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IDOpenedCategory  ascProjectSummaryOperating SystemStatusOpened bySeverityPriority
22071February 25 2017ActorsUnofficial Fallout 4 PatchProtectronPodStatus + DLC04GZMainQuest + LinkKeyword ->...Windows PCConfirmedSocCriticalHigh Task Description

It seems another bunch of protectrons are triggering another set of invalid properties. Currently the game CTDs on random intervals. Dunno if this has anything to do with that.

[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032694) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032694) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032697) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032697) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029625) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029625) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029625) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390BB) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390BB) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032693) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032693) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390C4) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390C4) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029414) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029414) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029414) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029415) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029415) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029415) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029626) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029626) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029626) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06026FFC) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06026FFC) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06026FFC) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029498) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029498) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029498) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029628) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029628) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029628) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029418) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029418) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029418) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603298F) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603298F) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property CoPilotAlias on script bospilotscenemanagerscript attached to MFT (5A003F0A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property PassengerAlias on script bospilotscenemanagerscript attached to MFT (5A003F0A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property Passenger2Alias on script bospilotscenemanagerscript attached to MFT (5A003F0A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029477) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029477) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029477) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029476) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029476) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029476) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326B1) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326B1) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032719) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032719) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326F9) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326F9) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032678) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032678) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ForcedEMSState on script DLC04:DLC04GZEMSystemTurfScript attached to (06039196) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029487) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029487) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029487) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C3) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C3) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C2) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C2) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602946E) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602946E) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602946E) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029627) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029627) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029627) cannot be initialized because the script no longer contains that property

21824January 03 2017ActorsUnofficial Skyrim Special Edition PatchAlduin won't show up during cutsceneXBox OneNewTravisHighVery Low Task Description

I read the elder scroll and during the cut scene where you are supposed to learn dragonrend but when they say “Alduin approches” he doesn’t. They just stand there. And I’ve reloaded multiple times.

22191March 21 2017ActorsUnofficial Fallout 4 PatchRandom encounters after finishing automatronWindows PCNewHighVery Low Task Description

after finishing automatron, all the random encounters seems to be replaced by rust devils patrols

plus, all the loading screens (while fast traveling in the commonwealth, not far harbor or nuka world) are displaying things related to automatron

I’m sure some rust devils patrols are to be added to the random encounters, and some loading screens displaying things related to the robot workbench, but certainly NOT all time

21539November 17 2016ActorsUnofficial Fallout 4 PatchDLC01RaiderFaction is missing proper faction relationsh...Windows PCNeeds User FeedbackSclerocephalusMediumVery Low Task Description

That’s the faction all Rust Devils are in.

The other day, I had a random encounter with Rust Devils in that small park in Cambridge where BoS soldiers are occasionally present. This time, three of them were present too, but they did not react in any way to the Rust Devils - just stood there doing nothing. Not very credible.

Turned out that there are no relationships specified for the two factions. Even worse though: DLC01RaiderFaction hasn’t any relationships specified at all, excpet for themselves ...

21854January 09 2017ActorsUnofficial Fallout 4 PatchCurie NPC returned as male in PapyrusAllNeeds User FeedbackRyanMediumVery Low Task Description

With her set as a Ref and running this code:

HerRef.GetActorBase().GetSex()

It returns her as a Male when in the game she is a female synth

21959January 24 2017ActorsUnofficial Skyrim Special Edition PatchBug with Maven for becoming Thane of RiftenXBox OneNewTyler BartonMediumVery Low Task Description

There is a bug where if you complete the Imperial quest-line and Maven becomes the jarl of Riften before you yourself become thane of Riften, you cannot talk to Maven about becoming thane at all, even after completing quests and purchasing property. Can this be fixed?

21970January 26 2017ActorsUnofficial Skyrim Special Edition PatchFollower Continuously Blocking When Weapon is Unsheathe...XBox OneNewMariahMediumVery Low Task Description

I have happened upon a most frustrating glitch in the game, I have gone through all the proper discourse: yet it remains. Currently, Teldryn Sero– a spellsword in Solstheim– is under the employ of my lvl. 86 Dunmer rogue. At first everything was well: I equipped him with a Holy Daedric Sword, upgraded Morag Tong armor, and with about six dozen potions. We then traveled to Skyrim and gallivanted around, he would use his normal form of combat: spell in one hand (generally conjure flame atronach, or fire bolt) that he would use in tandem with his sword, at times he would also use the dragonbone bow I gave him.
We then traveled back to Solstheim after traveling across the whole of Skyrim, where I was approached by some Skaal hunters attempting to take down a Netch near Raven Rock: this was when I noticed the bug arose. Teldryn will draw his sword, but hold it as if he were blocking. Just as well: he will have an active spell in his left hand (you would see his left hand glowing with a spell while he was holding it), yet he would never use the spell he had equipped. Instead, he will use only melee combat on enemies that are directly next to him: he no longer uses any ranged form of attack, and he will move very slowly because he is blocking. He also attacks more slowly, as he will always block between hits. Thus, he has become more of a hindrance than a boon.
I have removed all mods, and reinstalled them. The only mod I currently have that would affect AI and NPC behavior would be “The Paarthurnax Dilemma” (of which only the Blades, Paarthanax and Graybeards are affected). I have removed all of Teldryn’s equipment, yet he will somehow acquire a hunting bow and use this bow to block. I have dismissed him to reset his Follower AI, I have used the Wabbajack on him, I have equipped him with different weapons: yet the result is the same. The also unfortunate predicament remains that I never have more than 3 saves per character, all recent saves: as a habit used on my vanilla version of the game, where the game constantly freezes and crashes. The installed mods I currently have will be listed below in their current load order, perhaps as insight:

- Unofficial Skyrim Patch (XB1)
- Apocalypse - Magic of Skyrim
- [Xbox] S’rendarr’s Arsenal
- Better Auriel’s Bow
- Drakons Sun Enchantment [Xbox]
- Craftable Everything: Dawnguard Special Edition (XBOX1)
- RS Children Overhaul
- romangoss’s Snow Elves [XB1]
- KS Hairdos Lite
- Adorable Females
- Seraphim Vanilla Armor and Clothing Replacer
- [XB1] Ashara Skyrim Characters as Presets
- Seraphim Female Body Replacer - Basic Edition [XB1]
- [XB1] Chris57 and Sundracon Male body - no hair - HD textures
- Natural Eyes
- Better Sun Spells Arsenal Version [XB1]
- Enhanced Blood Textures
- Levelers Tower v4.4
- Removes colour patches from various meshes.
- FE [WIP] Snow Elf Dawnguard Edition [XBOX ONE]
- Stones of Barenziah Quest Markers [XB1]
- The Paarthurnax Dilemma
- [X1] Human Skin Tones for ALL Elven Races

I shall also attach links to screenshots of this occurrence below, as I read was proper discourse in reporting a bug to this site. As a level 85 character, my rogue doesn’t necessarily NEED a follower. Yet I was rather enjoying Teldryn’s company before this confounding bug occurred, effectively rendering his usefulness as a follower obsolete. If this could be resolved, I–and possibly others– would be most grateful.

Thank you for your time :)

22325April 13 2017ActorsUnofficial Fallout 4 PatchRobots have Static animations when travelling a distanc...AllNewRyanMediumVery Low Task Description

When you travel far enough away from any robot in the game their animations become static and they will waddle around frozen, This is extremely annoying please fix this.

P.S Changing the uGridsToLoad does nothing to change this.

1451December 02 2012ActorsUnofficial Skyrim Legendary Edition PatchMorokei does not attackWindows PCConfirmedArthmoorLowMedium Task Description

Quest for the staff of Magnus: After killing the two Enthralled Wizards, Morokei is free and floating araound but does not attack the player. You can kill him easily.

Note: If you kill Morokei and resurrect him after that, he still won’t attack. But: If you kill Morokei, take the staff of magnus and trigger the next stage of the quest, he WILL attack after you resurrect him.

14587January 17 2014ActorsUnofficial Skyrim Legendary Edition PatchVighar - LvlVampireBoss in Bloodlet ThroneWindows PCConfirmedBlackPeteLowMedium Task Description

The LvlVampireBoss (0005b830) in Bloodlet Throne should be named “Vighar” when “Dark Ancestor” (FreeformFalkreathQuest03B) is an active quest, but this did not happen in my game. He was named “Nightmaster Vampire.” I don’t know if this is something that can be addressed or not.

16102June 14 2014ActorsUnofficial Skyrim Legendary Edition PatchSome shopkeepers keep an eye on me even in regular stor...Windows PCConfirmedElgarLowMedium Task Description

I noticed a strange behavior with some shopkeepers, like Sayma from Bits and Pieces or Angeline Morrard from Angeline’s Aromatics. When I enter their shop, they walk quickly toward me and look at me, exactly like they would do if I’d go in private zones of their shop (upstairs, in a room, etc).

Apart from that “KeepAnEyeOn” behavior, they are friendly and don’t ask me to leave, and I can trade with them.

I’m 100% sure I didn’t have this issue in previous gameplays, I remember that Sayma was almost always on her chair.

Of course my character never stole anything, and my trespassing counter is at 0.

I thought that maybe it was related to the excellent Lively Followers mod by PrinceShroob that I have in my load order, which makes Lydia wandering a bit in the store... But even if I ask Lydia to wait outside the store and I enter alone, the “KeepAnEyeOn” behavior kicks in.

19658November 27 2015ActorsUnofficial Fallout 4 PatchLegendary enemies can mutate themselves when killedWindows PCConfirmedArthmoorLowMedium Task Description

If you encounter a Legendary enemy in the game, it’s possible that they can mutate into themselves after you kill them. This likely should not happen as it doesn’t make any sense.

19702December 04 2015ActorsUnofficial Fallout 4 PatchWhat happens when Caravan members are separated?Windows PCNewBrandonLowMedium Task Description

In the aftermath of a Super Mutant attack, one Caravan Guard decided (?) to stick around a settlement.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-03_00008.png

She kept telling me not to get any ideas about the Brahmin (or whatever that dialogue says, I guess warning you not to steal basically) - but there was no Brahmin there.

A minute or so away, there’s the Brahmin, stuck on a hillside.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-03_00007.png

And in the distance, there goes the trader and one guard, oblivious that they’ve lost not only a guard but also all of their goods.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-03_00005.png

19726December 07 2015ActorsUnofficial Fallout 4 PatchColette Logic Problems - Drinks, SittingWindows PCNewBrandonLowMedium Task Description

Don’t know if this is a bug - it’s what I call a logic problem - but I figured I’d report it anyway. It MIGHT be.

Colette wants to talk, and the drink is on her.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00077.jpg

I say, I’d love a free drink!

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00079.jpg

I sit down, and I don’t get a free drink.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-07_00001.jpg

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-07_00002.jpg

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-07_00003.jpg

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-07_00004.jpg

Now if those drinks are always there, they’re part of Diamond City’s everything-belongs-to-us.

But if those drinks are spawned with Colette for the purpose of our chat - or re-spawned (in case player has already stolen them) - then it seems a mistake that I can’t take one - or more!

You said drinks were on you, I want my drink!

Also, if I sit down and THEN reply to her... due to Bethesda’s new “you can do anything while you’re talking to someone” idea...

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00080.jpg

...she still says her line, “Well pull up a chair then,” even though I’m ALREADY sitting with her.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00081.jpg

19837January 17 2016ActorsUnofficial Skyrim Legendary Edition PatchStanding around outside Bards CollegeWindows PCNewLowMedium Task Description

The NPCs at the Bards College seem to stand around at the festival markers sometimes when it isn’t running. The first screenshot was before the quest ever started and the second was after.

https://imgur.com/a/5uUYE

19850January 25 2016ActorsUnofficial Skyrim Legendary Edition PatchMorokei's Ash PileWindows PCNewLowMedium Task Description

When Morokei dies (sneak stab), there are two lootable containers with his unique loot (helmet & Staff of Magnus): Morokei’s corpse and an ash pile near by. There is no quest item duplication as looting one container also depletes the other container.

19884February 06 2016ActorsUnofficial Fallout 4 PatchRadroaches have incorrect names on rare occasionsWindows PCNewDSoSLowMedium Task Description

I’ve only had this happen 2 different times out of 220 hours of game play.

Radroaches will sometimes, rarely, have the wrong name. The normal non-glowing radroach will be named Glowing Radroach, and vise versa.

(All of these are in the same location, Revere Beach Station)

http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_278934.jpg (Glowing Radroach #1)

http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_351628.jpg (Regular Radroach #2)

http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_388274.jpg (Regular Radroach #3)

http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_261760.jpg (Regular Radroach #4)

http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_17927.jpg (Glowing Radroach #2)

Yes, I physically moved them to a different area nearby to ensure that their collision box wasn’t overlapping each other. In the 5 images above, each one was moved out into the main hall and placed every 15 or 20 feet.

The only other time I’ve seen this was out in the wasteland somewhere, in my first play through.

19887February 06 2016ActorsUnofficial Fallout 4 PatchMissing mutilated neck mesh for ghoul - after reload?Windows PCNewDSoSLowMedium Task Description

I’m not really sure when the mutilated neck mesh disappeared, but I noticed it after I loaded back into the game.

This is at the Police station where Danse is first meet, and is the attacking ghouls.

20004March 13 2016ActorsUnofficial Fallout 4 PatchMolerat and radscorpion holes never cleanupWindows PCFix PendingLowMedium Task Description

The holes in the ground caused by creatures like molerats and radscorps digging into the ground never clean up, at least in specific areas like the Red Rocket and Starlight Drive in settlements.

20022March 18 2016ActorsUnofficial Skyrim Legendary Edition PatchMy own thrall telling me "That spell looks dangerous......Windows PCNewLowMedium Task Description

Whenever I exit from The Bee and Barb with my dead thrall through the door that is facing the north gate, she keeps saying “That spell looks dangerous... keep your distance.” and is the only place I heard a thrall say that instead of just moaning over and over.

Here’s a video: https://youtu.be/u1lVpZP-n08

20098April 11 2016ActorsUnofficial Skyrim Legendary Edition PatchStormcloak soldier that approaches in SovngardeWindows PCNewLowMedium Task Description

There is a Stormcloak soldier that approached me when I entered Sovngarde. He had a dialogue option to follow me so I could bring him to the Hall of Heroes, but when I chose this dialogue option, he just ran away from me and didn’t follow.

20101April 11 2016ActorsUnofficial Skyrim Legendary Edition PatchSpectral Assassin and Call of Valor's heroesWindows PCNewLowMedium Task Description

Well, I think its strange that Call of Valor’s heroes (Gormlaith, Felldir, Hakon) can be healed like a living being, cause they look like spirits to me, and spirits mean undead, and undead mean that they can only be healed by spells like Necromantic Healing and Heal Undead. This also applies to Spectral Assassin which is ghost as far as I know.

20152April 19 2016ActorsUnofficial Fallout 4 PatchAutomatron - Repeatedly changing out parts on built rob...Windows PCNewLowMedium Task Description

I’ve noticed that the more I go into the robot workshop with my built bots, the more I change out parts, my frame rate gradually gets worse after “zoning” into areas or loading a save. This seems to only happen when the robot is following me. My theory is it has something to do with the the pieces not properly being removed from the bots when switching out parts on them. I’ve consulted a mod author on this, and it seems that this is indeed what is going on (based on his knowledge and experience). Both he and I have contacted Bethesda on this topic. They may be addressing the issue in a future update (likely 1.5 survival update, just a theory), but since people already have access to the CK, it could be done sooner than what they have planned. Anyway, I appreciate what you guys do, that is fixing Bethesda’s games! :)

20167April 20 2016ActorsUnofficial Skyrim Legendary Edition Patch2 invisible ghosts in Halldir's CairnWindows PCNewLowMedium Task Description

There are 2 invisible ghosts in Halldir’s Cairn that are sitting on 2 thrones near the door. They can be killed and pickpoted and leave ghoslty remains when they die but are completely invisible and keep sitting when I attacked them.

IDs: 000b1f85, 000b2815, 000b2816, 001070c5

20265May 01 2016ActorsUnofficial Skyrim Legendary Edition PatchSlitter teleports through Mogrul's locked doorWindows PCNewsialiviLowMedium Task Description

When you first arrive at the Retching Netch you will find Slitter guarding outside Mogrul’s locked room. He will soon get bored and will try to wander inside, but since he has no key for the door he will eventually teleport inside.

https://youtu.be/A8pqDzAMTOM


20339May 08 2016ActorsUnofficial Fallout 4 PatchCovenant AftermathWindows PCNewLowMedium Task Description

The bodies of the original settlers resulting from the purge option at Covenant never despawn.

20363May 08 2016ActorsUnofficial Fallout 4 PatchBunker Hill: MayorWindows PCNewLowMedium Task Description

The mayor is able to walk away from you while in conversation, causing her dialogue to end abruptly.

20485May 23 2016ActorsUnofficial Fallout 4 PatchBrotherhood After Bunker HillWindows PCNewLowMedium Task Description

Elder Maxon and most of the BoS, including all three proctors, will not talk to the player after completing the quest “The Battle of Bunker Hill” by killing the Corser and letting the synths go. After completing the quest “The Nuclear Option” with the Minutemen, everyone in the BoS will talk to me except Elder Maxon. It seemed to me that the BoS NPC’s, or at least the ones that have dialog, do not know I have completed the main story. Basically this bug prevents me from being promoted to Sentinel. Also the Railroad seems to think Glory is dead, and she is there but is completely silent. Essentially the Minutemen ending is very buggy.

20531May 27 2016ActorsUnofficial Fallout 4 PatchProtectron Subway Steward always turning hostile upon i...Windows PCNewLowMedium Task Description

Seems like a pretty common problem on PC - I have encountered it several times, and it’s pretty easily googlable. When a Protectron is set to Subway Steward mod and the player interacts with it, the Protectron will initiate the “present token” dialogue, but will turn hostile immediately once it’s finished as if the token has not been produced, complete with the failstate line of “delinquent behavior”. This happens regardless of whether or not the player actually has a subway token in their inventory - in fact, whenever I tried to interact with a Protectron while having a token I have always seen a prompt indicating a token has been removed from my inventory (and it has) only for the Protectron to still turn hostile. I suspect this is why the Protectrons in many locations “launch” in default personality mode instead of one that is appropriate for their setting (i.e. College Square Station, for instance).

20552May 31 2016ActorsUnofficial Fallout 4 PatchEmma's body in Super Duper Mart does not existWindows PCNewh0seLowMedium Task Description

I have a situation, when Emma’s body (http://fallout.wikia.com/wiki/Emma_%28Fallout_4%29) in Super Duper Mart does not exist. Only a musket is there. This issue is very easy to reproduce: I have a save with a whole Lexington area undiscovered. Just go to SD Mart, hack the terminal to open the door and that’s it.

Looks like I am not alone with this issue, check this link for example: https://www.reddit.com/r/fo4/comments/3th9ko/is_there_something_wrong_with_my_game/

However, I don’t know how to attach a save here. Just ping me, If you are need one.

Game version: 1.5.157 pure vanilla.

20656June 16 2016ActorsUnofficial Fallout 4 PatchThe Scribe was recruited, but still appears in random e...Windows PCNewh0seLowMedium Task Description

The Scribe was recruited, but still appears in random encounters.

Game version: 1.5.205 vanilla

I’ve post more detailed description there (and video + savefile): https://community.bethesda.net/thread/24060

20689June 17 2016ActorsUnofficial Fallout 4 PatchBoS Faction IssuesWindows PCNewLowMedium Task Description

After completing the Far Harbor questline, all BoS NPCs have started referring to me as Knight rather than Sentinel. I’ve tried disabling all my mods but the problem still persists.

20753June 22 2016ActorsUnofficial Fallout 4 PatchAutomatron robots reset to default state outside of set...Windows PCNewLowMedium Task Description

If you create a robot, give it a few upgrades and then set him as a provisioner between settlements, after some time it will lose all upgrades and return to the default state. By default I mean protectron without any upgrades, all newly created robots look like that.

I’ve seen it many time with provisioners, but not with other robots that stay inside settlements all the time, so I believe it happens because robots reset together with cells, while settlements never reset.

20754June 22 2016ActorsUnofficial Fallout 4 PatchAutomatron robots cannot act as merchantsWindows PCNewLowMedium Task Description

Automatron robots cannot act as merchants, even though you can set to shops, because they don’t have dialogue options for that. Moreover, I’ve seen many times how idle robots (without any tasks) occupy free (without a settler) shops and sit there for hours. I think Bethesda wanted them to work in shops too, but forgot about dialogues part.

20760June 22 2016ActorsUnofficial Skyrim Legendary Edition PatchRavenrock Miners activated after The Final Descent clus...Windows PCNewLowMedium Task Description

Four miners (Evul, Meden, Naris & Tolenos) are activated after The Final Descent when the mine in Ravenrock is restored.

The Miners’ only package which all of them use is “DLC2RRMinerWorkPackage0x0” which is a multiple location package which is suppose to be random.

However, the miners all go to the same location within the mine when they use this package and each sandbox area only have two special furniture markers which means that two of the miners will stand around doing nothing at all times. The areas they go to are also often small it becomes very tight with space.

Perhaps the package can be made even more random so that the miners aren’t guaranteed to be at the same place at all times as they switch shifts.

20960July 26 2016ActorsUnofficial Skyrim Legendary Edition PatchValdr floating and cannot be activated for dialogueWindows PCNewLowMedium Task Description

Valdr is outside Moss Mother Cavern asking for help but he is standing upright above the ground. He cannot be talked to despite him requesting assistance.

I'm level 14 and this is the third time that I have been in the area. First time, I walked down the main road on route to Solitude for Diplomatic Immunity. Second time, I turned on the path shortly before the path to Moss Mother Cavern so I could cut through the woods to go clear Bilegulch Mine. This time, I was directed to Moss Mother Cavern to pick up Runil's journal.

I have seen Valdr correctly sitting by the log before on other games (different load orders). But I have also had him standing in the air (again with different load orders).

I am wondering if it has something to do with him spawning, not being interacted with and then the cell being reloaded without enough time for a proper reset.

21172September 07 2016ActorsUnofficial Skyrim Legendary Edition PatchJaree-Ra incorrectly has friend relationship with the p...Windows PCNewLowMedium Task Description

After putting out the lighthouse fire for him, i proceeded along the quest normally and ended up killing him in the pirate hideout. The weird thing is, the ebony blade powered up from killing him because he still had a friend relationship with me. Im guessing that the quest sets him to friend status after you put out the lighthouse fire, and doesnt bother to change him to foe afterwards when his betrayal is revealed.

He should not be considered a friend at this point of the quest for obvious reasons.

21237September 22 2016ActorsUnofficial Fallout 4 PatchDialogue camera broken when asking Gage about relations...Windows PCNewLowMedium Task Description

The dialogue camera breaks when asking Gage how he feels about your relationship.

This also occurs during most companion swap scenes involving Preston.

21337October 27 2016ActorsUnofficial Fallout 4 PatchX6-88 friendly after Railroad endingWindows PCNewLowMedium Task Description

X6-88 only turns hostile after completing the quest banished from the institute

since the railroad questline is tied with the institute one, this quest is not started and X6 remain friendly after the nuclear option - railroad

after the institute is destroyed he can be found at libertalia, or any settlement the player may have sent him to

he can be recruited normally and when dismissed he returns to the (now destroyed) SRB

21429November 06 2016ActorsUnofficial Fallout 4 PatchCaravan Guard doesn't leave Tenpines BluffWindows PCNewBrandonLowVery Low Task Description

I have seen this happen multiple times, one guard will always stay in the same spot each time while the caravan leaves - and will remain there for some indefinite, long period of time.

It is not like they are stuck and can’t move, they just stand there and respond to the player as normal, as if the caravan was still there.

“Don’t touch the brahmin.”

“You mean the brahmin that left hours ago?”

21463November 09 2016ActorsUnofficial Fallout 4 PatchGarbled Radio Beacon doesn't stop transmittingWindows PCNeeds User FeedbackBrandonLowVery Low Task Description

Inside the Cave interior cell near the crashed UFO, when you turn off the ham radio, the Garbled Radio Beacon continues to transmit and be available on your radio.

Actually I’d argue that even before that, killing the alien should cease the transmission. Other quests involving turning off ham radios, you must turn off the radio because it’s an old message programmed on a loop, and the signal always says “this is a loop will repeat in 3 seconds” or whatever. In this case the message doesn’t have that part, and I think it’s logical that it’s the alien sitting there as it does, making a live broadcast.

21465November 09 2016ActorsUnofficial Fallout 4 PatchBobby de Luca unresponsive in Hole in the WallWindows PCNewBrandonLowVery Low Task Description

During the quest Hole in the Wall, after kicking the wall and showing you the secret entrance, Bobby becomes unresponsive.

There is a talk prompt, but if you click the talk prompt, nothing happens, he just stands there quietly.

21519November 14 2016ActorsUnofficial Fallout 4 PatchMac's behavior?AllNewLowVery Low Task Description

ID: 001ad497
Behavior: I am not sure if he’s supposed to despawn or sit at his stand when he spawns in. But this time he chose to stay, but when i try to talk to him he gives me generic greets instead of giving me the option to trade with him.

21562November 20 2016ActorsUnofficial Fallout 4 PatchAll properties of consumables are zeroAllNewJay KummerLowVery Low Task Description

Hi.

I realize this is may be outside of the scope of the good work you’re doing, but as it is possibly a systemic issue with the base game (and how it saves games, at least on XB1), perhaps it is within your scope. The main two issues for this request:

1. Several weeks ago I noticed that my character stopped taking any rad damage anywhere for any reason. Standing in my underwear in one of the highly radioactive ponds in the Glowing Sea and I don’t even hear the geiger counter tick effect. My character does have +50 rad resistance through perks, but I doubt that’s high enough to shut down the usual feedback system that my character is in proximity of radiation.

2. I noticed that after taking some damage, stimpaks did not heal me and no healing food or drink helped either. After scanning down my “Aid” category in my inventory I noticed that all property/effect values for everything – food, chems, drinks, etc. – are zero. And any food or thing created/derived from a recipe has zero-valued properties.

I’m not sure what caused it, though I suspect it was in using a mod that was in heavy experimental development and changes.

Naturally the first thing I tried was disabling all mods, clearing cache, and loading up a save. Not resolved, still all zero.

So I loaded up both my oldest “modded” game (just after I installed Far Harbor when released) and a non-modded game. In both cases all consumables were as they should be, all properties filled.

I spent the better part of a day naively uninstalling and reinstalling everything. Of course, no solution.

This leads me to believe that there is an awful lot that persists in save gaves, even issues and defects.

I do have the creation kit and have been tinkering with it so I thought maybe I could create my own patch by brute forcing each to refresh/reset. I set stimpaks, corn, and buffout (the items under the ALCH form type) to +1 values so that they would be saved to my mod. I loaded the mod up (XB1), loaded up a save game, and no change. That was a surprise.

I’m not sure what to do at this point. I’m not savvy with scripting yet. I suspect there’s probably some way to set/revert every consumable to its preset.

I suspect that whatever this issue is the rad thing is probably related in some way, e.g. environmental and object rad levels (something I can’t see) have been set to zero.

If this falls outside of your scope I was hoping that at least you could provide me with some guidance on how to fix this myself. If there is a scripted way to do this maybe you could give me an example.

Obviously this seriously cuts down on my immersion level! :) I wonder if anybody else has had or is having this issue.

Much appreciated!

21571November 21 2016ActorsUnofficial Fallout 4 PatchBlake Abernanthy interrupts ConnieWindows PCNewLowVery Low Task Description

Dialogue—

Blake: Damn molerats are at the tatos again
Connie: (game skips her dialogue instantly, doesnt even show subtitles)
Blake: Sure we could sell lucy and it still wouldnt cover it
Connie: (game skips her dialogue again so she hasn’t spoken at all, still no subtitles)
Blake: just telling you how it is dear. (conversation ends)

21605November 25 2016ActorsUnofficial Skyrim Special Edition PatchAgmaer/Beleval not regenerating health while down in co...AllNewjbracer1LowVery Low Task Description

When using Agmaer or Beleval as followers, neither seem to regenerate health while incapacitated (down in protected status) like other followers do (e.g. Ingjard). They instead just remain in the same position until combat ends, rendering them useless for the majority of the fight.

You can obviously use healing spells etc. but this is very inconvenient.

21752December 23 2016ActorsUnofficial Fallout 4 PatchOriginal Covenant settlers won't use new bedsWindows PCNewLowVery Low Task Description

In Covenant the original NPCS/settlers like Jacob, Penny and Talia etc, wont use any new bed you put down. They will walk around at night as if the bed doesnt exist.

21977January 28 2017ActorsUnofficial Fallout 4 PatchAstoundingly Awesome Tales #2AllNewFLowVery Low Task Description

Astoundingly Awesome Tales #2 (001E3CE6) PerkMagAwesomeTales11

Keyword condition for the perk is HasKeyword ap_gun_Scope == 1, in game no weapon, scoped or not, has the displayed or actual inflicted damage value changed.

Changing the keyword to HasScope == 1 (copied from Sniper), causes scoped weapons to both display and inflict the correct 5% more damage.

21981January 28 2017ActorsUnofficial Fallout 4 PatchChase stands in one point in Acadia "The Arrival" questWindows PCNewLowVery Low Task Description

Same as Bug #21256 - Paladin Brandis stands in one spot aboard the Prydwen because his post-quest NPC has no sandbox package

Chase stands in one spot in the first room downstairs at Acadia after completing “The Arrival” quest

21994January 31 2017ActorsUnofficial Fallout 4 PatchSolution: Companions repeat their random dialogue non-s...AllFix PendingspacefiddleLowVery Low Task Description

When a companion is dismissed anywhere, they are found at that location repeating all their random voice lines non-stop. This is because an error in FollowersScript sets the values of both IdleChatterTimeMin and IdleChatterTimeMax to zero, causing constant firing. The source of the error appears to be that a variable is being used in a function that only accepts a float as a parameter, resulting in NONE.

The intent seemed to be: the companions have an interval to say their lines - when they are picked up as a companion, store those values and swap in a different pair of values - then when they are dismissed, swap back to restore original values. Except this did not work, zero is cached, None is set when the invalid parameter is passed in; and that’s that, Min and Max are zero forever.

I’ve fixed this in a patch but since it’s FollowersScript, it is incompatible with anything. This fix should be made baseline.

The relevant lines in FollowersScript are:

Around line 606 - gets the HARDCODED values from the CK, and sets up two values to “cache the current value.” Actor in-game seems to get these values at this stage.

Around line 1070 - this is where the values get swapped on acquire / dismiss.
Line 1102: I believe the function
— ;IDLE CHATTER - set them back
CompanionActor.SetValue(IdleChatterTimeMin, CachedIdleChatterTimeMin)
CompanionActor.SetValue(IdleChatterTimeMax, CachedIdleChatterTimeMax)
— does not accept variables. It seems to set companions to 0 at this stage, going by getting values from actors in-game at various points before and after dismissal. I commented out this call entirely since I can’t think of any good reason to change this interval.

At line 1084 (companion acquire), instead of blindly cacheing what we assume is a valid value with no sanity checks, I just set:
— CompanionActor.SetValue(IdleChatterTimeMin, 600)
CompanionActor.SetValue(IdleChatterTimeMax, 900)

and then they STAY QUIET when dismissed, for at least 10 minutes and possibly up to 15 :P

I am attaching the copy of FollowersScript that I edited and commented.

At launch, the interval values were Min 600 and Max 900: 10-15 minutes between random lines. This seems rational. It remained at these values until Nuka-World, which for some ungodly reason set Min and Max to 240 and 300 - meaning even if it worked, 4-5 minutes between the five random lines they say. If you fix this, I implore you to go with the original intended Vanilla default :).

22024February 09 2017ActorsUnofficial Fallout 4 PatchKesslerAllNewLowVery Low Task Description

Kessler is the lady in charge at Bunker Hill. She is the only NPC that can give you control of the settlement and that can only happen after the Battle of Bunker Hill. However she can die in the Battle making gaining Bunker Hill as a settlement impossible to achieve. It is possible to bring her back to life if on PC (Resurrect 1) if you can find her body. But this work round will not work for console users. The bug is mentioned in the wiki.
Any chance she could be made essential until after the Battle of Bunker Hill?

22122March 12 2017ActorsUnofficial Fallout 4 PatchAda is missing a mandatory property on her CompanionAct...AllInvestigatingSclerocephalusLowMedium Task Description

[03/11/2017 - 01:59:43PM] error: Cannot call GetValue() on a None object, aborting function call
stack:

[ (0100FF12)].companionactorscript.OnInit() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 339

[03/11/2017 - 01:59:43PM] warning: Assigning None to a non-object variable named “::temp17” stack:

[ (0100FF12)].companionactorscript.OnInit() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 339

What’s missing is the global that defines a follower’s starting affinity. Maybe this was omitted on purpose because she’s not a human follower, but even then it would have been better to fill that property with a bogus global - because the script is constantly processing that global and will continue to throw errors!

UPDATE:
It turns out that there are pretty much all companion-specific properties missing on Ada’s script, and that the globals etc. that should be filled in these properties do not exist!
The base game defines a set of globals for each companion, but in the Automatorn DLC, a matching set for Ada is nowhere to be found.

22163March 18 2017ActorsUnofficial Fallout 4 PatchDeacon's disguise swap routine should be suspended when...AllFix PendingMadCat221LowMedium Task Description

When Deacon is in power armor, his disguise swap routine seems to make the entire power armor suit strip down to the bare frame sometimes. To correct, I think the script functionalities that govern that should be suspended while he’s in the suit.

EDIT: This is handled by an OnLocationChange event on COMDeaconScript. That event unequips his current armor and equips a new one. If he’s in power armor however, the armor that is unequipped are the power armor parts (instead of what he’s wearing under the power armor).

Simple fix:
Add a check to that event like so:

	if akSender == Game.GetPlayer() && bCanSwapDisguises
 
		Debug.Trace("COMDeacon has detected the player has moved.")
 
		;UFO4P 2.x Bug #22163. suspend this while he's in power armor (otherwise, this function will unequip his power armor parts):
		if Deacon.GetActorReference().IsInPowerArmor() == true
			return
		endif
22164March 18 2017ActorsUnofficial Fallout 4 PatchOngoing problems with mirelurk skinsAllFix PendingSclerocephalusLowMedium Task Description

The problems are all related to MirelurkAmbushArtScript which has been conceived to equip FX skins for regular mirelurks. Only for those (i.e. for MirelurkRace actors) it works as intended, but mirelurk hunters, mirelurk kings and mirelurk queens are running this script as well, which leads to various issues:

(1) The script expects that the skins to be equipped by an actor are in a formlist that is specified by the MirelurkAmbushArmorFL property.
(2) The script also expects that the skins are in specific positions in that formlist:
The script evaluates the ambush type by checking several keywords that may or may not exist on the ambush furniture that is linked to all actors running this script. The keyword defines the ambush type, and there should be a matching skin for every type of ambush. The script assigns a number (the ‘armor index’) to each keyword and then expects to find the skin to be equipped at the corresponding formlist position.
(3) The script runs only on leveled actors. Simply speaking, the engine creates an actor from the leveled list and then attaches the script to that actor. Needless to say that the script stops working if there are leveled lists that create mirelukrs of mixed races (because the script needs a race-specific formlist to be passed in).

Unfortunately, there is at least one leveled actor list in the game that creates mirelurks of various races. Thus, the only way to mkae sure that the script always works as intended was to check the actor’s race on the script and then select the proper formlist depending on the outcome. This required the addition of new race and formlist properties (I flagged them as ‘const’, so the values will not be stored in the save).

Now to the formlists for the various races:
(1) Mirelurk queens: there are no FX skins existing for mirelurk queens, so there’s nothing to equip (and mirelurk queens shouldn’t have been configured to run this script at all). I added a check to the script to bail out if the actor’s race is not MirelurkRace, MirelurkHunterRace or MirelurkKingRace.
(2) Mirelurk hunters (aka RADLobsters): The armor formlist for mirelurk hunters was missing from the game but the skins did exist. This has been fixed already in UFO4P 2.0.0 (Bug #20566).
(3) Mirelurk kings: There is an armor formlist existing in the game but it was not properly processed by the script because it had the skins in the wrong positions.

22193March 21 2017ActorsUnofficial Fallout 4 PatchDialogue with Deacon after Railroad endingWindows PCNewLowVery Low Task Description

When talking to Deacon after the railroad ending, he will comment about the destroying of the institute and etc, problem is he usually walks away mid conversation, leaving the dialgue impossible to be completed.

22198March 22 2017ActorsUnofficial Fallout 4 PatchAssaultronRaceScript - reference cannot be moved to a N...AllNewSclerocephalusLowLow Task Description

[03/21/2017 - 12:36:03AM] error: (00210843): cannot be moved to a None object’s location.
stack:

[ (00210843)].Actor.MoveTo() - "<native>" Line ?
[Active effect 1 on  (00210843)].AssaultronRaceScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronRaceScript.psc" Line 11
22315April 09 2017ActorsUnofficial Fallout 4 PatchPossible bug with Enraged Fog Crawler damage resistence...AllNewLowVery Low Task Description

The base Fog Crawler has a DR of 200 and ER of 150 being Level 27
Glowing Fog Crawler has a DR of 250(+50) and ER of 200(+50) being level 39(+12)
Skulking Fog Crawler has a DR of 300(+100) and ER of 250(+100) being level 51(+24)
Pale Fog Crawler has a DR of 350(+150) and ER of 300(+150) being level 63(+36)

However, the Enraged Fog Crawler (03014455) have a whooping 4000 damage resistence

seeing the other variants have +50 of DR for eache “level” so to speak, I don’t see why it jumps to 350 to 4000 - maybe it should be 400 and bethesda put one more zero...

22323April 12 2017ActorsUnofficial Fallout 4 Patch[Caravan] Doc Weathers BrahminWindows PCNew5likeLowVery Low Task Description

In the quest “CaravanTradePostWeathers” the Alias “CaravanBrahmin” use the wrong ref.

The UniqueActor used is ‘CaravanLucasBrahmin’ instead of ‘CaravanDWBrahmin’.

22337April 15 2017ActorsUnofficial Fallout 4 PatchTurret in hallway in FEV lab is not tied to nearby secu...AllFix PendingMadCat221LowMedium Task Description

In a hallway in the Institute FEV lab cell, a ceiling turret (ACHR:2231FF) is not tied to the same terminal as the other two turrets all in the same room. If the Total Hack holotape is used to override targeting parameters (turn the turrets to your side), the two turrets adjacent to the door near the terminal will open fire on the third.

Chain-linking the third to the second in the link chain (ACHR:2231FE) will tie them all all together, preventing them from firing on each other, and also will make the third turret properly attack any enemies (such as the Assaultron lurking about in the next room) with the other two.

22338April 15 2017ActorsUnofficial Fallout 4 PatchPossible bug with Eve's faceAllNewLowVery Low Task Description

Eve, a synth involved in the quest “Plugging a leak” have a somewhat corrupted face that may be considered a bug

I made a small mod that changes her face that could be used as base, if a fix is judged necessary http://www.nexusmods.com/fallout4/mods/23519/?

22341April 16 2017ActorsUnofficial Fallout 4 PatchLevel 06 Minutemen have wrong health valuesAllConfirmedSclerocephalusLowLow Task Description

This is a list of the minutemen’s health values and levels:

EncMinuteman01 Lvl 01 Health: -10
EncMinuteman02 Lvl 08 Health: 30
EncMinuteman03 Lvl 16 Health: 60
EncMinuteman04 Lvl 24 Health: 160
EncMinuteman05 Lvl 32 Health: 285
EncMinuteman06 Lvl 42 Health: 510
EncMinuteman07 Lvl 52 Health: 510
EncMinuteman08 Lvl 62 Health: 610

Something is obviously wrong because there shouldn’t be two levels with the same health value, and it appears that the value for lvl 06 is in fact too high.

I’m unable to suggest a proper value though, as there is no clear relationship between health and level.

22343April 16 2017ActorsUnofficial Fallout 4 Patchdialogue bug with lucy abenarthyAllNewLowVery Low Task Description

when you first met her, she asks the player to bring melons and she’ll buy them.

hoewever further dialogue reveal a bug. if you chose “caps?” in the dialogue the player SHOULD say “Did you say caps? Why would I want those?”, however, he directly asks “what are you paying?”

22345April 17 2017ActorsUnofficial Fallout 4 PatchEncRaider06Melee - wrong strength valueAllFix PendingSclerocephalusLowLow Task Description

Vanilla strength value is 80(!)
Should be 8 like for all other raiders at this level.

22362April 22 2017ActorsUnofficial Fallout 4 PatchDiamond City Blues FIX for Paul Pembroke being locked i...Windows PCNewCrimsomriderLowVery Low Task Description

The issue at hand is Paul Pembroke in the quest “Diamond City Blues” which is given to the player when they visit the Colonial Taphouse up in the “Stands”.

If the player ends the quest by splitting the loot 50/50 with Paul Pembroke, he will inherit Henry Cooke’s house, the Colonial Taphouse and act as a bartender. The issue however is that once the quest is over, Paul Pembroke is locked 24/7 inside his new house and he never leaves.

This is because Paul never gets the KEY to the house after the quest is finished. The simple solution is to give the key to Paul once the quest is finished. So once I gave him the key, he was no longer stuck inside the house and finally went on to do his business as he normally should.

The key is Henry Cook’s Residence key.

22371April 26 2017ActorsUnofficial Fallout 4 PatchGreeting dialog entriers for Kid Shaun lacking any mann...AllInvestigatingMadCat221LowMedium Task Description

Two dialog entries for Kid Shaun (IDs 249BB4 and 249BB5 are lacking any manner of GetIsSex identifier, even though they are specific to either “mom” or “dad”, meaning either could play.

Fix file attached.

21935January 22 2017AnimationsUnofficial Fallout 4 PatchForced reload when switching to third person perspectiv...AllNewVictorMediumVery Low Task Description

A bug forces the player to reload if they change from first to third person perspectives during animations which play between shots, like cycling the bolt on the hunting rifle. This is particularly bad when using a scope in third person; taking a shot and dropping the scope forces a reload every time. This looks like it should be a 100% occurrence, but doesn’t seem to be that widely reported, possibly because the conditions are fairly specific.

Link to fix is attached, an edited copy of “Meshes\Actors\Character\_1stPerson\Behaviors\GunBehavior.hkx”.

75December 02 2012AnimationsUnofficial Skyrim Legendary Edition PatchOrc bandit played shield-banging animation with no shie...Windows PCConfirmedArthmoorLowMedium Task Description

An orc bandit carrying only a one-handed mace in the right hand and an empty left hand ran towards me to fight me on the plain ground, then paused about 4 meters away from me and played an animation that was clearly a “drum your weapon on your shield” tough guy sort of thing, like a bull scratching its hooves on the ground before it rams you. However - he had no shield, and there was no banging sound.

It seemed he just stopped dead right ahead of me and started hitting his own elbow with a mace a few times, without a sound, before proceeding to attack me normally.

119December 02 2012AnimationsUnofficial Skyrim Legendary Edition PatchDragon kill-cam animation is displacedWindows PCConfirmedArthmoorLowMedium Task Description

The special animation for killing a dragon is bugged. The placement of your character is almost always offset to the left or right from the actual dragon so it looks like you’re floating in the air and hitting nothing, though the dragon reacts to every hit and is killed after the animation is done.

Verified, and I conveniently have screenshots that show this:

http://www.iguanadons.net/gallery/Slasher-599.html

http://www.iguanadons.net/gallery/Savage-Kill-561.html

I hadn’t even noticed it being offset, but it clearly is.

5049December 02 2012AnimationsUnofficial Skyrim Legendary Edition PatchPauldron armature bones are misaligned in many NPC anim...Windows PCConfirmedMadCat221LowMedium Task Description

The pauldron bones are out of alignment in several NPC animations. Most glaring is the idle. Screenshots are provided using the apparel mesh that gives the most evident sign of the problem: the female ancient nord armor. Note that the metal loop on the bottom is not connected and a gap is prominently visible in the weapons-sheathed idle. The pauldrons are also quite visibly not symmetrical (not even close) as shown in Screen 1. It seems that the walk animation also makes them over-react to shoulder movement, causing serious clipping, as shown in Screen 2. Running does not appear to be affected as evidenced by the third screen. Weapons-drawn animations have yet to be examined.

It is apparent on the male animations as well: the male Ebony armor shows that the right pauldron is clipping into the shoulder while the left is not while idle, as shown in the fourth screen.

Screens exhibiting the bug are bundled in the attached 7z archive.

I have contacted 3ukalipto, author of the recent Skyrim Nexus hotfile “New Animations for Elegant Archers” and he is open to fixing it once he has a visualization of the bug.

5627December 02 2012AnimationsUnofficial Skyrim Legendary Edition PatchCarry Bucket Package Animation is bugged.Windows PCConfirmedLowMedium Task Description

Three actors each have three packages which oblige them to; fill a bucket with water, carry it to a specific point in the location, drop the water into whatever they’re filling.

The problem is that the actor goes to the water and attempts to fill the bucket, which fails(abruptly ends the animation) then goes to the target with the bucket in one hand (tipping it to the side) and when s/he is too drop the water s/he just stands there as if the animation is missing.

I think the problem is within the script or something else in the packages. The animation itself exist and works, but it doesn’t show up in game.

Packages with this bug:

KodrirCarryBucket11x2

KodrirCarryBucket15x2

KodrirCarryBucket7x2

LeftHandMineDaighreCarryBucket11x2

LeftHandMineDaighreCarryBucket15x2

LeftHandMineDaighreCarryBucket7x2

MarkarthOmluagCarryBucket11x2

MarkarthOmluagCarryBucket15x2

MarkarthOmluagCarryBucket7x2

Easiest way to reproduce bug is by following Daighre around 7am, 11am or 15pm, since the other packages got 10% chance of even happening.

12337March 09 2013AnimationsUnofficial Skyrim Legendary Edition PatchWerewolf can't claw through spiderwebWindows PCConfirmedNightStarLowMedium Task Description

OP: I dunno if it’s a bug, or just something overlooked by Bethesda, but... Werewolves can’t claw through spiderwebs - for instance the one blocking your path in Bleak Falls Barrow. Seems a little odd if nothing else.

This may also affect vampire lords.

13088June 25 2013AnimationsUnofficial Skyrim Legendary Edition PatchAvalanche doesn't triggerWindows PCConfirmedLowMedium Task Description

As I’ve located on the map in the screenshot, the game guide tells of a place called Avalanche pass, a place with no marker but more a place of interest. You find some dead refugees below, buried in the snow basically. I thought that was it until I kept heading west to find, as in screenshot, an idle bunch of rocks that would not budge. It seems the idea was, according to the game guide, was when walking through from the eastern side, this avalanche would come upon you roughly the same time you discovered the other dead refugees. Instead they remain idle here, wondering if they bugged out in any way.

http://afkmods.iguanadons.net/index.php?/gallery/image/974-frozen-avalanche/

http://afkmods.iguanadons.net/index.php?/gallery/image/975-location-of-avalanche/

13124July 01 2013AnimationsUnofficial Skyrim Legendary Edition PatchDraw bow or draw dual weapon during sneak obtain incorr...Windows PCConfirmedLowMedium Task Description

This issue occur when equip with bow or dual weapon.

   How to trigger this bug:
     Step1:sheath your weapon
     Step2:switch to sneak mode
     Step3:hold W button(keep move forward)
     Step4:draw your bow or dual weapon
     Step5:you will see your guy obtain normal run speed in sneak mode.(release W botton or sprint will reset moving speed to normal)
  I test it with a clear install of Skyrim Lengendry version 1.9.32.0 with only 4 unofficial skyrim patcher mod installed.
13201July 11 2013AnimationsUnofficial Skyrim Legendary Edition PatchBridge makes no soundWindows PCConfirmedLowMedium Task Description

In Raldbthar Deep Market, when entering the huge room with the Falmer at the start, climbing up the is a button you eventually reach which you need to push to activate a draw bridge of sorts across the other side of the room. However it’s not so far away that the thud of the impact it makes on the ground should be heard. I’ve heard similar sounds in other areas of the game, but when pressing the button and watching the bridge thump down, there is no audio. Might not be a bug, but certainly is strange in game.

http://afkmods.iguanadons.net/index.php?/gallery/image/1088-the-quiet-bridge/

13821October 05 2013AnimationsUnofficial Skyrim Legendary Edition PatchSpike trapWindows PCConfirmedLowMedium Task Description

Spike trap ( TrapWoodSpikeBed01 ) hurts you not only when you fall on it but also when you approach it from any side by walking.

14595January 19 2014AnimationsUnofficial Skyrim Legendary Edition PatchSabrecat Animation Issue (remaining)Windows PCConfirmedGruftlordLowMedium Task Description

“I’m afraid the patch on Nexus is incomplete (I discussed about this with the author).

Combat warning idle, injuried idle need the same kind of fix...

“Fixed for USKP 2.0.1” means ALL sabrecat idle animations will be fixed?”

(Quote from Hexaae)

branched off from

http://bugtracker.iguanadons.net/index.php?do=details&task_id=13741

14700January 31 2014AnimationsUnofficial Skyrim Legendary Edition PatchActivating a "Workstation" messes up sneakingWindows PCConfirmedLowMedium Task Description

Sneak up to any of the “workstations” and activate it. When you quit you are still sneaking, but the crosshair is a normal one (not the “eye”). Re-entering sneak mode will reset it.

Seems to affect all “workstations” - Alchemy Lab, Arcane Enchanter, Blacksmith Forge, Grindstone, Smelter, Tanning Rack and Workbench.

Possibly related http://bugtracker.iguanadons.net/index.php?do=details&task_id=12000 (Fixed)


17476September 17 2014AnimationsUnofficial Skyrim Legendary Edition PatchPull chain in Nightcaller Temple with no animation.Windows PCNewLowMedium Task Description

When you finish the Miasma flashback by pulling the chain, it has an animation. However after coming out of the dream and letting Erandur through by pulling the same chain, there is no animation attached to it. Ref id is 000BA215.

17838October 07 2014AnimationsUnofficial Skyrim Legendary Edition PatchBow/Arrow kill cam ledge problem.Windows PCConfirmedLowMedium Task Description

The cinematic kill camera causes a wrong starting position for the bow/arrow. If the player is shooting from the rim of a ledge, the kill camera effect will start but then immediately end with the arrow striking the ledge even though a normal shot without kill camera would not be blocked. I’m weary of this because generally kill camera’s can’t be messed with as far as i know, and i’m sure others would have noticed this problem, however i couldn’t find it in the back catalog so i thought i’d bring it to attention.

17870October 10 2014AnimationsUnofficial Skyrim Legendary Edition PatchKhajiit Tails Float On CorpsesWindows PCConfirmedLowMedium Task Description

Would it be possible to make Khajiit tails, belonging to dead corpses, not float and move like the wind is blowing them? They even do it on corpses inside buildings (most or all of the tails act like it, I think). It is unrealistic.

17890October 13 2014AnimationsUnofficial Skyrim Legendary Edition PatchUlfric's robe clips with the throneWindows PCConfirmedLowMedium Task Description

I don’t know if this can be fixed, but i only noticed it for the first time today, Ulfric’s cloak clips when sitting on the throne.

http://afkmods.iguanadons.net/index.php?/gallery/image/2850-clipping-cloak/


18742February 03 2015AnimationsUnofficial Skyrim Legendary Edition PatchIdle 2-handed sword animationWindows PCNewLowMedium Task Description

This comes from a mod author on the nexus who basically fixes the static two handed sword animation. As he says, considering the battle axes and warhammers have one, seems silly this doesn’t, his fix looks quite simple.

http://www.nexusmods.com/skyrim/mods/62269/

18777February 10 2015AnimationsUnofficial Skyrim Legendary Edition PatchNPC twitch/jerk/jump when in dialogue while playing eat...Windows PCNewLowMedium Task Description

Hello. I’m posting this here after an unsuccessful search in forums and Google. I noticed that npc’s twitch/jerk every few seconds when they’re playing the eating sit idle animation and I engage them in dialogue. I also tested the drinking animation but there was no glitch that I could see.The only changes I made recently was upgrade to the 2.0.9 ver of the Unofficial patches and the newest Bijin Warmaidens. After some testing, I don’t think any of these mods have anything to do with it. I haven’t uninstalled any mod from my list. This seems to affect any npc’s that are using that animation while in dialogue with the player. Here is a video of it:

https://www.youtube.com/embed/v6bd7XgUQ4I

19096April 17 2015AnimationsUnofficial Skyrim Legendary Edition PatchDraugr animation loopingWindows PCNewLowMedium Task Description

When, I think, any of draugr are shouted by Unrelenting Force, he fly away and lies on ground.

If he will be hitted (i think few times) by destruction spell with two hands and learned “impact” perk, while he trying stand up (while his animation stading up is not fully complete), he becomes stuck.

He won’t fight, and do nothing except looping idle animation or backward moving animation.

It happened very often if player is mage, and work like exploit to easy kill strong enemies, because enemy stop defend himself. I wonder if it possible to fix, I want fair game without constant need to load game, because enemy stuck after my spells/voice attack against him.

Video that demonstrates bug: https://youtu.be/OiOOj2cmkwc

19722December 07 2015AnimationsUnofficial Fallout 4 PatchTalking to NPCs while they're sleepingWindows PCNewBrandonLowMedium Task Description

Quest: Clearing the Way for Greentop Nursery
After clearing Taffington Boathouse and then going back to Greentop Nursery to report to the Settler, I engaged a conversation while the Settler was sleeping.
Normally when this happens, the person wakes up, stands up, and then the conversation happens.
In this case, I started talking to them while they were still sleeping - I delivered my entire line.
And then in a split instant, the person went from lying on the ground to being fully standing up and talking to me - no animation.
http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00108.jpg

20293May 05 2016AnimationsUnofficial Fallout 4 PatchSettlers Assigned to Guard posts do not Display Equippe...Windows PCConfirmedLowMedium Task Description

This has bugged me for a long time and it seems that no one has picked up on it yet, but with the CK coming out, I now have some validation for this irritation.

Settlers assigned to guard posts don’t display their equipped weapon while performing the guard animation. The assigned settler should have their equipped weapon (rifle or pistol) held in their right hand.

The WorkshopGuardMarker (FormID 001254E2) Displays a default Laser Musket equipped where the actor’s weapon should be when performing the animation.

Images here:

http://afkmods.iguanadons.net/index.php?/gallery/image/4131-male-example-equipped-combat-shotgun/

http://afkmods.iguanadons.net/index.php?/gallery/image/4132-male-ghoul-example-equiped-minigun/

http://afkmods.iguanadons.net/index.php?/gallery/image/4133-female-example-equipped-laser-musket/

http://afkmods.iguanadons.net/index.php?/gallery/image/4135-guard-marker-example-2/

http://afkmods.iguanadons.net/index.php?/gallery/image/4134-guard-marker-example-1/

http://afkmods.iguanadons.net/index.php?/gallery/image/4136-guard-post-example/

http://afkmods.iguanadons.net/index.php?/gallery/image/4137-guard-tower-example/

This animation would not be compatible with heavy weapons however, and may need to be properly scripted to perform the appropriate default heavy weapon idle animation instead.

20500May 24 2016AnimationsUnofficial Fallout 4 PatchTesla bulb on Tesla Rifle does not animate on equipWindows PCNewLowMedium Task Description

The bulb on the Tesla Rifle does not animate until it is shot once, after which it will animate normally. This happens each time the Tesla Rifle is equipped.

21069August 07 2016AnimationsUnofficial Skyrim Legendary Edition Patch2H Axe/Hammer walking/running animations bugWindows PCNewLowMedium Task Description

There seems to be a bug with the vanilla 2HW animations when walking and running. It can be triggered either by running a significant distance or by strafing/backpedaling and then moving forward again. What results is this unusual, jerky upper body movement. You can see it in this webm:

https://gfycat.com/MagnificentSleepyIbisbill

If you’re having trouble seeing it, pay attention to the hair reflections. Before the animation bugs out, the reflections stay consistent. As soon as I trigger the bug, however, you can see the reflections moving around as the PC’s head jerks side to side. The axe and arms also seem to follow the movements, which leads me to believe it’s an issue around the spine rather than the neck.

The bug does not seem to affect the greatsword animations. Strangely enough, however, overwriting the axe/hammer walking and running animations (2hw_walkarmblend.HkX and 2hw_runarmblend.HkX, respectively) with those of the greatsword (2hm_walkforward.HkX and 2hm_runforward.HkX) does not seem to fix the issue.

22237March 29 2017AnimationsUnofficial Fallout 4 PatchHancock's knife play idle anim causes power armor to gl...AllInvestigatingMadCat221LowMedium Task Description

Hancock has an idle animation where he plays with his combat knife. However, if he is in power armor, the armature for that “race” clearly cannot handle the animation, as power armor bits glitch out all over. A screenshot for example is attached.

The idle anim in question should have conditions placed on it to prevent it from running if Hancock is in power armor.

22062February 22 2017AudioUnofficial Fallout 4 PatchCompanions wont talk correctlyXBox OneNewMaxwellMediumVery Low Task Description

All companions excluding dogmeat cannot talk to the player character after completing the quest “Diamond City Blues” or “Hole in the Wall” commands such as trade, stay/follow, and cancel still function some times however talk cannot.

13742September 29 2013AudioUnofficial Skyrim Legendary Edition PatchWolves don't growlWindows PCConfirmedLowMedium Task Description

Wolves animation when the head is shaking and they are supposedly growling have no sound. It should probably use “NPCWolfBreathe”.
You can see this for example with the 2 trapped wolves at Craigslane Cave.

17646September 27 2014AudioUnofficial Skyrim Legendary Edition Patchvampire lord jump sound while floatingWindows PCConfirmedLowMedium Task Description

still plays/plays same sound as normal jump landing when your feet never touch the ground.

18660January 23 2015AudioUnofficial Skyrim Legendary Edition PatchAmbient sounds and music dead zone.Windows PCConfirmedLowMedium Task Description

Just up the path from the Dainty Sload, a docked boat beside the Solitude Lighthouse, there is a dead zone in the ambient sounds and music. The music will either abruptly stop or fade out to nothing and the ambient sound will go from the shoreline sounds to nothing, perfect silence except for movements your character makes. It will start back up at the top of the hill to the West or heading back towards Solitude Docks. This has been duplicated on multiple games and rigs regardless of mods.

Thank you.

Here is video footage from another user:

http://steamcommunity.com//sharedfiles/filedetails/?id=379829125

19717December 07 2015AudioUnofficial Fallout 4 PatchGeneral Atomics Galleria - Guard Gutsy no voicesWindows PCNewBrandonLowMedium Task Description

I don’t think any of the Guard Gutsy dialogue has voices.
Recently turned on subtitles because I realized I should be watching them just as part of noticing stuff - probably would have never known their dialogue was missing otherwise.
They all rotate several lines of dialogue, and then they have a new batch of lines after the Grand Opening.
Here’s as many as I could find.

Before:

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00088.jpg

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00091.jpg

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00092.jpg

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00093.jpg

After:

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00098.jpg

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00099.jpg

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00100.jpg

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00101.jpg

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-06_00102.jpg

19729December 09 2015AudioUnofficial Fallout 4 PatchCompanions comment on Mirelurk hatchlings as if they we...Windows PCConfirmedLowMedium Task Description

When encountering/fighting Mirelurk hatchlings, companions treat them as if they were Radroaches. Maybe their race is incorrectly assigned, since they do appear to use the Radroach skeleton.

20092April 10 2016AudioUnofficial Skyrim Legendary Edition PatchThunder-like sound in Hall of the ElementsWindows PCNewLowMedium Task Description

After finishing College of Winterhold questline when I enter Hall of the Elements I hear a sound like thunder.

20254April 30 2016AudioUnofficial Fallout 4 PatchTalking to Blake Abernathy about the MinutemenWindows PCNewLowMedium Task Description

There is a timing error when the (female) player says, “Minutemen? You mean Preston Garvey’s crew?” Abernathy’s answer is played immediate after choosing the dialogue option resulting in parallel audio from both the player and Abernathy. You need to have the crew reach Sanctuary from Concord before talking to Abernathy for this dialogue option to show up.

20400May 12 2016AudioUnofficial Fallout 4 PatchHatch inside elevators sound seems to come from back of...Windows PCNewLowMedium Task Description

Like the title says - Some elevators have a hatch that the player can open. However, the sound of the hatch opening seems to come from the back of elevator - not from the hatch itself.

20917July 18 2016AudioUnofficial Skyrim Legendary Edition PatchFemale Sultry voiced followers use some Female Young Ea...Windows PCNewNebulous112LowMedium Task Description

I believe you guys know about this, but I didn’t see an issue on the tracker for it, so I thought I would add one.

USLEEP adds missing follower dialogue lines for the Female Sultry Follower voice type, however the lines are with the altered Female Young Eager voice. This causes followers with the Female Sultry voice type to “switch” back and forth between voices depending on the dialogue used.

CloudedTruth has fixed the issue with this mod: Female Sultry Follower Voice Fix. There is a video https://www.youtube.com/watch?v=s5Qg8Du-6TI on the mod page showing the issue in detail.

21096August 16 2016AudioUnofficial Fallout 4 Patchdeadeye legendary effect glitched soundWindows PCNewLowMedium Task Description

the deadeye legendary effect slows down time when you aim from the sights or scope, the effect last about 5 seconds and icludes a low motion audio effect, problem is, said audio effect persists after the legendary effect ends. the gun will be firing at normal speed, but the slow motion audio will still be playing until you reload or shoot from the hip.

21151September 06 2016AudioUnofficial Skyrim Legendary Edition PatchSilent Runed LexiconWindows PCNewRobert MorleyLowMedium Task Description

When you click on it in your inventory, the Runed Lexicon makes no sound.

21982January 28 2017AudioUnofficial Fallout 4 PatchMr. Gutsy at General Atomics Gallery have no soundAllNewLowVery Low Task Description

when talking to a guard mr.gutsy at General Atomics Gallery the subtitle is displayed, but there’s no dialogue sound

22077February 26 2017AudioUnofficial Skyrim Legendary Edition PatchAmbient music doesn't stop when bard performs in HF hom...AllNeeds User FeedbackCampbell GrierLowVery Low Task Description

When a purchased bard performs within any Hearthfire player home, the background ambient music continues to play, resulting in a complete cacophony of noise. This is not true in taverns where the background music fades to silent as soon as a bard starts to perform and then resumes whenever the bard stops playing. My preliminary research lead me to the BardSongsScript which has the function StopInnMusic() that replaces the current ambient music with a silent track - MUSTavernSilence. Note that the function is specific to LocTypeInn:

Function StopInnMusic()

	Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeInn)
	MUSTavernSilence.Add()

EndFunction

Adding a property assigned to LocTypePlayerHouse and second line to the function that targets LocTypePlayerHouse partially solves the problem:

Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypePlayerHouse)

	MUSTavernSilence.Add()

With this fix the ambient music does stop when the bard performs in your player home. However, the ambient music does not resume when the bard stops playing, as it does in a tavern. Even after exiting and re-entering the house I could not get the ambient music to resume. There is clearly a second half to this puzzle which I am missing.

22111March 09 2017AudioUnofficial Fallout 4 PatchKSSM for NPCs using the 44 revolver sound pathetic due ...AllConfirmedMadCat221LowMedium Task Description

I gave Nick a .44 revolver to shoot. However, I discovered that despite being a handcannon, it had a rather paltry-sounding report. Delving in, I discovered that the KSSM that governs the NPC sound effect while firing (WpnPistolFortyFourNPC, KSSM:000ED70C) is tied to the generic WpnPistolBFire (SNDR:0020A0BE), despite there being a functional WPNPistolFortyFourFire (SNDR:000EB35C). Reassigning the primary descriptor makes the .44 sound suitably powerful as intended when fired by an NPC.

22244March 30 2017AudioUnofficial Fallout 4 PatchSeveral dialogue bugs in the InstituteAllInvestigatingLowVery Low Task Description

Not sure how well I can explain it, but let’s see, and let me know if I should report these as individual bugs

When you first met Allie Filmore, there is a scene with her, a synth under repairs and a institute scientist reparing the said synth. After a brief dialogue exchange, the scientist will say “Unit, you can return to your duties” and the synth will reply “Thanks ma’am”, only the voice of the synth often doesn’t play, only the dialogue

Dialogue with Doctor Lawrence Higgs and a synth, often the synth start walking mid dialogue, and only Lawrence speaks his lines. Sometimes he stand where the initial conversation takes place, sometimes he walks around speaking to the walls.

A random janitor gen 1 synth will say “A clean enviroment ensures maximum productivity” only the audio don’t play, only subtitles

A random gen 1 synth will say “Report any leaks of harzadous components to the facilities division” again only subtitles, no audio

During a “House Divided” a synth may say “Doctor Newton wants you at the Bioscence Division”, again only subtitles

Finally, Father and Doctor Dean Volkert may be speaking after you return from Mass Fusion to meet father, but the dialogue is a endless loop “Are you taking all your medication?” “Yes doctor” “You feeling any pain” etc.

21737December 21 2016ItemsUnofficial Skyrim Special Edition PatchSapphire Dragon Claw undroppable quest itemXBox OneNewJustinMediumVery Low Task Description

I have cleared Shroud Hearth Barrow, including opening the puzzle door requiring the Sapphire Dragon Claw. Yet the UI says “Quest items cannot be removed from your inventory” if I try to.
This was not initially the case because I had it stored in a cupboard for a long time. Then when I pulled it out I could no longer store or drop it a second time.
I cannot see the quest “Lifting the Shroud” in my history but all the steps are done and Wilhelm has nothing to say about it.
Played on XB1, however I remember exactly the same problem on PS3 and it appears as a problem discussed in several forums.

19594November 25 2015ItemsUnofficial Fallout 4 PatchGlass Objects not appearing in the UI menusWindows PCConfirmedBrandonLowMedium Task Description

Some glass items in inventory - the glass part doesn’t show. While others, the glass part does show, so glass is, I think, obviously meant to be visible. I’ll add to this list of “no”s.

Yes - Shot Glass - http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00006.png

No - Thin Beaker - http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00007.png

No - Nuka Cola Bottle - http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00004.png

19655November 27 2015ItemsUnofficial Fallout 4 PatchBottlecaps stored in workshops cannot be inspectedWindows PCConfirmedLowMedium Task Description

When attempting to inspect a stack of bottlecaps stored in a workshop, pressing the button actually inspects the first item in the (alphabetic) list instead.

19685November 29 2015ItemsUnofficial Fallout 4 PatchLight from fire doesn't turn off after fire is goneWindows PCConfirmedBrandonLowMedium Task Description

After using a whole ton of molotovs to defeat a certain character, his body was on fire.

I left the scene of the crime and when I came back, the fire had gone out, but the orange lighting effect of the fire remained.

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-28_00001.png
Kellogg

(Sorry if this is wrong category, I didn’t really know what category this belonged in.)

19733December 11 2015ItemsUnofficial Fallout 4 PatchWater pumps useable in power armor even though an error...Windows PCConfirmedArthmoorLowMedium Task Description

The water pumps you can build in settlements give an error when activated while wearing power armor indicating you should not be able to use them. The healing effect and slurping sound still play though, which likely should not happen.

20211April 25 2016ItemsUnofficial Fallout 4 PatchVarious MILA OdditiesWindows PCNewDwipLowMedium Task Description

Issue #1: For whatever reason, MILAs aren’t marked as quest items during Weathervane quests.

Issue #2: For whatever reason, Tinker Tom sells MILAs in addition to his other inventory.

Strange workaround by Bethesda for something or actually a bug?

20300May 06 2016ItemsUnofficial Fallout 4 PatchGunner Guard Outfit unequipped world model wrong colorWindows PCNewLowMedium Task Description

The Gunner Guard Outfit uses a retexture of the Athletic Outfit, but because the world model mesh lacks an option for texture swapping, when viewed it appears the regular color instead of the intended gunner green color.

20301May 06 2016ItemsUnofficial Fallout 4 PatchRaider power armor Lead and Titanium paintsWindows PCNewLowMedium Task Description

These two paint mods exist for raider power armor, but due to a missing keyword for material cannot be applied (likely intention was to prevent Hot Rodder paints from being applied, which check for *just* said material keyword).

20355May 08 2016ItemsUnofficial Fallout 4 PatchShem Drowne Sword EffectWindows PCNewLowMedium Task Description

Shem Drowne’s Sword’s radiation damage effect is much weaker than a similar weapon with the Irradiated legendary effect, despite the fact that unique weapons like it usually have equal or better strength effects compared to their random legendary counterparts.

20427May 13 2016ItemsUnofficial Fallout 4 Patch[Re-submission] Forest Grove Marsh water grid isn't fix...Windows PCConfirmedCrimsomriderLowMedium Task Description

I’m resubmitting this issue since it was tagged as fixed, but there’s a new issue now along with the old ones. This is the new screenshot. The water texture is now risen above the water level, while previously it was just disconnected. Unfortunately, all 4 issues mentioned below are still present. This video Water Physics bugged near Forest Grove Marsh shows best how this water grid block is not interacting properly with the player. I’ll also submit the issue to Bethesda incase they want to have a look at it.

The issue is basically that water is implemented in block grids and there’s is this one block of water in Forest Grove Marsh that doesn’t have :

  • physics
  • connected textures/meshes
  • rain particles
  • water is no splashing
  • no diving or splashing sounds when running/walking/swimming through it

Steam Screenshot showing how the rain does not interact with that block of water

Another Steam screenshot showing how these water grids don't connect properly

20496May 24 2016ItemsUnofficial Fallout 4 PatchCannot remove ballistic weaveWindows PCNewLowMedium Task Description

If I clothes with lvl 1 ballistic weave, I can upgrade 1 to lvl 5. Then I can re-attach the lvl 1 Weave, and put the lvl 5 weave on another set of cothes. I can then downgrade the second clothes to lvl 1 weave and put the lvl 5 weave onto the original clothes or another set. Obviously I can attach and remove ballistic weaves from clothes. It should be possible to completely remove the ballistic weave from clothes.

20739June 21 2016ItemsUnofficial Fallout 4 PatchGatling laser empty when power armor fusion core deplet...Windows PCNewLowMedium Task Description

When power armor fusion core depletes and is replaced with another, gatling laser shows 000/000 ammo. Then you are unable to fire it with “Missing required ammo” message, until you unequip and reequip it. For me it hapens with repair bobblehead and at least one level of Nuclear Phisicist perk.

20799June 28 2016ItemsUnofficial Fallout 4 PatchRandom Encounters - Owned Containers at CampsitesWindows PCNewh0seLowMedium Task Description

Something is definitely not right with item containers, that acts in the random encounters at campsites.

Sometimes these containers are OWNED and the only way to take something from it is to STEAL, sometimes these are NOT OWNED.

This happens for the same type of random encounter.

Probably, there’s no re-initializing of a particular campsite before the next encounter or campsites has been screwed up initially. I don’t know.

This happens even you are encountering just MINES at the campsite.

Just see a bunch of screenshots. On all screenshots the type of random encounter is the same: scavengers killed by synths.

Savefiles

Screenshots:

https://postimg.org/image/tnjl5qqqv/

https://postimg.org/image/e5w321k9z/

https://postimg.org/image/632i4gp2f/

https://postimg.org/image/owob1gnaf/

https://postimg.org/image/f373onl5z/

https://postimg.org/image/94taef27b/

I’ve post it here also: https://community.bethesda.net/message/172708

20838July 04 2016ItemsUnofficial Fallout 4 PatchSupermutant chains can be worn by the playerWindows PCNewLowMedium Task Description

Title pretty much says it all. They are missing the “playerCannotEquip” keyword.

20953July 25 2016ItemsUnofficial Fallout 4 PatchPower armor fusion core drains while riding a vertibirdWindows PCNewLowMedium Task Description

Riding a vertibird while in power armor drains the power armors fusion core.

21008August 01 2016ItemsUnofficial Fallout 4 Patchsettlers wont equip pipboyWindows PCNewLowMedium Task Description

As aprt of the new Vault-Tec workshop DLC, the player gains the ability to give pipboys to settlers for them to equip.

However, often times settlers simply wont equip the pipboys unless you shove like 10 of them in their inventories, and will often equip 3 or more at once(though htis causes no error when its shown on thier arm)

21070August 08 2016ItemsUnofficial Fallout 4 PatchDiMA's memories cannot be droppedWindows PCNewLowMedium Task Description

As part of the Far Harbor MQ one get copies of various memories of DiMA, however, even after deciding the fate of The Island, and finishing all the main quests, several of these taps cannot be dropped.

21138September 02 2016ItemsUnofficial Fallout 4 PatchLever Action Rifle have both automatic and manual fire ...Windows PCNewLowMedium Task Description

first of all, sorry if this isn’t the right section

Far Harbor’s Lever Action Rifle have both automatic and manual fire mode; when shooting from the hip it’s automatic, when shooting while aiming from scope, it’s manual. I believe the automatic mode should be a bug.

21188September 10 2016ItemsUnofficial Fallout 4 Patch10mm Large Magazine cannot attachWindows PCNewLowMedium Task Description

Noticed after starting new character to play through all DLC at appropriate levels.

The 10mm “Large Magazine” weapon mod can only be built from scrap. The game does not register having a pre-built copy in player or workshop inventory.

Tested with no mods, no DLC, new character. Leveled up with console, selected required perk, built, removed, and attempted to re-attach using Sanctuary workbench.

21325October 23 2016ItemsUnofficial Fallout 4 PatchFar Harbor Fog Condensers at Workshops don't resetWindows PCFix PendingLowMedium Task Description

Pretty much what the title says, you’re supposed to be able to gather Condensed Fog from these, but you can only do it once in a vanilla game at any settlement-based fog condensers.

I haven’t testing it, but DLC06:PipboyCrateScript from Vault-Tec Workshop looks like it should properly reset these to 1 per day if also applied to them (the script itself even acknowledges the lack of flora resetting in settlements).

21340October 27 2016ItemsUnofficial Fallout 4 PatchCryolator unable to be put on a displayWindows PCNewLowMedium Task Description

The Cryolator doesn’t work with any of the weapon displays from the Contraptions Workshop DLC. Attempting to put it in using any of the weapon racks and stands brings up a message saying “You cannot store that here.” I’ve yet to see if any other weapon also has this problem, admittedly I started a new game a while ago after month of not playing and finally getting all the DLCs so I don’t know if it’s just the Cryolator or other weapons also have this problem.

21501November 13 2016ItemsUnofficial Skyrim Special Edition PatchGauldur Blackblade (36+) Not Recharging with Soul Sipho...Windows PCNewAJLowVery Low Task Description

Other weapons are recharging fine. I am killing non-humans like the perk requires.

21595November 24 2016ItemsUnofficial Fallout 4 PatchOil,Wood in Misc section Windows PCNewDestroyahLowVery Low Task Description

I noticed that in Settlements with lots of scavenging stations wood and oil in the misc section appearing. These “fake” items do not have a weight and have no picture. When i take them they are in my misc item list aswell. I can’t sell them because they do not appear in a trader menu. When i drop them they simply disappear. I can’t see an item that it falling to the ground or something like this. I added some Screenshots so you can see the problem. (note that i play in german and Holz=Wood, Öl=Oil, Diverses=Misc, Schrott=Scrap,)I noticed this problem Vanilla in the past, but now i installed a mod that increases the effectivity of the scavenging stations 5 times and the bug is more severe now for me.

Thank you.

21849January 08 2017ItemsUnofficial Fallout 4 PatchErroneous Bonuses on Power Armor PartsAllNewrux616LowVery Low Task Description

A couple different power armor upgrades have erroneous properties on their OMOD records that allow the armor to do more than it should.

OMOD:00180FD2, T-60 Arm Lining Model B, has an added bonus that allows for faster AP recharge, ENCH:0005826C → Remove Property
OMOD:0018100A, T-60 Leg Lining Model E, has an added bonus that may allow for cheaper sprint (I think it’s not active though, the magnitude on the associated ENCH record is 0), ENCH:0008EFB5 → Remove Property

21973January 27 2017ItemsUnofficial Fallout 4 PatchMinigun mod - Standard BrakeAllNewsupercentoLowVery Low Task Description

Minigun standard brake module no exists. Not appear in “MODULES” Pip-boy.

21996January 31 2017ItemsUnofficial Fallout 4 PatchHandmade Rifle Long covered welded barrel flash glitchAllNewYYCLowVery Low Task Description

Long covered welded barrel, which gives handmade rifle the shape of an ordinary AK-47, has an issue.

Flash appears in middle of the gun. Bullet is also fired from middle of the gun, not the end of the barrel. Both in 1st person view and 3rd person view.

I have checked every other modifications, and flash appears at the end of the barrel when using other barrels.

Therefore, I pointed out that Long covered welded barrel is the problem.

22058February 21 2017ItemsUnofficial Fallout 4 PatchDistress Pulser permanently emits distress signal if dr...Windows PCNewLowVery Low Task Description

If you obtain a distress pulser and then drop it and scrap it for materials at a settlement, it will permanently emit a distress signal.

(i have this bug at the moment in Sanctuary)

The bug is also mentioned in the link below.

http://fallout.wikia.com/wiki/Distress_pulser

22091March 03 2017ItemsUnofficial Fallout 4 PatchBirthday Sweetroll not counted as foodAllNewLowVery Low Task Description

Very small thing, but the Birthday Sweetroll is missing the ObjectTypeFood keyword, meaning eating it won’t do anything for your starvation stat if you’re desperate.

22092March 03 2017ItemsUnofficial Fallout 4 PatchTesla Rifle automatic barrel damage reduction bugAllNewLowVery Low Task Description

There’s a small goof in the Tesla Rifle’s automatic barrel: the damage is supposed to be reduced by 25%, however it instead gets reduced by .25, because it’s set to Add and not Mul+Add as it should be.

22127March 13 2017ItemsUnofficial Fallout 4 PatchTrapFlamethrower is missing a value for the WorkshopNoR...AllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 11:00:28AM] error: Cannot add a None keyword to a reference
stack:

[ (0100C307)].TrapFlamethrower.AddKeyword() - "<native>" Line ?
[ (0100C307)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 169
[ (0100C307)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

[03/12/2017 - 11:00:28AM] error: Cannot add a None keyword to a reference
stack:

[ (0100C306)].TrapFlamethrower.AddKeyword() - "<native>" Line ?
[ (0100C306)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 169
[ (0100C306)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

[03/12/2017 - 11:00:41AM] error: Cannot remove a None keyword
stack:

[ (0100C307)].TrapFlamethrower.RemoveKeyword() - "<native>" Line ?
[ (0100C307)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 182
[ (0100C307)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

[03/12/2017 - 11:00:41AM] error: Cannot remove a None keyword
stack:

[ (0100C306)].TrapFlamethrower.RemoveKeyword() - "<native>" Line ?
[ (0100C306)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 182
[ (0100C306)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

TrapFlamethrower is the non-workshop flamethrower version (so it is somewhat understandable why this property was not inialized) but it runs the same script as the workshop version, and the script has not been conceived to discern workshop and non-workshop objects.

Note that the actual error occurs on the TrapBase script which the TrapFlamethrower script extends. While I could add a check for the keyword being none, setting this keyword on the scripts of non-workshop trap object versions has no unwanted side effects and is therefore a better solution than a script modification without actual need.

EDIT: More with the same problem (all of them fixed for this ticket too):
- TrapIEDCigarCarton
- DLC04Gauntlet_TrapIEDCigarCarton
- TrapElectricalArc

22180March 21 2017ItemsUnofficial Skyrim Legendary Edition PatchAuriel's bow after using Clear Sky doesn't stay after f...Windows PCNeeds User FeedbackLowVery Low Task Description

Using Auriel’s bow bloodcursed arrows after using clear sky (to see where the sun is) makes the sun only temporary red until the character fast-travels/waits. I have seen this issue reported before and apparently fixed but I had this issue in my modded playthrough and tried it in a new clean save and it persisted. I have attached the clean save.

22232March 27 2017ItemsUnofficial Fallout 4 PatchBerry Mentats and hostile Companions?AllNewLowVery Low Task Description

I had this strange bug - With Curie as my companion, I was in the top of the Mass Fusion Building to push the button to destroy the Institute, Railroad being my faction of choice. I was also under the effect of Berry Mentats (highlights living targets with a pink-ish glow). After the ending cutscene and the the dialogue, I dismissed Curie. She then turned hostile against Railroad Agents. This reminded me of the old bug with the targeting HUD power armor helment (was it ever fixed?)

22253March 31 2017ItemsUnofficial Fallout 4 PatchSynthCrippleMeleeScript - properties cannot be initiali...AllFix PendingSclerocephalusLowLow Task Description

[03/31/2017 - 07:08:01PM] warning: Property RightAttackCondition on script SynthCrippleMeleeScript attached to Active effect 1 on (000FB8BA) cannot be initialized because the script no longer contains that property
[03/31/2017 - 07:08:02PM] warning: Property RightAttackCondition on script SynthCrippleMeleeScript attached to Active effect 1 on (000FB899) cannot be initialized because the script no longer contains that property
[03/31/2017 - 07:08:02PM] warning: Property RightAttackCondition on script SynthCrippleMeleeScript attached to Active effect 1 on (000FB8A5) cannot be initialized because the script no longer contains that property

This script runs on a magic effect.

22254March 31 2017ItemsUnofficial Fallout 4 PatchDuplicate Hollowed-out rock outside Museum of Witchcraf...AllNewLowVery Low Task Description

CraterHouseExt03

0022f498
00216aa4

It’s a easter egg to Fallout 3, but is a duplicate. Both rocks contains the same loot and the same note, notes shows as Note (2) when both picked up

The first hollowed-out rock is in the back of the museum, at a graveyard, the second is to the right, near a fence, middle of some trees

22267April 02 2017ItemsUnofficial Fallout 4 PatchDirty trench coat is showing as a new on male character...AllNewLowVery Low Task Description

when equipping a dirty trench coat (001223cb) on a male character, it’s visual is the same as the yellow trench coat (000df455)

however when playing with a female character the dirty one shows the correct, decayed visual.

22279April 04 2017ItemsUnofficial Fallout 4 Patchdn070_traptripwire - Cannot call GetValueInt() on a Non...AllFix PendingSclerocephalusLowLow Task Description

[07/31/2016 - 07:37:47PM] error: Cannot call GetValueInt() on a None object, aborting function call
stack:

[ (00111341)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (00111341)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:47PM] warning: Assigning None to a non-object variable named “::temp46” stack:

[ (00111341)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (00111341)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:51PM] error: Cannot call GetValueInt() on a None object, aborting function call
stack:

[ (001122D7)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (001122D7)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:51PM] warning: Assigning None to a non-object variable named “::temp46” stack:

[ (001122D7)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (001122D7)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:58PM] error: Cannot call GetValueInt() on a None object, aborting function call
stack:

[ (001122DA)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (001122DA)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

The property TrapDisarmXPReward is not initialized.

22298April 06 2017ItemsUnofficial Fallout 4 PatchLab Coat is showing as Vault Tec Lab Coat on female cha...AllFix PendingLowVery Low Task Description

when equipping a lab coat (00178b68) on a female character, or when one is used by a NPC (such as Dr. Chambers at the Covenant compound) the Vault Tec Lab Coat (00068cf3) is shown

22322April 12 2017ItemsUnofficial Fallout 4 PatchGatling Lasers, Fusion Cores and related perksAllFix PendingLowVery Low Task Description

to a more complete discussion, check here https://afkmods.iguanadons.net/index.php?/topic/4935-gatling-lasers-fusion-cores-repair-bobblehead-and-nuclear-physicist/

to resume:

the game doesn’t take in consideration the repair bobblehead if you have perks invested in nuclear physicist
fusion core capacity is messed up if you have either the nf perk or repair bobblehead
aeternus legendary gatling laser is a complete sh*tshow

22355April 21 2017ItemsUnofficial Fallout 4 PatchLeveled list LLI_Raider_Weapons is missing a flagAllFix PendingSclerocephalusLowLow Task Description

This should have the ‘calculate from all levels ⇐ player’s level’ flag (especially since the corresponding boss weapons list already has that flag).

22360April 22 2017ItemsUnofficial Fallout 4 Patch10mm Pistol Large Magazine MISC mod cannot be applied w...AllNewEyeDeckLowVery Low Task Description

mod_DLC03_BroadHead “Large Magazine” [OMOD:020365F1] is associated with the misc object for the 10mm Pistol Large Magazine - two OMODs cannot reference the same MISC object, or the MISC object will cease functioning and the mods that use that item will need to be rebuilt every time you want to apply it to something.

Easy fix, just remove the loose mod subrecord from this OMOD since it’s an abandoned asset anyway.

22361April 22 2017ItemsUnofficial Skyrim Legendary Edition PatchWerewolf Pelts can't be turned into leather at a tannin...AllConfirmedMultiphorLowVery Low Task Description

Werewolf Pelts can’t be turned into leather at a tanning rack. Bug #19972 made werewolves drop Werewolf Pelts instead of Wolf Pelts when they die, but didn’t make it so that the Werewolf Pelts can be turned into leather at a tanning rack.

21848January 08 2017ItemsUnofficial Fallout 4 PatchDLCRobot Inconsistent Power Armor NamesAllNewrux616Very LowVery Low Task Description

The Tesla T-60 power armor included in the DLC has inconsistent naming, with the left arm being “T-60 Tesla Left Arm”, the right being “T-60 Right Arm”, and the chest being “T-60 Chest Piece”. I submit that they should all be noted as Tesla armor.

Records and Names:
ARMO:xx00C576 “T-60 Tesla Left Arm” → (leave unchanged)
ARMO:xx00C57A “T-60 Right Arm” → “T-60 Tesla Right Arm” ARMO:xx00C57B “T-60 Chest Piece” → “T-60 Tesla Chest Piece

22052February 20 2017ItemsUnofficial Fallout 4 PatchDisassembled Mini Nuke item names inconsistent with est...AllNewGroucho-14EVery LowVery Low Task Description

In Fallout 4, FNV, and F03, the ammunition for the Fat Man is named “Mini Nuke”. However, the disassembled components found in the Gorski Cabin cellar are named “MiniNuke”:

MiniNukePart01 “MiniNuke Hemisphere Core” [MISC:0017A772]
MiniNukePart02 “MiniNuke Stabilizer Fins” [MISC:0017A774]
MiniNukePart03 “MiniNuke Detonator Shell” [MISC:0017A776]
MiniNukePart04 “MiniNuke Beryllium Cap” [MISC:0017A778]

The names ought to match the established form, e.g. “Mini Nuke Hemisphere Core”.

22089March 02 2017ItemsCutting Room FloorNPC Miraak's unique enchantments unusedAllNewDwarfmpVery LowVery Low Task Description

I’m not sure if this is an oversight or intentional, but I noticed that the NPC version of Miraak’s Mask and Robes all have the same enchantment attached to them, despite being leveled.

While the mask does have armor rating differences, the enchantment being the same doesn’t really feel like an oversight, but I thought it could be mentioned. However, the robes all use a unique enchantment for them, which has 3 versions. All 6 robes versions use enchantment 1, the weakest. This is similar to the Sword and Staff enchantments, however those enchantments are technically all the same.

The editor IDs I speak of for the Robes are: DLC2MKMiraakFightRobes1/2/3/4/5/6
For the enchantments they are: dlc2MKEncMiraakRobe01/02/03

If this is an oversight, I would assume that Robes 1 and 2 should use enchantment 01, Robes 3 and 4 should use enchantment 02, and Robes 5 and 6 should use enchantment 03.

I have not fought Miraak before, so I don’t know how difficult an opponent he is. He might be powerful enough already and this was intentional, but I thought it was worth mentioning.

21901January 17 2017LocationsUnofficial Fallout 4 PatchBest Left Forgotten quest. Accesing DiMA's memories via...Windows PCNewxer0dMediumVery Low Task Description

[01/17/2017 - 11:55:24PM] error: (0303DC5A): model was not loaded when we tried to play an animation on it (most likely you’re calling for animations in OnInit.).
stack:

[ (0303DC5A)].DLC03:ADV022HeadGearScript.PlayAnimationAndWait() - "<native>" Line ?
[ (0303DC5A)].DLC03:ADV022HeadGearScript.Extended.::remote_ObjectReference_OnTriggerLeave() - "<unknown file>" Line ?
19568November 25 2015LocationsUnofficial Skyrim Legendary Edition PatchNarzulbur Longhouse: accused of trespassing Windows PCConfirmedElgarLowMedium Task Description

I don’t know if it’s a bug or if it’s intended, but just after been named Blood-Kin by Chief Mauhulakh in Narzulbur I entered his longhouse with Lydia, and was considered as a trespasser by Yatul. As I didn’t exit the longhouse quickly enough all the orcs attacked me... :facepalm:

According to uesp.net (I know it’s not very reliable) in the Largashbur’s longhouse page, “entering the longhouse is trespassing unless you have been named Blood-Kin”. Would it mean that Narzulbur’s longhouse is an exception ?

19728December 07 2015LocationsUnofficial Fallout 4 PatchLights outside elevator affect elevator interior when d...Windows PCNeeds User FeedbackBrandonLowMedium Task Description

Lights that are outside of an elevator affect the interior of the elevator when the elevator’s doors are closed.
This particular one is in ArcJet Systems.
Yeesh.
http://www.falloutsearch.com/img/UFO4P/151207-UFO4P-Elevators-Lights.mp4

19745December 17 2015LocationsUnofficial Fallout 4 PatchRadation effect removed when fast-traveling within Glow...Windows PCNewLowMedium Task Description

I reported this in the Bethesda bug thread as well.

While making a mod (True Storms), I discovered an issue present in the game that was initially being reported as a bug with the mod. When fast traveling between two locations within the Glowing Sea, the magic effect that gives you constant radiation damage will dispel, and you will no longer receive any rad damage until the weather changes and the spell is fired again. This can be a long time, depending, which removes much of the danger of the area.

TO REPRODUCE:

Fast travel between any two locations within the glowing sea that are in somewhat close proximity (i.e. Crater of Atom and Virgil’s Cave), so too much time doesn’t go by and cause a weather change.

TECHNICAL BREAKDOWN / CAUSE:

Let’s use CommonwealthGSFoggy (001BD481) as the example:

  • This weather, like the other weathers in this region, fires the spell GlowingSeaPlayerRadiationFoggy (0023EC95) (disease / constant effect / self)
  • That spell uses the magic effect Glowing Sea Radiation (0023EC94) with conditions to only apply the spell while in the Glowing Sea Region (000E50AF)
  • The spell has two keywords: RemoveBeforeFastTravel [KYWD:000210B4] and DamageTypeRadiation [KYWD:0004B25C]
  • When fast traveling, the RemoveBeforeFastTravel keyword naturally applies what it says it does, and clears out the magic effect on fast travel, however, when arriving at the destination, if the weather is still the same, the trigger that fires the spell in the first place is not re-fired, and so the magic effect is not re-applied, and you can run around radiation-free.
  • In my mod (which has separate copies of the radiation damage spells/effects), I got around this by removing the RemoveBeforeFastTravel keyword on the magic effect, then placing conditions for IsPlayerMoveIntoNewSpace and IsPCSleeping so it sticks on them while traveling, but stops the radiation so it doesn’t build up and kill the player when they arrive at their destination. The magic effect will continue, and the spell will gracefully remove the magic effect if the player leaves the region, and when the weather changes.

The “right” way would be for Bethesda to check for spells associated with the weather, and re-fire them upon arrival if the weather has not changed, but I have a feeling that would be REALLY low on their totem pole of bug priorities.

19860January 31 2016LocationsUnofficial Fallout 4 PatchSuffolk County Charter School room bounds issueWindows PCNewDSoSLowMedium Task Description

As the title says, probably a room bound issue.

I’m looking though door opening at a couple of tables

http://afkmods.iguanadons.net/index.php?/gallery/image/3959-suffolk-county-charter-school-interior-1-of-4/

http://afkmods.iguanadons.net/index.php?/gallery/image/3960-suffolk-county-charter-school-interior-2-of-4/

http://afkmods.iguanadons.net/index.php?/gallery/image/3961-suffolk-county-charter-school-interior-3-of-4/

http://afkmods.iguanadons.net/index.php?/gallery/image/3962-suffolk-county-charter-school-interior-4-of-4/

REF ID for a milk vending machine inside the affected room: 001CEECE

19890February 06 2016LocationsUnofficial Fallout 4 PatchSuper Duper Mart land mesh end showingAllConfirmedDSoSLowMedium Task Description

Super Duper Mart (Interior) Jumping in bathroom. You can see the end of the land nearby: http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_202107.jpg

REF IDs: 0016C90C and 0016C90D (1st Aid Kit)

This effects most windows around the entire building, even through the boarded up windows on the front of the store.

Same issue in the small bathroom just past the staff kitchen

REF ID for nearby locker 0016C932.

19891February 06 2016LocationsUnofficial Fallout 4 PatchRoom Bounds - Raider OutpostWindows PCNewDSoSLowMedium Task Description

This is at the same location where the Frag mines were sunk below the ground. I stupidly forgot to get a screenshot of the map location.

http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_148312.jpg

I’ll see if I can remember where this was at and get a location.

20113April 12 2016LocationsUnofficial Fallout 4 PatchYangtze bounds issueWindows PCNewLowMedium Task Description

Found a bounds issue on-board the Yangtze. Form ID 0018230b

http://afkmods.iguanadons.net/index.php?/gallery/image/4073-yangzee-bounds-bug/

20188April 21 2016LocationsUnofficial Fallout 4 Patchroom rendering bug, everything disappears when you jump...Windows PCNewLowMedium Task Description

Location: Egret tours marina

http://fallout.wikia.com/wiki/Egret_Tours_Marina

Description:

In the house Phyllis is located, if you stand on the table in power armor and jump your head will clip into the sealing and everything in the room will stop rendering when your head is in the sealing.

The reason this happens is because the engine thinks you are on the 2nd floor so everything on the first floor becomes un-rendered.

I guess this has something to do with how the “room area” tool works in the creation kit or maybe its a engine related bug. The possible solution would be to lower/remove the table or edit the room area thingy..

This “bug” may apply to more locations. Sorry for my vague description.

Thanks.

20323May 08 2016LocationsUnofficial Fallout 4 PatchPathing issue inside Parking GarageWindows PCNewQuarnLowMedium Task Description

When you enter from the upper door with a companion they will exit zLexingtonGarage when you walk by the car and re-enter from the lower door aggroing all the ghouls.

Protectron Pod also doesn’t reset properly when the area resets, upon entering the area the pod will open and it will walk out but it is still deactivated.

20343May 08 2016LocationsUnofficial Fallout 4 PatchMass Fusion Containment: Radio StationWindows PCNewLowMedium Task Description

The radio station tied to the basement alarm in Mass Fusion Containment will sometimes not shut off once the broadcasting device is deactivated. I had to repeatedly flip the switch on the device on and off before the radio station shut off.

20415May 13 2016LocationsUnofficial Fallout 4 PatchPathing issue inside Medford Memorial HospitalWindows PCNewQuarnLowMedium Task Description

Bad navmesh stopping companion from entering this room (0017a6f1).

20418May 13 2016LocationsUnofficial Fallout 4 PatchHalluciGen01 Pathing issuesWindows PCNewQuarnLowMedium Task Description

A lot of pathing issues in this place. Entire thing needs a look over. Also the gunner in the locked room doesn’t want to run out after you get her to open the door which might related to the broken pathing to the entrance...

20673June 16 2016LocationsUnofficial Fallout 4 PatchPossible Navmesh issue at Bunker Hill (Savoldi's Bar)Windows PCNewSclerocephalusLowMedium Task Description

Occasionally, you can see NPCs climb the ladder to get to the bedrooms above Savoldi’s bar, but they’ll never make it any further than to the top of the stairs. They may be standing there for a while and then walk back. Navmesh issue ?

21137September 02 2016LocationsUnofficial Fallout 4 PatchPip Boy lantern don't work when exiting indoor to outdo...Windows PCNewLowMedium Task Description

If you have your pip boy light enabled while inside the museum of freedom for example, and you go out to the wasteland, your pip boy lantern automatically turns off

not certain if it’s a bug

21288October 12 2016LocationsUnofficial Fallout 4 PatchSynths spawning mid-air in the institute craterWindows PCNewLowMedium Task Description

this is weird, I don’t even know if locations would be the right place to report, if don’t, excuse-me

after you destroy the institute, some synths spawn mid air in the crater of the explosion, then they fall to the water

managed to get some screens, and the id of one of those synths - 0019053f [PP]

http://i.imgur.com/4IjupS7.jpg

http://i.imgur.com/eQSB9T8.jpg

21430November 06 2016LocationsUnofficial Fallout 4 PatchMajor pop-in of nearby objects behind Lexington Apartme...Windows PCNewBrandonLowVery Low Task Description

Standing behind this “Apartments” sign, there’s major pop-in as you move slightly toward or away from the sign.

Here is a car that is on the ground quite close to that sign. It was the closest ID I could get, couldn’t get the sign ID.

21439November 07 2016LocationsUnofficial Fallout 4 PatchGorski Cabin Root Cellar White Worldspace GlowWindows PCNewBrandonLowVery Low Task Description

When you enter the root cellar, immediately look down.

21440November 07 2016LocationsUnofficial Fallout 4 PatchBradberton's Office, Vault White Worldspace GlowWindows PCNewBrandonLowVery Low Task Description

After passing through the circular gear vault door and crossing the gangway, immediately veer right into the corner to see this glow.

Next, go to the doorway right there. Stand right in the middle of the doorway, and turn 90 degrees left. Now back up, into the doorframe. Weirdness ensues.

It may take some wiggling. You can actually end up falling though the floor.

21480November 10 2016LocationsUnofficial Fallout 4 PatchFens Street Sewer White Worldspace GlowWindows PCNewBrandonLowVery Low Task Description

This occurs close to ID 000b3b1c

Pics show before/after.

21812January 01 2017LocationsUnofficial Skyrim Legendary Edition PatchBelethor's Goods often remains closedAllConfirmedRobert MorleyLowVery Low Task Description

Even during business hours, Belethor’s Goods in Whiterun often remains locked. Sometimes, if you pick your way in, he’ll be standing at the correct spot but complains that you’re trespassing. Other times, he’s nowhere in sight, but if you move around the house or leave and re-enter, he’ll suddenly appear out of nowhere and the shop is unlocked as normal.

22179March 20 2017LocationsUnofficial Fallout 4 PatchCroup Manor navmesh issuesAllNewSclerocephalusLowMedium Task Description

Something is wrong with the navmesh inside the house. Settlers are always crowding on the ground floor and never go upstairs.

22335April 15 2017LocationsUnofficial Fallout 4 PatchUFO Crash site possible NavMesh issues, launching NPCs ...Windows PCNewalt3rn1tyLowVery Low Task Description

UFO Crash site with a follower / companion of the two legged human variety, experienced odd behaviour of companion

In the following screenshot I have llamaRCA’s new companion Heather ( http://www.nexusmods.com/fallout4/mods/23273/?
) in company. She avoids the “bowl” of the crater which is just before where the ship is (behind me in the screenshot)

And occasionally when she sandboxes away to the other side of the crater bowl, she will launch into the air and then drop back to earth, possible navmesh issue ..

i.imgur.comf9pmccd.jpg

.. I am guessing that after the crash maybe the game is supposed to set a new navmesh for the changed landscape, and its a bit buggy.

21400November 04 2016MagicUnofficial Skyrim Special Edition PatchAtronach EXP is buggedAllNewKevinHighVery Low Task Description

After doing a ton of experimentation with the conjuration skill to attempt to get the XP where I like it, I think I found an oversight by Bethesda.

I don’t think the XP modifiers for summoning atronachs are intentional. The current modifiers only affect the actual magic affect. For Flame Atronach for example it’s .5 multiplier on 75 XP. But the potent version adds to the overall magicka cost of the actual SPELL to get 150. This leads to Flame Atronach advancing the skill at a lower rate than even Conjure Familiar, and even Storm Atronach being outclassed in terms of EXP by pretty much all Conjuration spells.

I believe the intended values for skill modifier are 1.0 for SummonFlameAtronach, 1.25 for SummonFrostAtronach and 2 for SummonStormAtronach; to give 50%/75%/100% xp per the magicka cost of those spells respectively.

21865January 12 2017MagicUnofficial Skyrim Special Edition PatchDead thralls disappear yet Reanimate Thrall remains as ...XBox OneNeeds User FeedbackAustinMediumVery Low Task Description

To expand on the summary, thralls summoned with the “Dead Thrall” spell will occasionally disappear for an unknown reason. The active effect “Reanimate Thrall” persists and currently the only way I’ve been able to remove it is by going to jail. Cloak spells used to fix it on the 360 version, but those aren’t working for me. Having this effect active all the time causes NPCs to comment on your “dangerous spell” rather than standard greetings.

12014February 14 2013MagicUnofficial Skyrim Legendary Edition PatchDetect Life - Understone Guards are shown as hostileWindows PCConfirmedsialiviLowMedium Task Description

Markarth City Guards stationed in Understone Keep are shown as red when using Detect Life.

Markarth City Guards stationed in Markarths Exterior are shown as blue when using Detect Life.

Moving a Understone Keep Guard outside will change him to blue, but he will turn red again when he returns to the Keep

Moving a Exterior Guard into the Keep will -not- make him red, he will remain blue.

Both the guards in the Keep and outside in the city have the same relationship rank to the player (0), and the same hostility (1).

18345December 13 2014MagicUnofficial Skyrim Legendary Edition PatchDragonhide (and Bones of the Earth) don't work right wh...Windows PCNeeds User FeedbackLowMedium Task Description

While developing a mod (http://www.nexusmods.com/skyrim/mods/60658/?) I noticed that Dragonhide does not work correctly when any protection spell is active. Although it consumes its mana cost and a casting effect is shown, the active effect does not show up and the 80% damage reduction does not seem to work. Similarly, if you first cast Dragonhide and then cast any protection spell, the spell seems to dispel Dragonhide. I consider this a bug because it is inconsistent with the way other protection spells work: When you are already using a protection spell, and cast a stronger spell, the old spell is dispelled and the new one becomes active. Similarly, a weaker protection spell does not become active when a stronger version is already in effect. Since Dragonhide is presented in-game as the ultimate protection spell, it seems to me like it should dispell all of the weaker protection spells when cast.

It appears that this bug occurs because the magic effect associated with Dragonhide uses the Peak Value Modifier Effect Archetype with the same keywords as the protection spells. However, since Dragonhide has no magnitude, the other spells win out and it is instantly dispelled. Note that the Bones of the Earth power from Dragonborn has the same problem as Dragonhide because it essentially works the same way. In my mod, I fix this apparent bug by altering Dragonhide to use the Value Modifier Effect Archetype and added conditions to the normal protection spells so that they temporarily dispel whenever Dragonhide is active. I did the same for Bones of the Earth. Another possible fix is to keep the Peak Value Effect Modifier, but to give Dragonhide a magnitude greater than 100. However, in my own tests the extra armor rating provided this way is not zero’d out by the Dragonhide perk, resulting in a nonzero armor rating while Dragonhide is active. This may not be a horrible side effect, but I suppose it does mean that Dragonhide will block more than the intended 80% damage which is why I made the fix the way I did. Another possible fix is to change Dragonhide/Bones of the earth to use some other Effect Archetype, and to set them to dispel spells with the MageArmor keyword. I did not go this route because I am uncertain what side effects may occur from dispelling the other keywords associated with Dragonhide, and I do not know of another way to dispell magic effects by keyword besides checking the box by the keywords in the magic effect. Perhaps adding an ability to the Dragonhide perk that dispells just that keyword would work, although it may be necessary to remove the MageArmor keyword from Dragonhide in that case.

19080April 15 2015MagicUnofficial Skyrim Legendary Edition PatchSome spells/shouts have no names and/or wrong effect de...Windows PCNewNico coiNLowMedium Task Description

You can check this with the same savegame as the one provided for issue  FS#19079 .

The first part is the same : The player character is at the Throat of the world with the Elder Scroll. Use it at the Time-Wound and look at the cutscene with the heroes from the past. When back in ‘regular’ Tamriel, an autosave is created. Alduin spawns and you have to fight him by using the Dragonrend shout for the first time.

Alduin fires several shouts at you. If you open the menu and look at the active effects you can see some unnamed/poorly descripted magic effects.

Poor description :

http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/19080-1.jpg

0 points ? Some other spells/magic effects say <insert num value here> points of damage :

http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/19080-2.jpg

Wrong/undefined active effect name and description :

http://host.conseiljedi.com/~nico/Skyrim/Fixs%20persos%20pour%20USKP/19080-3.jpg

21244September 26 2016MagicUnofficial Skyrim Legendary Edition PatchPotential minor bug with the Magelight spell (00043323)...Windows PCNewLowMedium Task Description

https://www.flickr.com/photos/baccy/22643165764

1. The Magelight spell description states a duration of 60 seconds but the actual duration (shown by SkyUI) appears to be 90.

2. Loading USLEEP and the masters in xEdit seems to indicate USLEEP changed the duration value from 60 to 90 (apparently the Stability perk has some relation here???).

3. Only appears to affect the Magelight spell, not the Candlelight spell (which shows 60 both in the SkyUI Alternation tab and in the Candlelight description card).

4. Started completely new game. My character is a level 1 Nord, with no perks. Cast Magelight with one hand and Candlelight with the other. The Active Effects screen shows Candlelight starting with 60s time left. When Candlelight expires, Magelight lasts substantially longer.

My load order:

Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
Unofficial Skyrim Legendary Edition Patch.esp

I’ve tested this with USLEEP 3.0.5 and 3.0.6 (with no other mods besides USLEEP installed) as well as with vanilla Skyrim with nothing but the base game and all DLCs. It exhibits this behavior with USLEEP (3.0.5/6) and does not under pure vanilla.

21554November 19 2016MagicUnofficial Skyrim Special Edition PatchAnimals affected by Animal Allegiance attack summoned c...Windows PCNewdrheadLowVery Low Task Description

Whenever I use the Animal Allegiance shout (for example, on a group of Falmer and Chaurus), the affected Chaurus end up attacking or being attacked by any summoned Dremora Lords that I have. The affected animals still act the way they are supposed to towards me (by not attacking me). It doesn’t seem to matter when I use the shout and when I summon or re-summon the Dremora Lords. I have not tested if there is any similar behavior with Kyne’s Peace or Calm spells.

This may be related to an issue where animals affected by AA will continue to fight followers that they are fighting when the shout is used, but I can’t be sure of that since the issue doesn’t go away when I summon things again.

22039February 17 2017MagicUnofficial Skyrim Legendary Edition PatchCure Poison doesn't work on Afflicted poison sprayAllConfirmedOpt OutLowVery Low Task Description

Potions of Cure Poison do not work on the Poison Spray effect that Afflicted can inflict on the player. The player continues to take full damage for the full duration even after consuming a Cure Poison potion.

22357April 22 2017MagicUnofficial Skyrim Special Edition PatchBound Dagger Spell Showing Non-Ethereal DaggerXBox OneNewJSunVHLowVery Low Task Description

When casting the Bound Dagger spell, a Daedric dagger appears in front of the character and is grasped in the same manner as the Bound Dagger. Then the normal ‘ethereal’ dagger is shown overtop of the, still visible and fully colored, daedric dagger. The attached image shows the difference from the correctly functioning Bound Sword and the non-translucent Bound Dagger.

338December 02 2012MeshesUnofficial Skyrim Legendary Edition PatchSummerset Shadows banner disappearsWindows PCConfirmedArthmoorLowMedium Task Description

The Summerset Shadow’s banner has a tendency to become invisible. It’s still there and can still be set on fire, but you can’t see it. I had it reappear once by closing and reopening the game while I had a save right in front of it. it later disappeared again when I set it on fire the 2nd time after that. I also in one instance had the game fail to give me the objective to burn it.

9988December 02 2012MeshesUnofficial Skyrim Legendary Edition PatchSeethrough hole in Dragonscale ArmorWindows PCConfirmedsialiviLowMedium Task Description

Seethrough hole in Dragonscale Armor

11891February 02 2013MeshesUnofficial Skyrim Legendary Edition Patchwhtempletalos3.nif - Seethrough gapsWindows PCConfirmedsialiviLowMedium Task Description

/meshes/architecture/windhelm/whtempletalos3.nif

http://dl.dropbox.com/u/41720073/skyrim/whtempletalos3.jpg


13608September 20 2013MeshesUnofficial Skyrim Legendary Edition Patchsprigganmatron.nif - UV errorsWindows PCConfirmedsialiviLowMedium Task Description

meshes/actors/spriggan/character assets/sprigganmatron.nif

Several stretched/blurred patches. First two are the most noticeable.

Back:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_1.jpg

Crotch:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_2.jpg

Horn:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_3.jpg

Foot:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_4.jpg

Arm:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_5.jpg

13622September 20 2013MeshesUnofficial Skyrim Legendary Edition PatchDwarven spider can leave skidmarksWindows PCConfirmedNightStarLowMedium Task Description

The dwarven spider may have weight vertex issue that is revealed only when it is killed and falls apart. This one flew for quite a distance.

http://afkmods.iguanadons.net/uploads/gallery/album_8/gallery_1498_8_100447.jpg

16721July 14 2014MeshesUnofficial Skyrim Legendary Edition Patch[Dragonborn] Serpentine Dragons - Inappropriate mesh wh...Windows PCConfirmedNico coiNLowMedium Task Description

In the Dragonborn DLC, serpentine dragons have a very special look. They look very much as, in my opinion, the fell-beasts from the Lord of the Rings movies, which are absolutely amazing.

http://img.clubic.com/03271730-photo-le-seigneur-des-anneaux-la-guerre-du-nord.jpg

http://img1.wikia.nocookie.net/__cb20120602125522/lotr/images/7/7d/Fell_beast_bfme.jpg

http://2.bp.blogspot.com/-B9-DgqF6xsc/TYTsj1HwTUI/AAAAAAAAABM/D8n7mZcvcnw/s1600/1130-nazgul.jpg

http://img-nex.theonering.net/images/scrapbook/orig/10035_orig.jpg

http://www.wetanz.com/assets/Uploads/lotrnazgulriderlrg2.jpg

http://x3.fjcdn.com/comments/Regarding+the+Eagle+theory.+The+Nazgul+Fell+beast+would+have+_2e2523eb7d75a9506b8fc19361d9abd5.jpg

http://trottine.t.r.pic.centerblog.net/wwpjelp4.jpg

However, once they’re killed, their 3d model is switched to the default dragon mesh, burning and allowing soul absorption. This is the normal behaviour intended in the game, and it works fine. So, I don’t know if it can be considered a bug, but there’s really a huge mismatch :

- alive : very specific-shaped skull, no horns, protruding inferior jaw

- dead : default dragon mesh with horns

Fixing this would require a brand new dead dragon mesh (a modified skull should be enough), and a new script to handle it once slain.

18585January 11 2015MeshesUnofficial Skyrim Legendary Edition PatchHand Seam on Male NordsWindows PCConfirmedGarthandLowMedium Task Description

I’ll have to check what other races this affects but I’ve been able to reproduce this on a male Nord (completely vanilla setup). It’s most obvious when casting a spell, on the left hand.

http://afkmods.iguanadons.net/index.php?/gallery/image/3318-left-hand-seam-male-nord/


18590January 12 2015MeshesUnofficial Skyrim Legendary Edition PatchAncient Nord Armor Clipping issue left legWindows PCConfirmedLowMedium Task Description

Ancient Nord armor is my favourite armor in the game yet still after all this time nobody has come with a fix for the leg clipping while walking. I would extremely appreciate if you could look into that. I literally stopped played skyrim cause of that. :/

Thank you for your work on these patches, we all appreciate them :)

19582November 25 2015MeshesUnofficial Fallout 4 PatchGap in wood pieces - 001b86b2Windows PCConfirmedBrandonLowMedium Task Description

What do you call this, so I know for the future? Hole in object? So there’s a hole in the wood beams of this deck. The ID is the close-by car.

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00009.png

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00010.png

19595November 25 2015MeshesUnofficial Fallout 4 PatchExploded laser turrets leave glowing chunksWindows PCConfirmedBrandonLowMedium Task Description

After destroying this Laser Turret, we have a floating illumination texture. From 2 angles. And a save.

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00001.png

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00002.png

http://www.falloutsearch.com/img/UFO4P/Save192_63674071_5361726168_FortHagen01_001844_20151124043459_11_2.fos

19619November 25 2015MeshesUnofficial Skyrim Legendary Edition PatchIssues with Male Wood Elf HairsWindows PCConfirmedHanaLowMedium Task Description

Mentioned on BGS: Issues with Male Wood Elf Hairs

Confirmed vanilla issue, will take some deep delving into a solution. May involve adjustments to malehead .tri files.

Examples directly out of the CK;

woodelfmalepreset04 - seriously poor blending

http://afkmods.iguanadons.net/uploads/monthly_10_2015/post-1482-0-37408300-1446069455.jpg

woodelfmalepreset07 - clipping on side

this is an issue with several styles

http://afkmods.iguanadons.net/uploads/monthly_10_2015/post-1482-0-36452900-1446069460.jpg

19687November 29 2015MeshesUnofficial Fallout 4 PatchInstitute Gourd Not HarvestableWindows PCConfirmedLowMedium Task Description

The special Warwick/Institute gourd/melon plant is set up to be harvestable, but no Harvest prompt ever shows and so it cannot be harvested. Changing the Flora record to use the normal gourd model allows it to be harvested normally so it appears to come down to the model itself being bad. I don’t know anything about the meshes, but maybe there’s a separate bounding box for where the activate prompt comes up and that bounding box is somehow wrong.

19694December 03 2015MeshesUnofficial Fallout 4 PatchLooting bodies with severed limbsWindows PCConfirmedBrandonLowMedium Task Description

Trying to figure out how Fallout 4 is handling this.

Either the severed limb seems to just disappear when I loot... and badly...

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-29_00020.png

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-29_00021.png

...or it doesn’t, and yet my new pants DO have both legs!

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-29_00011.png

19700December 03 2015MeshesUnofficial Fallout 4 PatchReflection is completely unrealistic on some wet surfac...Windows PCConfirmedBrandonLowMedium Task Description

I’m on auto-detect “Medium” settings.

These are concrete steps. Similar surfaces are in various places. These particular ones are in the park, that Swan park, close to Prost Bar.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00018.png

When they’re wet, they should NOT look like they’re some kind of metal surface that reflects everything 100%. It’s pretty unnatural - even if water pooled on them, they would not reflect like that, and nothing else immediately adjacent to them is wet like that. I do think a lot of the stuff that’s wet in this game looks good, but not this.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00007.png http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00006.png

It’s hard to tell from the screenshot - you’ll want to check it out yourself probably - but this exterior door of Prost Bar is wet, and it’s reflecting a very strong reflection. A wood door, when it’s wet, does NOT reflect like that.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00008.png

19711December 05 2015MeshesUnofficial Fallout 4 PatchMissing tree in SanctuaryWindows PCConfirmedLowMedium Task Description

Tree highlighted for scrapping but missing its mesh completely.

http://abload.de/img/screenshot6d7s3u.png

RefID:
http://abload.de/img/screenshot7ffs2s.png

19727December 07 2015MeshesUnofficial Fallout 4 PatchAll puddles use same reflection, reflection is wrong, n...Windows PCConfirmedBrandonLowMedium Task Description

Playing on auto-detected Medium settings.
As per subject, puddles don’t reflect environment.
Frankly I am surprised. It may be something that nothing can be done about. Like the fact that the player has no shadow in first person mode.
www.falloutsearch.com/img/UFO4P/151207-UFO4P-Puddle-Reflections.mp4

19820January 12 2016MeshesUnofficial Fallout 4 PatchHeavy Leather Left Arm Mesh issue/clippingWindows PCConfirmedLowMedium Task Description

The left shoulder (backside) of the heavy leather armor has a strange and noticeable piece clipping through the rear. This is present on any and all variants of the heavy left leather arm.

19829January 15 2016MeshesUnofficial Fallout 4 PatchX-01 Right Pauldron Floating BoltWindows PCNewLowMedium Task Description

The right pauldron has a bolt that moves up &amp; down during movement. Also noticable during conversation with NPC’s at certain angles. The extra bone (right has 6, left arm has 5) is apparently to blame. There’s a file on the Nexus that fixes this.

Link

The author also has a separate file that reduces clipping during movement, but the two files are not compatible with one another at the moment. May also classify as a “enhancement” and not a fix?

19832January 15 2016MeshesUnofficial Skyrim Legendary Edition PatchHair clips through some headgearWindows PCNewMultiphorLowMedium Task Description

Characters that use a long hairstyle will have their hair clip through Stalhrim Light Helmets, Stalhrim Heavy Helmets, Steel Helmets, Redguard Hoods and Wolf Helmets. The fix for this would be to select the ‘Long Hair’ Biped Object for the following armor addons:

1) DLC2StahlrimLightHelmetAA

2) DLC2StahlrimHeavyHelmetAA

3) SteelHelmetAA

4) RedguardClothesDBHatAA

5) CompanionsHelmetAA

19859January 31 2016MeshesUnofficial Fallout 4 PatchDresses clipping through bodiesWindows PCConfirmedDSoSLowMedium Task Description

Dresses sometimes clip though bodies.

http://afkmods.iguanadons.net/index.php?/gallery/image/3958-clothing-glitch-vault-entry/

19870February 03 2016MeshesUnofficial Fallout 4 PatchNo footstep sound effects on concrete at Diamond City s...Windows PCConfirmedDSoSLowMedium Task Description

The concrete, where the main entrance/exit is, has no footstep sounds. This happens everywhere there is exposed concrete in the stands. If you hit debris there’s sounds, then concrete so sounds.

19885February 06 2016MeshesUnofficial Fallout 4 PatchOrange fire texture sticks to Power Armor after flameth...Windows PCNewDSoSLowMedium Task Description

I’ve had this happen once, but just in case I’ll post it.

I got attacked by a guy with a flame thrower and afterwards, my Power Armor stuck with the orange “on fire” texture, even in dialogue cut scenes. Only a reload fixed it.

Wastelands

Cutscene

It does make an interesting “paint job” for the Power Armor, although stealth would be horrible :lmao:

19895February 08 2016MeshesUnofficial Fallout 4 PatchCan't walk up stairs at Custom House TowerWindows PCNewDSoSLowMedium Task Description

You have to jump up these stairs to get to the door. Companions can’t walk up it either. I tried to command Piper to walk up near the door and she attempted to walk up them and then said “I don’t think I can get to that.”
Nearby Skeleton REF ID: 001C238E

I placed this in meshes for possible collision issues.


20119April 15 2016MeshesUnofficial Fallout 4 PatchPowerGenerator01.nif - Poor collision around the base w...Windows PCConfirmedArthmoorLowMedium Task Description

SetDressing/Machinery/PowerGenerator01.nif

The collision is a bit TOO simple on this. It blocks objects placed on the ground close to the base, making them impossible to pick up.

20384May 09 2016MeshesUnofficial Fallout 4 PatchPier piece has incorrect wooden collision soundWindows PCNewLowMedium Task Description

PGarageInFloor2x2Str01 , base id 000AE93D has wooden collision sound instead of concrete.

Other pieces of this set should be checked too.

20487May 23 2016MeshesUnofficial Fallout 4 PatchRazorgrain floats above the ground when placedWindows PCConfirmedArthmoorLowMedium Task Description

Razorgrain floats above ground when placed due to the mesh not being leveled properly along the ground plane.

Vigge42 has given permission to use his fix: http://www.nexusmods.com/fallout4/mods/13823/

20539May 29 2016MeshesUnofficial Fallout 4 PatchVault 118 Gap in wallWindows PCNewLowMedium Task Description

In the Overseers bathroom there is a little gap in between the floor and the floor.

http://afkmods.iguanadons.net/index.php?/gallery/image/4173-2016-05-29-1/

http://afkmods.iguanadons.net/index.php?/gallery/image/4174-2016-05-29-2/

20828July 02 2016MeshesUnofficial Skyrim Legendary Edition PatchLeigelf's BeardWindows PCNewLowMedium Task Description

http://steamcommunity.com/profiles/76561198147535751/screenshot/273973867880279460

Leigelf’s, and probably anyone with this beard doesnt connect to his face correctly on the right side. (HumanBeard42)

This particular issue is because of Leigelf’s chin and cheekbone configuraton.

20893July 11 2016MeshesUnofficial Fallout 4 PatchCompanions in Power Armor have rendering glitches in 1....Windows PCNewLowMedium Task Description

I’m not even sure this is something you can fix, but who knows? Also, I couldn’t make the search function here work, it insists there has been no ticket ever with the phrase “power armor”. Anyway...

So, I have this weird issue since 1.6, where (I think) the power armor frame below the pieces fails to render while worn by companions. The pieces itself render ok, but the hand, the fusion core and parts of the joints fail to do so. Also, if a part is missing, instead of the naked frame, there is a (very thin) limb of the NPC in question (which I suppose should be rendered inside the frame part). With Piper, the power armor helmet also failed to render, without revealing her head. The effect was a headless suit of power armor with Piper’s hat floating above the neck hole. I can reproduce this reliably by putting someone in power armor and then running away. Then I turn around and look at them, the glitch happened. Making them exit and reenter the armor fixes it temporarily.

Maybe some sort of LoD issue regarding the power armor frame mesh? Right now, I downgraded to 1.5, but upgrading to 1.6 and then downgrading back shouldn’t be a problem. As I said, I can reproduce this easy enough, are there any tests I could do to help fix this?


20924July 20 2016MeshesUnofficial Skyrim Legendary Edition PatchObject clipping issue on Cell POITundra18(unnammed/unma...Windows PCNewLowMedium Task Description

https://forums.nexusmods.com/index.php?/topic/3363860-unofficial-skyrim-legendary-edition-patch/page-326#entry39421920 (Yeah, silly me should throw the ticket into this bug tracker but I were just lazy...

The funny part is you can clipped into that "snow base" and directly go to inside the ruin.
I tried record how to make it happens...it's a bit of tricky but possible and you can always do that if you know the exact location of "hole"...

https://www.youtube.com/watch?v=_aqVXE2j1HA
Minor bug but just looks weird if you ask me... :p

21052August 05 2016MeshesUnofficial Skyrim Legendary Edition PatchMythic Dawn banners are separate meshes from the Generi...Windows PCConfirmedMadCat221LowMedium Task Description

Filing a report from the SkyNex thread. The Mythic Dawn banners appear to be one-sided meshes with the two-sided flag enabled in its material shader flags, thus having the same problem as the GenericBannerRed set had: the “back” side doesn’t react to lighting properly. In Silus’s house, the Mythic Dawn banners have their “back” sides facing out into the room. I’d just replace them outright with the GenericBannerRed meshes... except they aren’t identical meshes with different texture pathing.

Either they simply get flipped, or Hana will have to make the fix since we discovered last time that the Max NIF scripts zero out the pivot origin coordinates and that can mess with roombound partitioning. I attempted to use the Flip Faces and Flip Normals options, but they appear to be nonfunctional. They look correct in NIFSkope, but do not work in-game or in the CK.

21071August 08 2016MeshesUnofficial Fallout 4 PatchVault Tec Light MeshesWindows PCNewLowMedium Task Description

light fixtures above your head cast shadows from below

http://www.nexusmods.com/fallout4/mods/17083/

21100August 18 2016MeshesUnofficial Fallout 4 Patchcertain concrete structures not casting shadows correct...Windows PCNewLowMedium Task Description

some id’s - 00024a3e and 00043ec2

screens

http://i.imgur.com/p1nfQp8.jpg

http://i.imgur.com/NltEQQB.jpg

http://i.imgur.com/SXyiIgr.jpg

21251September 29 2016MeshesUnofficial Fallout 4 PatchGore havok meshes do not work well with Contraptions DL...Windows PCNewLowMedium Task Description

I was playing around with the conveyor belts and when humanoid gore parts are put in machines and extracted to follow along the conveyor they will instead spawn below the machine at what I think is the origin and not move along the belt. This has the potential to create unneeded geometry after a while. Could this be a problem with the meshes origin, or havok for spawning correctly on the conveyor belts? This happens with both the gore head mesh that is comprised of many havok parts (likely used when exploding an enemy’s head and gore flies everywhere) and also the torso gore part on my end.

The humanoid bones are fine and will work as intended, even if they can fall off easily at intersections / curves if many are colliding, but I would think this is normal behavior.

Thank you very much! :D

21257October 01 2016MeshesUnofficial Fallout 4 PatchBad meshes near USS ConstitutionWindows PCNewLowMedium Task Description

Sadly couldn’t get any ID in the area, but here’s a save right in front of the location.

https://www.dropbox.com/s/jccnhkhbj9cq6f0/Quicksave0_FF679095_4861727269736F6E_Commonwealth_031227_20161001220132_84_2.fos?dl=0

21268October 05 2016MeshesUnofficial Fallout 4 PatchWild Razorgrain and Wild Mutfruit are not harvested pro...Windows PCNewLowMedium Task Description

The Wild Razorgrain and Mutfruit plants do not have a mesh change when harvested. Wim95 has produced a fix for that, should it be merged?

Wild Mutfruit:

http://www.nexusmods.com/fallout4/mods/17925/?

Wild Razorgrain:

http://www.nexusmods.com/fallout4/mods/17975/?

21364November 01 2016MeshesUnofficial Skyrim Special Edition PatchCreep cluster harvestingAllConfirmedHanna AnderssonLowVery Low Task Description

I’m having a hard time harvesting creep clusters that I grow in Lakeview manor (I assume it’s the same in all Hearthfire homes)-.

21675December 05 2016MeshesUnofficial Fallout 4 PatchBugged armor visuals on player built automatron right a...AllNewAlgisLowVery Low Task Description

Trying to report a bug here for the first time, hope I am doing it right..

In Automatron DLC player can build robots, it seems that one armor mesh, specifically right hand hydraulic frame mesh for assaultron arm has bugged visuals. Here is the build menu item (image):

i258.photobucket.comalbumshh272banadanbugged_item_build_menu_zpsyahvj7u9.jpg

In-game the bugged view shows like this:

i258.photobucket.comalbumshh272banadanbugged_item_on_right_arm_zpspptcxis5.jpg

In comparison, same item on left arm shows up correctly, here is the in-game view:

i258.photobucket.comalbumshh272banadannon-bugged_item_on_left_arm_zpsag3ii4i9.jpg

This happens with other arm types as well, I have tested it at least with an Assaultron arm and a Sentry bot arm. I haven’t tried other robot arm types yet but possible that the issue is present there too. Note that this “hydraulic frame” part is used only in case of some weapons (specific melee weapons only), for example in this case I used Stealth Blade weapon and then that part can be added in-game. However, if a different/ranged weapon is used, say Gatling Laser, then this part is not used at all (it’s not available in build menu and not visible in-game after Gatling Laser is chosen).

21904January 18 2017MeshesUnofficial Fallout 4 PatchWasteland Workshop DLC mesh "WorkshopConcreteWall02.nif...Windows PCNewInsanePlumberLowVery Low Task Description

Mesh “Meshes\DLC02\SetDressing\Workshop\ConcreteWalls\WorkshopConcreteWall02.nif” missing one CPA (Connect Points)

22098March 04 2017MeshesUnofficial Fallout 4 PatchMissing Vault 88 Door Switches + FixWindows PCNewXunAmaroxLowVery Low Task Description

The doors included for Vault 88’s Vault-Tec Workshop DLC appear to be missing the switches to their doors, likely as an oversight by Bethesda. You can seea report from one user about this and another regarding the same oversight.

You can see this oversight here:
i.imgur.comf1wzlnv.jpg

I have also attached the image for your convenience.

The door panels have placeholders for the panels on the left side of the door on each side (e.g. opposite sides). This leads one to believe that Bethesda had originally intended to use Meshes\Interiors\Vault\Doors\VltDoorRes01B.nif from Fallout4 - Meshes.ba2 but instead for whatever reason ended up using Meshes\Interiors\Vault\Doors\VltDoorRes01.nif - I call it an unintentional oversight, or a bug.

The offending object in question is DLC06_workshop_co_VaultDoor [COBJ:010049FB] which creates DLC06workshop_VaultDoor01 “Door” [DOOR:010049FA] and uses DLC06\Interiors\Vault\Workshop\VltWorkshopDOOR01.nif for its model (basically a copy/paste of VltDoorRes01.nif included in DLCworkshop03 - Main.ba2).

The solution is a simple matter of copy/pasting and renaming. The process follows...

1. Extract Meshes\Interiors\Vault\Doors\VltDoorRes01B.nif from Fallout4 - Meshes.ba2
2. Rename VltDoorRes01B.nif to VltWorkshopDOOR01.nif
3. Relocate the new nif file to Data\Meshes\DLC06\Interiors\Vault\Workshop\VltWorkshopDOOR01.nif

Fixed. Tested in-game, now works as intended.

22285April 05 2017MeshesUnofficial Fallout 4 PatchRWRiverPieceRailHalfCircle02Short01.nif - UV error and ...AllConfirmedSclerocephalusLowMedium Task Description

See: https://afkmods.iguanadons.net/index.php?/gallery/image/4625-rwriverpiecerailhalfcircle02short01jpg/

This mesh also has plenty of gaps, e.g.
https://afkmods.iguanadons.net/index.php?/gallery/image/4627-rwriverpiecerailhalfcircle02short01_2jpg/

22317April 10 2017MeshesUnofficial Fallout 4 PatchMinigun and Sturdy Metal Left Arm mesh issueAllNewLowVery Low Task Description

if you equip a minigun and a sturdy metal left arm, when you run in the first person mode the mesh of the arm armor glitches out, causing flashes in the screen

22318April 10 2017MeshesUnofficial Fallout 4 PatchLabel decal on ammo drum for standing mounted turrets a...AllFix PendingMadCat221LowMedium Task Description

It seems that the tripod and standing mounted turrets have different heights in their magazine drums. However, this causes a misalignment with the label, which is set up for the tripod turret’s higher drum.

Attached is a corrected nif for the standing mounted turret, lowering the label portion that is on the magazine drum. It has been tested in-game to make sure the material swap done on it for the different mark models is still functional.

File should go in Meshes/Actors/Turret/CharacterAssets.

22368April 25 2017MeshesUnofficial Skyrim Legendary Edition PatchPossible bug with Honningbrew Meadery house modelsAllNewzZz1LowVery Low Task Description

Possible bug with models of houses Mead brewery Hanning.
Maybe this was already known, but just in case please check them out. They may have a bad collision collision or something, because for example when you hit with a weapon, bow, magic - no sound and particle collisions (and the arrows disappear). FormID = 0007cd57, 0007ce47.

19938February 22 2016Meshes / TexturesOpen Cities SkyrimSkyforge only has a partial collision meshWindows PCConfirmedsialiviLowMedium Task Description

Open Cities removed the wooden barrier on top of the wall above the Skyforge, making the back mountain part of the Skyforge accessible. But jumping down on it you find that there’s no collision mesh on a large part of it, and the fall damage is enough to kill low level characters. Either the barrier needs to be replaced, or the mesh needs fixing.

http://i.imgur.com/1xgX2Zn.png


Reported version: 2.0.0


22088March 02 2017NPCsCutting Room FloorFroa and Herebane Sorenshield lack facegenAllConfirmedArthmoorLowMedium Task Description

Somehow these 2 got missed in both the LE and SSE versions. So they’ve never had it and need to have it generated.

dunRRHerebaneSorenshield
CRFKynesgroveFroa

22095March 04 2017NPCsCutting Room Floor[ACHR:XX0099F8] Places "Trilf" [NPC_:00019A1B] in [CELL...AllNewJuho RantanenLowVery Low Task Description
error: Cannot play a None idle on an actor
stack:
	[ (0C0099F8)].CarryActorScript.PlayIdle() - "<native>" Line ?
	[ (0C0099F8)].CarryActorScript.ChangeCarryState() - "CarryActorScript.psc" Line 51
	[ (0C026ADA)].ARTH_PF_CRFIrontreeMillTrilfC_03026ADA.Fragment_2() - "ARTH_PF_CRFIrontreeMillTrilfC_03026ADA.psc" Line 8
21969January 26 2017NPCsCutting Room FloorNo actors flagged as rich for radiant quest rewardsAllInvestigatingRobert MorleyVery LowVery Low Task Description

Both Inheritance (WIKill03) and An enemy’s gratitude (WIKill04) allow for the possibility of “rich” victims, however there are no NPCs in the game that are flagged as rich (i.e., TraitRich keyword is applied to victim).

It’s debatable whether this constitutes a bug or a choice, but I thought I’d mention it and see what you thought.

18258November 29 2014OtherCutting Room FloorCRF - Dawnguard. Tracker for Cut Content.Windows PCNewArthmoorLowMedium Task Description

Somewhere reliable to start gathering info for CRF-Dawnguard. So what's been cut? Please feel free to add a comment if you have something!

DLC1VampireNightPowerNecklace4 "Amulet of Supernatural Reflexes" [ARMO:0200A2A8]

There's supposed to be other amulets too.

18263November 29 2014OtherCutting Room FloorCRF - Vanilla. Tracker for reported cut content that's ...Windows PCNewArthmoorLowMedium Task Description

Drop anything in here that hasn't already been covered. Note that not all of it will be accepted because it may not be complete enough!

The following has been considered already:

Windhelm Arena - The arena cut from Windhelm would require a great deal of work to complete, possibly even including 3D modeling to fix some portions of the scenery. There are also two other mod projects out there that aim to fully restore this. Only one is complete but I don't know how true to the original design it stayed. The other project may or may not still be in progress.

Boethiah's Bidding - There is enough information intact to resurrect this, but it's somewhat dicey because it involves killing a Jarl and the civil war.

The Whispering Door cut portions - There does not appear to be enough left of the cut portions of this to revive it.

Collecting the Edda - There is enough material, barely, to string something together, but the quest over all is just not interesting enough to do anything with. I'm pretty sure that whatever the plan was, enough of it is missing to make an attempt at restoring it too shallow to bother.

"Mourning" - Marked out as conditioned not to start. Probably for good reason. All it is is a bunch of quest aliases and no dialogue. Whatever it was, it's been gutted too much.

"Hauntings" - While it appears intact enough to put back, IMO it feels pretty lame and out of place and may have been cut for that reason

"Trick Shot" perk - A missing perk for the archery tree that gives a 25% chance to disarm. While it is functional as created, it will be a source of save bloating due to the fact that disarming separates the weapon from the NPC and then leaves it behind forever without cleaning it up. Since archery use is far more likely to be a regular thing for people who play as them, it's much more of a risk than the Disarm shout over time.

18264November 29 2014OtherCutting Room FloorCRF - Dragonborn. Tracker for cut content.Windows PCNewArthmoorLowMedium Task Description

Somewhere reliable to start gathering info for CRF-Dragonborn. So what's been cut? Please feel free to add a comment if you have something!

Pack spiders. ←- Done

18692January 26 2015OtherCutting Room FloorCRF - Hearthfire. Tracker for Cut Content.Windows PCNewArthmoorLowMedium Task Description

Somewhere reliable to start gathering info for CRF-Hearthfire. So what's been cut? Please feel free to add a comment if you have something!

Yeah, I don't expect to run over much for this, but there could be some tidbits here and there.

The intro letters from the Jarls. Only Falkreath is used, but based on the way the scripts are set up, I believe each one was supposed to send one to you except Beth trimmed it down to just the one for reasons unknown.

21336October 27 2016PapyrusUnofficial Fallout 4 PatchInstitute FEV Lab unreachableWindows PCFix PendingHighMedium Task Description

when trying to reach the FEV to recover the experimental serum to virgil, you’ll be facing a closed door with no way to be opened

this is a bug introduced in one the recent patches, because I remember it was ok some time ago

the closed door in question is right after a novice locked door (named fev lab) reachable from the bioscience tunnels

22195March 22 2017PapyrusUnofficial Fallout 4 PatchReset issues with ALL trap scriptsAllFix PendingSclerocephalusHighHigh Task Description

After discovering that there are two trap scripts that start an infinite reset loop from their OnReset events (TrapBase and TrapBear, the latter also had additional problems and still has its own ticket therefore), I checked the OnReset events on all trap scripts for errors.

Result: they all do superfluous stuff that does not need to run in an OnReset event, and some of the stuff they are doing fails with an error every single time!

(1) They reset the destruction state of the trap in that event. Though, when this event fires, the cell has reset already and all objects have been reset to the state they had when they were placed in the editor. Unless the trap starts ‘broken’ (but this is never the case), there is no need for doing this.
(2) They play the ‘Reset’ animation. This is used to reset the object to its starting state (i.e. the state it has in the editor) and always fails with an error when called from the OnReset event.
(3) All trap scripts that do no extend TrapBase call for another Reset in their OnReset events, i.e. they create infinite reset loops on their own.

Issue (3) leads to several explots, since the grenade and weapon traps that trigger when a tripwire breaks will reset on every reload. This means that you can harvest plenty of xP (from disarming the traps), grenades and leveled weapons without having to fight anyone.

EDIT: List of all affected scripts:

TrapBarnacle
TrapBase
TrapBreakableWalkway
TrapCanChimes
TrapExplGas
TrapGun
TrapMonkeyTriggerScript
TrapThistleScript
TrapTrigPlate
TrapTrigTension
TrapTripwire

DLC02
DLC02TrapSpikes

22271April 04 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript - corrections to the UFO4P 2.0 mod...AllFix PendingSclerocephalusMediumMedium Task Description

Ticket #21895 is about delaying the workshop reset while an attack is running (and the player is present at that workshop at this time). While the procedure works as intended, the handling turned out to be somewhat inefficient in cases where the player leaves a workshop during the attack:

(1) the player leaves during an attack and returns while the attack is still running: in that case, a superfluous second reset may be started (but both will run after the attack is over). This can be avoided by adding a check to the OnLocationChange event.
(2) the player leaves during an attack and does not return before the attack is over: in that case, the attack is resolved off screen. WorkshopAttackScript will still make an independent call to the UFO4P_ResolveAttack function on WorkshopParentScript, but this may occur with some delay then. As a result, it will take more time until the attack data are cleared (note: until this happens, daily updates on any workshops are suspended because the scripts assume that the attack is still running). This situation can be significantly improved by letting the ResolveAttack function clear the data.

13279July 21 2013PapyrusUnofficial Skyrim Legendary Edition PatchExploit on Dynamo ActuatorWindows PCConfirmedLowMedium Task Description

In Fahlbtharz Grand Hall, there are three Dynamo Actuators that require three Dynamo Centurion cores to activate them. One is already in place, the other two are obtained from the Centurion guardians below. However if you press ‘E’ or equivalent a number of about 5 times repeatedly on the Dynamo Actuator, a Centurion Dynamo core will appear anyway, on all three, negating the need to kill the centurions at all.

http://afkmods.iguanadons.net/index.php?/gallery/image/1159-activator-cheat/


13547September 11 2013PapyrusUnofficial Skyrim Legendary Edition PatchMGRitual05DragonScript: (00060BAE): Failed to send even...Windows PCConfirmedLowMedium Task Description

Random dragon encounter (just North of Riften Stables). Not the first time I’ve seen such an error - different locations (including the dragons roosting on Word Walls) not always identical errors, often on different “body parts”.

[09/11/2013 - 09:25:13PM] error:  (FF0008E5): Failed to send event HeadBleed04 for unspecified reasons.
stack:
    [ (FF0008E5)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (FF0008E5)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 343
    
A couple of similar errors from recent logs:-

[09/02/2013 - 03:29:23PM] error:  (00060BAE): Failed to send event WingRBleed04 for unspecified reasons.
stack:
    [ (00060BAE)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (00060BAE)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 346
[09/02/2013 - 03:31:07PM] error:  (00060BAE): Failed to send event HeadBleed04 for unspecified reasons.
stack:
    [ (00060BAE)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (00060BAE)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 343
[09/02/2013 - 03:31:39PM] error:  (00060BAE): Failed to send event BloodFade for unspecified reasons.
stack:
    [ (00060BAE)].dragonactorscript.PlaySubGraphAnimation() - "<native>" Line ?
    [MQKillDragon (00035D56)].mqkilldragonscript.deathSequence() - "MQKillDragonScript.psc" Line 65
    [ (00060BAE)].dragonactorscript.onBeginState() - "dragonActorSCRIPT.psc" Line 201
    [ (00060BAE)].dragonactorscript.GotoState() - "Form.psc" Line ?
    [ (00060BAE)].dragonactorscript.OnDeath() - "dragonActorSCRIPT.psc" Line ?

Load order:-

Update.esm
SBBasement.esm
Unofficial Skyrim Patch.esp
No Killmoves, No Killcams,No Killbites.esp

13586September 19 2013PapyrusUnofficial Skyrim Legendary Edition PatchLetters, notes an books containing aliases can be screw...Windows PCConfirmedNico coiNLowMedium Task Description

This problem affects letters, notes and books containing aliases. This includes (but is not limited to) :

- All inheritance letters

- Falk firebread letter

- Nearly all bounties notes

- Elenwen’s invitation at the Thalmor party

- Hearthfire’s deeds of property

- Hearthfire’s invitations from related jarls or housecarls

You first have to place the letters/notes/books on a bookshelf using the associated activator and exit the placement menu. Next :

- You can enter back in the bookshelf menu, read the letters/notes/books from there, and even take them back. No problem at this time...

OR

- You can avoid the bookshelf menu and try to read directly the letters/notes/books. The text is then completely screwed and blank from the first alias until the end. You can exit the read menu to cause no harm, but if you choose to take back the letters/notes/books in this way, then they are definitively screwed...

Here's a savegame for testing purpose. Several related letters/notes available in inventory, and 1 in the bookshelf just in front of you.

13682September 26 2013PapyrusUnofficial Skyrim Legendary Edition Patch[Hearthfires] BYOHDivertPrefabsScript: Errors while pro...Windows PCConfirmedSclerocephalusLowMedium Task Description
[09/23/2013 - 04:08:19PM] Error: Cannot add None to a container
stack:
    [ (00102A81)].BYOHDivertPrefabsScript.RemoveItem() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 55
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Error: Unable to call Disable - no native object bound to the script object, or object is of incorrect type
stack:
    [None].ObjectReference.Disable() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 56
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [None].ObjectReference.Delete() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 57
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Bookshelf processed. Object state was: TRUE
13782October 02 2013PapyrusUnofficial Skyrim Legendary Edition PatchnorRotatingDoorSCRIPT :- Cannot call PlayAnimation() on...Windows PCConfirmedLowMedium Task Description
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (03027A3F)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (03027A3F)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (030182B5)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (030182B5)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (030182B4)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (030182B4)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30

Load Order:-

Update.esm
HearthFires.esm
Dragonborn.esm
SBBasement.esm
Unofficial Skyrim Patch.esp
Unofficial Hearthfire Patch.esp
Unofficial Dragonborn Patch.esp
SBBasementHF.esp
SBBasementDB.esp
No Killmoves, No Killcams, No Killbites.esp

(Note to self. GameLogs\Papyrus.0178.log)

14003October 18 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunFolgunthurBossBattle: Action ref cannot be NoneWindows PCConfirmedNightStarLowMedium Task Description

USKP#37.53 with v2 beta ( I have USKP / UDGP / UDBP installed )

[10/14/2013 - 08:11:32PM] error: Action ref cannot be None
stack:
[ (000AB846)].masterambushscript.Activate() - "<native>" Line ?
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.ActivateNextEnemy() - "dunProgressiveCombatScriptRefAlias.psc" Line 118
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.UpdateBattle() - "dunProgressiveCombatScriptRefAlias.psc" Line 89
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunProgressiveCombatScriptRefAlias.RunUpdate() - "dunProgressiveCombatScriptRefAlias.psc" Line 60
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.RunUpdate() - "dunFolgunthurBossBattle.psc" Line 45
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.UpdateLoop() - "dunFolgunthurBossBattle.psc" Line 37
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnActivate() - "dunFolgunthurBossBattle.psc" Line 27

Also for refID 000AB83D.

14014October 19 2013PapyrusUnofficial Skyrim Legendary Edition PatchTrapBase: (000EA269): cannot find variable named Mid.Windows PCConfirmedNightStarLowMedium Task Description

USKP#37.69 with v2 beta ( I have USKP / UDGP / UDBP installed )

[10/19/2013 - 12:18:25PM] error:  (000EA269): cannot find variable named Mid.
stack:
[ (000EA269)].TrapNorPlatform.SetAnimationVariableFloat() - "<native>" Line ?
[ (000EA269)].TrapNorPlatform.fireTrap() - "TrapNorPlatform.psc" Line 177
[ (000EA269)].TrapNorPlatform.OnActivate() - "TrapBase.psc" Line 87
14020October 20 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunFolgunthurBossBattle :- Cannot call GetLinkedRef() o...Windows PCConfirmedLowMedium Task Description
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 111
[10/20/2013 - 03:10:54PM] error: Cannot call Kill() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 111
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 112
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 112

Load Order:

Update.esm
Unofficial Skyrim Patch.esp (Beta 2.0.0)
SBBasement.esm
no killmoves, no killcams, no killbites.esp
(Note to self. Game11Logs\Papyrus.0156.log)

14023October 21 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunProgressiveCombatScriptRefAlias :- Cannot call count...Windows PCConfirmedLowMedium Task Description
10/21/2013 - 08:41:42AM] error: Cannot call countLinkedRefChain() on a None object, aborting function call
stack:
    [alias MikrulCombat on quest dunGauldursonQST (000E4D31)].dunReachwaterRockMikrulBossBattle.OnLoad() - "dunProgressiveCombatScriptRefAlias.psc" Line 38
[10/21/2013 - 08:41:42AM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [alias MikrulCombat on quest dunGauldursonQST (000E4D31)].dunReachwaterRockMikrulBossBattle.OnLoad() - "dunProgressiveCombatScriptRefAlias.psc" Line 38

Load Order:-

Update.esm
Unofficial Skyrim Patch.esp (Beta 2.0.0)
SBBasement.esm
no killmoves, no killcams, no killbites.esp

(Note to self. Game11Logs/Papyrus.0166.log)

14217November 24 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunWEFXBatActivator: Object reference has no 3DWindows PCConfirmedBlackPeteLowMedium Task Description
[11/23/2013 - 11:41:23PM] error: Object reference has no 3D

stack:

[ (03013835)].Sound.Play() - "<native>" Line ?

[ (FF000908)].dunWEFXBatActivator.OnActivate() - "dunWEFXBatActivator.psc" Line 12
14368December 10 2013PapyrusUnofficial Skyrim Legendary Edition PatchDLC2_QF_DLC2dunKolbjornQST_0201810B:- Cannot call Activ...Windows PCConfirmedLowMedium Task Description
[12/07/2013 - 11:10:07PM] error: Cannot call Activate() on a None object, aborting function call


stack:


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 136


    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810


[12/07/2013 - 11:10:07PM] warning: Assigning None to a non-object variable named "::temp32"


stack:


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 136


    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810


[12/07/2013 - 11:10:07PM] error: Cannot call Kill() on a None object, aborting function call


stack:


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 137


    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810

Load Order:-

Update.esm
USKP (2.0.0a)
Hearthfires.esm
UHFP (2.0.0)
Dragonborn.esm
UDBP (2.0.0)
SBBasement.esm
SBBasementHF.esp
SBBasementDB.esp
no killmoves, no killcams, no killbites.esp

(Note to self. Game12Logs/Papyrus.0317.log)

14648January 25 2014PapyrusUnofficial Skyrim Legendary Edition PatchCWSiegeCityDoorScript: CWAttackCity (0004F8BF): attempt...Windows PCConfirmedBlackPeteLowMedium Task Description
[01/24/2014 - 04:50:03PM] error: CWAttackCity (0004F8BF): attempting to start event scoped quest outside of story manager.
stack:
    [CWAttackCity (0004F8BF)].cwattackcityscript.SetCurrentStageID() - "<native>" Line ?
    [CWAttackCity (0004F8BF)].cwattackcityscript.SetStage() - "Quest.psc" Line 124
    [alias MainGateExterior on quest CWSiege (000954E1)].CWSiegeCityDoorScript.OnActivate() - "CWSiegeCityDoorScript.psc" Line 87

Note: Errors were from “The Battle for Solitude”.

14918February 21 2014PapyrusUnofficial Skyrim Legendary Edition PatchDLC2PillarBuilderActorScript: Cannot call DLC2SleepBuil...Windows PCConfirmedBlackPeteLowMedium Task Description
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D5)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D5)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D6)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D6)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D7)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D7)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
14979February 28 2014PapyrusUnofficial Skyrim Legendary Edition PatchTrapBase: Cannot call IsEnabled() on a None objectWindows PCConfirmedBlackPeteLowMedium Task Description
[02/27/2014 - 11:45:46PM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
[02/27/2014 - 11:45:46PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
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