general. This issue has not yet been acknowledged by Bethesda. See thread: https://community.bethesda.net/thread/10250 Edits to *ANY* Cell Records Can Block Mesh Overrides If you are editing any cell, whether exterior or interior, your edits may end up blocking the ability for the game to use a mesh or texture override even if that replacer does not contain an esp file of its own. It is difficult to diagnose because WHAT you edit matters rather than WHERE you edit. Flipping your mod to an ESM flagged file does not help. What the underlying cause is is not known at the moment, but the basics of it are that each cell record has a list of Precombined meshes stored in a lengthy XCRI subrecord. As long as the reference you are editing is one of these in the list, you will have no problems and straight file replacers will work as expected. If what you edit is NOT in this list, nothing you do will get the game to load the replacer. Workaround: Make a small edit to one of the references in the XCRI list. This will then allow the cell to behave normally as though nothing was wrong. Finding a reference that's appropriate to edit requires the use of xEdit though since these lists are not available in the CK. If the reference you are editing was already in this list, you have effectively used the workaround and all consequences of editing it that go with that. This workaround comes with a price though. It disables the precombined mesh system in that cell, which will result in a performance drop. Rack up enough of these over enough cells and you're going to be in trouble even on higher end machines. This issue has been acknowledged by Bethesda. Reported here: https://community.bethesda.net/thread/13241 (Credit to VIitS on Nexus for explaining it) The above issue has been unfortunately confirmed to be how their system is intended to work. This has the potential to be severely limiting to any mods editing cell data whether it's an exterior or interior. Further updates on this issue. Apparently SOME of it isn't intended after all and an "upcoming patch" will be addressing it. As of Patch 1.6, this problem is now SUBSTANTIALY WORSE than before. If a mod, whether flagged as an ESM or not, edits ANY reference in a cell that's part of a precombined mesh, all of the other references which are also part of that will simply not load when approached on foot (and presumably via fast travel). No collision, nothing. Just void space with Havok objects flaoting in the air that fall to the ground once touched. Removing only those edits which touch a precombined mesh resolves the problem, but that's not going to be feasible in a lot of cases. Disappearing buildings are confirmed fixed as of Official Patch 1.7.7.0. It is still unknown if this has corrected the greater problem of disabling precomb in a cell.
  2. Unofficial Fallout 4 Patch Version: 2.0.4 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Fallout 4 Nexus Requires Fallout 4 version 1.10.89 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. 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 UFO4P Fixes Reverted the edit to the north marker in Vault 88. Internal signs are wrong and there is no correct one to exchange to make things right, so undoing the marker edit was easier. (Bug #24219) Removed the fix to a property on topic info fragment TIF_RECamp02_0003D617 (UFO4P 2.0.3 Bug #23162) because it broke the dialogue. To eliminate log spam, the affected topic info fragment has been compiled down to a stub instead. (Bug #23997) Actor Fixes Eve did not drop a synth component when killed even though she is a synth. (Bug #24346) Roger Warwick did not drop a synth component when killed even though he is a synth. (Bug #24323) Arlen Glass and Deirdre were not flagged as protected. (Bug #24416) LCharBloatfly, LCharViciousDog and LCharViciousDogAlpha were missing the 'calculate for each item in count' and 'calculate from all levels <= player's level' flags. (Bug #24229) Mutant Hounds being sold by Erickson should not be damaging the player with radiation. (Bug #24006) Guard Gutsy robots at the General Atomics Galleria have no voices. (Bug #24043) Animation Fixes The Railroad version of the Stealth Boy did not have proper activation animations like the normal one does. (Bug #23859) Audio Fixes Eddie Winter's line when the player confronts him in Long Time Coming lacked a female response line and was defaulting to a male line. (Bug #24125) Effect Fixes Sabotaging turrets would routinely fail due to the controlling effect being marked as a spell instead of an ability. (Bug #24248) abRadstagRaceEffect: The script on this effect was using the wrong actor value to make radstags aggressive. The respective script property has been modified to point to aggression instead of confidence. (Bug #23270) Item Fixes Violent (mod_Legendary_Weapon_DamageLimbRecoil) is described as giving 25% to damage and limb damage but is actually set to give 30 limb damage. This should have been set to 25 as the description calls for. (Bug #24339) Unyielding (DLC03_mod_Legendary_Armor_LowHealthIncreasesStats) was missing the +3 boost for Endurance in the all stats enchantment it adds (DLC03_ench_mod_Legendary_Armor_LowHealthIncreasesStats). It now matches what the description calls for. (Bug #24319) Reduced the weight of Tato Flowers (TatoWild) from 0.5 to 0.1 units to be consistent with other flowers and blossoms in the game. (Bug #23923) Two versions of the Vault 88 Jumpsuit (DLC06Armor_Vault88_UnderwearClean, DLC06Armor_Vault88_Underwear_Dirty) have no value. This is inconsistent with all others in the game which have a value of 20. (Bug #23969) Armor_MiningHelmet was missing naming rules to discern the eight color variants. (Bug #24501) Armor_RaiderMod_Torso was missing naming rules to discern the six light torso variants. (Bug #24258) Armor_VaultTecSecurity111, Armor_VaultTecSecurity111_Clean, Armor_VaultTecSecurity81 and Armor_VaultTecSecurityCovenant had no instance naming rules specified. (Bug #24321) FallingDust activator: missing impact data set property added on FallingRocksAndDustActivatorScript. (Bug #24421) FollowersCompanionVertibirdSnapIntoPackage: 3D check missing on package fragment. (Bug #24358) LL_Armor_Forged_Helmets: this list mistakenly contained a torso armor item. (Bug #24330) Package BoSPAScenePASoldierTravelPackageExit: invalid property removed from package fragment. (Bug #24189) Shipment_steel_250, shipment_wood_250, shipment_rubber_large, shipment_ceramic_large, shipment_copper_large, DLC02shipment_Concrete_100 and DLC02shipment_Concrete_200 had wrong scrap amounts specified on ShipmentScript. (Bug #24505) Strong's super mutant chains are not intended to be equipped by the player. (Bug #23734) T-51 Power Armor was not set up correctly to change the look of the "A" level pieces. (Bug #23972) Nuka-World weapons with rocket attachments are missing the proper idles and swing sounds. (Bug #24046) Location Fixes No north markers are present inside Vault 81. (Bug #24124) [NR] TrinityTowerLocation: world location marker incorrectly pointing to TrinityPlazaMapMarkerRef. (Bug #24195) Outpost Zimonja had its world location marker pointing to Abernathy Farm instead of the marker intended for it at the outpost itself. This resulted in NPCs such as the Caretaker not staying there when they should and ending up trying to get to Abernathy Farm instead. (Bug #20865) [NR] Mesh Fixes Fruit would not disappear when harvesting wild mutfruit. (meshes\landscape\plants\FloraMutFruit02Wild.nif) (Bug #24337) It was not possible to harvest wild razorgrain due to missing collision on the object. (meshes\landscape\plants\WildRazorgrain01.nif) (Bug #24336) Baseballs had too large a collision block on them which results in floating objects. (meshes\Props\Baseball.nif) (Bug #23628) Armor\DCGuardMOutfitGO.nif did not accept material swaps because it had no material name specified. (meshes\Armor\DCGuardMOutfitGO.nif) (Bug #20300) Quest Fixes Father's speech during Institutionalized (MQ207) will claim you got help from the wrong faction to teleport into the Institute. This should now be corrected to check to see who actually helped you teleport in, not just which factions you may have joined as tokens early in the game. (Bug #24406) At the end of Duty or Dishonor (BoSM02, BoSM02Postquest) the game needs to determine what to do with Clarke. It appears as though making a GetRef() call during the stage that is starting the quest can result in the call failing and passing a None along to the remainder of the fragment. This then results in several failures in dealing with where to move Clarke to. An added timer event should prevent this from happening again but obviously cannot fix things if this part of the game has already been completed. (Bug #24383) Incorrect dialogue conditions allowed two female responses in the male branch during Piper's interview with the player in Diamond City. (Bug #24178) After killing the corsair in Hunting the Hunter (DLC03AcadiaM02) every NPC the player tries to speak to will result in the player simply saying "Hey, Dejen" until the quest is completed. The greeting in the quest needed a target to make sure that prompt only ran when the NPC is Dejen. (Bug #24096) Diamond City Security officers would sometimes comment about it being a "nice night" during the daytime due to an incorrect condition check on a dialogue topic. (Bug #23818) BoS201: removed several lines from the quest script that referenced non-existing objectives on this and other quests. (Bugs #24024, #24434) BoS201: removed a line that tried to enable an enable-parented guard whose enable parent was already enabled by an earlier running stage of this quest. (Bug #24356) BoS201: added a line to the stop stage fragment to remove BoS201RadioScene from the scene array on DNMasterQuest, in order to avoid log spam from RadioFailsafeScript. (Bug #24055) BoS201: added a line to the scene fragment SF_BoS201_02_VertibirdFlight_00121F31 to wait for 3D before calling an animation on the Prydwen's vertibird perch. (Bug #24126) BoS201, MQ106: fixed an issue with a door inside Fort Hagen which MQ106 tried to open after BoS201 disabled it. This door will now be handled by MQ106. The line to disable it has been removed from the script of BoS201. (Bug #24039) BoSEnable: fixed issues with animation graph errors thrown by two doors at Boston Airport which this quest tried to open while the player was at Fort Hagen. Also removed a line that tried to enable an enable-parented ref whose parent was already enabled by an earlier stage of this quest. (Bug #24021) BoSM00: null pointer property corrected on scene fragment SF_BoSM00_Kells_Intro_Initia_00142F87. (Bug #24381) BoSM02: corrected three null pointer properties. (Bug #24374) BoSR03: fixed an issue where a quest fragment could set the stop stage before it had finished all operations on the quest aliases. (Bug #24475) DLC03MQ00: removed invalid properties and restored missing ones. (Bug #23356) DLC03MQ01: script property modified to point to an enable marker instead of to a ref that is enable-parented to that marker. (Bug #23911) DLC03MQ02Fight: several quest aliases flagged as optional so the quest script can clear them. (Bug #23914) DN015: missing property added on scene fragment SF_DN015_RewardScene_0002CC45. (Bug #23989) DN033: several quest aliases flagged as optional so the quest script can clear them. (Bug #23932) DN119Fight: fixed issues with the scavenger being unresponsive after the mole rat fight and the quest not shutting down properly. (Bug #23807) DN130: removed a line from the quest script that referenced a non-existing marker .(Bug #24023) FFDiamondCityWanted04: invalid script properties removed. (Bug #23901) MinRecruit02: invalid property removed from topic info fragment TIF_MinutemenCentralQuest_000A02BC. (Bug #23802) MQ106Investigations: added a script property for a can trap (refID 00137C61) that was mistakenly enable-parented to MQ106InvestigationItemsMarker (this left the trap non-functional), unlinked the trap from the marker, and added a line to the quest script to enable the trap separately. (Bug #24016) MQ201: null pointer property corrected. (Bug #24022) MS01: object reference property mistakenly pointing to a random encounter quest. Also corrected a null pointer property. (Bug #24093) MS01: corrected a quest stage fragment that referenced the wrong objective on quest MS01MiscObj. (Bug #24495) MS02: corrected three quest stage fragments that referenced a non-existing objective. (Bug #24476) MS10b: the trigger alias on this quest could be filled with a leveled supermutant because the trigger's LocRefType was not unique. Which reference ended up in the alias at quest start was entirely random. (Bug #24115) MS10b: removed two superfluous animation calls on the power lift doors that always failed with animation graph errors because the doors had already been moved in the correct position by DN161PowerLiftButton script. (Bug #24116) MS11: added a missing sound property. (Bug #24418) REAssaultKMK_MQ101: an encounter with named feral ghouls that should not have been repeatable. (Bug #24012) RECampSC03: missing property added on topic info fragment TIF_RECamp02_0003D60C. (Bug #23997) REChokepointRJ01: invalid properties removed from topic info fragments TIF_REChokepointRJ01_001AC241 and TIF_REChokepointRJ01_001AC242. (Bug #23990) The alias for the Vault-Tec Rep was not set to protected status on WorkshopParent. (Bug #24488) Several of X6-88's idle comments were referencing the wrong target for gender specific dialogue checks. (Bug #23930) Living on the Edge (DLC03FarHarborM02) tries to set invalid objectives during the quest. (Bug #23913) To the Mattresses (RRR08) is missing the sound for completing the quest, and two dialogues are missing conditions for the status of the quest when completed. (Bug #24310) Erikson uses incorrect dialogue for the player when Longfellow is with you due to the gender check being done on Erikson instead of the player. (Bug #24351) WorkshopSynthInfiltrator01: this quest could not be completed due to the infiltrators never becoming hostile because the quest cleared their alias before a subsequent stage could update their faction relationships. (Bug #24539) Papyrus Fixes WorkshopSynthAttackScript: was missing a check for the quest this script was called from, which resulted in leaving the player only one game hour to react after the attack notification had been displayed. (Bug #24537) Fragments:Quests:QF_MS05B_0014B717: No check for validity of the companion alias before doing distance calculations on them. (Bug #24424) Fragments:Quests:QF_MS05B_0014B717: AddItem will remove the reference from its existing container before putting it in the new one. The line prior to the call moving the Deathclaw egg back into the nest has been commented out as it is not needed. (Bug #24423) Fragments:Quests:QF_MS05B_0014B717: Several stages attempting to complete Objective 100, which does not exist. (Bug #24422) AttractionObjectScript: corrected a check for deleted references in the OnLoad() event to bail out if a reference is deleted instead of continuing to process the event which then started to throw errors. (Bug #24413) BehemothSlamsFXScript: checks added to prevent the script from running after the magic effect has expired. (Bug #20619) BirdCritterScript: further modifications to reduce glitches with birds and to improve performance. (#24367) BoS302_DisableFastTravelTrigger: missing sanity check. (Bug #23860) BoSKellsPAScript: did not check whether the parent quest was running before it tried to start a scene. (Bug #24372) BoSVBAliasBoardingScript: missing a check for a non-existing passenger alias, since at least one of the quests that have this script attached to a vertibird alias handle the boarding procedure on a separate script and do not have a passenger alias. (Bug #24357) DefaultClearLocationOnTriggerScript: added a bool property to specify whether the trigger should disable itself after the script has run because some triggers running this script have their enable state controlled by enable parents. (Bug #24415) DefaultDisableHavokOnLoad: corrections made to prevent this script from trying to run operations on deleted references. (Bug #24194) DefaultStartSceneOnActivate: did not check whether the parent quest was running before it tried to start a scene. (Bug #24278) DLC01:DLC01_CompanionSelfDestructScript: OnInit() event missing a line to initialize a script property. Also added a check for a valid soundID. (Bug #23749) DLC06:DLC06OverseerHandlerScript: sanity check missing for cases where script functions are called without a terminal reference passed in, e.g. during quest initialization. (Bug #23351) DLC06:DLC06CompanionTrackerScript: sanity check for 'none' actors missing. (Bug #23621) DLC06:WorkshopAutoRepairScript: fixed an issue that caused massive log spam if the vault workshop DLC was installed at game start because the script tried to access data on WorkshopParentScript before they had been initialized. (Bug #23075) DN029CannonMasterScript: missing checks for valid sound instances. (Bug #24414) DN142_FollowerMoveScript: sanity checks missing for empty follower aliases. (Bug #23978) DN161PowerLiftButton: fixed animation graph errors. (Bug #22364) FollowersScript was missing a sanity check for 'none' locations. (Bug #24382) FXShaderOnDeath: checks added to prevent the script from running after the magic effect has expired. (Bug #23935) LoadElevatorPanelScript: 3D check missing. (Bug #24355) MagazineRackContainerScript: 3D checks missing. (Bug #23856) MirelurkHarvestableScript: corrected an issue that forced all refs with this script attached into an infinite reset loop because the script called Reset() in the OnReset() event. (#24370) MQ106InvestgationDummySCRIPT: script property and condition check added to prevent the script from trying to add dead actors and various static objects to the player's inventory. To make this work, script properties had to be updated on the following refs: 00085339, 001342C7, 001342D7, 001342D8, 00137C61, 001476F2, 001476F7, 001476FC, 001476FE, 00147702, 00147704, 00147706, 00147707, 00148233, 0014A136, 00154AB4, 00156937. (Bugs #23756, #24017) MQ203Script was causing log spam because it performed condition checks in the wrong order. (Bug #24486) MS02InstallItem: added states to avoid more than one activation of the refs this script is attached to, since any subsequent activation failed with animation graph errors due to the animation sequence played upon activation not being repeatable. (Bug #24493) OxygenTankScript: missing checks for valid soundID and to prevent it from trying to manipulate disabled references. (Bug #23579) POISC12_RobotManagerScript: invalid target passed to the RegisterForHitEvent() function. (Bug #24060) REAliasScript, RECollectionAliasScript: checks added to prevent them from calling functions on REParent script to kill actors that were dead already, since this did fail with an error most of the time. Also corrected a bad 3D check in the KillActor() function of REParent script. (Bug #20583) REScript: checks added to skip cleanup events received while another cleanup event was being processed already or after the quest was shut down, since handling them could result in quests being restarted by setting the stop stage twice. (Bug #23269) ShipmentScript: fixed an exploit that allowed to obtain unlimited scrap and made the script functional again since Bethesda had compiled it down to a stub. (Bug #24169) SimpleElevatorMasterScript: more sanity checks added for missing linked refs because some of the objects controlled by that script are not elevators and thus do not possess all elevator parts. (Bug #24426) SpotlightTriggerScript: fixed an issue that caused massive log spam because a function that was supposed to return a bool did not return anything due to a badly constructed condition check. (Bug #20876) SpotlightTriggerScript: missing check for array indices out of range. (Bug #24056) TrapBarnacle: removed a line that tried to delete a reference that is deleted by the engine already before the script gets to this point. (Bug #22216) TrapBase: this script was not checking whether a trap was a physical trap before it called the TrapHitBase script which doesn't exist on traps that are not physical traps. (Bug #24220) TrapGun: 3D checks missing in several places. (Bug #23606) TrapGun: checks added to prevent the script from giving an XP reward if the gun is grabbed after the trap itself has been disarmed already or after the trap has fired. (Bug #23109) TrapGun: check added to prevent the script from trying to fire the gun after it was grabbed. (Bug #24485) TrapRadiationScript: sanity check missing to handle traps with no trigger sound specified. (Bug #24217) TrapTripwire: check added to prevent the script from running on a non-existing reference after the player reloaded a save made in the same area before the trap was triggered. (Bug #23613) TrapTripwire: 3D check missing for cases where a trap is rearmed by a call from an external script. Also added checks to avoid animation graph errors in the same situation. (Bugs #24058, #24484) TunnelingRaceFX: checks added to prevent the script from running after the magic effect has expired. (Bug #23289) WorkshopAttackScript: workshop attacks flagged as night attacks could be delayed for an overly long time because the script did not calculate an appropriate delay. This increased the risk of getting attack messages for two different workshops within a short period of time because the workshop scripts continue to check all workshops for attacks once per game day, irrespective of whether previously triggered attacks have actually started running or not. (Bug #24455) WorkshopAttackScript, WorkshopParentScript: improved the reset handling for workshops under attack. (Bug #24503) WorkshopObjectScript: sanity check added to handle rare cases where the script tried to enable a deleted reference because of events firing out of order. (Bug #23755) WorkshopNPCScript: check added to prevent the script from running on a non-existing actor if the player reloaded a save made before that actor had been created. (Bug #24437) WorkshopParentScript: sanity checks added to the GetWorkshop() and UpdateActorsWorkObjects_Private() functions to handle cases where an invalid workshopID is passed in. (Bugs #23803, #23948) WorkshopParentScript: a further modification to the ProduceFood() function was necessary because the current version did not produce anything if WorkshopScript called it on a workshop that was never player owned. Also added a workaround for cases where the total food resource value is not equal to the sum of the individual food resource values, by normalizing the production chance values to the grand total. (Bug #23996) WorkshopParentScript counted provisioners as unassigned. They are doing a job though and therefore should count as assigned. (Bug #24261) WorkshopParentScript: AddActorToWorkshop() called ClearFromOldLocations() only on actors that were tagged as synths, but this function should be called on all in-game created actors. (Bug #24262) WorkshopParentScript: there was a rare case where the script could assign a boss LocRefType to an actor who was subsequently removed from a workshop. (Bug #24263) WorkshopParentScript: removed some code from the UnassignActorFromObject() and UnassignActor() functions that was needlessly repeating operations that had been carried out already by previously called sub-functions. (Bug #24264) WorkshopParentScript: the UnassignObject() function did not properly update an actor's status if some, but not all of his work objects were unassigned. (Bug #24273) WorkshopParentScript: modified the SetUnassignedPopulationRating() function to accept an actor array, so the ResetWorkhop() function can pass its own actor array and doesn't have to rely on SetUnassignedPopulationRating() to create a new one. Otherwise, the operation would fail if the workshop had unloaded needlessly so because ResetWorkshop already had a valid actor array. (Bug #24274) WorkshopParentScript: due to inappropriate handling of damaged objects, it was possible that an actor could get more work objects assigned than allowed by his production limit. (Bug #24311) WorkshopParentScript: To improve performance, the ResetWorkshop() function and the "core functions" that handle actor and object assignment have been completely rewritten. Workshop resets are now 25% faster, on average, which is significant but admittedly only a minor improvement for overly large workshops. The resource assignment procedures however, which run in regular intervals while the player stays at a workshop and also are called every time a resource object is built are more than 90% faster now. This greatly helps in reducing the number of threads that are alive on WorkshopParentScript at the same time and makes script lag issues that could still occur after the reset had finished running less likely. This also required minor modifications to WorkshopScript and WorkshopObjectScript. (Bug #24312) WorkshopParentScript assigned beds to robots. (Bug #24408) WorkshopParentScript: it was possible that workshop resets were queued if the player quickly fast traveled between workshops, and if they eventually started running, they would have run on workshops that were not loaded anymore. A check has been added to the ResetWorkshop() function to skip resets if the workshop they are supposed to run on is not loaded. (Bug #24411) WorkshopScript, WorkshopParentScript: The location check performed by WorkshopScript before running a resource calculation had to be further improved because a bogus location may be returned for the player's current location if the player is in workshop mode. The improved check has also been applied to a function on WorkshopParentScript that checks whether the most recently visited workshop is still loaded. (Bug #24122) Settlement & Workshop Fixes The scrap recipe for certain pieces of wood furniture (workshop_co_ScrapFurnitureWood) erroneously specifies that 20 pieces of wood should be returned when it should only be 2 pieces. (Bug #24257) Removed actor ownership from all pre-placed beds in settlements because it broke bed assignment by the workshop scripts. This affected Abernathy Farm, Finch Farm, The Slog and Warwick Homestead. (Bug #24531) Terminal Fixes Invalid properties cleared from DN035_RobotControlTerminal_SelfDestruct. (Bug #24210) DN033_Station1Terminal, DN039_SecurityTerminal: Terminals that were supposed to be allowing holotapes to be used but weren’t set to do so. (Bug #24432, Bug #23789) East City Downs terminal was not configured to allow hacking even though it has linked turrets. (Bug #24230) Placement/Layout/Ownership and other World Object Fixes 001BD3BC, 001BD3BD, 001BD3BE, 001BD3BF, 001BD3C0: Items missing ownership at Kendall Parking. (Bug #23633) 00064ED4, 00064EE2, 00064F01: Tesla traps at The Castle that were the wrong type. (Bug #23106) 0021E02A: bool property on DefaultClearLocationOnTriggerScript set to 'false' to prevent this trigger from disabling itself after the script has run because its enable state is controlled by an enable parent. (Bug #24415 00129AF9: misplaced wall that left gaps on either side of it. Because that wall is in a precomb, another wall piece has been added to close both gaps. (Bug #23705) 00239A20: moved a tire that could end up floating once the road piece it was sitting on got disabled after the Institute had been blown up. (Bug #23829) 0003F2BF: leveled mirelurk with properties missing on AmbushArtFX script. (Bug #23988) 00181274: leveled raider linked to a distant cloud instead of an EMSystemTurf trigger. (Bug #24308) 00190B5D: spotlight light mistakenly enable-parented. (Bug #23891) 000E8514, 000E84FA: ghoul corpses added to the Sunhsine Tidings cleanup procedure. (Bug #23763) [NR] 000FA720: invalid property removed from DN049_PlayerAtDirectorTriggerScript. (Bug #23699) 00157A86, 001B0174, 0011C6D8, 001A76CC, 001D49B8: simple elevators missing a required linked ref to play a sound from .(Bug #20736) 0010784D: removed a script from a Pulowski shelter that conflicted with the PulowskShelterScript and did not work anyway because the linked ref it was relying on did not exist. (Bug #23082) 00182E0E, 00182E0F, 00182E12, 00182E1A, 00182E1D, 00182E1E, 00182E21, 00183262, 0018326C, 00183274, 0018328A, 00183C6D, 00183C6E, 00183C6F, 00183C70, 00183CA0, 00183CA1, 0018F02F: properties modified on AttractionObjectScript to prevent errors from being thrown if the script tries to enable or disable them. (Bugs #23616, #23618) 0003C2FF, 0003C403, 000CAE32, 001322B4, 001E8119, 00204478, 00225E5E, 00225E84, 00225EBB: static objects with a DefaultDisableHavokOnLoad script attached. 001322B4 also had ragdoll data specified. Removed the script and the ragdoll data and also cleared the 'don't havok settle' flag. (Bug #23924) 0014770C, 0014A133: triggers mistakenly enable-parented. (Bug #24015) 0003A6E2, 000EFF3B, 001344C1: chained doors with script properties missing. (Bug #24019) 0021973A: non-functioning spotlight (no trigger) duplicated in the place of a functioning spotlight. Both spotlights were sharing the same light, resulting in massive log spam. Unlinked the light from the non-functioning spotlight and disabled that spotlight. (Bug #24114) 00196357: unlinked this marker from its enable parent because the quest BoSPrydwenScene_FlightDeck is handling its enable state. (Bug #24127) 00182E34: the ElevatorMasterScript running on this reference failed to start two scenes because the respective script properties were locally flagged as 'removed'. Changed these flags to 'edited'. (Bug #24128) 0303251D: unlinked this ref from its enable parent because it's running a script to handle its enable state. (Bug #24176) 00180FC0: unlinked this note from its enable parent because the quest BoSM02 is handling its enable state. (Bug #24375) 002169D2: invalid property value corrected on DefaultMusicActivateScript. (Bug #24192) 00160AEC: missing sound property added on DN144DeathclawDustWalkTrigger script. (Bug #24420) 00117FFD: spotlight missing a trigger. Also specified super mutants as owning faction since this spotlight is mounted on a building populated by super mutants. (Bug #24454) 00077CF0, 00077CF6: spotlights missing an owning faction. (Bug #24512) 00075FE9: removed a script from this ref whose only purpose was to enable a linked ref. Because there is no linked ref existing, it only spilled errors. (Bug #24474) 001e479f, 001e4793: Terminal and turrent linked incorrectly, causing the hacking routine to fail. (Bug #24354) 00078E42: Incorrect placement of a quest specific container with a unique object. It should have been the generic version of the container. (Bug #24072) 0701289A: Trash pile added to cover gap between a wall and the floor. (Bug #20539) 0701289C: Cave mound placed underneath a wooden shack floor piece that exposes the worldspace void. (Bug #21439) 001D1F28, 001D1F29, 001D1F2A, 001D1F2B, 001D1F2C, 001D1F32: A bed and several other items were marked as owned, but shouldn’t have been. (Bug #22417) 0701289E, 0701289F, 070128A0, 070128A1, 070128A2, 070128A3: Trash piles added to cover up a large gap underneath a building. (Bug #22762) 0701289B: Rubble piece placed to cover a gap in a wall. (Bug #23688) 070128A5, 070128A6: Sand piles placed underneath a floating car. (Bug #23689) 0009E5E8: Misaligned door. (Bug #23713) 001BE45A: Motorcycle clipping through the wall of a trailer. (Bug #23722) 00131E3C: Adjusted a cabinet that was clipping into a wall. The items [Ref 00131E40, 00131E41, 00131E42, 00131E43, 00131E44, 00131E45, 00131E46, 00131E4E, 00131E54] placed on it needed to be adjusted as well. (Bug #23742) 00093324: Floating helmet. (Bug #23743) 00177A4D: Misplaced barrel. (Bug #23745) 001E79AB, 001E79AC, 001E8295, 001E82E2, 001E82E3, 001E8301, 001E8346, 002031EB, 00203232: Misplaced hubflower plants. (Bug #23761) 001A8A16: Raised an NPC spawn marker that was placed partially beneath the ground. (Bug #23775) 001A857A: Misplaced magazine. (Bug #23781) 070128A7: Gravel pile added to hide a gap beneath another gravel pile that is floating. (Bug #23785) 06023DBB: Misplaced bobby pin. (Bug #23833) 001505F6: Moved a news stand that was clipping into a Nuka-Cola machine. (Bug #23850) 0301700F: Adjusted a VIM Machine that would clip with the ground when its door was opened. (Bug #23866) 060319F2: Floating gun. (Bug #23886) 0300556F, 03005570, 03005571, 03005572, 03005573, 03005574, 0302C23F, 0302C240, 0302C241, 0302C242, 0302C243, 0302C244, 0302C245, 0302C246, 0302C247, 0302C248, 0302C24A, 0302C24B, 0302C24C, 0302C24D, 0302C24E, 0302C24F, 0302C250, 0302C251, 0302C252, 03002C253, 0302C254, 0302C255, 0302C256, 0302C257, 0302C258, 0302C259, 0302C25A, 0302C25B, 0302C25C, 0302C25D, 0302C25E, 0302C25F, 0302C260: A number of bowling pins are marked as owned at Beaver Creek Lanes that shouldn’t be. (Bug #23918) 000F130E: Grounded a turret that was floating in the air. (Bug #23926) 0302C1B4: Jukebox placed backwards. (Bug #23927) 000A2D1A, 000A2D1B, 000A2D1C, 000A2D1D, 000A2D1E, 000A2D1F, 000A2D20, 000A2D21, 000A2D22, 000A2D23, 000A2D24, 000A2D25: Misplaced shopping cart with various other items floating above or below it. (Bug #23953) 00159FF0, 00159FF1, 00159FF2, 00159FFE, 001BB28C, 001E4BFB, 001E4BFF: Clipping mutfruit bushes. (Bug #23965, Bug #23701) 0021782E, 0021782F, 00217830, 00217831, 00217832, 00217833, 00217834, 00217835, 00217836, 0021783A, 0021783B: Grounded floating idle patrol markers. (Bug #23973) 000F1F35, 000F1F36, 000F1F37, 000F1F38, 000F1F39: Misplaced ghoul spawn markers. (Bug #23984) 00148D96, 00148D97: Floating patio chairs. (Bug #23992) 001C64C2, 001C64C3: Nuka-Cola machines that were the wrong base type. (Bug #23992) 0701289D: Cement block piece placed underneath a floating patio table. (Bug #23992) 001C64B7: Gunner spawn marker placed partially below the surface. (Bug #23999) 00209792: Misplaced suitcase. (Bug #24047) 0022F6E7: Misplaced car seat. (Bug #24048) 001B372C: Nuka-Cola machine that was clipping with rubble when opened. (Bug #24049) 00090B0B: Misplaced lamp. (Bug #24051) 0017BFD8: Ice box clipping into a car. (Bug #24074) 0017C012: Car that wasn’t havok settled properly. (Bug #24074) 00097C15: Misplaced doghouse. (Bug #24182) 0019293D: Misplaced rifle. (Bug #24197) 00058819: Misplaced caps stash. (Bug #24205) 001D1F28: Misplaced sleeping bag. (Bug #24209) 001552E2, 001552E3, 00193EF6: Misplaced beds. (Bug #24225, Bug #23883) 000556E9, 000EF63C, 0019293B, 0019293C, 0019291A, 0301FB77: Misplaced ammo boxes. (Bug #24226, Bug #24197, Bug #23865) 000C4556, 00145860, 001C64A1: Misplaced ammo. (Bug #24226, Bug #24010, Bug #23992) 00186762: Misplaced desk. (Bug #24231) 001C3394, 001E8BC0: Floating lobster float. (Bug #24231, Bug #24223) 0003B666, 000670C3, 000EFB1E, 0012DCB1, 00138CA4, 0017E6B4, 00247A71: Misplaced toolboxes. (Bug #24234, Bug #24226, Bug #24183, Bug #24047, Bug #24035, Bug #24026, Bug #24010) 070128A4: Trash clump added to cover up a gap underneath another trash clump. (Bug #24241) 000E0FD2, 00132326, 0013233C, 00132347, 001AF344, 001C99FD, 0021183F, 03018FD3: Misplaced trash cans. (Bug #24244, Bug #24105, Bug #24026, Bug #23780, Bug #23778, Bug #20539) 002493D6: Misplaced lunch pail. (Bug #24245) 000556DA, 000556DC, 000610C1, 000670C4, 000670C5, 000670C6, 000670C7, 0008ADC4, 0008ADC7, 0008ADC8, 0008ADC9, 0008ADCE, 0009B73A, 0009B73C, 000B0D0B, 000E0DF4, 000EC637, 0012DD69, 00138C5F, 00138C62, 00138C65, 00138C67, 00148D98, 00148D99, 00166A91, 00166A93, 00166A94, 00166A97, 00166A98, 00166AA7, 0017BFEE, 001956ED, 001A4DD0, 001A4DD2, 001A7F01, 001A7F02, 001B266C, 001C2015, 001D1F2A, 001D1F2B, 001D1F2C, 001D83DF, 001D83E0, 03032D6C, 0302BFDB, 0302BFDC, 060442C5: Various misplaced consumables. (Bug #24379, Bug #24249, Bug #24209, Bug #24204, Bug #24197, Bug #24104, Bug #24074, Bug #24050, Bug #24035, Bug #24031, Bug #24010, Bug #23992, Bug #23929, Bug #23887, Bug #23866, Bug #23809, Bug #23795, Bug #23791, Bug #23733, Bug #23661, Bug #23657, Bug #23624) 001F99D0, 001F99D1, 001F99D2, 0602E68D, 0602E68F: Misplaced fragmentation mines. (Bug #24442, Bug #23828) 0005C206: Raised a bloodbug spawn marker that was placed below the ground. (Bug #24443) 00112609, 0011260D, 00112611, 00112615: Misplaced oxygen tanks. (Bug #24446) [NR] 00023597, 0003731F, 0003B66A, 0003B66C, 0003B66D, 00060C56, 00060C57, 00086696, 000A2CBF, 000A2CC2, 000A2CC4, 000EF359, 000FEDDA, 0016BC75, 0017BFDC, 0017C7DE, 0017E6B6, 001A7F35, 001B61BD, 001BA6CA, 001BA6F8, 002096E5: Misplaced barrels, baskets, boxes, bins, and crates. (Bug #24448, Bug #24256, Bug #24255, Bug #24226, Bug #24103, Bug #24074, Bug #24026, Bug #23964, Bug #23779, Bug #23762, Bug #23723, Bug #23701) 000ACC65: Floating mailbox. (Bug #24449) 000C7EF4: Misplaced bobby pin box. (Bug #24450) 0003B674, 0003B677, 0003B678, 00056CB9, 000610B8, 000610BA, 000610BB, 000610BC, 000610BD, 000610BE, 000610BF, 000610C0, 0006553B, 000670BF, 000670C0, 000670C1, 00070058, 00072080, 000752AF, 00075380, 00075381, 00075383, 0007E497, 0007E498, 0007E499, 000866B0, 000866B1, 000887D5, 0009376E, 0009469C, 0009469D, 000946A0, 000A2CF7, 000A2CC3, 000AE134, 000AE135, 000B0CE9, 000B157A, 000B157C, 000C26E6, 000D678D, 000E0DF1, 000E0DFB, 000EF34F, 000EF5C7, 000EF5C8, 000EF5C9, 000FF214, 00100FDF, 00100FE0, 00100FE1, 00101001, 00101002, 0011B03D, 001233F4, 001233F5, 0013C0F7, 0013C0F8, 0013C2BD, 0013C2C8, 0013C2E0, 00144D79, 00144D7E, 00144D7F, 00165340, 0016BC29, 0016BC2A, 0016BCB0, 0017E6B9, 00188C37, 00188C38, 00188C3A, 00188C3B, 00190317, 00193EF6, 00193F12, 00193F13, 0019B0A5, 0019B0AB, 0019B0AE, 0019B0AF, 001A7679, 001A7F2F, 001A7F30, 001A7F3C, 001AF2C8, 001A4E0B, 001A4E0C, 001A5BED, 001A749C, 001A856B, 001A856C, 001A856E, 001A856F, 001A8570, 001A8571, 001A8572, 001A8575, 001A8576, 001A8582, 001B0A68, 001B1329, 001BA4D9, 001BDF53, 001BDF54, 001BDF57, 001BE6EB, 001C4B67, 001C64A0, 001C6C7E, 001CB8C0, 00203352, 00203353, 00203354, 002096ED, 002096EE, 0020BAEB, 0020E7FC, 0020E7FD, 0022489E, 002278C5, 0022B99E, 0023D024, 0023D025, 03018FD3, 03038E87, 03042ADA, 03042ADB, 0304B8B8: Various misplaced junk items. (Bug #24451, Bug #24448, Bug #24447, Bug #24440, Bug #24379, Bug #24256, Bug #24255, Bug #24243, Bug #24240, Bug #24233, Bug #24227, Bug #24226, Bug #24224, Bug #24223, Bug #24222, Bug #24207, Bug #24203, Bug #24184, Bug #24106, Bug #24103, Bug #24052, Bug #24051, Bug #24035, Bug #24034, Bug #24027, Bug #24026, Bug #24010, Bug #23992, Bug #23964, Bug #23963, Bug #23949, Bug #23929, Bug #23883, Bug #23878, Bug #23877, Bug #23868, Bug #23834, Bug #23816, Bug #23815, Bug #23796, Bug #23792, Bug #23790, Bug #23781, Bug #23779, Bug #23778, Bug #23677, Bug #23776, Bug #23750, Bug #23744, Bug #23741, Bug #23733, Bug #23723, Bug #23658, Bug #23630, Bug #23628, Bug #23623, Bug #23622) 000637CE, 000BB682, 000A9ECB, 000FF33D, 0015345A, 0018B811, 0018B813, 001929AF, 001D0394, 001D0395, 001D63A0, 001E96D4, 001E96D5, 001FACF6, 001FACF7, 002121D2: Misplaced corpses and skeletons. (Bug #24482, Bug #24255, Bug #24244, Bug #24197, Bug #23753, Bug #23721, Bug #23704, Bug #23660, Bug #23643, Bug #23641, Bug #23640) 000E852B, 000E852C, 000E852D, 000E852E, 000E852F, 000E8530, 000E8531, 000E933F, 000E9360, 000E9361, 000E9362, 000E9363, 000E9364, 000E9365, 060186EB, 060186EC, 060186ED, 060186EE, 060186EA, 060186EF, 060186F0, 06056D9C, 06056D9D, 06056D9E, 06056D9F, 06056DA0, 06056DA1, 06056DA2: Misplaced Nuka-Cola machines and Nuka-Cola bottles. (Bug #24526, Bug #24444)
  3. Arthmoor

    Unofficial Fallout 4 Patch

    Version 2.0.4

    2234 downloads

    A comprehensive bugfixing mod for Fallout 4. The goal of the Unofficial Fallout 4 Patch (aka UFO4P) is to eventually fix every bug with Fallout 4 not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Fallout 4 Patch with the latest release version of Fallout 4 patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  4. Fallout 4 1.1.30 Fixes crash related to xaudio drivers Fallout 4 1.2.37 New Features Number pad keys can now be used for remapping (PC) Remapping Activate now works on Quick Container (PC) Fixes General memory and stability improvements Performance improvements inside the Corvega Assembly Plant Optimizations to skinned decal rendering Fixed issue with player becoming stuck in terminals Fixed issue where equipped weapons become locked after completing Reunions Fixed issue with "When Freedom Calls" where the quest would not complete During "Confidence Man" fixed issue where player's health would continuously regenerate Fixed crash related to jumping into water and reloading saved games Fixed issue where Launcher would not save God Rays Quality setting properly (PC) Fallout 4 1.3.47 New Features New ambient occlusion setting, HBAO+ New weapon debris effects (NVIDIA cards only) Added status menu for settlers in your settlements Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis Improved "ESDF" keys remapping support while in Workshop mode Gameplay Fixes General memory and stability improvements Fixed texture threading issue causing unusually long load times Improved performance when looking through a scope Fixed issue where player could warp to a different location when aiming Companions can no longer get stuck with radiation poisoning Fixed an issue where Vault 81 residents would not dismember correctly Big Leagues perk now displays calculated damage correctly Fixed issue with third person camera not displaying properly after exiting certain crafting stations Fixed an issue where subtitles would occasionally not update properly Effects will properly be removed on companions when items are unequipped MacReady’s Killshot perk now calculates headshot percentages properly Fixed an issue with NPCs getting stuck in Power Armor Fixed a rare issue with companions getting stuck in down state Second rank of Aquaboy now calculates properly Fixed an issue with resistance not always lowering the damage correctly when added by mods Enabled number of characters available when renaming an item (XB1) Fixed issue with player becoming dismembered while still alive Robotics expert is now usable in combat Stimpaks can now be used on Curie after the transformation Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked Quest Fixes Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle Fixed an issue where invulnerable characters would get stuck in combat Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest Fixed an issue where Synths could attack the Castle while the player was friends with the Institute Fixed an issue where killing a caravan would leave a quest open Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover" Fixed an issue where the player could get stuck exiting the cryopod Fixed an issue where the player could no longer get Preston as a companion In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad Fixed an issue with Minutemen quests repeating improperly Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114 In "Confidence Man," Bull and Gouger can now be killed During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly Fixed an issue with "Tactical Thinking" where leaving dialogue early with Captain Kells to reprogram P.A.M. could cause quest to not completely properly Workshop Fixes Fixed a bug that would cause settler counts to appear incorrectly Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population Improvements to snapping pieces together while in Workshop mode Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed Player can now build workbenches in their Diamond City house Building wires no longer uses up copper Fixed issue with certain settlement attacks not generating properly Fixed an issue with settlement happiness calculations Settlers assigned to weapons stand will now stand next to it Diamond City house now shows provided power Repairing items will now correctly consume resources Fixed an issue where companion would ignore commands at workshop locations Fixed an issue with crops appearing destroyed after saving and reloading Fallout 4 1.4.132 New Features Support for add-ons Additional art customization added to Workshop: Super Mutant clutter including meat totems, meat bags and meat cart Raider clutter including raider poles, cages and tents Abstract and portrait paintings Variety of new signs More metal and wood doors variants Fixes General stability and performance improvements During "Getting a Clue" quest, Kellogg's desk will remain a working container During "Rocket's Red Glare", resolved issue where companions could not be dismissed after completing the quest Fixed an issue with "Kremvh's Tooth" quest item not spawning properly Settlements under attack will now display an updated message with the results of the attack if player does not respond Fixed an issue with screen effects not clearing away properly after using a scope Fixed an issue with trying to sprint while in third person with a minigun equipped Rank 4 of Demolition Expert perk now properly increases the area effect of explosives The Scrounger perk now includes additional common ammo types Fixed an issue where Calvin Whitaker would disappear in Vault 81 Fixed an issue where Ninja and Sandman perks combined would apply the incorrect damage bonus Fixed an issue where Rank 3 of Grim Reaper's Sprint did not fill critical meter properly Fixed an issue with key cards not spawning correctly in Vault 75 Fixed an issue where enemies would stop spawning during "Airship Down" Being in first person while wearing power armor and quickly switching weapons will no longer cause the Pip-Boy to be stuck Fixed an issue with the autosave counter getting incorrectly reset Fixed issue that would cause the Pip-Boy menu to turn invisible while swimming Fixed an issue where scrapping larger quantities of a single item would inadvertently scrap a legendary item Fixed issue where exiting workbenches would cause third person to stop working properly The Scribe can now be assigned consecutive settlements properly Fixed issue with duplicating scraps shipments Fixed issue with vendors not properly exchanging caps after several consecutive transactions in a row Fixed issue with the quicksave and autosave message persisting through loading screens Fixed an issue where updating to the latest patch would cause Options settings to reset back to default (Xbox One) Fixed an issue with loading save with a placed object in water, not properly floating Fallout 4 1.5 Steam Update (1.5.157) 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 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 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 Fixed occasional flashing issue with entering and exiting Power Armor Fixed issue where terminals would not work properly after downloading and initializing an Add-On from the Add-Ons menu Fallout 4 Update 1.5.205 New Mod Features General Improvements to the Mods menu, and support for Xbox Mods Added option to delete all mods Added option to disable all mods Added a search option to the mod browser Increased the amount of displayed mods per category Added bumper navigation to jump forward while browsing Mods Added access to the “Load Order” menu on the Bethesda.net login screen (offline Mod management) Fixed a few issues with how images display in the browser and Mod details screen. Fallout 4 Update 1.5.307 New Features Support for upcoming Add Ons Fixes General stability and performance improvements Ability to filter by Daily Most Popular mods Improved performance when browsing mods Fixed issue where plugins would occasionally not delete properly Fixed bug with mod file size calculation on Load Order menu Fixed issue with screenshots not loading properly on mod preview page Different music track for browsing mods Author name and Mod Size now appear on mod details page Fallout 4 1.5.416 Update New Features Increased space for Mod text on Mod details page for improved readability Load Order menu now displays text about each Mod when highlighted Most Popular filter now toggles between Daily, Weekly and All Time (defaults to Daily) Reporting categories added when reporting a mod Load Order menu displays options to Disable or Delete All Mods Count of ratings now appears on Mod details page Fixes General stability and performance improvements Fixed issue with weapons and armor losing mods and Legendary status when removed from armor and weapon racks (Contraptions) Improved stability when reinitializing with certain mods loaded Mod menu will check available space before starting mod downloads Fixed issue with certain mods not downloading properly Fixed issue with certain mods not appearing properly in the Load Order menu Fallout 4 1.6.3.0 Update New Features ExitSave - Exiting to the Main Menu will create an ExitSave. During next play session, the ExitSave will delete itself after you load it. The Existsave works in all difficulty levels including Survival. New Add On specific icons in Workshop mode More than 300 new player names added to Codsworth's vocabulary Support for upcoming Add Ons Fixes General stability and performance improvements Fixed a crash related to targeting an enemy weapon while in VATS Fixed an issue where a Companion would become stuck walking and unable to run Fixed issue in "Mankind Redefined" to prevent the player from getting stuck in elevators while in Mass Fusion Building In "Boston After Dark" quest now completes properly when waiting for Old Man Stockton Fixed occasional issue where player would become permanently invisible Dead settlers can no longer be commanded or assigned to supply lines Fixed issue where deleting saved games would cause other saves to disappear Fixed occasional issues with activating mods that did not come from Bethesda.net Minor bug fixes and optimizations to Mods load order and browsing Fallout 4 1.6.9 Update New Features ExitSave - Exiting to the Desktop now works with ExitSaves. Fallout 4 1.7.9.0 Update New Features Support for Nuka-World New store art type for Workshop settlements Ability to delete Add Ons without doing a full uninstall (PS4) Fixes General optimization and stability improvements Jun and Marcy Long are no longer essential after completing "Sanctuary" Vendors can offer large shipments of Ceramic, Copper, Rubber, Steel and Wood Improvements to accuracy and control with picking up and placing objects (not Workshop mode) Grenades and molotov cocktails can now be used with the Junk Mortar (Contraptions) Fixed issue with companions unequipping clothing when fast traveling with player Fixed an issue with player animations not loading properly after reloading a saved game Fixed issue where certain dog armors would not equip properly on Dogmeat Fixed an issue where objects from Add Ons would not scrap correctly or would not be stored properly Fixed infinite load that would occasionally occur while logging off while downloading a mod Fixed a crash related to investing in a store while trading Fixed issue where "Quartermastery" would send player to erroneous locations Fixed performance issues related to dropping certain weapons Fixed issue where melee weapon would not properly after dying and reloading the save Fixed a rare issue where Sturges and Mama Murphy would stop moving Fixed snapping issue with Surgery Center in Workshop mode Mod Fixes Fixed issue where Mods images would stop displayed while scrolling through Mods menu Disable All Mods now works properly when offline NPCs that are changed in a Mod will update changes like hairstyles properly Fixed animation error related to NPCs changed in Mods who have died, and reloading the save without the Mod activated Fixed issue where sneaking would turn player invisible while running with Mods Localization strings moved to Interface archive Minor UI improvements to Mods menu and Mods Detail menus Vault-Tec Workshop Fixes Vault Exterior Door no longer has a missing texture if Wasteland Workshop is not installed NPCs will no longer incorrectly sit at the Vault Security Desk Vault-Tec Water Pump and starting generator now auto repair when entering workshop mode Player can no longer assign companions or Overseer Barstow using the population management system to prevent this from breaking them Vault-Tec population management system will no longer say jobs are available when is no one valid for job assignment available Vault Experiments can be scrapped in workshop mode Fixed issue with Overseer Barstow’s audio cutting out after Clem’s interview Interviewing the second settler candidate will not reset after the dialogue option take a break Fallout 4 1.7.15 Update Fixes Fixed issue with Nuka World monorail not starting properly Fallout 4 1.7.19 Update Fixes General updates to Bethesda.net Mods Nuka-World Fixes Fixed issue where "The Grand Tour" could not be completed if Gage was your active companion when the quest started. Far Harbor and Contraptions Workshop Far Harbor and Contraptions were also updated on PC, Xbox One and PS4 with minor updates Far Harbor (JP) was updated to fix untranslated strings Fallout 4 1.7.22 Update Fixes Fixed issues with Bethesda.net Mods not appearing properly Fallout 4 1.8.7.0 Update Fixes Fixed an issue in which some sound effects would not persist after reloading in an area Resolved an occasional crash when exiting to the Main Menu, and trying to start a New Game Fixed an issues with spaces in Mods search queries Cannot rate “WIP” Work in Progress Mods, and Mods can now only be rated after they have been downloaded Doubled the amount of browse-able tiles in the Mods menu Fixed a rare crash that would occur when a Mod had an unexpected data structure Fixed an issue in which Library and/or Favorite Mods categories would not display correctly in specific situations Fixed an issue in which some Mods images would not load when scrolling quickly A Sentry Bot firing dual Gatling Lasers will no longer cause the audio to cut out Fallout 4 1.9.4.0 Update New Features Enhanced PS4 Pro Support Support for High Resolution Texture Pack (PC only) Added Featured category for mods Added ability to sort Highest Rated and Most Favorited filters by today, week, month and all time Added number of ratings count to Mods Browsing Menu Added number of favorites count to Mod Details page Added required dependencies to Mod Details page Added latest version number and notes to Mod Details page Fixes General performance and stability improvements Improvements to Reporting mods categories Fixed occasional crashes while scrolling through Load Order menu Improved Bethesda.net error messaging Fallout 4 1.10 Update New Features Creation Club Message of the Day Support for ESL file format Mods - patch version numbers and notes added to Mod Details page Bug Fixes General stability fixes related to enabling and disabling Mods Minor fixes to Bethesda.net functionality Fallout 4 1.10.26 Update Bug Fixes Fix for Load Order resorting improperly after downloading a Creation Minor fixes to Bethesda.net accounts functionality New Creations will no longer auto-download to your game. [Not listed in official changelog] Fallout 4 1.10.40 Update Bug Fixes Fixed crash related to changing profiles (Xbox One only) Fixed issues with screenshots displaying incorrectly in Creation Club/Mods Message of the Day heading revised Changed logic for how Creation Club content is initialized Minor bug fixes to Bethesda.net Fallout 4 1.10.50 Update New Features Official support for Xbox One X Bug Fixes Fixed corrupted textures related to reflections Updated script functions to support new Creations Removed Report button from Mods (Users should report Mods on Bethesda.net) Fallout 4 1.10.64 Update Unknown, no changelog was provided. Fallout 4 1.10.75 Update New Features Support for Pets Bug Fixes Minor bug fixes for Bethesda.net Bug Fixes for Creations including: Hellfire Power Armor Prototype Gauss Rifle Arcade Workshop Pack Fallout 4 Update 1.10.80.0 Bug Fixes Fix issue with long initialization load time at game start up
  5. twistedchevy08

    Loot

    I Have been trying to use loot it help with plugins but still don't know what I'm doing. It says I have 6 dirty plugins but don't know which ones.
  6. As for Skyrim just here only ask questions about Fallout 4. When creating a modification adding new STAT with NavCut for workshop I noticed that none of the meshes from Vanilla or DLC which have NavCuts do not have "Obstacle" flag for them. (creationkit.com reference) I have add "Obstacle" flag to the new STAT with NavCuts or not?
  7. InsanePlumber

    Who can guess which is original :p

    From the album: Insane Fallout 4

    ShackMetalWallOuter04A.nif

    © InsanePlumber

  8. InsanePlumber

    [Fallout 4] Useful INI Settings

    Now that F4SE Team repaired keyboard keys binding it is time to take for the UI and INI. A couple useful settings for INI files. Please note that English is not my native language. What can you expect here: - In time, there will be more - You will find here settings that are not present in INI files or can not be changed using Fallout4Launcher.exe - All setings have been tested - They have default values - Most of the settings explains itself (self explanatory by the variable name) - Work for Game version 1.5.157. What you will never find here: - uGridsToLoad Setings and etc... - Settings to manage game memory and etc... - And all other setings which leads to the instability of the game Some Help Field of view in video games. Help in choosing R G B colors for UI Very good S.T.E.P. guide on how to operate the INI files in Beth games (It is written for Skyrim, but the principles are the same. And I Very Strongly advise you to read this guide, if you have no idea what it is INI files in Beth games.) Full patch to all INI files used by Fallout4.exe (All Default) %USERPROFILE%\Documents\My Games\Fallout4\Fallout4.ini %USERPROFILE%\Documents\My Games\Fallout4\Fallout4Custom.ini %USERPROFILE%\Documents\My Games\Fallout4\Fallout4Prefs.ini INI used by Fallout4Launcher.exe ONLY (All Default) C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\Fallout4_Default.ini C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\Low.ini C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\Medium.ini C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\High.ini C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\Ultra.ini C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 4\Fallout 4\Fallout4Prefs.ini Everything you put in Fallout4Custom.ini will overwrite everything that is in Fallout4.ini List of variables that will not be overwritten by Fallout4Custom.ini (Credits go to DoubleYou) You can overwrite Fallout4.ini and Fallout4Custom.ini using INI for modification. ...\Data\MyMod.esp ...\Data\MyMod.ini How to check that it works as I wrote? ArchiveInvalidation! This allows you to place anything as "Loose Files" in ...Data\ Now all SWF files work without a problem, even font swapping is not a problem now. (Meshes, Tekstures, Strings, etc...) And most importantly loading time decreases drastically compared to the "old" method, if you are using a large amount of "Loose Files". There is no need to add: , TEXTURES\, MUSIC\, SOUND\, INTERFACE\, MESHES\, PROGRAMS\, MATERIALS\, LODSETTINGS\, VIS\, MISC\, SCRIPTS\, SHADERSFX\, VIDEO\ in to: [Archive] sResourceDataDirsFinal=STRINGS\ Just add this variable in to INI for "Loose Files" to work.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) Variable "sResourceDataDirsFinal" >>> Must Be Blank! <<< [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= Console settings.(Fallout4.ini or Fallout4Custom.ini) [Menu] iConsoleSizeScreenPercent=40 iConsoleTextSize=20 rConsoleHistoryTextColor=153,153,153 rConsoleTextColor=255,255,255 rDebugTextColor=255,251,233 Disables all intro and proceeds directly to Game Main Menu.And it allows for the fast load of the last save by double-clicking the "E" you do not have to skip intros etc ... (Fallout4.ini or Fallout4Custom.ini) To Disable (SIntroSequence= fChancesToPlayAlternateIntro=0.0000 uMainMenuDelayBeforeAllowSkip=500 sStreamInstallVideoPlayList=) [General] SIntroSequence=GameIntro_V3_B.bk2 fChancesToPlayAlternateIntro=0.2000 uMainMenuDelayBeforeAllowSkip=5000 sStreamInstallVideoPlayList=STRENGTH.bk2;PERCEPTION.bk2;ENDURANCE.bk2;CHARISMA.bk2;INTELLIGENCE.bk2;AGILITY.bk2;LUCK.bk2 Turns off "annoying" stains of blood from the interface.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [ScreenSplatter] bBloodSplatterEnabled=1 Allows you to decide where Game save ScreenShots.(Fallout4.ini or Fallout4Custom.ini) By default, PrintScreen is stored where Fallout4.exe is located. Directory to which you want to save screenshots you must create first. >>> Fallout 4 does not create PNG if declared path does not exist. <<< Full patch to directory where the game will save ScreenShots. C:\Users\USERNAME\Documents\My Games\Fallout4\ScreenShots\ File name which will be saved. Fallout4ScreenShot [Display] sScreenShotBaseName=C:\Users\USERNAME\Documents\My Games\Fallout4\ScreenShots\Fallout4ScreenShot This is useful when you run the game in windowed mode, and want to do PrintScreen which will be immediately copied directly in memory.(clipboard)(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Display] bScreenshotToClipboard=0 When you use the above variable you may want to disable save of PrintScreen to file.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Display] bScreenshotToFile=1 Change your (Fallout4.ini) fDefault1stPersonFOV=80.0000 fDefaultWorldFOV=70.0000 Game in windowed mode.It allows you to position the game screen on the monitor in the window mode. You have a 1080p monitor, but a weak graphics card. It is better to run the game at a lower resolution than 1080. But then either we are stretching for example 900p -> 1080p this gives a deplorable consequences, causing everything looks ugly and blurry. It is better to run the game in window mode but then the game window will be in the corner of the screen and without the use of third-party applications there nothing we can do. Is history now. For 1080p monitor and game in 900p. (iLocation X=1920-1600/2) (iLocation Y=1080-900/2) With these settings, game window will be centered on the monitor screen. (Fallout4.ini or Fallout4Custom.ini) [Display] iLocation X=160 iLocation Y=90 Disables tutorials. For example, when the first time you use Pip-Boy. (Fallout4.ini) Enable(1) Disable(0) [Interface] bShowTutorials=1 Game does not go into pause mode (Main Menu) when the game window loses focus and the game will always be active.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [General] bPauseOnAltTab=1 Game will always be active.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [General] bAlwaysActive=0 First variable makes that the game is always on top.Second variable makes that even if we set a lower resolution than monitor native game window will be extended to the whole screen. Last variable displays the game window without frames when you run it in Window Mode. (Fallout4Prefs.ini) Enable(1) Disable(0) [Display] bTopMostWindow=0 bMaximizeWindow=0 bBorderless=0 Display time of interface messages and radiation sound duration.(Fallout4.ini or Fallout4Custom.ini) Values in milliseconds 1s=1000ms [Interface] uAmmoCounterFadeTimeMS=10000 uLocationTextDisplayTime=40000 uVaultBoyConditionDisplayTime=5000 uNotificationPostDisplayCooldown=2000 uNotificationSyncedXPStartDelayMS=1000 uObjectiveVignetteDisplayTime_Max=8000 uObjectiveVignetteDisplayTime_Min=4000 uPlayBinkMenuSkipWindow=3000 uQuestVignetteDisplayTime_Max=10000 uQuestVignetteDisplayTime_Min=6000 uRadCounterFadeInDurationMS=100 uRadCounterFadeOutDurationMS=250 uRadRadiationSoundFadeMS=250 uRadWarningDisplayTimeMS=1000 uRadiationSoundDurationMS=2000 uSaveLoadMessageMinDuration=1500 Subtitle Color.(Fallout4.ini or Fallout4Custom.ini) [Interface] uSubtitleR=187 uSubtitleG=187 uSubtitleB=187 Subtitle Fonts Size.(Fallout4.ini or Fallout4Custom.ini) uMaxSubtitleFontSize=21 uMidSubtitleFontSize=21 uMinSubtitleFontSize=12 It allows you to change the color of the warnings displayed on the user interface as radiation icon and text, grenade indicator etc...Colors in R G B(Fallout4.ini or Fallout4Custom.ini) [Workshop] iHUDColorAltWarningR=255 iHUDColorAltWarningG=242 iHUDColorAltWarningB=0 iHUDColorWarningR=238 iHUDColorWarningG=86 iHUDColorWarningB=55 It allows you to change the color of the difficulties that appear during a conversation (charisma attempt)Colors in R G B(Fallout4.ini or Fallout4Custom.ini) [Interface] iDialogueSC_Easy_TintR=240 iDialogueSC_Easy_TintG=255 iDialogueSC_Easy_TintB=57 iDialogueSC_Easy_GlowR=125 iDialogueSC_Easy_GlowG=73 iDialogueSC_Easy_GlowB=45 iDialogueSC_Med_TintR=240 iDialogueSC_Med_TintG=164 iDialogueSC_Med_TintB=22 iDialogueSC_Med_GlowR=139 iDialogueSC_Med_GlowG=58 iDialogueSC_Med_GlowB=14 iDialogueSC_Hard_TintR=238 iDialogueSC_Hard_TintG=86 iDialogueSC_Hard_TintB=55 iDialogueSC_Hard_GlowR=124 iDialogueSC_Hard_GlowG=12 iDialogueSC_Hard_GlowB=6 Turn off all visual effects on PipBoy and Power Armor PipBoy interface.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Pipboy] bPipboyDisableFX=0 Lack of transparency in Power Armor interface is the result of edited Mesh.Showing real differences in the statistics of weapons that DEF_UI. PipBoy Interface Color. In file to download is a PDF guide on how to get the color values which are in accordance with R G B (Fallout4Prefs.ini) [Pipboy] fPipboyEffectColorR=0.0800 fPipboyEffectColorG=1.0000 fPipboyEffectColorB=0.0900 It allows you to disable the default color of the PipBoy light when you hold TAB. (by default, the color depends on the color settings for PipBoy interface)(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Pipboy] bPipboyEffectColorOnLight=1 It allows you to (Fallout4.ini or Fallout4Custom.ini) Higher value makes object bigger. [Pipboy] fPipboy3DItemScreenScale=0.6000 It allows you to change the speed of the rotating objects in PipBoy interface.(Fallout4.ini or Fallout4Custom.ini) The higher the value, the faster they will rotate. [Pipboy] fPipboyItemRotateSpeed=0.5000 Change color saturation in pipboy. (higher values means more of that color) (Fallout4.ini or Fallout4Custom.ini) [Pipboy] fPipboyEffectColorSaturationMesh=0.6500 fPipboyEffectColorSaturationOnLight=0.3900 Pipboy brighten or dim intensity of display.(Fallout4.ini or Fallout4Custom.ini) [Display] fPipboyScreenEmitIntensity=1.2500 fPipboyScreenDiffuseIntensity=0.150 Power Armor PipBoy Interface Color.File to download is a PDF guide on how to get the color values which are in accordance with R G B (Fallout4.ini or Fallout4Custom.ini) [Pipboy] fPAEffectColorR=1.0000 fPAEffectColorG=0.8200 fPAEffectColorB=0.4100 Power Armor Pipboy brighten or dim intensity of display.(Fallout4.ini or Fallout4Custom.ini) [Display] fPipboyScreenEmitIntensityPA=3.000 fPipboyScreenDiffuseIntensityPA=1.0000 Snap settings for created objects.(Fallout4.ini or Fallout4Custom.ini) [Workshop] fSnapRotationDegrees=45.0000 fSnapHorizontalUnits=32.0000 fSnapVerticalUnits=32.0000 If you set a different color for interface is also changing the areola around objects in Workshop mode, this setting enforces the default color.(Fallout4.ini or Fallout4Custom.ini) [Workshop] bWorkshopForceGreenDefaultShader=0 Instead of areola around object the entire object will be highlighted.(Fallout4.ini or Fallout4Custom.ini) [Workshop] bWorkshopShaderOutlineByDefault=1 Enable automatic saving after you exit the Workshop Mode.(Fallout4.ini or Fallout4Custom.ini) [Workshop] bWorkshopAutoSaveOnExit=0 It allows you to change the rotational speed of the menu icons in Workshop Mode.(Fallout4.ini or Fallout4Custom.ini) [Workshop] fItemRotationSpeed=5.0000 Changes the speed of menu animation in Workshop Mode.Lower value and interface becomes more responsive! (Fallout4.ini or Fallout4Custom.ini) [Interface] fWorkshopAnimTime=500.0000 It allows you to change the color of power connection in Workshop Mode.In file to download is a PDF guide on how to get the color values which are in accordance with R G B(Fallout4.ini or Fallout4Custom.ini) [Workshop] fWireConnectEffectColorR=0.8000 fWireConnectEffectColorG=0.8000 fWireConnectEffectColorB=0.9000 Removing Scanlines from V.A.T.S.(Fallout4.ini or Fallout4Custom.ini) [VATS] fModMenuEffectScanlineFrequency=180.0000 fVatsEffectScanlineFrequency=180.0000 Adjust range of V.A.T.S. activation.(Fallout4.ini or Fallout4Custom.ini) [VATS] fVATSRangedLongDistance=2500.0000 Increase LOD detail.(Fallout4Prefs.ini) [TerrainManager] fBlockLevel0Distance=20000.0000 fBlockLevel1Distance=32000.0000 fBlockLevel2Distance=80000.0000 fBlockMaximumDistance=100000.0000 fSplitDistanceMult=1.1000 fTreeLoadDistance=75000.0000 Water effects.(Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Water] bUseWaterLOD=1 bReflectLODLand=1 bReflectLODObjects=1 bReflectLODTrees=1 bReflectSky=0 iWaterBlurAmount=1 bReflectExplosions=0 Disable(0) [Water] uMaxExteriorWaterReflections=2 uMaxInteriorWaterReflections=4 (Fallout4Prefs.ini)Enable(1) Disable(0) [Water] bUseWaterDisplacements=1 bUseWaterReflections=1 bUseWaterRefractions=1 bUseWaterDepth=1 Combat Setings.This setting force the NPC use the real number of munitions that they have in inventory, No More unlimited ammo. (Fallout4.ini or Fallout4Custom.ini) Enable(1) Disable(0) [Combat] bForceNPCsUseAmmo=0 Actions Control.This setting control actions related to the throwing, lifting, power attack, power bash, power armor exit. (Fallout4.ini or Fallout4Custom.ini) 1.0000 = one second so 0.1000 = one tenth of a second [Controls] fEnterWorkshopDelay=1.5000 fInitialPowerAttackDelay=0.3000 fInitialPowerBashDelay=0.3000 fPowerArmorExitDelay=0.4000 fThrowDelay=0.3000 fTogglePOVDelay=0.0000 fZKeyDelay=0.2000 Terminal Lockout Time.(Fallout4.ini or Fallout4Custom.ini) 1 = one second [Gameplay] iTerminalLockoutTime=10 Turns OFF artificial face lighting.(Fallout4.ini or Fallout4Custom.ini) [General] sStartingConsoleCommand=cl off It allows you to decide how many AutoSave or SaveGameBackup will save the game.(Fallout4.ini or Fallout4Custom.ini) [SaveGame] iAutoSaveCount=3 iSaveGameBackupCount=1 Credits: AFK Mods S.T.E.P. DoubleYou Kesta Roy Batty Gruftlord
  9. In case you're living under a rock: https://bethesda.net/#en/events/game/mods-and-4k-coming-to-ps4-for-skyrim-and-fallout4/2016/10/04/221 PS4 mods are back. Before you get your hopes up though, one important statement in there needs to be highlighted: What does this mean? It means PS4 mods that are not fully functional with just a single ESP file are out. "External assets" for Skyrim and Fallout 4 are stored in a separate archive file. This means no custom meshes, textures, music, audio, voiced dialogue, or scripts. It's the scripts that are going to place the biggest restriction on what can be done. What it means in practice is basically that something like USLEEP/UFO4P cannot be offered for PS4 users because they both rely on external assets to be functional. Not much point in a patch if it can't even be allowed to edit and compile updated/new scripts. That said, ESP-only mods are better than nothing at all and perhaps down the road Bethesda will be able to convince Sony to loose their sphincters a bit more.
  10. InsanePlumber

    The Castle

    From the album: Insane Fallout 4

    Facelift of The Castle. (WIP) I'm still wondering about the layout of rooms. - Improved geometry (removed holes and gaps) - New room (10 for now) - Corrected UV >>> Picture in original resolution <<< Suggestions welcome.

    © InsanePlumber

  11. As far as I can tell, I'm the only person having this problem. When you enter the mind of Kellogg during the "Dangerous Minds" mission, everything seems fine. Until I got to the Institute memory. I finished the memory and tried to continue, but at the 2nd left turn after the institute memory, there is a rather small floating black wall that blocks the path, meaning you cant continue and the game is incompleteable. You can't jump it, you can't reload your save to fix it, forcing a restart of the entire console won't fix the bug, even deleting the game and re-installing did nothing. I've lost sleep and I have no other choice but to post here. I've tried sending this to the. UFO4P Bugtracker, but didn't even receive a response. This'll be the 2nd game breaking bug I've found. The only mod I have is The UFO4P so no other mods are causing this issue. Here is a YouTube video for good measure. This is about all the info I could tell. Hopefully someone sees this and addresses the problem.
  12. Daniel.gr8

    Paladin Danse bug

    Hi. I have been experiencing a bug in fallout 4: In the blind betrayal mission, Danse becomes enemies with the brotherhood of steel if you keep him alive, i kept him alive and decided to join the Railroad, meaning I destroyed the Prydwyn and ended the game with that faction. I went back to Listening Post Bravo and wanted him to be my companion, however, when i interacted with him, there was no response! My character would spout: "Excuse me, paladin danse?" and Danse wouldnt reply, I couldnt access the trade menu or engage in a conversation. It would be amazing if you fixed this, as Danse is my favourite companion and it is a damn shame that Bethesda blocked me from engaging with a former companion who is enemies with the Brotherhood because I am enemies with the Brotherhood!! There is no logic! It would really enhance my and others' experience with the game. Thanks
  13. Recently the tab to build furniture (i.e. beds, containers, chairs, etc.) has disappeared from the settlement modifying menu. I disabled all my mods to try and see if that was the problem and the issue was still not resolved. Has anyone else had this problem? I realize how small this predicament is; but, I feel as though it will hinder the enjoyment of the actual game play over time seeing as I will not be able to complete certain quests without it. I would really like to have the issue resolved as soon as possible and I am hoping that your unofficial patch can do it. Any help or information would be greatly appreciated. Thank you.
  14. Ok, so for those of you who were wondering, yes, we're planning to go ahead with doing an Unofficial Fallout 4 Patch. It may be a bit early for this, all depends on how aggressively Bethesda begins patching the game, but we figure it's best to get off the ground sooner rather than later so that we know more or less what to expect once the official tools are released. We will not begin any kind of proper work on the first release of the UFO4P until after the official CK/GECK is available. In addition, we probably won't be taking on any mesh or texture fixes until community tools have progressed far enough to handle these properly. Many of them are already making good progress, but they need to be in solid working order before anyone with 3D and/or texturing skills can really do effective fix work. There is little point in trying to fix much of anything until then. For now, just play, and enjoy the game like we are. There's no rush. Post any bug reports you have in our collection thread. This was basically to let folks know that we're on board for this. If you run into a quest bug, script bug, etc, please also report those here: http://forums.bethsoft.com/topic/1544248-bug-report-index-pc/- Bethesda can't attempt to fix what we don't report, and it's best for everyone if they do. The less we need to deal with when the time comes, the better.
  15. From the album: Insane Fallout 4

    Preliminary Fallout 4 NIF support for 3ds max 2015-2016
  16. InsanePlumber

    Insane Asylum

    From the album: Insane Fallout 4

    Once I had enough...

    © InsanePlumber

  17. So, it seems that Fallout 4 uses Material Swap forms to change the material, and thus the texture, of a static. They have done this with the flags you can place in your base. All those flags uses FlagWallMinutemen01.nif as model, and Material Swap to change the diffuse, normal, and specular. The nif itself only references the Minutemen texture and material. Does anyone have an idea of how one would go about editing those materials? I've tried Hex Editing, but it doesn't seem to work. For example, I'm working on a Flag mod that doesn't replace the vanilla flags, but adds all sorts of "Old World" flags (download). The missing piece is just getting the materials to function as I want.
  18. InsanePlumber

    [Fallout 4] Insane Interface

    Here are a few modifications that caught my attention. And they are not done by using TESVSnip aka FalloutSnip. Full Dialogue Interface Better Item Sorting ( It has a patch for the Full Dialogue Interface ) PipWare UI Fallout4 Edition ( Great stuff interface settings in the XML ) My settings for version 0.6 Improved Map with Visible Roads Fallout Texture Overhaul PipBoy

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