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

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Unofficial Fallout 4 Patch


Version: 2.0.1
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 1.8.7.0 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

  • Default2StateActivator: Corrected issues in this script that led to potentially blocked doors when used in certain configurations, such as the one in the FEV lab. (Bug #21336)


Actor Fixes

  • EncRaider06Melee was incorrectly given a strength value of 80 instead of 8. (Bug #22345)
  • Mirelurks used in various ambush scenarios were not being generated with their proper FX skins due to several errors in supporting formlists and scripts. (Bug #22164)
  • EncCurieRobot is not correctly set as female which can result in Curie failing gender checks for female NPCs even after she's in synth form. (Bug #21854)
  • Enraged Fog Crawler had a damage resist value that was incorrectly set to 4000. It should have been 400, which puts it in line with the progression for all the other lower level versions. (Bug #22315)


Effect Fixes

  • PowerArmorPerkEffect contained an erroneous null entry that was causing errors. The null record should instead point to a blank impact data set so it doesn't result in sound doubling. (Bug #20721)
  • PerkNerdRageSlowTime is missing required properties for the image space modifications the perk is supposed to do. (Bug #22114)
  • abSynthGen1RaceEffect had invalid properties being referenced. (Bug #22253)


Item Fixes

  • TrapFlamethrower is missing a value for the WorkshopNoRepairKeyword property. (Bug #22127)
  • DN070_TrapTripwire is missing the property for the experience reward. (Bug #22279)
  • Leveled list LLI_Raider_Weapons is missing the "calculate from all levels >= player’s level" flag. (Bug #22355)
  • Molerat and Radscorpion holes generated in settlements never clean up, leading to a source of save bloat. (Bug #20004) [NR]
  • Far Harbor Fog Condensers do not properly reset due to several errors in linked references and scripting. (Bug #21325)
  • The .44 Revolver was set to use the wrong firing sound. (Bug #22111)
  • The standard lab coat showed up as a Vault-Tec lab coat on female players and NPCs due to a bad material setting. (Bug #22298)
  • The Gatling Laser does not reload to proper capacity with various fusion core related perks active due to the max capacity setting being too low to handle it. (Bug #22322)
  • Happy Birthday Sweet Roll was not marked as a food item as it should be. (Bug #22091)
  • Improper types of oil and wood could show up in the Misc Items menu at a workshop due to the LL_Component_Wood and LL_Component_Oil lists referencing the wrong item for the components. (Bug #21595) [NR]
  • mod_DLC03_BroadHead erroneously associated with the 10mm Large Barrel mod, which then causes the loose mod object to stop working correctly. (Bug #22360)


Mesh Fixes

  • Billboard at Wilson Atomatoys is completely backwards. (Meshes\PreCombined\0000E2C6_3BB2127F_OC.NIF) (Bug #22211)
  • Power Armor frames have missing materials and specular map settings. (Meshes\Furniture\PowerArmor\PowerArmorFurniture.nif, Materials\Actors\PowerArmor\PAHandHD01.BGSM) (Bug #22225)
  • Freestanding turrets had a misaligned label on their magazine drums. (Meshes\Actors\Turret\CharacterAssets\TurretStandingMounted.nif) (Bug #22318)


Quest Fixes

  • Traders in the Nuka-World market should no longer be naked when their slave collars are removed. If you are currently in the market when you load the game, leave the market and come back inside again to make sure the update kicks in. (Bug #21204)
  • Removed invalid properties from DLC03FarHarborFF02. (Bug #22116)
  • Removed invalid properties from DLC04MS01. (Bug #22117)
  • Removed invalid properties from DLC01MasterQuest. (Bug #22129)
  • REChokepointSC04_FactionInstRelayAmbush01, REChokepointSC05_FactionInstRelayAmbush02, REChokepointSC07_FactionBoSDefenders, REChokepointSC08_FactionInstDefenders, DLC01WorkshopBotRaiderAttack01, DLC01WorkshopBotRaiderAttack02, DLC01WorkshopRobotAttack01, DLC01WorkshopRobotAttack02, WorkshopSynthInfiltrator01 and WorkshopSupermutantAttack01: Aliases set to optional status since the scripts on these quests will try to clear them and you cannot clear a mandatory alias. (Bug #22124)
  • Removed one invalid property and corrected another bad one to the proper value on DLC03MQ02. (Bug #22130)
  • Removed invalid properties from DLC04MQ00. (Bug #22132)
  • Cleared unused properties from RESceneRJ02. (Bug #22141)
  • Cleared unused properties from DLC04_RQ_Manager. (Bug #22158)
  • Removed invalid properties from GhoulishPerkManager. (Bug #22172)
  • Cleared unused properties from AO_Companion_LoiterSearch. (Bug #22177)
  • Removed invalid properties from DLC01RETravelSC02. (Bug #22190)
  • Removed invalid properties from MS16. (Bug #22209)
  • REActorAttach01, REActorAttach02: corrected the package stacks on all scavenger aliases of these quests (patrol packages on top, so they won't get blocked by the sandbox packages), removed the superfluous fragments from packages REAttachActor01ScavengePatrol and REAttachActor02Scavenge Patrol (well, you can't really remove the script if there has been a script once, so there are now two modified package fragments existing that are essentially empty) and removed the condition to only run at quest stage 100 from the packages REActorAttach01DoneSandbox and REActorAttach02 DoneSandbox. (Bug #22252)
  • Cleared unused properties from RESceneCT07. (Bug #22277)
  • Cleared unused properties from DN048. (Bug #22365)
  • Removed invalid properties from REAssaultRJ01. (Bug #22366)
  • DLC01MQ04_01RadiantAssault never stops running once started. (Bug #21866)
  • Removed invalid properties from DLC04MasterQuest. (Bug #22131)
  • Mac's Bar (REObjectRJ03) does not clean up properly after itself when shutting down, leaving behind objects that minorly bloat the size of the save game. [NR] (Bug #22170)
  • Removed invalid properties from DLC03RESceneKMK02. (Bug #22174)
  • Bodies left over after Human Error (MS17) should now be cleaned up properly once the quest ends. (Bug #19691)
  • Bodies left over after the gunner attack on the Atom Cats (DN054) should now be cleaned up properly once the quest ends. (Bug #22194)
  • Bodies and objects left over after Diamond City Blues (MS13) should now be cleaned up properly once the quest ends. (Bug #22228)
  • Two of Shaun's greetings lack proper gender checks and could play either one of them randomly. (Bug #22371)
  • CaravanTradePostWeathers incorrectly points an alias to the Brahmin belonging to Lucas when this quest is what generates Doc Weathers. (Bug #22323)
  • During Diamond City Blues (MS13) Paul Pembroke can inherit Cooke's house but he gets stuck inside because he's never given the key to the property. (Bug #22362)
  • Random encounters for Ron Staples, Doc Anderson, and Trader Rylee (RECampKMK02, RECampKMK01, RECampKMK_DN079B) could still start up even after they'd been recruited because the script event manager was not properly respecting the alias requirements to allow these to start up. (Bug #22397)


Settlements & Workshops

  • Preplaced bodies in the following settlements will now clean up properly once the player has taken them over: Croup Manor, Kingsport Lighthouse, Sunshine Tidings, Taffington Boathouse, National Park Visitor Center. (Bug #20215)
  • Generator formulas added by Automatron were not displaying their component requirements if the player had enough to build one. (Bug #22321)


Papyrus Fixes

  • WorkshopObjectActorScript: Spotlights built from the workshop menus were not lighting up after fast traveling to a settlement. (Bug #20173)
  • FusionGeneratorSCRIPT: Fixed errors in animation playback when fusion generators reload after the first time they're visited. Also cleaned up some other minor issues. (Bug #20528)
  • AOScript: Implemented sanity checks to stop errors due to attempting to process invalid keywords. (Bug #20565)
  • MS19DoorCloserScript: Sanity check added for invalid linked refs. (Bug #20684)
  • DN131_RETriggerManagerScript: Fixed invalid return type on the EnableIfReady function. (Bug #20715)
  • TrapMonkeyTriggerScript: Cleaned up several spots in the script that were leading to animation graph errors. (Bug #20854)
  • SpotlightScript: Fixed numerous errors with animation states and destruction states during resets. (Bug #20874)
  • SpotlightTriggerScript: Sanity checks and other validation added to prevent several errors when this script runs. (Bug #20876)
  • TrapCanChimes: Corrected a potential infinite loop when can traps reset. (Bug #20910)
  • CompanionActorScript: Corrected a bug in initializing companion dialogue timers that caused them to repeat their idle dialogue over and over when dismissed in a settlement. (Bug #21994)
  • QF_DogmeatQuest_0006DFAF: Fixed 2 spots where Dogmeat should have been passed as a reference but a NONE was instead, which resulted in errors. (Bug #22123)
  • DLC03:TrapBear: Cleared up one source of possible save bloat as well as removing a potential infinite loop from the reset event function. (Bug #22125)
  • DLC03:DLC03_TentBedActivatorScript: Sanity check added for removal of generated tent activators if the player never uses them. (Bug #22126)
  • DLC03:FogCondenserFurnitureScript: Corrected event processing errors for fog condensers. (Bug #22143)
  • RETriggerScript, REChokepointTriggerScript: Chokepoint scripts are calling stages on the wrong quest, resulting in confusion as to what should really be happening when these load. (Bug #22144)
  • REScript: Fixed lack of validation for quests that don't track death counts on aliases. (Bug #22148)
  • COMDeaconScript: Corrected an error in Deacon's disguise swap that would imporperly remove power armor parts if he was using power armor. (Bug #22163)
  • DialogueBunkerHillScript: Fixed a bug where the caravan quest at Bunker Hill would cycle on and off needlessly while the player was entering and exiting workshop mode. (Bug #22171)
  • FeralGhoulGlowingFXSCRIPT: Sanity check for dealing with glowing ghouls when killed by disintegration. (Bug #22173)
  • DN080_SirenActivator: Sanity check against invalid sound instances and sirens not having any linked references active. (Bug #22176)
  • DLC03:ADV010BossEncounterScript: Lack of sanity checks for dead actors. (Bug #22178)
  • FollowersScript: Fixed a bug that caused followers to stop using commentary at various trigger points in the game due to errors in the formlists used to handle this. (Bug #22189)
  • TrapBarnacle, TrapBase, TrapBreakableWalkway, TrapCanChimes, TrapExplGas, TrapGun, TrapMonkeyTriggerScript, TrapThistleScript, TrapTrigPlate, TrapTrigTension, TrapTripwire, DLC02: DLC02TrapSpikes, DLC03:TrapBear: Corrected errors during resets of these objects that could lead to incorrect trap states or infinite reset event loops being triggered. (Bug #22195, Bug #22214, Bug #22222, Bug #22278)
  • DN143TargetDummyScript: Sanity check for invalid sound instances. (Bug #22196)
  • MasterAmbushActorScript: Sanity checking for unloaded objects. (Bug #22197)
  • SentryBotOverheatFXScript, DLC01:DLC01SentryBotOverheatFXScript: Missing sanity check on invalid sound instances. (Bug #22205)
  • AssaultronHeadModScript, AssaultronHeadModStealthScript, AssaultronShockHandScript, DLC01:AssaultronHeadModScriptCB, DLC01:AssaultronHeadModShield: Sanity checks for invalid sound instances and invalid 3D states. (Bug #22206, Bug #22208)
  • DN160_StudioManagerScript: Sanity check for invalid sound instances. (Bug #22223)
  • DN160_EncounterManagerScript: Partial fix for errors generated due to being used on marker objects instead of actors. (Bug #22224)
  • WorkshopScript: Fixed thread locking issues in the ResetHappiness() function. (Bug #22234)
  • WorkshopParentScript: Fixed errors in food production calculations resulting in improperly favoring certain foods. (Bug #22245)
  • WorkshopParentScript: Fixed errors in resource transfer between resources in a supply line chain due to bad array management. (Bug #22251)
  • WorkshopParentScript: Performance improvements to previous work to fix processing a workshop reset while an attack is underway at the settlement. (Bug #22271)
  • WorkshopParentScript, WorkshopNPCScript: Dead actors should not be allowed to be added to settlement lists. (Bug #22246)
  • SentryBotFaceLightScript: Sanity checks added for 3D states. (Bug #22249)
  • abProtectronRaceScript: Blocked calls to a section of code that's no longer in use by the game. (Bug #22250)
  • QF_REChokepoint01_0003A528: Sanity checks for dead actors trying to start combat. (Bug #22270)
  • WorkshopObjectScript: Damage helpers should be disabled prior to deleting them when marked or they could cause problems. (Bug #22272)
  • DN085RadioactiveGeyserTrigScript: Sanity checks for bad 3D states and invalid sound instances. (Bug #22363)


Perk & Stat Fixes

  • Astoundingly Awesome Tales #2 (PerkMagAwesomeTales11) does not properly apply the bonus when using scoped weapons due to having an incorrect keyword check on it. (Bug #21977)


Terminal Fixes

  • Several terminals that control security functions were not correctly set up to respond to the Total Hack holotapes, effectively making them useless. (Bug #22150)


Texture & Material Fixes

  • Atom Cats T60 had invalid material flags resulting in parts of them armor being seethrough. (Materials\Actors\PowerArmor\T60LegGreaser.BGSM) (Bug #22377)


Placement/Layout/Ownership and other World Object Fixes

  • 00249812, 00249813: Removed a pair of invalid follower comment triggers that were enormously oversized and had no data to point to for a conversation topic. (Bug #20672)
  • 06039105, 06039196: Cleared unused properties. (Bug #22207)
  • 0021C929: Duplicate trigger removed. (Bug #22235)
  • 00249C7E, 00249C80, 00249C91: RobCo Fun magazines that should not be respawning. (Bug #22239)
  • 00249817: Removed an invalid follower comment trigger. (Bug #22215)
  • 002231FE, 002231FF: Turrets in the FEV lab that are not linked up properly with each other or their control terminal. (Bug #22337)
  • 06040B26: Trigger with invalid property disabled. (Bug #22276)


Text Fixes

  • DLC01_Armor_Power_T60_Tesla_ArmRight: "T-60 Right Arm" -> "T-60 Tesla Right Arm" (Bug #21848)
  • DLC01_Armor_Power_T60_Tesla_Torso: "T-60 Chest Piece" -> "T-60 Tesla Chest Piece" (Bug #21848)
  • MiniNukePart01, MiniNukePart02, MiniNukePart03, MiniNukePart04: "MiniNuke" -> "Mini Nuke" (Bug #22052)
  • Kleo: "KL-E-O" -> "K-L-E-O" (Bug #22226)

The complete changelog is available here.

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Unofficial Fallout 4 Patch

 

BETA Version Available


Version: 2.0.2
By the Unofficial Patch Project Team

Download it from AFK Mods

Requires Fallout 4 version 1.10.26 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

Animation Fixes

  • Switching between 1st and 3rd person perspective would force the gun reloading animations to replay. (Meshes\Actors\Character\_1stPerson\Behaviors\GunBehavior.hkx) (Bug #21935)

Actor Fixes

  • Glowing Mutant Hounds don't actually glow. (materials\actors\FEVHound\FEVHound_Glow.BGSM, textures\actors\FEVHound\FEVHound_g.dds) (Bug #22976)
  • Glowing Mole Rats don't actually glow either.
  • Northy, Smiling Kate, and Sinjin should not be allowed to get disintegrated because doing so will make the Silver Shroud quest (MS04) impossible to complete because you can't properly add the calling cards to an ash pile. (Bug #20435)

Item Fixes

  • Constructible Mattresses (workshop_co_BedMattress, workshop_co_SleepMattress) do not require materials used to make them which are returned when they are scrapped. (Bug #22849)
  • CuttingFluid was incorrectly labeled with the Chem keyword. (Bug #22805)
  • WaterInstitute was incorrectly flagged as alcoholic, it should be flagged as plain water. (Bug #22804)
  • Cotton Candy Bites (DLC04_Food_CottonCandyBites) is missing the food item flag. (Bug #22802)
  • DN112_BathroomNote02, DN112_BathroomNote03, DN112_BreakroomNote01, DN112_BreakroomNote02: Incorrect world model set. (Bug #22800)
  • DN100SleepwalkingNote: Incorrectly flagged as a featured item. (Bug #22799)
  • SweetRollBirthday: Incorrectly flagged as a featured item. (Bug #22797)
  • Sully's Journal (DN138SullysJournalHolotape) has an incorrect value setting of 888. (Bug #22568)
  • VltWorkShopWIDEHallCorner01: Missing navmesh for workshop use. (Bug #22489)
  • DLC04_AA_Pack_Underarmor_02 for females was set to use the wrong biped model. (Bug #22484)
  • MoldyFood01 was missing the Food Item flag. (Bug #22478)
  • Mirelurk Queen Steak (SteakMirelurkQueen) was missing the Food Item flag. (Bug #22476)
  • DLC04_LL_Armor_OperatorsC incorrectly contained a disciples armor. (Bug #22771)
  • DLC04_LL_Armor_OperatorsE is missing an entry for the right leg because the left leg was duplicated in the list. (Bug #22772)
  • Several security and vault suit outfits have been corrected to use the proper material swaps for their clean versions. (Bug #22563)
  • Numerous ingestibles, books/notes, and miscellaneous items had the wrong sound data attached or were missing correct sound data. (Bug #22808)
  • T-60 Arm Lining Model B (PA_T60_Arm_Lining_B) had an extra modification which is not part of the item's description. (Bug #21849)
  • T-60 Leg Lining Model E (PA_T60_Leg_Lining_E) had an extra modification which is not part of the item's description. (Bug #21849)
  • The Oil Lamp Post from Wasteland Workshop does not cast light when returning to a settlement after having built one. (Bug #22316)

Location Fixes

  • Adjusted a portion of misaligned navmesh on the stairway inside Croup Manor. (Bug #22179)
  • Navmeshing at Tenpines Bluff appears to be responsible for the caravan NPCs occasionally getting stuck. (Bug #19702)

Mesh Fixes

  • Mirelurks and Bloodrage Mirelurks were not displaying their gills due to bad UV maps. (Meshes\Actors\Mirelurk\CharacterAssets\Mirelurk.nif, Meshes\Actors\DLC03\TougherMirelurk\BloodRageMirelurk.nif) (Bug #22551)
  • Concrete wall part in Wasteland Workshop is missing a connection point. (Meshes\DLC02\SetDressing\Workshop\ConcreteWalls\WorkshopConcreteWall02.nif) (Bug #21904)
  • Several retaining walls for rivers have gaps and UV errors. (Meshes\Landscape\RetainingWall\River\RWRiverPieceRailShiftR01.nif, Meshes\Landscape\RetainingWall\River\RWRiverPieceRailCircleCustom01.nif, Meshes\Landscape\RetainingWall\River\RWRiverPieceRailCurveL01.nif, Meshes\Landscape\RetainingWall\River\RWRiverPieceRailCurveR01.nif, Meshes\Landscape\RetainingWall\River\RWRiverPieceRailHalfCircle01.nif, Meshes\Landscape\RetainingWall\River\RWRiverPieceRailHalfCircle02.nif, Meshes\Landscape\RetainingWall\River\RWRiverPieceRailHalfCircle02Short01.nif, Meshes\Landscape\RetainingWall\River\RWRiverPieceRailShiftL01.nif) (Bug #22285)
  • Protectron load screens display part of the bare metal as a dull matte finish instead of having a metallic shine. (meshes\LoadScreenArt\CreatureProtectronPolice.nif, meshes\LoadScreenArt\CreatureProtectron01.nif, meshes\LoadScreenArt\CreatureProtectronConstruction.nif, meshes\LoadScreenArt\CreatureProtectronFireman.nif, meshes\LoadScreenArt\CreatureProtectronMedic.nif) (Bug #23013)
  • Street lamps from Wasteland Workshop projected light from the wrong side due to a badly positioned node. (Meshes\DLC02\SetDressing\Workshop\WorkshopStreetLamp02.nif) (Bug #20540)

Quest Fixes

  • During the rescue of Emogene (DN019JoinCult), the dialogue response for when Thomas can be confronted about there being no obligation is checking for an invalid quest stage. (Bug #22723)
  • DLC01COMRobotCompanion has an incorrect gender check when Ada warns the player about standing in water. (Bug #22721)
  • Synth versus Synth (RESceneLC01) [aka Art vs Art] could be repeated infinitely regardless of how the encounter was resolved by the player - even if both Arts were dead. This was due to a tracking variable intended to prevent it from running more than once never being set when the quest terminates. (Bug #22526)
  • RETravelCT03: It was possible for Gus to be killed by NPCs and the player to be blamed for it happening, which resulted in Kat refusing to talk to the player. Gus is now a protected NPC so that only the player can kill him. (Bug #22521)
  • Campsite random encounters were not properly resetting containers and their ownership when the quests were supposed to end. (Bug #20799)
  • The Gassy Settler (RECampKMK_DN079A) is never terminated when it should be. (Bug #22785)
  • Fixed quest termination errors in the following: AO_Comment, AO_Companion_Bar, AO_Companion_LoiterSearch, AO_RaiderLightChangeState, AO_RaiderLightSwitch. (Bug #22816)
  • DLC04MQ00Radio: Several missing properties have been restored. (Bug #22820)
  • During InstM03 the Bioscience Department door is not properly closed when it should be. (Bug #22979)
  • The traveler in RECampKMK_DN079A never gives the player some potted meat because he is never given any when the enconter starts and thus has none to hand over. (Bug #22550)
  • In DialogueRailroad, To the Mattresses (RRR08), and Lost Soul (RRR09), it's possible for Glory to be spoken of as though she's dead even when she's not. (Bug #22391)
  • Coursers would tell the player to report suspicous activity to the SRB despite not being inside the Institute at the time. (Bug #22376)
  • In The Lost Patrol (BoSM01) a scene involving Danse fails to execute due to a bad property setting on the scene data. (Bug #22175)
  • Trapper Attack (DLC03WorkshopRadiantOwned03) tries to complete an invalid objective when the trappers begin their assault. (Bug #22153)
  • Invalid properties removed from DLC03_V118_ClueTracker. (Bug #22133)
  • Ada had an incorrect gender check on dialogue used when the player heals Dogmeat. (Bug #23005)
  • Curie's romance should no longer permanently lock itself out if she declined to accept temporarily. (Bug #22777)
  • Fred O'Connell should no longer spawn in random encounters once he's been killed as part of Human Error (MS17). (Bug #20771)

Papyrus Fixes

  • QF_CaravanTradePostLucas_001E07AA: No sanity checking for unfilled aliases in stage 5 fragment. (Bug #22768)
  • GenericDoctorsScript: Value used for healing radiation damage was incorrectly being used as an integer instead of a float resulting in leaving fractional rads behind on the target. (Bug #22475)
  • DLC04:AbPerkGhoulish04EffectScript: Corrected a division by zero error. (Bug #22367)
  • DLC04:AudioActorPlaySound: Missing 3D check for stopping sound instances. (Bug #22456)
  • DLC05:DLC05WorkshopElevatorScript: Elevator buttons vanish or end up misplaced and required a new cell load event to correct them when returning to the area. (Bug #20825)
  • WorkshopParentScript: Array out of index error corrected. (Bug #22514)
  • WorkshopParentScript: Corrections in the ProduceFood() function previously edited by UFO4P 2.0.1. (Bug #22841)
  • WorkshopParentScript: Further corrections to fix the failsafe object chosen for random crops. (Bug #22844)
  • AttractionObjectScript: Checking the wrong keyword for event processing. (Bug #22817)
  • MS07bPlayerSitScript: Compiled to a stub. This script was broken and also served no purpose as the quest had been written to do things a different way. (Bug #20971)
  • WorkshopScript: Bed ownership was not being adjusted when the player took over a settlement with preexisting beds. (Bug #21408)

Perk & Stat Fixes

  • Rank 3 of Moving Target incorrectly stacked with Rank 5 of Strong Back due to a missing check to make sure the player was not encumbered. (Bug #22722)
  • Far Harbor Survivalist (DLC03_FarHarborSurvivalistPerk) was not functional due to being flagged as a spell instead of an ablity. (Bug #22347)
  • Iron Fist level 5 should properly provide the paralysis effect while wearing power armor. Idle Anim MeleeAttackPerkParalyzingPalm required changing the animation event to point to a normal melee attack animation. Not the most ideal fix, but the loss of one unique animation sequence is less problematic than the perk simply not functioning or causing unrealistic teleportation to the target. (Bug #19673)

Terminal Fixes

  • DN039_OfficeTerminal, DN040_BossTerminal: Terminals that should be allowing holotapes to be used but were not. (Bug #22541)

Placement/Layout/Ownership and other World Object Fixes

  • 001E63BD: Trigger zone placed at Mass Fusion but then never used for anything. (Bug #21906)
  • 001addec, 001addee: Dead ghouls underneath the landscape. (Bug #22709)
  • 05003CB4: North marker pointing the wrong way in Vault 88. (Bug #22699)
  • 0017cee0: Can trap missing a script flag. (Bug #22695)
  • 001C3AF1, 001C3AF9: Password holotapes not marked as owned. (Bug #22694)
  • 001E6366, 001E6367, 001E6376: Fertilizer bags at Vault 81 incorrectly marked as owned by Greygarden. (Bug #22595)
  • 0708ed37: Plywood added to window to block bypass exploit at Old Gullet Sinkhole. (Bug #22573)
  • 00092114: Bathroom stall door that should have been a static model. (Bug #22570)
  • 001D887A, 001D887B, 001D8887, 001D8896, 001D8897, 00249863, 00249864, 00249865: Objects not marked as owned by the Cat Trader. (Bug #22556)
  • 001B9AE2: Override in Nuka-World incorrectly pointing to a door link ID that wasn't a navmesh record. (Bug #22539)
  • Remaining missing cases of Nuka-World references with bad properties for GZSetConsciousOnHit have been corrected. (Bug #22071)
  • 030049ED: Removed unused script properties. (Bug #22836)
  • 0002210D, 00022117: Endless linked reference loop between security doors which led to a suspended stack and potential delay in disengaging maglocks on doors. (Bug #22809)
  • 0022F498: Duplicate container reference removed. (Bug #22254)
  • 0004BFF1, 0004BFF4: Water planes in Forest Grove Marsh that were not aligned properly. (Bug #20427)

Text Fixes

  • DLC04_DRG_CorpseNote1: "Terry's  Note" -> "Terry's Note" [Extra space in title] (Bug #22803)
  • DLC03_ADV001Note01: "Trapper's note" -> "Trapper's Note" (Bug #22801)
  • PrewarBottleBourbon01, PrewarBottleVodka01, PrewarBottleWhiskeyEmpty01: Empty liquor bottles that were easily confused for their filled counterparts. Text changed to reflect they are just the bottles. (Bug #22798)
  • 000F7417, 00164359, 00093E70: "It's power." -> "Its power." (Bug #22782)
  • Broken Femur (BonesFemurSnapped02): "Broken Tibia" -> "Broken Femur" (Bug #22780)
  • DN125_CheckpointBravoSubTerminal: "Inspector found no need for further interrogation, subjet was cleared." -> "Inspector found no need for further interrogation, subject was cleared." (Bug #22942)
  • DN116MilitaryBotTerminal: "" -> "" (Bug #22943)
  • DN149_LoadingDockTerminal: "Lense" -> "Lenses", "Vaccuum" -> "Vacuum" (Bug #22578)
  • Medic04: "Stimpaks and RadAway restore all lost health and radiation, and work much more quickly." -> "Stimpaks restore all lost health, RadAway removes all radiation, and both work much more quickly." (Bug #22403)
  • Fixed several mismatched subtitles on Eddie Winter holotapes. (Bug #22346)
  • CompCodsworthPerk: "Thanks to your relationship with Codsworth, you receive +10 Damage Resistance against robot energy weapons." -> "Thanks to your relationship with Codsworth, damage taken from robot energy weapons is reduced by 10%." [Incorrect description for the applied effect] (Bug #21215)

The complete changelog is available here.

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Oh, and if anyone is feeling generous, I'd kind of like to use a new color scheme for the UFO4P changelog. Something more appropriate to the series but that is ALSO still readable in a browser.

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By which you mean: No acid green, right? :D

Awesome to see the first UFO4P beta release. It's quite the betaception with running a beta on a beta and made with a beta. I guess for the mesh edits another beta was used, too. I wonder why there is no mod manager support yet :D (don't tell me there's a MO beta, is there?)

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By which I mean it needs to be readable :P So probably no yellow on blue either, even though that would technically fit with the rest of the logo stuff.

 

One other thing I forgot to mention: No, this file is NOT currently a "fake esm" due to technical restrictions I can't go into yet.

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So would you be able to deal with the transport vertibirds collision or lack thereof? it's been a bit annoying to ride in a vertibird only for the thing to fly through buildings.....

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FO4 1.5.151 Beta relz today https://community.bethesda.net/thread/9158

Welcome to our board for providing feedback on Fallout 4's 1.5 Steam Beta update.

 

Along with support for our upcoming add-on, Far Harbor, and additional gameplay optimizations, the 1.5 Update – now available as a Beta on Steam -- features the revamped Survival Mode which incorporates a number of changes based on beta feedback. Thanks again to all those who participated! In the coming weeks, 1.5 – complete with Survival Mode – will be released on Xbox One and PlayStation 4. 

Also in development, Creation Kit and Bethesda.net Mods are still in closed beta. We hope to add Support for Mods to the 1.5 Steam Beta soon with console support for Mods coming in updates that follow. Stay tuned to Bethesda.net and the forums for when those updates will go live.

Please note that we strongly advise players running third party mod managers to back up saves and disable/uninstall them before opting into the Beta, until they have been updated to support the new changes from the 1.5 Update.

Fallout 4 1.5 Update Release Notes (Version 1.5.151

 

New Features

  • New Survival difficulty
    • Survival adds additional challenges including no fast travel, saving only when you sleep, increased lethality, diseases, fatigue, danger and more. See the in-game Help menu for more details.
    • Characters set to Survival difficulty appear under their own Character Selection filter

Please Note: Survival difficulty characters are not backward compatible with the 1.4 version of Fallout 4. If you opt out of the Beta, do not use Survival character saved games.

  • Third person camera movement improvements when player is close up against walls and other objects

Fixes

  • General stability and performance improvements
  • Fixed rare crash related to reloading a save that relies on Automatron
  • Fixed issue with the robot workbench camera not moving properly immediately after canceling out of the menu
  • Fixed issue with perks being repeatedly added when reloading a saved game while in robot workbench
  • Fixed issue with Ada not properly traveling to an assigned settlement
  • Robots can now be assigned as settlement vendors
  • Fixed issue with "Appropriation" where blueprints would not appear properly if the container had already been looted prior to getting the quest
  • In "The Nuclear Option," entering the Institute using the targeting helmet on Power Armor no longer inadvertently causes the player to go into combat, and become stuck in the Institute
  • Fixed distance check with Robotics Expert perk
  • While in Workshop mode, if the Jump button is remapped, the Y or Triangle button can still be used to jump
  • Ability to delete downloadable content via the Add-Ons menu (PS4)
  • Fixed issue with "Defend the Castle" where speaking to Ronnie Shaw would not properly complete the quest
  • During "The Nuclear Option," fast traveling away from the Institute immediately after inserting the relay targeting sequence holotape will no longer block progression
  • Fixed issue where Workshop placed light bulbs would occasionally not light properly

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Since this is the place for discussion now, remark regarding

'I'd just like to point out to everyone that when challenging a bug, it is NOT enough to just say "I think that's deliberate" and offer up nothing more. Speculating about adlibs is also not enough on its own. What Chipstick did is the proper way to address a situation like this. Evidence needs to be brought forth, and IMO this is as close to an official "u dun goofed" as one can get for something like this.'

I specifically crossposted Chipstick's findings, because i know you need better arguments than oppinions. However, i do think that this evidence should also extend it's convincing power to other such cases, where the voice over of the two protagonists differ from the subtitle. I'd prefer that for these case, in future, the default should be to assume it IS an ad-lib, unless further, additional reasons are presented. Does thos sound like a reasonable suggestion?

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Since this is the place for discussion now, remark regarding

'I'd just like to point out to everyone that when challenging a bug, it is NOT enough to just say "I think that's deliberate" and offer up nothing more. Speculating about adlibs is also not enough on its own. What Chipstick did is the proper way to address a situation like this. Evidence needs to be brought forth, and IMO this is as close to an official "u dun goofed" as one can get for something like this.'

I specifically crossposted Chipstick's findings, because i know you need better arguments than oppinions. However, i do think that this evidence should also extend it's convincing power to other such cases, where the voice over of the two protagonists differ from the subtitle. I'd prefer that for these case, in future, the default should be to assume it IS an ad-lib, unless further, additional reasons are presented. Does thos sound like a reasonable suggestion?

We'll have to see - as you know each bug is considered on a case by case basis. We do attempt as much as possible to defer to what's been recorded in audio rather than what someone wrote in a subtitle. That's based on the assumption that the audio took more deliberate effort to produce, but it isn't something set in stone either if there's clear evidence it wasn't supposed to be recorded that way. Since we have no official declaration that all audio is sacrosanct and that adlibs are why stuff looks wrong, we can't just assume that in all cases.

 

One example of that was the bit where the guy who did Neloth's response with Savos' name blew the pronunciation of it. While it may be possible to argue that he did it because he's a grade A douchebag, that isn't likely to be the case without supporting evidence. Which is why we dropped the use of his name from that particular line. People objected, but it was almost universally objection because "we just don't like it" - which isn't a valid challenge.

 

In future I suppose we can leave such reports open longer before resolving them, so that time is provided to see if any evidence can be brought forth for why it shouldn't be done?

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I mean in this case here, the problem wasn't that there was anything wrong with the audio. There are other examples in the recent patch, that look just as much like the voice actor 'ad-libed' a bit on top of the writing, and natually the subtitle was adjusted from what looks to be the original writtem, a bit more stiff, text. Which is perfect.

I think the real issue with the protagonist is, that there is just one set of subtitles, not two, right? There is no way to have different subtitles for each gender, unless you make separate files (which might just be a mod idea)? Finding a way to do that would be ace and probably solve any issue that migh end up in a discussion. Can subtitles be conditioned?

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There is no separate subtitle for voicetype anymore? Wow that's a bit short sighted of beth...

 

Perhaps it can be changed with an event handler. It can be done in the older games.

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That's pretty much the problem. Dialogue has one subtitle, but can have multiple recorded lines associated with it. So this thing with Nora and the donuts will always be wrong in one way or the other without some kind of fix.

 

Yes, I did in fact consider an attempt to extend the line for Nate, but there wasn't anything suitable to do that with.

 

The situation you're describing only works when thee audio all says the same thing, but the subtitle is wrong. That's easy. We simply assume the subtitle is incorrect, because 999 times out of 1000 that's exactly what happened.

 

EDIT: There's never been a separate subtitle based on voice type btw. As far back as Oblivion, there is one subtitle but multiple audio files can be mated to it.

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Ahh right I was thinking the response dialogue and not the player dialogue. derp.

 

:EDIT:

 

BTW, am I submitting things to the tracker and linking them in the way that is consistent with your methods?

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Response dialogue is the same way though - you get one subtitle and voice files up to the number of playable races usually. It's literally a One to Many relationship, all the way back to Oblivion. I've never seen any indication of a means to split those in such a way that wouldn't require completely separate entries, which necessitates making copies of the audio files to go with it.

 

Yes, your tracker entries are fine. Two points though:

 

1. We don't do landscape edits. So chances are the one you pointed out a landscape issue will be handled by seeing if something can be lowered to cover it or a rock or something added to cover the gap.

 

2. There is no script being used to modify the placement of persistent references. If things work like they did in Skyrim, most of those should be able to be repositioned without a problem. It's only an issue if they're used in script properties, and we've found that even script moving stuff like that doesn't always work. So if it can't be moved, then we'll mark it as [NR] since it won't show up without a new game.

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Ahh that's where the confusion is for me, in Fallout 3/NV you have responses which can be by any number of variables for a topic and "generic" ones have different voice files based on the voicetype rather than the race.

 

Is there list of do's and dont's ? I am not at all familiar with how you handle things and I need to educate myself on that to avoid any more invalid submissions.

 

Reasoning for not doing landscape edits? LOD? Navmeshes?

 

I'll change that to use a rock or dirt pile or something.

 

That's interesting, in the older engines you can't change persistent refs once the cell has been loaded by the player because the save game always takes precedence. Haven't had any problems moving them with scripts in the older games however, must be something that is an issue with the newer ones.

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Yeah, I did barely anything for FO3 or NV so I don't remember what the dialogue system worked like. It would be nice if each audio file had its own subtitle, but with the way the system currently works, that would cause the number of INFO records to explode.

 

Landscape edits have traditionally caused a lot of compatibility issues that are only resolvable with extra patches, so we don't do those. LOD and navmeshes are things that are more easily overridden and don't manifest themselves as huge rips in the cell borders if something goes a bit wrong, so we DO do those when the situation warrants it.

 

As far as a list of dos and don'ts, whatever is covered in the two pinned FAQ posts is pretty much it.

 

Yep, persistent refs changed quite a bit in Skyrim.

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Allright I have some reading to do.

 

I'll upload a proper patch for that landscape issue soon.

 

:EDIT:

 

I also grant permission to use and distribute anything I submit freely and under no requirements or conditions.

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Even though I'm pretty much avoiding the betas like they had aggressive Ebola and were spraying foam from their mouths, I wanted to say...

 

THANK YOU THANK YOU THANK YOU.

 

I had to use the console to get past quest bugs like 5 times today. I really, *really* appreciate the unofficial patches (they made Skyrim usable for me, it was completely FUBAR before).

 

Also, there are tons of color readability pages online, but your probably knew that.

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On the above topic of color-coding the list, it's a big "thing" in web design;

 

https://www.viget.com/articles/color-contrast

 

And on reversed (light on dark, like the forum): https://www.joedolson.com/2006/08/on-the-readability-of-inverted-color-schemes/

 

This one has some good discussion: http://blog.codinghorror.com/code-colorizing-and-readability/

 

Ultimately it may be a case of doing some tests and the team picking just what seems most appropriate and readable. The reasoning behind the colors is a little different than the bug report list. It should also be easy to maintain and not require a lot of fiddling with the posts. Black on white is generally considered most readable but a lot of people find white on black to be easier on the eyes, and red seems to be the least readable.

 

The "color block / grey text / blue link text" model for the bug reports kind of makes the eye want to skip over the text. I for one would like to see a severity code coloring the text, but honestly searchable quest names (for script fixes) for example are probably more useful.

 

Quest Script Fixes:

 

Silver Shroud - Stage 400 - radio message never broadcast if (condition) - fixed

 

Objects:

 

Mesh - Combat Shotgun has bunny-shaped hole when viewed from side - now correctly fish-shaped

 

Or whatever. Orange is more visible than red. I'd go with the "threat condition code" of white-green-yellow-red but the final color in that one is black - might not work so well.

 

Speaking of bug reports, I guess I should start reporting bugs again now that the Unoffical patch is rolling.

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We usually try to include things like the quest names and their CK editor IDs in stuff like that. The changelog is already ordered in categories which align with the category list in Tracdown. The color thing would probably be nice but IMO, that's probably more work per entry than it's going to be worth for us.

 

About the only color stuff I was possibly looking to do was to have a color scheme that thematically fit with the game rather than the white on black that was picked because it fit better for Skyrim. Only problem is, I'm not entirely sure just what color scheme would work and remain readable :P

 

Keep in mind that if Bethesda fixes their garbage forums, the list also needs to be readable on an off-white background with black text, because hey, Beth likes crappy forum themes. Color that works on a black background will be absolutely hideous against a white one.

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Yeah Arthmoor I just spent my first bit at the new forums.

 

You know all those cat memes with the surprised cat faces?

 

First of all, their front page looks like Pinterest vomited on it. The forums are *really* inefficiently arranged - they take up metric tons of screen real-estate. The new bug thread looks really chaotic and doesn't contain the info from the old thread yet - I don't know if the new forum can handle it. There is an "advanced" editor but the whole arrangement is a little hard on the eyes. It does have tables but I haven't tested them yet.

 

Oh, well, the old forums were being dominated by ingroup/outgroup arguments anyway. Unfortunately that's where a lot of the reporting was.

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the biggest roadblock to using their forum with preformatted posts is that it doesn't parse bbcode. It only handles straight HTML. Which is ludicrous. I don't know who these Jive Software people are but they're stuck in the 90s or something if they think this is normal.

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Official patch description updated by GStaff today https://community.bethesda.net/thread/9158

 

Fallout 4 1.5 Steam Beta Update (1.5.154)

 

Fallout4.exe

Fallout4.esm

Fallout4 - Interface.ba2

 

And a couple of the strings files updated

 

Edit: And strange goings on with Plugins.txt .. Though on my setup its still in Local appdata, apparently the new update is supposed to be moving the plugins.txt file to the game folder ( probably only for people with mods installed ? )

http://forums.bethsoft.com/topic/1601446-rel-loot-thread-23/page-2#entry25138708

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