Unofficial Fallout 4 Patch: Version History
By the Unofficial Patch Project Team
Bugs fixed by official Bethesda patches will be stricken through and the version of the game they are fixed in will be indicated in brackets.
Bugs introduced by the UFO4P (yes, it happens) that are corrected in later versions will be stricken through and tagged with the version of the UFO4P that fixes them. The correction will appear separately in the version where the correction takes place.
The UFO4P bug tracker numbers will be listed for bugs that have been recorded there when they are solved.
All fixes are retroactive unless indicated by an [NR] tag following the fix description.
To view a bug entry in our tracker, enter the bug number here:
v2.0.0 (2017-01-25)
Audio Fixes
- The Sound Keyword Mapping setting for Sentry Bot clusters (SentryBotClusterLauncher) was incorrectly pointing to the sound descriptor for the bomb explosion. (Bug #21326)
- Holotapes should be classified as voice for UI purposes instead of effects. (Bug #21373)
- Audio was missing for reloading both the .44 Revolver and Tommy Gun. The animations apparently had the right data but the game lacked sound descriptor records for them. (Bug #20263)
Actor Fixes
- LCharFeralGhoul lacked the proper leveled list calculation flags which resulted in numerous generated encounters with them spawning everything at the highest possible level. This was not intended behavior based on every other leveled list for the same purpose. (Bug #21537)
- LCharSynth lacked the proper leveled list calculation flags which resulted in numerous generated encounters with them spawning everything at the highest possible level. This was not intended behavior based on every other leveled list for the same purpose. (Bug #21538)
- Paladin Brandis stands in one spot aboard the Prydwen because his post-quest NPC has no sandbox package. (Bug #21256)
- Mirelurk Hunters were incorrectly assigned the skin formlist for Mirelurk Kings & Queens despite them having proper skins for them defined. The formlist to contain the proper skins was missing from the game. (Bug #20566)
- Several protectrons in Nuka-World had incorrectly applied the DLC04_GZSetConsciousOnHit that had invalid properties attached. (Bug #21946)
Effect Fixes
- The Recon Scope effect (ReconScopeEffect) had several invalid properties listed on it that no longer exist in the script. (Bug #21645)
- CritLaserEffect, CritPlasmaEffect, CritFireEffect, CritLaserLtBlueEffect and CritLaserPrimeKillEffect all mistakenly failed to ensure the script for disintegration of a body from a critical laser hit was only useable on Humans. (Bug #20716)
Item Fixes
- The ammo for the Thirst Zapper weapon should be removed from the player whenever the gun is dropped, otherwise the player will have an invisible weight reduction of up to 10 units due to the ammo weight. (Bug #21281)
- DLC04_NukaCola_Victory, DLC04_NukaCola_Victory_Cold: Missing the 50% boost from Wasteland Survival Issue #3 magazine perk. (Bug #21420)
- Sparks' laser weapon (DLC01Sparks_WeapLightningGun) was not correctly flagged to do energy based damage. (Bug #20405)
- The December's Child object mod (DLC03_mod_Custom_Weapon_M4) did not provide a ligher weight bonus as described. This has now been applied at 10%, which seems reasonable. (Bug #21182)
- Far Harbor incorrectly changed data on the Yellow Belly Syringe to bottle sounds when it looks and acts more like stimpacks, which the original item was set for to start with. (Bug #21250)
- Activator vaultExitElevatorDown did not have the MQ102 property set on it. (Bug #21920)
Location Fixes
- Bad navmesh placement on the freeway section above Finch Farm prevented settlers from using it properly when accessed. (Bug #21903)
Mesh Fixes
- Fixed UV errors on shack stairway pieces. (meshes\architecture\shacks\shackmidatairwell01.nif) (Bug #21472)
- Ficed UV errors on the garden plots from Wasteland Workshop. (meshes\dlc02\setdressing\workshop\gardenplot\dlc02_gardenplot01.nif) (Bug #20267)
Quest Fixes
- Numerous random events (possibly every single one) were broken and had to be fixed due to the following problems:
- Shutdown stages that attempted to rearm their triggers using aliases which had already been cleared, thus preventing the triggers from resetting.
- Controlling events running on these quests to stop them could not do so because the events they listened for were sent by active triggers. The quests would therefore remain running indefinitely because the triggers were not made active again.
- Affected scripts: REScript, RETriggerScript, REPareentScript
- Removed several NULL pointer properties from The Big Dig (MS16). (Bug #21713)
- Random encounters DLC01RESceneKMK02 and DLC01RETravelKMK02 would not stop when they should have completed, blocking any further use of this event from that point forward. (Bug #21692)
- Several random encounter quests erroneously try to reset previous stages when shutting down. (REObject_VertibirdKMK01, REObject_VertibirdKMK02, REObject_VertibirdKMK03, RETravel_VertibirdKMK01, RETravel_VertibirdKMK02, DLC01RETravel_VertibirdKMK03, REScene_VertibirdKMK01, REScene_VertibirdKMK02, REScene_VertibirdKMK03) (Bug #21663)
- The Diamond City Dialogue quest (DialogueDiamondCity) had a property erroneously pointing to a piece of plywood that should have been pointing to a quest. (Bug #21654)
- Invalid NULL properties removed from DLC03DialogueV118. (Bug #21647)
- Codsworth was not included in the Vault-Tec DLC companion tracker system. (Bug #21323)
- Holt makes a remark about the player wearing a vault suit even when they aren't due to a bad condition check in his dialogue. (Bug #21308)
- After completing Confidence Man, Travis Miles does not run his usual random sponsors list. The sponsor list used after completion in RadioDiamondCity had none of the proper random flags set. (Bug #20471)
- ActorHello_CIS_Manager prematurely clears aliases when its shutdown stage has processing left to do on those aliases. (Bug #20519)
- Random event DLC01REAssaultSC03 incorrectly tries to track target deaths when it doesn't have the supporting quest stages necessary for this. (Bug #21643)
- The Radio failsafe quest (DNMasterQuest) did not properly handle certain quest specific radio messages being added or removed from its tracking array, resulting in numerous repeated errors in the logs when trying to process them. (Bug #20484)
- The Postman (RESceneRJ02) might not get a proper letter selection due to an off-by-one error in the random selection from the formlist. (Bug #21879)
- Removed invalid properties from RETreasureHuntSC06_DN070. (Bug #21888)
- Removed invalid properties from DLC01RESceneKMK01. (Bug #21892)
- Removed invalid properties from DLC01RETravelSC03. (Bug #21913)
- Removed invalid properties from DLC06OverseerHandler. (Bug #21948)
- Corrected invalid alias property on REObjectRJ01 to point to the correct object the quest was intending to use. (Bug #21918)
- Removed invalid properties from DLC04GZBattlezone. (Bug #21947)
- Removed invalid properties from RESceneKMK07. (Bug #21939)
- Removed invalid properties from REObject_VertibirdKMK03. (Bug #21960)
- Removed invalid linked aliases from DLC01RETravelKMK01 & DLC01RETravelKMK02. (Bug #21961)
- Priscilla never offers to buy fertilizer from the player because the dialogue incorrectly checks her inventory rather than the player's to see if they have any. (Bug #20144)
- RESceneTreasureHuntMaster was referencing the wrong script for casting purposes in the shutdown stage which resulted in the subquests not being terminated properly. (Bug #20758)
- Ada drops one of her idle messages about the area calming the player due to an incorrect gender check. (Bug #20473)
- Travis Miles never does the news report for rescuing Rex Goodman because the controller scene in RadioDiamondCity was referencing an invalid quest instead of the correct one. (Bug #20472)
Papyrus Fixes
- An erroneous script once attached to PlayerPerk has been compiled to a stub to avoid letting it generate endless stack dumps which then impair performance. The script was removed from PlayerPerk officially in Patch 1.7, but the compiled code lingers behind due to Papyrus data baked in to saves started before that patch was released. (Bug #21655)
- holdupEffectScript: The bonus application for the Lady Killer and Black Widow perks was not being assigned correctly due to a syntax error in the getperkBonus() function. (Bug #21795)
- DN131_CommonsTriggerScript: No sanity checking for the quest running when aliases and scenes are called to fill/start. (Bug #21714)
- DLC04:SetStageOnGainLOS: No sanity check against empty array elements. (Bug #21573)
- FollowersScript: No sanity check for invalid target objects in the OnCommandModeGiveCommand() event. (Bug #20812)
- AbLegendaryScript: Sanity check added in case the script receives a NONE for the leveled list target, which happens on occasion. (Bug #20595)
- EMSystemTurfScript: No sanity checking for turrets not yet completely loaded into the scene. (Bug #20601)
- LoadElevatorDoorScript: Lack of sanity checking for elevators that are not in quest aliases. (Bug #20594)
- WorkShopScript: Further improvements to address thread locking. (Bug #20295)
- WorkshopScript: Reworked RecalculateWorkshopResources() to allow items to untie themselves from workshop IDs even if they are somehow no longer assigned properly. (Bug #20520)
- WorkshopNPCScript: Fixed superfluous calls to WoundActor() that did not need to be made which were causing severe lag upon arriving at a settlement at the start of an attack. (Bug #21578)
- WorkshopObjectScript: Sanity check against out of index array values when updating furniture positions. (Bug #21656)
- WorkshopFloraDamageHelperScript: Fixed cleanup of crop markers that would lead to invisible crops and save bloat generated from hundreds of invalid markers throughout the game world. (Bug #21894)
- WorkshopAttackScript: Prevent a settlement from calling its workshop reset while it is under attack. This solves both thread locking and performance issues. (Bug #21895)
- WorkshopParentScript: Further work to resolve thread locking issues with the ModifyResourceData() and SetResourceData() functions. (Bug #21896)
- WorkshopParentScript: Proper thread locking has been applied to the WoundActor() function. (Bug #21898)
- WorkshopParentScript: Proper thread locking has been applied to the HandleActorDeath() function. (Bug #21899)
- WorkshopParentScript: Proper thread locking has been applied to the UnassignActor() function. (Bug #21900)
- WorkshopParentScript: Proper thread locking has been applied to the UpdateActorsWorkObjects() function. (Bug #21550)
- MS17StartSceneTriggerScript: No sanity checking to make sure the quest is running before trying to check for stages being done. (Bug #21874)
- FireFightStall_MasterScript: Lack of sanity checking causing errors when trying to access unset global variables. (Bug #20515)
- COMX688TalkPlayerAliasScript: No validation for NONE locations, which are occasionally valid and need to be accounted for. (Bug #20582)
- TrapThistleScript: OnCellDetach() event seems to serve no purpose and throws errors. The reference being looked at is likely deleted by the time it gets here anyway. (Bug #20688)
- defaultDismemberOnLoad: No check to prevent processing on disabled references. (Bug #20596)
- TrapExplGas: Improperly checking for certain "spells" being held in the right hand using an obsolete method the script comments said should have been culled. (Bug #20674)
- EEScript: No sanity checking for invalid actors before doing faction operations on them. (Bug #20679)
- securityBarScript: No sanity checking to make sure the second linked reference is valid before using it. (Bug #20693)
- TrapGun: No validation that the trap's 3D is loaded before attempting to call various motion related functions on it. (Bug #20809)
- RefCollectionAliasManager: ProcessCollection() function does not validate the alias the script is using to check for stolen goods, which then causes errors when Dogmeat's find scripts try to run this. (Bug #21857)
- Inst307Fight_GantryTargetTriggerScript: Needs sanity check to make sure the virus reference is valid. (Bug #21889)
- SentryBotFaceLightScript: No sanity check on animation calls before 3D is loaded. (Bug #21891)
- DN029CannonMasterScript: No sanity check on animation calls before 3D is loaded or the object is enabled. (Bug #21949)
- LoadElevatorPanelScript: Missing several sanity checks for 3D being loaded. (Bug #21938)
- DN151_TrackingQuestScript: No sanity checking for invalid sound instances before trying to stop them. (Bug #21937)
- GlowingKlaxonLightScript: Call to animate the claxon reset was in the wrong order with the disable call. (Bug #21934)
- MQ101KelloggSequenceScript: Stopping the quest before calling the StopAnimationTimers call results in the entire sequence failing to complete properly due to the aliases being purged by the time it runs. (Bug #21933)
- AudioRepeaterActivator: No sanity check for 3D being loaded before playing sound. (Bug #21922)
Perk & Stat Fixes
- The Nuclear Physicist level 2 bonus for fusion core power life was erroneously stacking with the level 3 perk bonus due to a missing condition check. (Bug #21291)
- Action Boy and Action Girl were reverting to their level 1 rank bonus due to a bug in the additions added for Far Harbor in AbPerkActionBoyGirl. (Bug #20467)
- Cait's Trigger Rush perk was not providing the correct bonus to her action points due to a miscalculated magnitude. (Bug #21194)
Terminal Fixes
- Removed invalid properties from DLC04GZMain_StarControlTerminal. (Bug #21950)
Texture & Material Fixes
- Female blue blooshot eyes were mistakenly set to use the pale version, resulting in pale blue bloodshot eyes showing up twice in the chargen list. (Bug #21521)
Placement/Layout/Ownership and other World Object Fixes
- 00249a5e: Grognak magazine that should not be set to respawn. (Bug #21653)
- 06051235: Idle marker pointing to a script that doesn't exist. (Bug #21646) [NR]
- 000a0e4d: Half-buried thistle plant. (Bug #21327)
- 03010df4: Floating statue arm. (Bug #20492)
- 000f1ed6, 000f1ed3, 000f1ed4: Oddly stretched feral ghoul corpses that were falling through the terrain. (Bug #20319)
- 030247B7: Arrival reference pointing to an invalid object. (Bug #21941)
- 35 Star Core references in Nuka-World had invalid properties attached to them from their activator script. (Bug #21940)
- 00198B71: Missing properties for the runners faction and marker filled to correct errors. (Bug #21932)
- 000D5227, 000AE0BE, 001BFCEF: Scrappable desks containing terminals which will get lost if the desk is scrapped. They have important functions that will then be lost if this happens. They have been replaced with non-scrappable versions. (Bug #19875)
Text Fixes
- MoleratHide: "Molerat Hide" -> "Mole Rat Hide" (Bug #21481)
- DLC06MQ03_700_Clem, Action 16: "Someone to test some new devices that'll help everyone." -> "Someone to test some new devices that will help everyone." (Bug #21295)
- DN082_FoodTerminal: "foget" -> "forget" (Bug #21273)
- DmndPiperTerminal Entry 11/12/13, Publick_Interview_03A, Publick_Interview_03B, Publick_Interview_03C: "They have to carry that lost with them, even if everyone else tells them to move on and forget." -> "They have to carry that loss with them, even if everyone else tells them to move on and forget." (Bug #21468)
- DmndPiperTerminal Entry 2/5, Publick_Interview_01A, Publick_Interview_01C: Uncapitalized pronouns. (Bug #21468)
- DLC03SettlementAcadia01: "Acadia is built out the remains..." -> "Acadia is built on the remains..." (Bug #21395)
- HolotapesQuest, for DN52: "Looks like the mutants have settled two klicks north of here" -> "Looks like the mutants have settled two mikes north of here" [Mikes are a valid distance term, text was wrong] (Bug #21034)
v1.0.6a (2016-11-13)
UFO4P Fixes
- Once more removed nearly all edits to precombined reference components due to performance issues reintroduced by official patch 1.8.
v1.0.6 (2016-11-05)
UFO4P Fixes
- Facegen Preset workaround edits have been removed from edited Actor records as Bethesda fixed the underlying bug with skin color.
- Removed 3 bad magazine material swaps because the substituted low-res world versions do not exist and they were defaulting back to being Grognak comics. (Bug #21196, Bug #21097)
- Removed the fix for The Prydwen showing up as a settlement since Patch 1.7 no longer allows the change made to take effect. (Bug #21139)
- Spotlight script fixes have been removed temporarily until we are able to figure out why the fixes cause them to operate incorrectly. (Bug #21241)
Actor Fixes
- Face morph values for Deirdre were all pointed to incorrect indexes for male actors. (Bug #20968)
Item Fixes
- BOS Officer Uniform (AAArmorBoSKnightUnderarmorOfficer) is missing the necessary material swap on the first person models. (Bug #20199)
- Eyebot laser weapons were not correctly flagged to do energy based damage. (Bug #20405)
- The Vault Suit Ultra-Light build mod (mod_armor_VaultTec_Lining_Torso_Lighter2) produced the wrong loose object when removed. (Bug #20299)
- The Synth Limb "Sleek" mod (mod_armor_Synth_Lining_LimbLeg_StealthMove) produced the wrong loose object when removed. (Bug #20299)
- Railroad Dense Coat Mod was producing the wrong loose object mod when removed. (Bug #20299)
- Bottles with no pickup/drop sounds: Bourbon, MoonshineBobrov, RefreshingBeverage, BeerBottleEmpty01 (Bug #20298)
Perk & Stat Fixes
- Bonuses from the Ninja perk do not stack properly with other perks that also grant sneak attack bonuses. (Bug #19677)
- The Fury Chem perk (FortifyMeleeDamagePercChemPerk) incorrectly blocks the damage bonus if the player has level 2 of Big Leagues. (Bug #21113)
Quest Fixes
- Bethesda's official fix for removing the essential status from Marcy and Jun did not work if the save had been loaded prior to finishing the Sanctuary (Min01) quest. (Bug #21263)
- During Short Stories (V81_04), talking to Katy's class does not advance the objectives due to a missed stage setting after agreeing to tell a story. (Bug #21252)
- InstM03Starter is never stopped once the control stage is reached. (Bug #21119)
- Burning Cover (RRAct3Lost) does not terminate properly because the script is calling the wrong stage after talking to Preston. (Bug #21118)
- Here There Be Monsters (MS02) had an invalid property and script call resulting in errors when the quest was being shut down. (Bug #21266)
- Part of Here There Be Monsters (MS02Donny) is never stopped once completed. (Bug #21114)
- The player should no longer be allowed to tell Drinking Buddy (DialogueDrinkingBuddy) that he's been sold to Rufus if Rufus is dead. (Bug #21077)
- If the player ends The Silver Shroud (MS04) with Kent, the journal entry incorrectly logs as though he were dead. A typo in the stage check caused the game to look for a non-existent stage rather than the one flagging the quest as done with Kent alive. (Bug #20859) [NR]
- Random event WorkshopSuperMutantAttack02 attempts to clear a reference alias collection but the alias was not set to optional, which is required to be able to clear it. (Bug #20794)
- Tony Savoldi had one response for renting a room in Bunker Hill that did not have the room rental script attached. (Bug #20774)
- Josh & Emma's corpses can despawn, causing their holotapes to never be added to the game. The DN068 control quest needs to be set as Start Game Enabled in order for this to be prevented. (Bug #20320) [NR]
Settlement & Workshop Fixes
- The primary build zone triggers for Starlight Drive-In and Jamaica Plain were mysteriously disabled by Patch 1.6 with a script Bethesda added to them for no reason. UFO4P will attempt to rearm these triggers, but due to the way Papyrus works this may not last and any saves where those settlements can no longer be built on will be permanently damaged. (Bug #21186)
Placement/Layout/Ownership and other World Object Fixes
- 000EFBA5: Assaultron at East City Downs not linked to its charging pad. (Bug #20773)
- 001654B7: Workshop spawn marker for Kingsport Lighthouse was not positioned correctly inside the settlement boundaries. (Bug #20432)
- 000a0e16: Buried bottle of Nuka-Cola Quantum. (Bug #21255)
Text Fixes
- MQ101_Sanctuary05_NeighborScene05: "Just help me pack it back up!" -> "Just help me pack it up!" (Bug #21006)
- PrewarBottleVodka01: "Vodka" -> "Vodka Bottle" [it's empty, not full] (Bug #21079)
- FarmGenericAdult: Missing punctuation at the end of the subtitle. (Bug #21245)
- MagLiveNLove01, MagLiveNLove02, MagLiveNLove03, MagLiveNLove04, MagLiveNLove05, MagLiveNLove06, MagLiveNLove07, MagLiveNLove08, MagLiveNLove09: "Live and Love" -> "Live & Love" [matches all graphical representations of the title now] (Bug #20766)
v1.0.5 (2016-08-08)
UFO4P Fixes
- As of this version, the UFO4P is now flagged as an ESM file. Ignore your mod manager if it complains about this. Adjust your load order to place UFO4P directly after the official DLCs if you are not using the official built in mod UI. If you ARE using the official UI, place UFO4P at the very top of your list.
- Changes to the way CreateActorPUBLIC is called have been reverted. This will restore full API compatibility for any external callers. A new function specifically for use by WorkshopScript to make Brahmins with has been created. (Bug #21002)
- Official Patch 1.7 has corrected all typos for "Nuka Cola" that should be "Nuka-Cola". As a result, all of our corrections for this issue have been removed as they are now ITM records.
Item Fixes
- Trough water types (IntTroughWater, ExtTroughWater) erroneously had an activation name filled in which caused them to display "MaterialWaterTrough" when trying to fill or drink from them in survival mode. (Bug #20883)
- LegendaryModRule_AllowedKeywords_ArmorBodyPartChest is incorrectly allowing more than chest armors to turn legendary due to an incorrectly added ObjectTypeArmor keyword. The erroneous keyword is already in use on legendary armor rules for other body parts. (Bug #20844)
- Perfectly Preserved Pie is not correctly flagged as a food item. (Bug #20835)
- Due to having a zero duration setting, Cave Fungus, Refreshing Beverage, X-111 Compound, Curie's Healthpak, and Mutant Hound Chops would fail to provide the proper amount of radiation removal in survival mode. (Bug #20737)
- Gunner Guard outfits can spawn for NPCs who also use other leg armor which then causes those NPCs to choose to wear their leg armor and nothing else. (Bug #20837)
- Nick Valentine will not reequip his original trench coat if the player had given him a different one and then later took it away due to improper flags placed on it. (Bug #20840)
- Strong will not reequip his original armor if the player gave him different equipment and later took it back. This is due to his default outfit using the wrong armor entries. (Bug #20841)
- Curie will not reequip her original clothing if the player exchanges it for something else due to the wrong versions being used in her default outfit. (Bug #20842)
- Roast Yao Guai was incorrectly set to deliver 500% melee damage when the intent was clearly to provide 10%. Though the text indicates a +10 point flat amount, this is not possible to do using food effects so it's pretty clear someone forgot to mark it as +10%. (Bug #19675)
Perk & Stat Fixes
- Level 2 of the Basher perk was incorrectly providing a 100% chance to cripple limbs when it should have been 10%. (Bug #20961)
- The Medicine Bobblehead perk was not stacking at the correct value with level 4 of the Medic perk. (Bug #20738)
- The Idiot Savant perk does not function if your Intelligence drops under 1 due to debuffs or other causes. (Bug #20422)
Quest Fixes
- Sanctuary (Min01) was missing property definitions for the two faction experience values it uses. (Bug #20717)
- Cleared several invalid alias pointers in DN15. (Bug #20907)
- Cleared invalid property from Order Up (DialogueDrumlinDiner) (Bug #20875)
- Cleared invalid alias pointers and disabled script calls to them in CaravanTradePostCarla. (Bug #20815)
- Cleared invalid object property from DN070. (Bug #21003)
- Cleared invalid alias pointer from Radioactive Barrels (REObjectSC04). (Bug #21019)
- Cleared invalid alias pointers from MinAO_Min02ShootAtEggs02. (Bug #21007)
- Cleared invalid alias pointers from MinAO_Min02ShootAtEggs04. (Bug #21005)
- During Taking Independence (Min02) if the player has already cleared the Castle, the quest journal will still indicate you are meeting Preston to plan the attack you already finished. The journal text was attached to the wrong log entry in the quest setup. (Bug #20976)
- In The Secret of Cabot House (MS09) if the player kills Lorenzo at Parsons, Jack is never moved back to his house, the Cabots never eventually switch to their "old people" versions, and the final journal entry has the wrong text due to a variable not being set properly when Lorenzo dies. (Bug #20861, Bug #19999)
- In The Big Dig (MS16) it was possible to have the game tell you you had looted Hancock's stash even if you convinced Bobbi to leave due to Stage 240 incorrectly containing a "Run on Stop" flag. (Bug #20860) [NR]
Papyrus Fixes
- SentryBotOverheatFXScript: Added OnUnload event to stop infinite loops in the overheating check if the bot unloads before it's done overheating. (Bug #20912)
- DN134CombatZoneLoadedScript: Disabled function call to cut content that was referencing a non-existent property. (Bug #20911)
- PowerLiftMiniCartScript: Missing checks to validate loaded objects, missing sanity checks for unconfigured buttons. (Bug #20781, Bug #20605)
- LegendaryItemQuestScript: No validation for spawned items, resulting in numerous errors while not actually generating anything. (Bug #20755)
- LegendaryItemQuestScript: Spawned items were not being enabled before being sent to the items that called for them. (Bug #20584)
- MirelurkAmbushArtScript: Lack of validation for missing furniture markers. (Bug #20722)
- QF_DN133_000AE9A7: Lack of validation for the companion alias in the stage 500 fragment. (Bug #21020)
- Default2StateActivator: Further fixes to reduce or eliminate errors being generated. (Bug #20646)
- DialogueCovenantScript: Fixed a never ending timer loop condition that would cause the game to forever try to run 2 scenes which can't do so if you're not near Covenant. (Bug #20777)
- WorkshopNPCScript: Out of index array check when unassigning actors from workshops. (Bug #20870)
- WorkshopObjectScript: Crops which are not assigned to a Workshop should not be run through Workshop related updates. (Bug #21028)
- WorkshopObjectScript: Bad handling of damage helpers for crop damage calculations leads to invisible crops and other problems. (Bug #21039)
- WorkshopObjectScript: Damage helper objects are not properly disposed of if crops are transferred to the settlement's workbench. (Bug #20495)
- WorkshopObjectScript, WorkshopParentScript: Thread collision issue when calculating resource damage. (Bug #20972)
- WorkshopParentScript: Fixed improper handling when a companion is dismissed for the first time into a settlement. (Bug #20810)
- WorkshopParentScript: Bad handling of the first element of the Workshop arrays due to checking >0 instead of >=0. (Bug #21014)
- Hardcore:HC_ManagerScript: Lack of sanity checking for non-existent effects to dispel. (Bug #20604)
- WorkshopNPCScript, WorkshopParentScript, LegendaryItemQuestScript: Merged updates from official patch 1.7.
Terminal Fixes
- DN135_GwinnettBreweryTerminal2: The "Main Brewery Tours" entry for this terminal duplicated the "Craft Wing Tours" entry that comes before it. This has been fixed by copying the tour info from the other terminal which covers the same topic. (Bug #20878)
Texture & Material Fixes
- Material swaps for 5 magazines are incorrectly pointing to the hi-res material files instead of the standard resolution ones the entries should be using. (Bug #20834)
Placement/Layout/Ownership and other World Object Fixes
- 001870C0: Missing property settings for mobility values. (Bug #20909)
- 001846B7: Upsidedown dead drop marker. (Bug #20631)
- 000B29D7: Buried radio outside Boston Public Library. (Bug #20480)
- 001898F6, 00189A47, 00189A73: File cabinets in Parsons State Administration incorrectly using quest specific cabinets meant for BADTFL Regional Office. (Bug #20412)
- 00084b8f: Bridge section incorrectly set to disable when the Institute is blown up. (Bug #20879)
Text Fixes
- RRHQPAMTerminal: "PAM" -> "P.A.M." (Bug #20986)
- DialogueGraygardenIntro, Action 7: "If it's caps you need, Brown might have a few odd jobs." -> "If it's caps you require, Brown might have a few odd jobs." (Bug #20974)
- 002_MQ104_NickPlayerScene01, Action 1: "muscles-for brains" -> "muscles-for-brains" (Bug #20973)
- RECampKMK_DN079A: "I'll try not to upchuck again until you leave." -> "I'll try not to barf again until you leave." (Bug #20902)
- Armor_DeaconHighschool_UnderArmor, Armor_Highschool_UnderArmor: "Undershirt & Jeans" -> "Undershirt and Jeans" (Bug #20663)
- MS09Mission02, Stage 60: "should I should start looking for her there." -> "I should start looking for her there."
v1.0.4c (2016-07-10)
UFO4P Fixes
- The new argument added to the CreateActorPUBLIC function has been moved to the final position in the function definition to avoid breaking the expected API in future DLC and mods that might be calling it. This also allowed us to drop 2 scripts from the archive that no longer need to be edited as well.
- The fixes for the AI pack WorkshopSandboxRelaxation20x4 have been removed as they appear to be greatly aggravating an existing engine bug where settlers spontaneously change physical appearance, gender, race, and lose any items the player has given them. The underlying issue has NOT been fixed by Bethesda but this should mitigate most of the worst effects of it. Settlers will still change clothing on a regular basis, but this is harmless and appears to be an unannounced intentional feature added to the system with Patch 1.6. Settlers who are already bugged will unfortunately retain the bad behavior. It is not known yet if they will eventually return to normal.
- Removed the workshop script from Swanson as this prevents the peaceful entry into Covenant for some reason.
v1.0.4b (2016-07-06)
Papyrus Fixes
- WorkshopScript: Merged additional features for Patch 1.6.
- WorkshopNPCScript: Merged additional features for Patch 1.6.
- WorkshopParentScript: Merged additional features for Patch 1.6.
v1.0.4a (2016-07-06)
Quest Fixes
- A new property and function call were added in Patch 1.6 for workshop exclusions when selecting a settlement for a new NPC to go to. These changes have now been merged with our edits.
Perk & Stat Fixes
- The level 5 sneak perk has been removed from Dogmeat to conform to the changes in Patch 1.6.
v1.0.4 (2016-07-05)
UFO4P Fixes
- Official Patch 1.6 fixed the weapon bloat bug. Our workaround added in Bug #20197 has been removed.
Actor Fixes
- LCharSupermutantRifle lacked the proper leveled list calculation flags which resulted in numerous generated encounters with them spawning everything at the highest possible level. This was not intended behavior based on every other leveled list for the same purpose. (Bug #20793)
- encFeralGhoul04 was mistakenly marked with the Protected flag instead of the Respawn flag. (Bug #20846)
Swanson did not have the Workshop NPC script attached which all other Covenant NPCs have. (Bug #20749) [UFO4P 1.0.4c]
AI pack WorkshopSandboxRelaxation20x4 has been corrected to prevent settlers from standing around doing nothing when there are valid relaxation targets for them to use at a settlement. (Bug #20303) [UFO4P 1.0.4c]
Quest Fixes
- Invalid properties cleared on WorkshopRadioBeaconRecruit. (Bug #20778)
- Invalid properties cleared on quest DN035. (Bug #20772)
- Invalid properties cleared on quest BoSM01. (Bug #20752)
- Two invalid properties on quest BoSM01DistressSignals have been set to their correct values. (Bug #20751)
- Invalid properties cleared on quest DN049. (Bug #20733)
- Invalid properties cleared on quest RETravelKMK12. (Bug #20732)
- Invalid properties cleared on quest RETravelKMK09. (Bug #20720)
- Invalid properties cleared on quest REAssaultSC01_DN123SkylanesAssault. (Bug #20718)
- Three invalid properties on quest RESceneCC_DN101 have been set to their correct values. (Bug #20714)
Placement/Layout/Ownership and other World Object Fixes
- 000EAF98: Unlinked bed from the Bunker Hill settlement due to bugs when trying to let the player rent it. (Bug #20796)
Text Fixes
- DuctTapeMilitary: "Military Grade Duct Tape" -> "Military-Grade Duct Tape" (Bug #20805)
- mod_Legendary_Weapon_TwoShot: "Two Shot" -> "Two-Shot" (Bug #20802)
- Multiple instances of "Nuka Cola" fixed. Correct version is always "Nuka-Cola". (MQ206TinkerTomTerminalLogs, DN150WestEverettSubTerminal1, HC_SurvivalCaffeinated, DmndPiperTerminal, NukaCola, SanctACT_NukaColaBottleFull, DN033_SubTerminalEvents, NukaColaMachine_Dest, NukaColaQuantum, NukaColaEmpty, NukaColaQuantum_Cold, FFDiamondCity08, NukaColaMachine_Broken01NO, NukaCola_Cold, MQ206TinkerTomTerminal, NukaColaMachine_Broken01) (Bug #20800)
- FactionRailroad05: "railsigns," -> "railsigns", (Bug #20765)
- MagazineLeCoiffe: "Le Coiffe" -> "La Coiffe" (Bug #20764)
- Weapons24HeavyGuns: "Fatman" -> "Fat Man" (Bug #20763)
- LoreCommonwealth03: "boogeyman," -> "boogeyman", (Bug #20762)
- FFDiamondCity01, Objective 10: "Search the Hardware Store for Paint" -> "Search Hardware Town for Paint" (Bug #20731)
- PerkMagUnstoppables01, PerkMagUnstoppables02, PerkMagUnstoppables03, PerkMagUnstoppables04, PerkMagUnstoppables05: "Unstoppables" -> "The Unstoppables" (Bug #20728)
- MagTeslaAndYou, PerkMagNikolaTeslaAndYou01, PerkMagNikolaTeslaAndYou02, PerkMagNikolaTeslaAndYou03, PerkMagNikolaTeslaAndYou04, PerkMagNikolaTeslaAndYou05, PerkMagNikolaTeslaAndYou06, PerkMagNikolaTeslaAndYou07, PerkMagNikolaTeslaAndYou08, PerkMagNikolaTeslaAndYou09: "Tesla Science" -> "Tesla Science Magazine" (Bug #20727)
- MagazineRobcoFun: "Robco Fun" -> "RobCo Fun" (Bug #20726)
- MagazineMassSurgicalJournal, MagMassSurgicalJournal: "The Massachusetts Surgical Journal" -> "Massachusetts Surgical Journal" (Bug #20725)
- StorytimeSimon_TheNewSquirrel_Holotape01, StorytimeSimon_TheNewSquirrel_Holotape02, StorytimeSimon_TheNewSquirrel_Holotape03: "The New Squirrel- Tape" -> "The New Squirrel - Tape" (Bug #20664)
- miscmod_mod_GatlingLaser_Receiver_Standard: "Gatling Laser Gatling Laser Receiver" -> "Gatling Laser Receiver" (Bug #20662)
- DN132_Note01: "Margaret's note" -> "Margaret's Note" (Bug #20661)
- DN010_HolotapeMayorWife: "Boston Shelter - Where are you?" -> "Boston Shelter - Where Are You?" (Bug #20661)
- Weapons10LaserGatling: "Laser Gatling" -> "Gatling Laser" (Bug #20660)
- HestersConsumerRobotics (map marker) -> "Hesters Consumer Robotics" -> "Hester's Consumer Robotics" (Bug #20659)
- MagazineUSCovertOps: "US Covert Ops Training Manual" -> "U.S. Covert Operations Manual" (Bug #20658)
- mod_Legendary_Weapon_Frenzy, mod_Legendary_Weapon_Cryo, MagazineGunsAndBullets, MagazineTeslaScience: "Critical hit" -> "Critical Hit" (Bug #20657)
- SuperDuperMartLocation, SuperDuperMart01, SuperDuperMartMapMarker: "Super Duper Mart" -> "Super-Duper Mart" (Bug #20655)
- BoS301, Stage 255 Journal: "[LOG] Liberty Prime is back online." -> "Liberty Prime is back online." (Bug #20862)
v1.0.3 (2016-07-04)
Actor Fixes
- Glory does not drop a synth component at death despite being a synth. (Bug #20344)
- Bethany had the surgeon script attached despite not actually being a surgeon who can alter the player's looks. (Bug #20586)
Item Fixes
- PowerGenerator01 did not have the sound effect property set on the static object. This would lead to errors on those generators where this property hadn't been defined on the reference.
- miscmod_mod_GammaGun_SpecialMuzzle_Charger was misnamed as "Gamma Gun Signal Splitter" instead of "Gamma Gun Carrier Antennae" which is what the loose object mod is actually supposed to be. Note that "Electric Signal Carrier Antennae" is the correct actual mod but this won't fit in the space provided for names. (Bug #20394)
- Mirelurk Eggs were missing the ObjectTypeFood keyword, had no duration on the restore health effect, and had no value set despite being sold at vendors. (Bug #20328)
- Leveled list LLD_Synth, intended to provide synth components upon killing various generic and named synths, was an empty list which had no actual component in it even though it clearly should have.
- Police glasses were incorrectly scrapping as cloth when they should scrap as glass. (Bug #20536)
- Double barrel shotguns were not scrappable due to being missing from the associated formlist of scrappable steel weapons. (Bug #20437)
- All of the grenade bouquet traps failed to fill the required WorkshopNoRepairKeyword value which results in numerous errors. (TrapGrenadeBouquetFrag1ExtraLong, TrapGrenadeBouquetFrag1Long, TrapGrenadeBouquetFrag1Medium, TrapGrenadeBouquetFrag1Short, TrapGrenadeBouquetFrag3ExtraLong, TrapGrenadeBouquetFrag3Long, TrapGrenadeBouquetFrag3Medium, TrapGrenadeBouquetFrag3Short) (Bug #20622)
Quest Fixes
- Ron Staples should no longer get pulled for random encounters after he is recruited to a settlement (RECampKMK02). (Bug #20577)
- Doc Anderson should no longer get pulled for random encounters after she is recruited to a settlement (RECampKMK01). (Bug #20561)
- PAM will no longer give out A Clean Equation (RRR10) or High Ground (RRR11) when the main quest is completed but the Brotherhood of Steel hasn't been destroyed yet. (Bug #20311)
- Invalid properties cleared for the Weston Water Treatment Plant quest (DN151). Disabled calls to the non-existent objects in stage 130 as well. (Bug #20687)
- Invalid properties cleared from random encounter quest REAssaultSC03. (Bug #20683)
- Quest DN058 had a property referencing a static object that should be referencing a scene on the quest instead. (Bug #20682)
- Random encounter quest RESceneSC02 did not have the properties for raider notes filled as expected. (Bug #20677)
Settlement & Workshop Fixes
- Meg's bed at Bunker Hill lacked the required workshop object script to handle her bed assignment properly when the site did a settlement update. (Bug #20628)
- Settlers do not properly unassign from objects if the objects are scrapped out from under them. (Bug #20599)
- Unable to repair some crops in Abernathy Farm, Finch Farm, and Oberland Station due to the crops not being properly linked to the workbench. (Bug #20563)
Papyrus Fixes
- inst305RadioRackSlotScript: Script never unregisters events on the radio in Diamond City once the Institute quests have advanced past needing them. (Bug #20143)
- DefaultCollectionAlias: Lack of sanity check in OnAliasShutdown event leads to numerous errors in the logs. (Bug #20521)
- RadioFailsafeScript: Lack of sanity check on scenes leads to repeating errors. (Bug #20484)
- Fragments:Quests:QF_DNMasterQuest_000AEC4F: Incorrect syntax in script call from starting stage led to passing NULL through to RadioFailsafeScript. (Bug #20484)
- RelayTowerQuestScript: Lack of sanity check on scenes leads to repeating errors. (Bug #20503)
- RadioSilverShroudQuestScript: Lack of sanity check on scenes leads to errors. (Bug #20504)
- DeaconUnloadScript: Lack of sanity check for a valid quest property. (Bug #20479)
- DefaultDisableHavokOnLoad: Generates numerous errors when objects are picked up by the player. (Bug #20475)
- WorkshopScript: Further work done to resolve deadlock issues due to bad thread management which caused settlement statistics to report incorrectly. (Bug #20295)
- WorkshopScript: Even more work done to resolve possible threading issues when calling the WorkshopParentScript. (Bug #20581)
- WorkshopNPCScript: Operator typo in the OnInit event that caused a companion registration call to fail. (Bug #20575)
- WorkshopParentScript: Out of bounds array index check which leads to numerous errors when harvesting plants that aren't inside settlements. (Bug #20567)
- WorkshopParentScript: Brahmins could be added to a settlement as synths which would then instigate combat despite this being impossible for Brahmins to do. (Bug #20456)
- WorkshopParentScript: Event Actor.OnLocationChange was spawning too many reset events when it shouldn't have, causing severe degradation in performance for the entire settlement reset system. (Bug #20576)
- WorkshopParentScript: Event Location.OnLocationCleared was sending Minuteman recruitment notices multiple times after the location was cleared intially, which it should not be doing. (Bug #20669)
- WorkshopParentScript: Resolved deadlock in DailyUpdate(). (Bug #20775)
- WorkshopObjectScript: No sanity check against an invalid workshop value when NPCs activate objects. (Bug #20668)
- WorkshopObjectScript: Lack of sanity checking when new settlers are recruited in unloaded cells. (Bug #20580)
- BirdSpawnerScript: Not waiting for the bird perch to be 3D-loaded before attempting to spawn the birds. Net effect: You should now actually see the intended number of birds spawning in the world. (Bug #19593)
- BirdCritterScript: Bad variable names called for animations. (Bug #20614)
- Hardcore:HC_ManagerScript: Bad message call due to an incorrectly formed if/else block. (Bug #20606)
- Default2StateActivator: OnReset event does not wait for 3D to load before processing. (Bug #20602)
- Default2StateActivator: SetDefaultState needs to have thread locking in place to prevent competing calls from OnLoad and OnReset from screwing things up. (Bug #20646)
- SpotlightScript: Several 3D errors fixed that prevent spotlights from reconfiguring properly during cell loads. (Bug #20641, Bug #20636)
- SpotlightScript: Animation state checks needed to be added to prevent multiple threads from toggling the spotlight into the wrong state. (Bug #20723)
- SpotLightTriggerScript: Errors generated when trying to shut down a spotlight before it has been fully initialized. (Bug #20640)
- PlayerSleepScript: Added sanity check for workshop beds so that the player well rested bonus works properly with them. (Bug #20635)
- ProjectorScript: Fixed out of bounds array checking. (Bug #20634)
- QF_V81_00_Intro_000B8464: Attempting to set an invalid objective in stage 400. (Bug #20686)
- REScript: Missing sanity checks in remote alias checks leading to numerous errors. (Bug #20676)
- securityBarScript: Sanity check for attempting to play an invalid sound instance. (Bug #20693)
- TrapThistleScript: Not waiting for 3D to load during OnReset which then fails to process the remainder of the event properly. (Bug #20691)
- TrapBreakableWalkway: Missing check for active sound instance. (Bug #20626)
- SimpleElevatorMasterScript: Improper check for 3D loading resulting in animation call errors. (Bug #20624)
- FusionGeneratorSCRIPT: Lights linked to the generator remain on after power is cut upon removing the fusion core. This should not be the case as the intent on subesequent visits to the same generator is that it will be off and no longer providing power for that. (Bug #20529)
- OxygenTankScript: No check to be sure 3D is loaded before trying to apply Havok. (Bug #20524)
- TrapTrigTension: OnLoad event had its sanity checks in the wrong order, resulting in errors. (Bug #20632)
- TrapTripwire: No 3D check in OnReset event. (Bug #20633)
- RobotSelfDestructScript: Effect initialization did not set variables needed by scripts that extend it. (Bug #20597)
Placement/Layout/Ownership and other World Object Fixes
- 0023a049, 0023a04a, 0023a40b: Comment markers incorrectly configured to enable/disable on load when controlled by an enable parent. (Bug #20464)
- 0003fc8d: Lantern hook not connected properly to disable when the fence is scrapped. (Bug #20370)
- 0019188e, 001e46d1: Lantern and light source not linked to the crate they sit on. Ends up floating when the crate is scrapped. (Bug #20366)
- 001C25D3, 001bed8f, 000662d2, 001e02a3, 000b2bb8, 001ed7ae, 0020e883: Fusion generators with missing linked lights. (Bug #20525)
- 001bed90, 0015d9b8: Wrong overhead lamp type used, was clipping through the ceiling or floating free in the air.
- 001D139A: Floating trash bin. (Bug #20463)
Text Fixes
- ClothesChildofAtom: "Child of Atom Long Rags" -> "Child of Atom Long Rags" [removed extraneous whitespace] (Bug #20548)
- DN009_LobbytTerminal: "overdue" -> "overdo" (Bug #20630)
- ClothesLongshoremanHat: "Yellow Slicker hat" -> "Yellow Slicker Hat" (Bug #20560)
- MS02_LL_ChineseOfficerSword: "Zao's sword" -> "Zao's Sword" (Bug #20559)
- SanctuaryHillsLocation: "Sanctuary Hills" -> "Sanctuary" [The location is only referred to as Sanctuary Hills during the prewar period] (Bug #20553)
- GeneralGameplay24Resting: "Need to pass some some time in a hurry?" -> "Need to pass some time in a hurry?" (Bug #20507)
- PoseidenEnergyTurbineMapMarker: "Poseiden" -> "Poseidon" (Bug #20308)
- MS10RexInCage, Action 8: ""When they grew tired of taunting me, they threw me in here." -> "When they grew tired of taunting me, they threw me in this cage." (Bug #20307)
- StarlightDriveInMapMarker: "Starlight Drive In" -> "Starlight Drive-In" (Bug #20547)
v1.0.2 (2016-05-11)
Actor Fixes
- Ron Staples had the wrong vendor type assigned in his script properties. He should be set up as a bartender (type 3) but the properties had him set up as a Misc vendor (type 0). (Bug #20233)
Item Fixes
- Agatha's Dress incorrectly had the arm partitions blocked out despite literally being the same model as the standard sequin dress. This blocked the use of arm armors while wearing it. (Bug #20306)
Location Fixes
- Navmesh in the metal house at Greentop Nursery had a doorway too small for settlers to pass through without teleporting beyond it. (Bug #20315)
Perk & Stat Fixes
- The player should no longer be able to contract Mole Rat Disease in Vault 81 unless they are actually bitten by one directly. (Bug #20138)
- Live & Love #2 perk was not functional due to the ability which applies it incorrectly referencing magazine #3, which is for carry weight. (Bug #20346)
- Live & Love #9 perk was not functional for the same reason, and needed a new perk application effect to make sure it separates for robots because this one needs to check for magazine #9 and NOT #3 either. As a result, L&L 2 and 9 should cause robot companions to get this bonus to stack for effectively 10% damage instead of 5%. (Bug #20346)
- The Idiot Savant #3 XP bonus perk (IdiotSavantXPBoost) should not be displayed in the UI as it has no display assets or description text. (Bug #20321)
Quest Fixes
- The player continues to ask the Vault-Tec Rep if he wants to work for them due to an incorrect condition check in the recruitment dialogue. (Bug #20297)
- The player continues to ask Anne Hargraves if she wants to work for them due to an incorrect condition check in the recruitment dialogue. (Bug #20296)
- If the Railroad is destroyed, Tinker Tom's corpse should not have a MILA available for looting as he would not have given the quest out.
- Several Railroad quests appear to have become stuck in the journal at one point and later fixed by an official patch. If the Railroad has been destroyed, a one-time check against the quests will be run and any that need to be shut down will be. (Bug #20112, Bug #19814)
- Cait's infatuation idles meant to be run for the player were incorrectly conditioned to play only if Paladin Danse was currently the active companion. (Bug #20389)
Papyrus Fixes
- WorkshopScript: Further revisions have been provided for the DailyUpdate() function to eliminate remaining issues with thread locks and timer updates as well as potential early terminations due to bad reference checks. This is likely to have fixed a number of settlement related issues that were reliant on the DailyUpdate() call but manifested in ways that may not be obviously script related, such as population increases and happiness etc. It has been confirmed that these fixes also address the issue of bed counts not updating properly. (Bug #20295, Bug #19589, Bug #20289, Bug #20304, Bug #20160)
- AudioContainerNoAnimScript: Script has been corrected so that it only plays the open and close sounds on the container being opened or closed rather than spawning this event across every single container in the loaded area.
Terminal Fixes
- Accessing Phyllis Daily's terminal (DN036Terminal_SubJournal) after convincing her to tell the story of her grandson's death will no longer cause her to confront you and thus reset her dialogue into a broken state. (Bug #20208)
Placement/Layout/Ownership and other World Object Fixes
- 000727f3, 0007280b: Incorrect type of shack stairways at Outpost Zimonja. (Bug #20276)
- 001Ff252, 001f4253, 0010a7db: Objects in Bobbi's house repositioned to allow access to her terminal. (Bug #20310)
Text Fixes
- nativeProtectronTerminalPersonalitySubMenu: "paramenter" -> "parameter"
v1.0.1 (2016-05-06)
UFO4P Fixes
- Removed RadioDiamondCityReceiverOff, RadioFreedomReceiverOff, and RadioInstituteReceiverOff from the formlist of static scrap objects for radios. Adding these caused crafted radios to become unmovable once placed.
- All worldspace edits had to be removed and reconstructed in the CK due to a problem generated by a bug in xEdit that caused Vertibirds to fly through buildings rather than avoid them. (Bug #20277)
Actor Fixes
- Loot_DeadRaider01 and Loot_DeadRaiderFemale01 both respawn even though they are all used in situations where this should not happen. These actors are all set to be dead when the player finds them the first time. (Bug #20183)
- Deirdre's merchant faction setup was incorrect. A bad condition flag prevented her from selling anything, and her vendor container had none of the intended leveled items in it. (Bug #20203)
Item Fixes
- Several glass bottles had no pickup or drop sounds attached. (Bug #20161)
- The following alchoholic beverages did not have the proper duration set for the Live & Love perk benefit: BeerBottleStandard01_Cold, BeerGwinnettAle, BeerGwinnettAle_Cold, BeerGwinnettBrew, BeerGwinnettBrew_Cold, BeerGwinnettLager, BeerGwinnettLager_Cold, BeerGwinnettPale, BeerGwinnettPale_Cold, BeerGwinnettPils, BeerGwinnettPils_Cold, BeerGwinnettStout, BeerGwinnettStout_Cold, DN133_WineAmontillado, Rum, DirtyWastelander, Bourbon, Vodka, Wine, Whiskey, and MoonshineBobrov. (Bug #20149)
- Vertibird pilot outfits were incorrectly adding extra armor that blocked them from wearing their intended bomber jackets. (Bug #20147)
Weapons dropped by NPCs who have been killed are never removed from the game world, which leads to save bloating and potentially running out of generated form IDs. Game setting iDeathDropWeaponChance has been set to 0 to prevent this. Weapons will still appear to fall away from the bodies, but clicking on them will instead open the corpse's inventory where you can then loot it. When the cell resets next and the bodies are removed, the weapons will get cleaned up with them, so you'll have plenty of time to return to loot a battlefield if need be. (Bug #20197) [Official Patch 1.6]
Location Fixes
- The navmeshing along the cliffs on the north side of Croup Manor was poorly placed, causing settlers to fall off the cliffs and be unable to make their way back up to the settlement area. (Bug #20257)
Perk & Stat Fixes
- Combat Medic (CompCurieAvoidDeath) was miscalculating the health percentage and causing even slight damage to heal you instead of waiting for your health to hit 10% like it was supposed to. (Bug #20150)
- Trigger Rush (CompCaitAbility) was incorrectly triggering when action points dropped below 25 instead of when your health dropped below 25%. (Bug #20250)
- Gunslinger level 5 was incorrectly working for all guns due to a lack of weapon condition checks. (Bug #20151)
Papyrus Fixes
- MQ03QuestScript: Typo in UnregisterForAnimationEvent for the PipBoy. (Bug #20225)
- WorkshopScript: A thread lock in the DailyUpdate() function was not being handled correctly. This resulted in numerous instances of settler stats being listed incorrectly in the PipBoy. (Bug #20295)
Settlement & Workshop Fixes
- Settlers were not using the full buildable area in Hangman's Alley due to the sandbox marker not extending far enough to the east. (Bug #20180)
Quest Fixes
- The mailbox outside of Home Plate never gets set to owned by the player when the house is purchased. (Bug #20178)
- The player continues to ask Sheffield if he wants to work for them due to an incorrect condition check in the recruitment dialogue. (Bug #20266)
- Trader Rylee should no longer leave settlements to run random encounters in the wasteland if she has been recruited by the player. (Bug #20156)
- The player continues to ask Trader Rylee if she wants to work for them due to an incorrect condition check in the recruitment dialogue.
- Smiling Larry will no longer vanish from settlements once recruited. His random encounter quest lacked a check to prevent that.
- During Dependency (V81_03) if the player talks to Rachel after convincing Bobbi to get clean, but hasn't talked to Tina, the objective to talk to Tina will incorrectly complete. The quest is not broken, but the objective and quest marker are no longer displayed. (Bug #20236)
Terminal Fixes
- The Beantown Brewery terminal (DN006_EmployeeTerm) had 3 incorrectly set menus that would cause an infinite recursion the more you kept clicking into them, which in turn would require you to back out with as many clicks as you used to get in. (Bug #20153)
Placement/Layout/Ownership and other World Object Fixes
- 0009813d: Tire iron set to respawn that shouldn't. (Bug #20183)
- 0019e736: Unowned bed in Peabody House. (Bug #19743)
- 000d15aa: Dirt mound with exposed underside. (Bug #19816)
- 0014824e, 000148253, 00014824f, 000148252, 0001380bf, 0001380be: Series of misaligned railroad tracks. (Bug #20268)
- 0020B32A: Floating motorcycle. (Bug #20162)
- 0022fd46: Seams closed on bunker pieces surrounding this. (Bug #19881)
- 000A8D64, 000A8D66, 000A8CEE, 000A8CEF, 000A8D61, 000A8D65: Floating bushes in Diamond City. (Bug #20195)
- 00097AD4, 00097ADF, 00097B15, 00097B1C, 00097B1E, 00097B1F, 00097B20, 00097B21, 00097B22, 00097B23, 00097B25, 00097B38, 000A96C2, 001696C1: All parts of a misaligned building near Cambridge Diner. (Bug #20194)
- 0004BFF1, 0004BFF2, 0004BFF3, 0004BFF4: Misaligned water planes in Forest Grove. (Bug #20163)
- 001b0214: Land mine below the terrain. (Bug #20256)
- 0021a404: Z-fighting steal beam.
- 0100ebf6: Added additional numeral painted on the beam for Vitale Pumphouse to reflect the actual combination to the nearby puzzle. The other numerals were shifted down to make space for it. (Bug #20283)
- 0014b99b, 0014b996, 0014b99a, 0014b995, 0014b999, 0014b994, 0014b99c, 0014b997: Disabled unused lights that were in the cell for no apparent reason. (Bug #20291)
- 001d20c4, 001d20c1: Yao Guai incorrectly set to be guarding a Deathclaw nest. (Bug #20262)
- 001d20c9: Gunner corpse buried underground, inaccessible. (Bug #20262)
- 0100f391: Rock placed to cover up gap in landscaping. (Bug #20164)
- 00193aa5, 00193aa3, 00193aa4: Collision blocks poorly aligned making it difficult or impossible to get out of the Forgotten Church. (Bug #20165)
Text Fixes
- DN151_WhiteConclusion: "For a farm like this?" -> "For a place like this?" (Bug #20269)
- Misc Item Collander: "Collander" -> "Colander" [It's misspelled] (Bug #20239)
- FFGoodneighbor07::Hellos: "Well, look who it is?" -> "Well, look who it is."
v1.0.0 (2016-04-18)
Actor Fixes
- The follower version of Curie does not have the standard selection of sneak perks or the Companion Inspiration perk like all of the others do. This was due to an improper inheritance from her nested templates. (Bug #19664)
- EncRadscorpion03AmbushLegendary and EncRadscorpion03Legendary were not set to use the skin for the Glowing Radscorpion like their normal counterparts. (Bug #19843)
- Preston Garvey, MacCready, Curie, Cait, and Dogmeat were never given the Live & Love magazine perks. (Bug #19672)
Item Fixes
- Combat Armor left leg weight did not match the weight on the right leg. Both should weigh 2 based on their value and where they fit in the progression. (Bug #19682)
- It was not possible to remove added armor linings from Synth Armor due to a missing ma_armor_lining keyword on the arm, leg, and torso pieces. (Bug #19708)
- Construction recipes were missing for "Glow Front Sight Ring" on Combat Shotguns and Rifles, as well as "Tuned Receiver" for Pipe Revolvers despite these weapon mods being available in the UI. The result was that the actual mods produced were non-functional. (Bug #19679)
- John & Cathy's House Key (DmndJohnKey) was incorrectly labeled as "John & Jessica's House Key". (Bug #19753)
- The Clean Black Suit (ClothesSuitClean_Black) was missing the keyword to allow Ballistic Weave to be inserted. (Bug #19911)
- Leveled list LLI_Vendor_PowerArmor_Mods_Unique had a bad entry for an object reference that the game would treat as a 10mm pistol. (Bug #20131)
- Clean Vault 111 suit was not using the correct material swaps for first person. (Bug #20146)
Location Fixes
The Prydwen has a settlement icon on the map even though there is no workshop listed for it and there is never any possibility to send settlers to it. (Bug #19905) [UFO4P 1.0.6 due to Official Patch 1.7]
Mesh Fixes
- The combat shotgun stock has a gap in it. (meshes\weapons\combatshotgun\stockshort_1.nif) (Bug #20069)
- The female heavy leather armor model is pointing to the wrong material. (meshes\armor\leather\f_arm_heavy_r.nif) (Bug #20137)
Perk & Stat Fixes
- Level 3 & 4 of Chemist incorrectly list Intelligence of 5 as a requirement instead of 7. (Bug #19585)
- Levels 1 & 2 of the Ninja perk did not properly account for 2-handed melee weapons. (Bug #19667)
- Level 3 of Idiot Savant was mistakenly checking for Intelligence of 6 twice, which left out 5, and the effectiveness chance was off by 1% as well. The Intelligence 8 condition also had unnecessary weapon type conditions that should not have been there. (Bug #19676)
- The Tesla Science magazine perk was not providing the bonus described due to the use of an incorrect keyword. (Bug #20139)
Papyrus Fixes
- AOAliasBailOutScript: Prevented timer event bailout from filling the script logs with errors due to the lack of a check for the alias reference being NONE. (Bug #19591)
Settlement & Workshop Fixes
- Settlers assigned to scavenging stations walk around everywhere with their weapon drawn, often pointing it at things for no reason. This was due to the AI package WorkshopScavengeSandbox7x14 having the "Weapon Drawn" flag set when it doesn't need to be. (Bug #19652)
- Provisioners, Pack Brahmin, and Caravan Guards were retaining their names after reassignment due to a missing "Clears Name When Removed" flag on the aliases in the Workshop Parent quest. (Bug #19653)
- The High Tech Desk [Dirty] (workshop_co_HighTechDesk01_Dirty) was using the incorrect component type for the wood. (Bug #19680)
- Aluminum Oil Cans (OilCan01_PreWar) were scrapping for steel instead of aluminum. (Bug #19598)
- Lead Pipes incorrectly call for steel when upgrading to Heavy Lead Pipes. (Bug #19596)
- Lead Pipes incorrectly get scrapped into steel rather than lead. (Bug #19596)
- BranchPile02 is listed in the wrong formlist for scrapping branches. (Bug #20132)
- The following scrap recipes were producing their component parts instead of proper scrap material: workshop_co_ScrapBathroomSink, workshop_co_ScrapBathroomToilet, workshop_co_ScrapBrokenVendingMachine, workshop_co_ScrapFurniturePatioChair, workshop_co_ScrapLoot_AmmoBox, workshop_co_ScrapLoot_Medkit, workshop_co_ScrapLoot_Prewar_Cooler, workshop_co_ScrapLoot_Prewar_Safe, workshop_co_ScrapLoot_Prewar_Suitcase, workshop_co_ScrapLoot_Prewar_Toolbox, workshop_co_ScrapLoot_Safe_Floor, workshop_co_ScrapLoot_ToolChest, workshop_co_ScrapLoot_Woodcrate, workshop_co_ScrapLunchPail, workshop_co_ScrapOxygenTank, workshop_co_ScrapRadio, workshop_co_ScrapTricycle01, workshop_co_ScrapUtilitySink, workshop_co_ScrapVaultcrates, workshop_co_ScrapWoodVerySmall. (Bug #20114)
- MacCready's wooden toy soldier was incorrectly listed as being made of ceramic instead of wood. (Bug #20115)
- Several radios are not in the scrap list that controls radio scrapping. (Bug #20130)
- Player housing ruined stove is not correctly labeled to allow it to be built in the workshop UI. (Bug #20133)
- Lightboxes are incorrectly filed under the Misc category in the workshop UI. They should be listed with the other lights. (Bug #20134)
- Aluminum Tray (LukowskisPottedMeatUnfilled) should scrap to aluminum, not steel. (Bug #20135)
Quest Fixes
- Strong should no longer begin his response dialogue when asked about his relationship status with the player before the player has actually finished speaking. (COMStrongTalk) (Bug #19657)
- At the end of Dependency (V81_03), if the player convinced Bobby to get clean, talking to Tina will abort after convincing her to join a settlement due to an unfilled property in the scene that was supposed to bring up the settlement selection window. If you succeeded in convincing her but never got the menu, you will get a pop-up menu upon running the patch which will ask you where you want to send her. (Bug #19581)
- When completing Dependency (V81_03) Bobby, Tina, and Rachel do not have their essential status removed because the stage 1000 fragment calls stop too soon and ends up clearing the aliases before the quest is done. (Bug #20142)
- Cambridge Polymer Labs (DN015) leaves undroppable quest items in your inventory even if the puzzle quest (DN015Puzzle) to make the armor is completed. DN015 was not stopping DN015Puzzle in stage 100. (Bug #19586)
- When negotiating with Deb at Bunker Hill for Traffic Jam (FFBunkerHill02) the rewards given are incorrect due to checking the wrong set of quest stages for the negotiated payment. (Bug #19710)
- The Order Up quest (DialogueDrumlinDiner) does not clear aliases for the dead bodies, resulting in them staying in the game forever and respawning their loot. The quest is also not stopped if everyone at the diner has been killed, or if the player aggro'd them all and they're all hostile. (Bug #19720)
Terminal Fixes
- The Faculty Terminal at Shaw High School (DN020_StaffMemosSubTerminal) is incorrectly named as Principal Tanner's Terminal and incorrectly returns back to Tanner's personal terminal instead of the proper Faculty Terminal main menu. (Bug #19876)
- The Dean's Terminal at University Point (DN088_DeansSubTerminalMail) has a mail relay submenu with incorrect dates. It is talking about events from 2077 but is dated 2285, which is incorrect. (Bug #19741)
Texture & Material Fixes
- The material swaps for Covert Operations 7 (CustomMaterialSwap001D1FEA) and Covert Operations 8 (CustomMaterialSwap001D1FF1) were switched and caused them to display the wrong artwork when dropped in the world. (Bug #20009)
Placement/Layout/Ownership and other World Object Fixes
- 00080812: Arcjet Systems elevator sticking up through the building roof. (Bug #19724)
- 0020c29f: Floating chem box. (Bug #19659)
- 001772d6, 0019e420: Floating tires. (Bug #19688)
- 00175d71: Test tube clipping other objects. (Bug #19697)
- 00055583, 00055590: Floating trash cans. (Bug #19697)
- 00175e7e: Coffee cup standing on its handle. (Bug #19697)
- 00219d74, 00238C3B: Floating bottles. (Bug #19697, Bug #19878)
- 0023f428, 0023f429: Baseball grenades clipping desk. (Bug #19697)
- 00193ffc: Object stuck behind collision. (Bug #19718)
- 00087D9D, 00087D9C: Floating benches. (Bug #19878)
- 0020C2A0: Floating cap stash. (Bug #19878)
- 0017FD4F, 0017FD54: Floating frag mines. (Bug #19879)
- 000C7382: Frag mine buried under terrain. (Bug #19879)
- 00186BFC: Useable bench buried in mud - changed to non-useable static. (Bug #19882)
- 0021543E: Z-Fighting rug. (Bug #19883)
- 00165111: Separated duplicate coffee mugs. (Bug #19883)
- 000edc14: Pallet clipping with pole. (Bug #19883)
- 001F2DCD: Picture, frame, and nuka-cola machine clipping with a wall. (Bug #19883)
- 0003B67D: Cooler buried and inaccessible. (Bug #19883)
- 00043214: Floating skeleton. (Bug #19913)
- 000516a3: Floating tree branches. (Bug #19712)
- 001bf692, 001bf691: Misaligned bridge pieces. (Bug #20129)
Text Fixes
- ConcentratedFire02: "In V.A.T.S. every attack on the same body part gains +15% accuracy." -> "In V.A.T.S. every attack on the same body part gains +15% damage." (Bug #19671)
- Loadscreen PerkLoneWanderer: "Prefer to go it alone? With the Lone Wanderer perk, you'll take less damage and be able to carry more equipment when you adventure without a companion or dog." -> "Prefer to go it alone? With the Lone Wanderer perk, you'll take less damage and be able to carry more equipment when you adventure without a companion." (Bug #20118)
- BoS_DN017_CEOTerminal: "wander passed security" -> "wander past security" (Bug #19723)
- RR102_200_Deacon_At_Sympathizer, Action 6: "He, or she, has intel on the base." -> "He, or she, has information on the base." (Bug #19723)
- RR102_400_Deacons_Plan, Action 8: "That's my read, too." -> "Yeah, that's my read, too." (Bug #19723)
- RR102 - Shared infos: "So we go in through the escape tunnel." -> "So we're goin' in through the escape tunnel." (Bug #19723)
- RR102_400_Deacons_Plan: "Doesn't everyone have an escape tunnel?" -> "What, doesn't everyone have an escape tunnel?" (Bug #19723)
- DialogueDrumlinDiner - Greetings: "Did you need anything?" -> "Do you need anything?" (Bug #19723)
- MelonWild: "Melon blossom" -> "Melon Blossom" (Bug #20145)
- MelonWildGS: "Ash blossom" -> "Ash Blossom" (Bug #20145)