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Welcome to the AFK Mods bug tracker. In order to report an issue, please select a project from the top right drop down menu, select “Add New Task” and fill out the form with as many details as possible.

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ID  descOpenedCategoryProjectSummaryOperating SystemStatusOpened bySeverityPriority
22532June 22 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchFloating or misplaced plants or treesAllNewzZz1LowVery Low Task Description

Formid = 0005b74d, 00096aa0, 000413d5, 000408bc, 000d4035, 00078ebb, 000634dd, 000bd1cf, 000a990b, 000a9900, 000b8a21, 000b8978, 000b8a1f, 000716db, 0006a5c1, 000bd986, 000a5227, 000a51c2, 00090345, 000e9d12, 00051bc6, 00051b9c.

22531June 21 2017AudioUnofficial Skyrim Special Edition PatchMeridia's voice is not stereoWindows PCConfirmedJeremyVery LowVery Low Task Description

During the “Break of Dawn” quest (DA09), Meridia’s dialogue (when you are up in the sky with her) is supposed to be stereophonic but is playing as a regular mono dialogue.

To fix this, her dialogue in the DA09 quest should be tagged as “SOMDialogue2D” instead of default “Audio Output Override”.

This only happens on PC, I tested on PS4 and her voice is playing stereo as it should be.
I already made the fix and attached it to this task.

22530June 20 2017AnimationsUnofficial Fallout 4 PatchSprinter's Legendary, and other speed multiplying effec...Windows PCNewJohn DoeLowVery Low Task Description

As it says, legendary effects like the Sprinter’s legendary, as well as Power armor speed modifications, do not affect 3rd person sprinting speed.
Tested by modding in multiple legendaries with the effect, when walking in 3rd person, and walking/sprinting in 1st person, the player is significantly faster, when sprinting in 3rd, the default sprint speed is used.
( Actor Value speedmult isn’t affecting the third person animation for some reason)

22529June 19 2017ActorsUnofficial Fallout 4 PatchPiezonucleic Power Armor's listed effect is completely ...AllNewEyeDeckLowVery Low Task Description

The Piezonucleic Power Armor from the Cambridge Polymer Labs listed effect is as such:

  • Radiation exposure increases Action Point refresh speed.

If you check the actual OMOD (mod_Custom_PA_APRegenRad “Piezonucleic Lining” [OMOD:0022879C]), the only actual functional effect it adds is this enchantment:

  • ench_mod_LegendaryPA_RadsCoreHealth [ENCH:0022879D]

which adds the following magic effect, at magnitude 0.5:

  • LegendaryPA_RadsCoreHealthEffect “Radiation Core Health” [MGEF:0022B640]

which applies this as a constant effect:

  • PABatteryDamageRate “Power Armor Battery Damage Rate” [AVIF:0015A8B2] (Described as: Multiplier on drain inflicted on the power armor fusion core)

...and also adds this perk:

  • LegendaryPA_RadsCoreHealth [PERK:0022B63F]

which is supposed to add 50 to the “Mod Ammo Health Mult” entry point while the player is taking radiation damage. It doesn’t seem that this condition works, however, and even if it did then all it would do is reduce fusion core drain rate while firing a Gatling Laser slightly anyway, because ammo health has no effect on how long a fusion core in power armor lasts.

Also, just to be sure there isn’t something hard-coded that I missed, when tested empirically I found that radiation exposure (both while actively taking rads, and just heavily irradiated since the description is ambiguous) has no effect on AP regeneration speed compared to any other power armor.

So, what this legendary mod actually does is reduce PA core drain rate by half, and add a perk that doesn’t seen to work.

22528June 19 2017Perks & StatsUnofficial Fallout 4 PatchNuclear Physicist perk description regarding Fusion Cor...AllNewEyeDeckLowVery Low Task Description

The descriptions for ranks 1-3 of this perk are as follows:

  1. You’ve learned to split the atom... and command it. Radiation weapons do 50% more damage and Fusion Cores last an extra 25% longer.
  2. Radiation weapons now do double damage and Fusion Cores last an extra 50% longer.
  3. Fusion Cores can be ejected from Power Armor like devastating grenades and Fusion Cores last twice as long.

This is not representative of the perk’s actual effects on fusion core drain rate with regards to power armor.

Rank 1 of this perk does the following:

  • adds two perk entry points via “Mod Spell Magnitude” and “Mod Typed Weapon Attack Damage” to increase radiation damage (not relevant here)
  • adds an ability to the player, AbPerkNuclearPhysicist
  • adds a perk entry point via “Mod Ammo Health Mult”

The “Mod Ammo Health Mult” entry point sets Mod Ammo Health Mult to 1.25 on the condition that the player doesn’t have NuclearPhysicist02, and WornHasKeyword ArmorTypePower, or WornHasKeyword ma_GatlingLaser. The first interesting thing here is that the “Mod Ammo Health Mult” entry point has no effect on power armor core drain rate (which I tested), so its inclusion in the conditions list serves no purpose other than to be confusing, and potentially cause bugs with mods that add new “healthed” ammo types that work similar to Fusion Cores (e.g. a new weapon using a new ammo type with the same health mechanic would be able to fire more shots per unit of ammunition while the player is wearing power armor than outside of it with this perk active).

The second thing to look at is the ability AbPerkNuclearPhysicist. This adds a spell effect “ReducePABatteryDamageRateEffect”, that reduces drain by 33% if the player does not have perk NuclearPhysicist02, and by 50% if the player does.

Rank 2 again does the radiation damage thing, and again adds “Mod Ammo Health Mult” with the unnecessary check for WornHasKeyword ArmorTypePower. The Mod Ammo Health Mult entry point also does not check whether the player has NuclearPhysicist03 (as 01 does for 02), which means that at rank 3, the effect for both rank 2 and 3 are active (both using “set” functions), though this isn’t usually a problem since the rank 3 perk is added later, so its effect overrides the earlier one.

Rank 3 also adds “Mod Ammo Health Mult” with the same unnecessary WornHasKeyword ArmorTypePower check, and as mentioned before technically conflicts with rank 2’s effects because of rank 2’s missing check for rank 3.

So, to summarize:

  • Rank 1 increases Power Armor fusion core lifespan to a total of 149% (not the listed 125%)
  • Rank 2 increases PA fusion core lifespan to 200% (not the listed 150%)
  • Rank 3 does not actually affect PA fusion core lifespan
  • All ranks erroneously apply their “Mod Ammo Health Mult” entry point when the player is in Power Armor, which serves no purpose
  • The “Mod Ammo Health Mult” entry point for rank 2 applies simultaneously with the same entry point for rank 3 because of a missing check, which has the potential to cause a difficult-to-diagnose bug based on perk order
22527June 19 2017ItemsUnofficial Fallout 4 Patch"This item is too heavy to carry" for things that don't...Windows PCNewBrian McCloudLowVery Low Task Description

With power armor on at least (I haven’t tried it without the power armor), I can move super mutant corpses around, but I’ve noticed two things so far I can’t, even though I’m pretty sure they’d be lighter than a dead super mutant (it gives me the message “This item is too heavy to carry”):
1. dead wild/vicious/etc. mongrels (either the one across the bridge from Sanctuary or ones I kill in an encounter)
2. human skeletons (such as the one by the entrance to Fens Street Sewer)

Things like destroyed sentry bots, or dead radstags/brahmin I can believe as being too heavy to even drag along the ground, but not these.

22526June 19 2017ActorsUnofficial Fallout 4 PatchArt keeps respawningWindows PCNewVal AinigLowVery Low Task Description

There is this battle between the two Arts (ff038214 synth, ff03838d human) all across the commonwealth (though I meet them mostly in Boston downtown, I also met them in Boston South, Cambridge, South of ArcJet System), however, even when dead, both (so the encounter) keep respawning.
(Maybe it is because I killed Synth-Art during my first encounter, he now respawns hostile. I remember another playthough, where the Humand-Art killed the Synth and then kept complaining “why does he have my face” and then I never saw him again.)
This time however
- First encounter: killed Synth Art , can not talk to Human Art anymore (Boston)
- Second encounter: south of ArcJet System, human Art kills synth and then dies to a legendary bloodbug
- Third encounter: both alive, South Boston, run into Super Mutants, both die
- Fourth encounter: both alive, Boston, Synth Art dies, Human walks away, can not talk to him

22525June 18 2017ActorsUnofficial Fallout 4 PatchTrashan Carla's brahmin spawning in Sanctuary houseWindows PCNewVal AinigLowVery Low Task Description

Trashcan Carla’s pack-brahmin (00133506) keeps spawning in the house with the workshop, like 50% of the time.
This happens in vanilla, all DLC, all patches and the unofficial patch.

22523June 17 2017ItemsUnofficial Fallout 4 PatchQuest item not removed when quest finished (Trish's Not...Windows PCNewVal AinigLowVery Low Task Description

During “Diamond City Blues” it is possible to obtain “Trish’s Note”, this item can be removed at any point, however, when the quest finishes, the item becomes quest relevant and can no longer be removed (dropped).

22522June 17 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGaps at northern CoastWindows PCNewPenetrator3LowVery Low Task Description

Gap under rockpile 00099a90
Gap under rockpile 00099a91
Gap on a glacier piece 00017eb7

(Skyrim LE and Skyrim SE)

22521June 17 2017ActorsUnofficial Fallout 4 PatchGus, sentry bot of Kat, can be killed (by NPCs) and the...Windows PCNewVal AinigLowVery Low Task Description

Gus (ff02e3fb) is the sentry bot protector of Kat, a wandering merchant (female child) in Boston (always met her in south boston).
Gus can be killed by NPCs, which happens quite often on higher difficulties by legendary mobs, when Gus is dead, Kat can not be spoken to.

22519June 16 2017ItemsUnofficial Skyrim Legendary Edition PatchDragon Priest Dagger is tempered with a Dwarven IngotWindows PCConfirmedJohn DoeVery LowVery Low Task Description

This makes no sense from a lore perspective. I mean, I know the dagger is the same color as the Dwarven stuff but there’s absolutely no way that a Dragon Priest could have used something made of Dwemer metal. I suggest that to maintain consistency with the Draugr set(which this could be considered a part of), the metal ingot used for tempering should be changed to Steel since all of those are tempered with a Steel Ingot. If we’re going by the color of the metal, then even Corundum makes more sense than Dwemer metal.

22518June 15 2017ActorsUnofficial Fallout 4 PatchWhiplash lacking 'Female' flagAllNewJVery LowVery Low Task Description

FormID: 1A886D
EditorID: DN147_Raider03

22517June 15 2017ItemsUnofficial Skyrim Special Edition PatchNightingale Boots Muffle doesn't seem to work as intend...XBox OneNewNoah LaneLowVery Low Task Description

So I’ve been playing as an assassin on my Xbox One, and I’ve just gotten the Nightingale Armor. As I’ve been using it, I’ve noticed that I seem to be more easily detected using the Nightingale Boots over the Shrouded Boots. I have 100 in Sneak, and the perk that lets you move more silently. I checked the Elder Scrolls Wiki, and it seems this is a problem that also happened on the 360 also. I’ll also include a list of the mods I have installed, if that would help.

The mods are: USSEP, Skyrim Graphic Overhaul, Wet and Cold, Apocalypse, Diverse Dragons Collection, Unique Uniques, LeanWolf’s Better-Shaped Weapons, Ars Metallica, 50 pct More Perk Points, Cloaks of Skyrim, Haafinheim, Ordinator, Stones of Barenziah Quest Markers, Inigo, Immersive Citizens, Old Gods of The Hunt, Summermyst, and Hearthfire Supplies.

22514June 13 2017Settlements & WorkshopsUnofficial Fallout 4 PatchArray out of index in WorkshopParentScriptAllNewPeter KönigsdorferMediumVery Low Task Description

I’ve found a small bug today when I was tweaking the WorkshopParentScript from the latest release(all in one) and found a log message:

[06/13/2017 - 07:40:32PM] error: Array index 8 is out of range (0-7)
stack:
	[WorkshopParent (0002058E)].workshopparentscript.ProduceFood() - "C:\Gaming\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\workshopparentscript.psc" Line 3343
	[ (0009B1BE)].workshopscript.DailyUpdateSurplusResources() - "C:\Gaming\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\workshopscript.psc" Line 1537
	[ (0009B1BE)].workshopscript.DailyUpdate() - "C:\Gaming\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\workshopscript.psc" Line 885
	[ (0009B1BE)].workshopscript.OnTimerGameTime() - "C:\Gaming\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\workshopscript.psc" Line 553

The reason are the follwing lines:

int FoodTypeCount = WorkshopFoodTypes.Length

;Failsafe: if no food was found, take a random one:
if foodTypeIndex < 0
	foodTypeIndex = Utility.RandomInt(0, FoodTypeCount)
endif

containerRef.AddItem(WorkshopFoodTypes[foodTypeIndex].foodObject)

Arrays are zero based and RandomInt(0, FoodTypeCount) can include FoodTypeCount.
https://www.creationkit.com/fallout4/index.php?title=RandomInt_-_Utility Generates a random integer between the minimum and maximum values (inclusive).

Better would have been:
foodTypeIndex = Utility.RandomInt(0, FoodTypeCount-1)

By the way. Thank you for your great work, I couldn’t play without it :)

22513June 12 2017QuestsUnofficial Fallout 4 PatchMinutemen radiant quests have very uneven distribution ...Windows PCNewBrian McCloudLowVery Low Task Description

It seems like once I’ve allied all the pre-populated settlements and cleared all the infested settlements, the Minutemen radiant quests should have a roughly equal chance of sending me to any of them, except for settlements that I’ve left unoccupied or only occupied by a provisioner. Instead, after 150 radiant quests, I find it heavily weighted toward The Slog, Greentop Nursery, Finch Farm, and County Crossing, with the other settlements hardly ever requesting help from the Minutemen:

Times I got each settlement as part of the name of a Minutemen radiant quest (as of getting 150 radiant Minutemen quests):
Pre-populated settlements (that Preston can send you to ally with, whether on a special or radiant quest):
Abernathy Farm - 0
County Crossing - 25
Finch Farm - 37
Graygarden - 0 (I’m willing to make an exception for this settlement, since most of the standard radiant quest dialogue would seem really weird coming from Supervisor White)
Greentop Nursery - 27
Nordhagen Beach - 4
Oberland Station - 3
The Slog - 40
Somerville Place - 2
Tenpines Bluff - 0
Warwick Homestead - 3

Infested settlements (that Preston can send you to clear out, whether on a special or radiant quest):
The Castle - 0 (11 people listed as being here in pip-boy details in my game)
Coastal Cottage - 1 (just the Taking Point quest, 6 people)
Croup Manor - 0 (3 people)
Hangman’s Alley - 0 (1 person - probably just the provisioner)
Jamaica Plain - 0 (2 people)
Kingsport Lighthouse - 1 (just the Taking Point quest, 2 people)
Murkwater Construction Site - 1 (just the Taking Point quest, 2 people)
Outpost Zimonja - 1 (just the Taking Point quest, 3 people)
Starlight Drive-In - 1 (just the Taking Point quest, 20 people)
Sunshine Tidings Co-Op - 1 (just the Taking Point quest, 2 people)
Taffington Boathouse - 0 (2 people)

Other settlements (that afaik Preston will never send you to clear out or ally with, but each should probably be considered possible for radiant quests once the workshop there is unlocked and there is at least one non-provisioner settler living there):
Boston Airport - 0 (no settlers here in my game)
Bunker Hill - 0 (7 people)
Covenant - 1 (7 people)
Egret Tours Marina - 0 (1 person - probably just the provisioner)
Home Plate - n/a (unclaimed in my game; I’ve read that this can’t be connected to a supply line, I’m guessing a radio beacon can’t be built here, and idk if settlers can be sent here)
Red Rocket Truck Stop - 0 (2 people, both provisioners iirc)
Sanctuary - 2 (15 people)
Spectacle Island - n/a (unclaimed in my game)

I’ve attached a text file with the full list of the Minutemen radiant quests I did, along with some other possibly-relevant details. This was technically done with UFO4P and some other mods installed, but I saw hints of this issue in a playthrough without UFO4P installed (although FS#22468 made it hard to be certain)

22512June 12 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchChest (524DF) clipping/floatingAllFix PendingBlackPeteLowMedium Task Description

http://i.imgur.com/V9FuSRN.jpg

A chest (000524DF) is poorly placed and is clipping into the ground and floating in the air on one side.

22511June 11 2017TexturesUnofficial Skyrim Special Edition PatchVampire dirt face or eyeliner bugAllNewJohnMediumVery Low Task Description

Ok so im new to this so
I have no mods and no images sorry

But here a problem vanilla with all dlcs

I tried everything but the big or glitch is as follows

Being a vampire or vampire lord causes a dirt face on my pc
Transforming and then reverting fixes it but its tedious work even doing everything that poeple suggested
After removing eyeliner shadows and tint theres no dirt face when vampire
But with eyeliner tint and shadow theres a dirt face and my vampire character
I have installed a blank femaleheaddirt_01.dds
But i dont want it this way

So what broke? What happened/happens that this glitch/bug of dirt face persists?

Load order:
Skyrim
Update
Dawnguard
Hearthfire
Dragonborn
Unnoficial skyrim special edition patch

And nothing else
I dont want to remove my eyeliner/tint/shadow for the eye makeup she looks too sexy with them

Please give feedback

22510June 11 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchRock (A4844) with gap showingAllFix PendingBlackPeteLowLow Task Description

http://imgur.com/a/jgHIc

A rock [000A4844] needs to be rotated because there is a gap showing.

22509June 09 2017ActorsUnofficial Skyrim Special Edition PatchKlimmek missing sandbox packageAllNewLowVery Low Task Description

After you accept Klimmek quest to deliver the items to the Greybeards, he will stay idle in one point near the river, in front of the busted house in Ivarstead.

22508June 09 2017ActorsUnofficial Skyrim Special Edition PatchShadr missing sandbox packageAllNewLowVery Low Task Description

after the first conversation between Shadr and Sapphire in Riften, Shadr stands idle in one point on a small bridge in front of the Bee and Barb bar until you talk to him about said conversation

22506June 08 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGaps in the rocks/misplaced trees near SolitudeAllConfirmedzZz1LowVery Low Task Description

Gaps in the rocks/misplaced trees near Solitude. Formid = 0006e527, 000aee54, 0006889c, 06063134 or 000688b5.

22505June 08 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGaps in rocks/floating trees near Darkwater Crossing (p...AllFix PendingzZz1LowVery Low Task Description

Gaps in the rocks/floating trees near Darkwater Crossing. In many places there are slightly flying pebbles (formid=?). formids = 0009f999, 00047237, 0009f995, 000a0761, 0002f795,0009ee72, 000a28ba, 000a48f2, 000a48ff.

22504June 08 2017QuestsUnofficial Skyrim Special Edition PatchBrynjolf isn't thereXBox OneNewjarrydCriticalVery Low Task Description

With Trinity Restored, after Karliah told brynjolf and I to meet her at the nightingale hideout, i went there and brynjolf wasn’t there at all, i searched all around riften for him and couldn’t find him, i can still go into the main area with karliah and we talk to the nightingale mother and when its brynjolfs turn to speak, karliah and i are not allowed to move at all and i have to load back to a previous save in order to not be trapped. This happens everytime...

22502June 07 2017Settlements & WorkshopsUnofficial Fallout 4 PatchUnable to place turrets on rooftopsWindows PCNewRobert McPhersonLowVery Low Task Description

Going to be straight up I’m playing a fairly heavily modified (50+ mods) survival game, so isolation will be difficult. However v 2.0.1a of this mod was one of only two things I updated today. A similar report has been submitted to the other mod, but as it is only a Sim Settlements AddOn it shouldn’t be effecting the core game in this way.

What should be happening: When in build mode turrets recognizing the roof of a pre-existing building (I.E. NOT made by the workshop). They placement is usually tricky, but still doable.

What is happening: Nothing, there is no sign the placement script is recognizing the building roof. Even if the alignment is bad the turret will usually ‘stick’ at the roof a bit. Now it’s impossible to place a turret on a roof, it’s just always a bad placement, even on a roof that already has multiple turrets on it.

Settlements effected: Sanctuary, Tenpines Bluff, Sunshine Tidings Co-Op.

Places that still work: Starlight Drive In - the long ‘carport’ roof that’s still standing attached to the main building.

Unknown: Abanathy Farm, I can’t recall if I tried placing any turrets on the main building today or not.

Unsure how worthy of note it is but player clipping still works fine. I can walk on these roofs no problem, I just cant build on them.

When this started occurring: Today, after downloading the 2.0.1a hotfix.

Full mod list and load order:

GameMode=Fallout4

Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
Unofficial Fallout 4 Patch.esp=1
ArmorKeywords.esm=1
HUDFramework.esm=1
SimSettlements.esm=1
SettlementKeywords.esm=1
FAR.esp=1
Journey.esp=1
OWR_CraftableDecor.esp=1
OWR_CraftableDecor_CW.esp=1
More Where That Came From Diamond City.esp=1
More Where That Came From - Classic.esp=1
AnS Wearable Backpacks and Pouches.esp=1
AnS Wearable Backpacks and Pouches - Ballistic Weave.esp=1
AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp=1
AnS Wearable Backpacks and Pouches - AWKCR.esp=1
Dialogue Camera Sensitivity.esp=1
ValdacilsItemSorting-00-ValsPicks-DLCVersion-VanillaWeight.esp=1
InteriorsEnhanced-All-In-One.esp=1
AzarPonytailHairstyles.esp=1
BetterSettlers.esp=1
BetterSettlersMortalPack.esp=1
BetterSettlersNoLollygagging.esp=1
Pip-Boy Flashlight.esp=1
TrueGrass.esp=1
CommonwealthConifersREDUX.esp=1
Pilgrim.esp=1
Depth of Field Removal.esp=1
Armorsmith Extended.esp=1
Eli_Armour_Compendium.esp=1
BetterSettlersCCAPack2.0.esp=1
Eli Armor Compendium AE VIS Patch.esp=1
Armorsmith All DLCs Patch.esp=1
Tactical Flashlights.esp=1
Tactical Flashlights - Settings.esp=1
Settler Sandbox Overhaul.esp=1
QuickEnterFromStand.esp=1
QuickExitToStand.esp=1
SimSettlements_VIS.esp=1
AA Better Companions - No Conflicts.esp=1
EveryonesBestFriend.esp=1
PilgrimDarkMeat.esp=1
Altairp’s Animal Farm.esp=1
Mercenary.esp=1
OWR.esp=1
TrailerParkDreams.esp=1
SettlementMenuManager.esp=1
IndustrialCity_Sim_Settlements_Addon.esp=1
WVSimSAddon.esp=1

22501June 07 2017Settlements & WorkshopsUnofficial Fallout 4 PatchBunker Hill build height limit reduced?Windows PCNewBrian McCloudLowVery Low Task Description

In my previous playthrough, while playing without the patch (or any of the DLC), but almost all the same mods otherwise (except for the DLC-specific mods), once I gained Bunker Hill as a settlement, I was able to build a shack bridge between the scaffolding near the tall monument and the roof of the central building, and then I built some turrets on top of said roof. I later added the DLC and the patch, but hadn’t checked the settlement after doing so. In my latest playthrough, with UFO4P installed from the start (and the DLC, since they’re required), I am unable to build a shack bridge in the same location, and when I try to place turrets, they won’t snap to the roof like before - they remain red (un-placeable) and slip through like they don’t even acknowledge the existence of the roof.

Did UFO4P reduce the build height limit for this settlement? If so, was that intentional for some reason?

22500June 06 2017ActorsUnofficial Skyrim Legendary Edition PatchVampires began to attack some vampire bootsAllNewzZz1LowVery Low Task Description

Vampires after patch 3.0.9 began to attack villages in some vampire boots, i.e., incomplete equipment.

22499June 05 2017ItemsUnofficial Fallout 4 Patch[Far Harbor] Quest item not removed after quest complet...Windows PCNewCeano ZeroCoolLowVery Low Task Description

After you complete some quests in Far Harbor a lot of quest items is not removed from your inventory, the following is the items that is not removed...

_
INVENTORY & MISC MENU


player.removeitem 0301e3fc 1 ;. DiMa’s memory#2
player.removeitem 0301e3fd 1 ;. DiMa’s memory#3
player.removeitem 0301e711 1 ;. DiMa’s memory#4
player.removeitem 0301e712 1 ;. DiMa’s memory#5
player.removeitem 03034df6 1 ;.Wind Turbine Code
player.removeitem 03032c52 1 ;.safe room security tape

_
MISC MENU


player.removeitem 03039de7 1 ;.Andersea day spa key
player.removeitem 03017e83 1 ;. boathouse safe key
player.removeitem 0304fd13 1 ;.Douglas Key
player.removeitem 03029591 1 ;.Faraday’s program
player.removeitem 0302c903 1 ;.footlocker key
player.removeitem 03015363 1 ;.Nuclear Launch key
player.removeitem 03032c55 1 ;.Ship’s safe combination
player.removeitem 0300f291 1 ;.Shrine password
player.removeitem 03013f7c 1 ;.tannery key
player.removeitem 0304fa99 1 ;.Victoria’s Key
player.removeitem 0305441b 1 ;.Vim CEO Password
player.removeitem 03037489 1 ;.worn key

22498June 04 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchCrease in floor outside Rannveig's FastAllFix PendingRobert MorleyLowVery Low Task Description

Just outside the entrance to Rannveig’s Fast, there’s a very visible crease in the floor. Teleport to the barrel with RefID cb135, then face the main door, and you can’t miss it (see screenshot, attached).

This issue affects both LE and SE.

22497June 04 2017QuestsUnofficial Skyrim Special Edition PatchProving honor quest completes before completing final t...XBox OneNewJigenMediumVery Low Task Description

The quest “proving honor” from the companions questline completes in the quest log while the task “return to jorrvaskr” isn’t checked. All of the companions still act as though the quest isn’t completed, so the next quest cannot be started.

22496June 04 2017ActorsUnofficial Skyrim Legendary Edition PatchValtheim Towers toll-banditWindows PCNewPenetrator3MediumVery Low Task Description

If the player approach the bandit who demands the toll to pass on the road, even the player is sneaking and undetected, the bandit still starts the conversation. And it seems after the player pays the toll or persuade not to and the bandit says you should go, the conversation wont be exited until the player exit the conversation himself.

(Skyrim SE and Skyrim LE)

22494June 04 2017MeshesUnofficial Skyrim Legendary Edition PatchSkyHavenTempleTempLayout01.nif - Gap in Sky Haven Templ...Windows PCConfirmedPenetrator3LowVery Low Task Description

There is a gap besides the stairway near the sharpening wheel with ID 001092e1

(Skyrim SE and Skyrim LE)

22493June 04 2017MeshesUnofficial Skyrim Special Edition PatchSkyHavenRetractableBridge01.nif: Transparent ropes in K...Windows PCConfirmedPenetrator3LowVery Low Task Description

The ropes on the stone ramps are transparent like the one with ID 0004efba

It seems only the Skyrim Special Edition mesh is affected.

22492June 04 2017Textures & MaterialsUnofficial Fallout 4 PatchMissing ceiling textureAllNewJamesVery LowVery Low Task Description

The roof texture in one of the rooms on the second floor of the Abandoned Shack in the very bottom left corner of the map (only just out of the glowing sea) has a missing ceiling texture.

22491June 04 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchDwemer Pillar Clipping in Ruins of ArkngthamzWindows PCFix PendingGilang MahadhikaLowVery Low Task Description

Hi,
I noticed a Dwemer pillar clipping just below the last puzzle of Ruins of Arkngthamz. The FormID is 0201689b. A screenshot is included. Thank you.

22489June 03 2017ItemsUnofficial Fallout 4 PatchFixed missing navmesh in Vault-Tec Workshop (DLCWorksho...AllNewahzaabMediumVery Low Task Description

The Wide Hallway Corner Piece for Vault-Tec Workshop has no navmesh. I have attached an esp that you can merge in to UFO4P

I hope it helps. I cannot believe Bethesda missed this.

22487June 03 2017LocationsUnofficial Fallout 4 PatchWalk through wallAllNeeds User FeedbackJamesLowVery Low Task Description

There is a wall you can walk through on one of the upper levels of the Mass Fusion place, it takes you into a small room and you can’t get back out.

22484June 03 2017ItemsUnofficial Fallout 4 PatchFurry Undergarments errorAllNewJLowVery Low Task Description

06036F73

Female world model is set to use male nif.

22483June 02 2017ItemsUnofficial Fallout 4 PatchRaider chest Ultra-light build mod is free of chargeWindows PCNewShubert GrunnerLowVery Low Task Description

Mod itself cost 50 caps and can be built without any materials so its exploitable.

22482June 02 2017ItemsUnofficial Fallout 4 PatchMuffled Limb mod cannot be installed on arm piecesWindows PCNewShubert GrunnerLowVery Low Task Description

At least Leather and Raider Muffled limb mod can’t be installed on arms pieces. At first it looks like wrong item name – it should be Muffled leg, but at the same time, you can find arm pieces with muffled mod preinstalled.

22481June 02 2017LocationsUnofficial Fallout 4 PatchRE: Dead settler with a note prevent spawning of other ...Windows PCNewShubert GrunnerLowVery Low Task Description

Random encounter involving dead settler with a note saying “Billy, I’ve got the “weapon” yada yada yada – Sue” which start miscellaneous quest to find stash prevent spawning of other encounter on the same spot until quest is finished.

I know his body is supposed to lie there until quest is finish like in other encounters of this kind but other similar encounters (junkie with bloatflies, gunner with ghouls, dead raider with note about caps stash and so on) do not block new encounters they just continue to spawn on top of the bodies.

22480June 02 2017AudioUnofficial Fallout 4 PatchDog bodies use wrong sound when draggedWindows PCNewShubert GrunnerVery LowVery Low Task Description

Mongrels and other dog bodies produce weird metallic sound when dragged.

22478June 01 2017ItemsUnofficial Fallout 4 PatchShouldn't Moldy Food have a "Food Item" Flag?AllNewJVery LowVery Low Task Description

001A6397

22476June 01 2017ItemsUnofficial Fallout 4 PatchMirelurk Queen Steak lacks "Food Item" FlagAllNewJVery LowVery Low Task Description

Had it in Vanilla, then lost it in Far Harbor.esm for some reason.

22475June 01 2017Perks & StatsUnofficial Fallout 4 PatchType mismatch in GenericDoctorScript.pex causes Doctors...Windows PCNewTironVery LowVery Low Task Description

The Function called by Doctors and Wasteland Workshop’s Decontamination Arch in GenericDoctorScript.pex to remove all radiation contains a type mismatch. It pulls the current amount of Rads into an Integer, and then uses that as the amount to heal... and dumps the result back into the Rad counter as a Float.

This results in the function failing to heal any fractional Rads present, due to the decimal being truncated when the Rad value is pulled into the Integer storage variable. The remaining fractional Rad causes the player to end up down 1HP from their actual maximum.

The decompiled version of the script I looked at seemed to declare the storage variable on the spot, so it should (hopefully) be an easy fix.

22474June 01 2017Settlements & WorkshopsUnofficial Fallout 4 PatchThe Castle misplaced pipeWindows PCNewJETLowVery Low Task Description

Floating metal ring near the pipes in the intersection that go towards the sinks of The Castle Settlement.

22473June 01 2017MeshesUnofficial Fallout 4 PatchWorkshop Vault Door Mesh errorWindows PCNewJETLowVery Low Task Description

Part of the Workshop Vault Door mesh sticks and stretches when opening and once opened. It looks fine when the door is closed though you can’t see it unless you TFC.

22472June 01 2017ActorsUnofficial Fallout 4 PatchLost Souls Quest - Synths stay in Bunker Hill BasementAllNewMichael McClellanLowVery Low Task Description

After destroying the Institute for the Railroad, Dr. Carrington assigns you a quest to rescue a captured Synth (Lost Souls Quest). From dialogue with Dez it makes it seem that these rescued synths will move to Mercer Safe House. Talking to the rescued synths also indicates they think they are going to Mercer Safe House. However, they enter the basement beneath Bunker Hill and stay there, just standing around near the entrance door.

Is there a way to get them to move to Mercer Safe House?

22471June 01 2017ActorsUnofficial Skyrim Special Edition PatchFloating guard outside of WhiterunXBox OneNeeds User FeedbackJace FooteLowVery Low Task Description

After being granted the title ‘Thane of Whiterun’ and heading to The Throat of the World, as I pass by Honningbrew Meadery a Whiterun Guard simply floats into the air. This doesn’t always occur.

22469June 01 2017ActorsUnofficial Skyrim Special Edition PatchFloating Giant's hammer outside of WhiterunXBox OneNewJace FooteLowVery Low Task Description

Following meeting the Companions for the first time when they are combating the giant outside of Whiterun, the giant falls dead in the field along with his hammer. After entering Whiterun and returning to the same spot, the hammer can be seen floating into the air. This happens each time I return to the same spot.

22468May 31 2017QuestsUnofficial Fallout 4 PatchMinutemen radiant quests dry up after a whileAllNewBrian McCloudLowVery Low Task Description

Originally playing a run without DLC or UFO4P, I got to a point where neither Preston nor Radio Freedom would give me any more radiant quests to help settlements. Radio Freedom still plays music (I later added a mod for more variety in the music) and announces the time, but instead of saying anything about a settlement being in trouble, it just says “nothing to report”, “all’s quiet across the commonwealth”, or some other similar statement. I’ve seen posts elsewhere indicating that I’m not the only one with this problem (and one asking about console commands to fix it, but that wasn’t answered), but I’ve searched the UFO4P forum thread of comments, and for other similar bugs (including closed bugs), and haven’t found any there, so idk whether this is something that UF04P can fix.

I have held off on completing any of the “Nuclear Option” quests, and the only non-DLC settlements I have not claimed are Home Plate (which has never seemed worth buying given that it can’t be connected to a supply line) Somerville Place (which I discovered was the target for the first “Feeding the Troops” quest in my current playthrough, but completing that has not unlocked a Minutemen quest to claim it as far as I can tell, although maybe that’s normal for the BoS quest to permanently lock me out of claiming the settlement for the Minutemen if I hadn’t done so beforehand, I’m a little confused on that point), and Spectacle Island.

22467May 31 2017TerminalsUnofficial Fallout 4 PatchTerminals not updating status when "unlock door" is sel...Windows PCNewCasey CrayneLowVery Low Task Description

For me this problem begins to occur upon reaching level 100, after hacking a terminal I try to select “unlock door” and terminal will then display “Accessing maglocks...” after which the door status is supposed to update to say “busy” or “opening doors” but will remain with status “locked” instead.

Current workaround is to use TCL.

22466May 31 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchPlayer gets stuck on terrain (Solstheim)Windows PCFix PendingEthruvisilLowVery Low Task Description

On Solstheim, at the coordinates (27577.86, 66509.21, 7392.05), there is a hollow where the player can get stuck. This seems to happen because the game considers you sliding, so you cannot jump out. Adding a slight bit of even ground to stand on should fix this.

22465May 30 2017LocationsUnofficial Fallout 4 PatchDisarming laser tripwires in Automatron locations trigg...Windows PCNewBrian McCloudLowVery Low Task Description

Using version 2.0.1 of the patch, when I disarmed some laser tripwires in the Fort Hagen Hangar and RobCo Sales & Service Center (aka Mechanist’s Lair), that set off the associated traps instead of preventing them from triggering them like they should. I haven’t checked other locations yet, since it’s a rarely used trap - the only locations listed at http://fallout.wikia.com/wiki/Laser_trip_wire_(Fallout_4)#Laser_tripwire are Taffington Boathouse (which I disarmed before installing UF04P), and Jamaica Plain Basement (which might make it hard to tell if this happens). I’m fairly sure this didn’t happen with version 2.0.0 of the patch, though.

22464May 30 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGaps in rocks/floating trees near Darkwater CrossingAllFix PendingzZz1LowVery Low Task Description

The gaps in the rocks Near Darkwater Crossing and waterfalls. FormIds = 0010de65, 0009ee6f, 0009ee2c, 0009f9df 000a28b8. Also nearby is the soaring trees - 000a073f, 000a0741, 00030028.

22461May 30 2017TextUnofficial Skyrim Legendary Edition PatchHermaeus Mora subtitle misspelling of XarxesWindows PCFix PendingiMACobraVery LowVery Low Task Description

From DA04’s DA04HermaeusMoraQuestFinishTopic:
“Now you have my Oghma Infinium. It contains the knowledge of the ages as revealed to Xarses, my loyal servant.”

Should be:
“Now you have my Oghma Infinium. It contains the knowledge of the ages as revealed to Xarxes, my loyal servant.”

Pretty sure this is a misspelling as this is the only instance of that way of spelling for Xarxes’ name. It’s been recorded on UESP as a sic. http://en.uesp.net/wiki/Skyrim:Wretched_Abyss

22460May 30 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchPlacement issues in Riften JailAllFix PendingBlackPeteLowMedium Task Description
  • A basket (000A8B3A) is clipping with a hay scatter.
  • A basket (000A8B38) is clipping into a wall.
  • A chest (000A9069) is slightly clipping with a wall post.
22459May 30 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGap between a rock and a mountain Near Darkwater Crossi...Windows PCFix PendingGilang MahadhikaLowVery Low Task Description

Hello,
I notice a badly placed rock from Skyrim.esm. There is a gap between the rock and the mountain because the rock is not fittingly intact so you can see through that gap. The location is beside the waterfall near Darkwater Crossing. The FormID of the rock is 000a47e1. A screenshot is included.

Thank you.

22457May 29 2017Placed ReferencesUnofficial Skyrim Special Edition PatchMisplaced thickets and shrubs [SSE] (5)AllConfirmedBlackPeteLowLow Task Description

The following tree thickets and shrubs are floating above the ground or are otherwise misplaced:

01000D7C, 01000F1C, 01000F89, 01000F8A, 01000F8D, 01000F8E, 01000F8F, 01000F90, 01000F91, 010010FF, 0100113F, 010011C4, 010011EC, 010011F2, 010019A3, 010019B3, 010019B4, 010019B5, 010019B6, 010019C8, 010019C9, 01001C15, 0100238B, 0100238C, 0100238D, 0100287E, 010028BF, 010028CB, 010028CC, 010028CD, 02015056, 0201506D, 02015083, 02015168, 0201516B, 0201516F, 02015170, 02015175, 0201523D, 0201523E, 0201523F, 02015240, 02015241, 02015242, 02015248, 02015249, 0201527C, 0201527D, 0201527F, 02015295, 0201529A, 020152A8, 020152EF, 020152F0, 020152F1

22456May 28 2017PapyrusUnofficial Fallout 4 PatchSound effect script DLC04AudioActorPlaySound not unreg...AllFix PendingJonathan OstrusLowVery Low Task Description

In some circumstances the DLC04:DLC04AudioActorPlaySound is not unregistering itself to stop firing on the timer. It has OnUnload and OnCellDetach but for some reason they don’t always fire. I suspect that is related to some engine bug though. The issue only appears to have the side effect of causing bloat to the papyrus log file. It appears the script is only used on DLC04_lvlCaveCricket forms. The issue shows up after I’ve encountered an actor that has the script attached and it spawns thus starting the script and timer. If I fast travel away the script seems to keep triggering the timer causing papyrus log bloat with errors that it can’t play since the ObjectReference has no 3D. The OnCellDetach and OnUnload doesn’t seem to get triggered to stop the timer. If I use console commands to kill the offending formid’s the OnDeath seems to trigger stopping the timer, but this seems less than optimal.

A small script change to add a check in the OnTimer resolves the issue with a sanity check. This seems like it would be appropriate for inclusion in UF4P. I did a local test changing the OnTimer event to the following, just adding a check for is3DLoaded. Obviously if it’s not then we shouldn’t be playing sound from it.

Event OnTimer(int aiTimerID)
	if (aiTimerID == iPlaySoundTimerID)
		if (!self.is3DLoaded())
			DisableSoundTimer()
			return
		endif
		SoundDescriptor.Play (self)
		if (bRunning && isEnabled())
			StartTimer(GetWaitTime(), iPlaySoundTimerID)
		endIf
	endIf
EndEvent

Attached is a recent log of about 25min basically standing idle with the auto circling screensaver mode on. I could only imagine how large the log would be after a few hours of playing or if I encountered more crickets.

22454May 28 2017Placed ReferencesUnofficial Skyrim Special Edition PatchFloating BranchAllFix PendingRobert MorleyVery LowVery Low Task Description

The branch with RefID 2aaef is floating noticeably above the ground.

22453May 27 2017Placed ReferencesUnofficial Skyrim Special Edition PatchGap in roof in Riften JailAllFix Pendingjbracer1LowVery Low Task Description

Along with my other post, looking up from the said location reveals a hole in the roof, which I presume needs to be covered up.

22452May 27 2017MeshesUnofficial Skyrim Special Edition PatchRifRmSmBaseWallGrateFrame01.nif - bleeding wall (Riften...AllConfirmedjbracer1LowVery Low Task Description

I just came across a very strange bug. If you attempt to escape Riften Jail (or enter it via the Sewer at the Docks) and hit the wall above the Sewer Grate (next to Prisoner Belongings Chest) with a weapon, the wall emits a blood effect and it sounds as if you are hitting a person/animal. However, this doesn’t happen if you hit it from the inside of the building, only the tunnel on the outside.

22450May 27 2017QuestsUnofficial Skyrim Special Edition PatchTalvas Fathryon DialogueAllFix Pendingjbracer1LowVery Low Task Description

When Talvas is your follower, the option to ask “What is this place?” is available. However, it is still available when in places like Raven Rock (I’ve not tested Skyrim yet). This obviously doesn’t make sense as he responds that it’s Master Neloth’s Tower.

In short, the dialogue option should only be available in and around Tel Mithryn.

22447May 26 2017Perks & SkillsUnofficial Skyrim Legendary Edition PatchElemental fury + Dual flurry speed bugWindows PCNewUnknownMediumVery Low Task Description

When character dual wields weapons, has perk Dual Flurry (which increases attack speed 20%/35%) and uses shout Elemental Fury attack speed increases abnormally.

rank 1 dual flurry gives 20% attack speed.
rank 1 elemental fury gives 30% attack speed.

So weapon speed multiplier should be 1.2*1.3=1.56
Instead of that, game adds up both multipliers 1.2+1.3=2.5

In a word when perk Dual Flurry is picked up Elemental Fury increases attack speed more than it should, by a lot.

22446May 26 2017QuestsUnofficial Skyrim Special Edition PatchLoud And Clear quest does not toggleXBox OneNewVincent SellersHighVery Low Task Description

I’ve tried this one three different characters. New save files. Uninstalled and reinstalled.
After going into Riften, I talk to Brynjolf in the marketplace (or Bee & Barb depending on time of day), and do the job for framing Brand-Shei. “A Chance Arrangement” completes. Everything continues to work until completing “Taking Care of Business” (extorting the gold from the three shop owners). Afterwards, however, Brynjolf says to follow him to go meet Mercer in the Cistern. I get the completed notification for Taking Care of Business, but the next stage “Loud And Clear” does not toggle. Because of this, when I follow Brynjolf into the Cistern, it registers as me trespassing and he turns on me, in addition to getting attacked by the rest of the guild members located in that area.

22444May 26 2017QuestsUnofficial Skyrim Special Edition PatchThe Skooma TradeXBox OneNewSeanLowVery Low Task Description

Started “The Skooma Trade” quest in Riften. When I enter the warehouse and approach Sarthis’ Satchel and retrieve the “Shipment’s Ready” the quest does not progress. Please help.

22443May 26 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchMisplaced pine trees (4)AllFix PendingBlackPeteLowLow Task Description

The following trees are floating above the ground, clipping with the terrain, or are otherwise misplaced:

0002F6FC, 0002F7CD, 0003000F, 00030010, 0003002B, 00060178, 0006A960, 0006A96D, 0006AAA7, 00066F85, 00066F86, 00067000, 00067027, 00067028, 00067034, 00067035, 0006888F, 000688C0, 000A0735, 000A0736, 000A0737, 000A0739, 000A073B, 000A073C, 000A073D, 0010DE70, 0010DE71, 05063128, 05063134

22441May 22 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchSeveral gaps in rocks in HaafingarAllFix PendingzZz1LowVery Low Task Description

Several gaps in the rocks. FormID = 00065846, 0006891e, 00066f81, 00067003.

22438May 21 2017MeshesUnofficial Skyrim Special Edition PatchLoadScreenVampire.nif has no eyesAllConfirmedMultiphorLowVery Low Task Description

DLC01\LoadScreenArt\LoadScreenVampire.nif used by the DLC1Vampires, DLC1VampireFeedCastle and DLC1VampireFeeding load screens has no eyes.

22437May 21 2017ActorsUnofficial Skyrim Legendary Edition PatchBoth of the Dark Brotherhood Initiates' inventories res...AllFix PendingMultiphorLowVery Low Task Description

Both of the Dark Brotherhood Initiates inventories reset when they shouldn’t do. This is most likely because they have the “Respawn” flag checked on the DBInitiate1 and DBInitiate2 actors. They are both marked as essential actors so having the “Respawn” flag checked when they can’t die doesn’t make any sense.

22436May 21 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchSome gaps on the road between Solitude and DragonbridgeWindows PCFix PendingPenetrator3Very LowVery Low Task Description

- small gap under a road-piece near the mountain flower with ID 000e910d another gap is on the other side, middle of the road.
- small gap under a rock/mountain-piece behind the mountain flower with ID 000ea24e.
- a gap in the landscape near the rockpile with ID 000ea212.
- a gap under a rockpile with ID 000ea213.

(Skyrim LE and Skyrim SE)

22429May 18 2017ActorsUnofficial Skyrim Legendary Edition PatchSnilf is not flagged as UniqueWindows PCFix PendingiMACobraVery LowVery Low Task Description

Snilf, in Riften, is not flagged Unique despite being a citizen who can die and be buried in Riften’s Hall of the Dead.

22428May 16 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchBig gap in landscape near Solitude entranceAllFix PendingPenetrator3LowVery Low Task Description

A big gap between the landscape and road in front of Solitude entrance.

(Skyrim SE and Skyrim LE)

22427May 16 2017MeshesUnofficial Skyrim Legendary Edition PatchSolitude grate mesh transparencyAllNewPenetrator3LowVery Low Task Description

The grate mesh used in Solitude (the actual grate on it) has a transparency issue.
For example the one with reference ID 000c34b9 in solitude.

22426May 16 2017MeshesUnofficial Skyrim Special Edition PatchWRFarmhouseWindMill.nif: Windows disappear when approac...AllConfirmedBlackPeteLowLow Task Description
Reported on SSE Nexus (USSEP thread) (#3268):

Architecture\WhiteRun\WRBuildings\WRFarmhouseWindMill.nif

The windows on the Whiterun windmills will disappear as you approach them. It requires getting relatively close before they are no longer visible. This is not an issue in Classic Skyrim with USLEEP.

These were edited in v3.0.1 ( FS#18814 ) which may or may not be related to the problem. The person who reported this on the SE Nexus claimed that the issue doesn’t occur without the patch installed, but it’s entirely possible this could be due to some type of vanilla issue with the SE mesh too.

The windmill in the linked screenshot is at the Pelagia Farm. FormID = 0005CA6C.

22425May 16 2017ItemsUnofficial Skyrim Legendary Edition PatchAetherial Staff stops workingWindows PCNewJoeLowVery Low Task Description

The Aetherial Staff stopped summoning anything after several days in-game. More specifically, the first it failed to work was in Fort Greenwall against bandits. The staff still plays appropriate animations and sounds when used, and the bluish orb that the staff emits still plays, but the summoning animation itself does not play and nothing is summoned. This does not appear to be caused by spell absorption bug suggested on several forums and conjuration spells are unaffected.

22424May 15 2017QuestsUnofficial Fallout 4 PatchMinute Men Quests and radio beacons brokenWindows PCNewChrisMediumVery Low Task Description

For some reason whenever I am given a quest to claim a settlement by Preston the quest will refuse to finish as the radio beacons will not activate. I thought this was just an isolated incident and used the console to force complete the quest, but then I tried to activate the radio at Fort Independence and it will not activate. My radio is acting as if it is on and producing white noise but I do not have any radio stations selected. Also Preston refuses to say anything besides " we need to focus on taking the castle back”. If I force complete the quest it does not fix anything. I am not sure why this starting happening all of the sudden as everything was working a few days ago. I attached my save file and my load order if that helps. I looked around and found that a fallout 4 patch was released that messed up settlements but that issue was different from mine. Maybe

22423May 15 2017ItemsUnofficial Skyrim Special Edition PatchElder Knowledge: After picking up Elder Scroll (Dragon)...XBox OneNewMercedes D'AmatoCriticalVery Low Task Description

Once I had began Elder Knowledge, gone to Blackreach, and then to Tower of Mzark, I must of have transcribed the lexicon but never grabbed the Elder Scroll (Dragon). I returned the lexicon cube to Septimus, and he was killed. I continued throughout the game for a long time doing other unrelated quests until I realized I needed to go back to the Tower of Mzark to grab that Elder Scroll. Now when I return there, there is an arrow pointing to the Elder Scroll and when I go to pick it up, nothing happens. The Elder Scroll disappears from where it was, but the arrow is still there, the quest line does not update, and it is not in my inventory. I have obtained the Elder Scroll (Blood) from Serana’s mother, and I need the Elder Scroll (Dragon) to continue both questlines. This is kind of a big issue, and I was reading up on other forums and many others have had this problem as well. They were able to fix it easily with a console command, but that fact of me having an Xbox One makes that impossible. I would be so unbelievably grateful if this bug could be fixed. Otherwise, I am seriously considering just starting over. :(

22422May 15 2017ActorsUnofficial Fallout 4 PatchRonnie Shaw dialog bugged at end of Defend The CastleWindows PCNewMediumVery Low Task Description

After killing all the attackers in Defend The Castle, Ronnie Shaw does not get the quest ending dialog. Only the standard trading and merchant dialog options appear. It’s enough of a bug that it is listed on Fallout wikia page for the quest.

22421May 15 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchClipping objects/gaps in LargashburWindows PCFix PendingPenetrator3LowVery Low Task Description

-Horncandle 00050270 clipping into table in Largashbur Cellar.
-Barrels 000b33c3 partly sunk into ground behind Largashbur Longhouse.
-Hanging metalring 0002ebab clipping into Rock/Mountain in the small hut behind the shrine in Largashbur.
-Gaps at the end of two struts from the Largashbur Longhouse, near the cellar entrance.

(Skyrim SE and Skyrim LE)

22420May 14 2017TextUnofficial Skyrim Legendary Edition PatchDialogueOrcsWiseWomanPeopleTopic: Typo in one of Murbul...Windows PCFix PendingiMACobraVery LowVery Low Task Description

The wrong spelling is used in the sentence spoken by Murbul, “We guide the tribe and advice our kin on what is most pleasing to Malacath.” The word advise should be in its place instead.

British English uses the same spellings as in American English, advice is the noun and advise is the verb.

22419May 14 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchSack of mammoth cheese and giants club embedded/clippin...Windows PCFix PendingPenetrator3LowVery Low Task Description

Sack of mammoth cheese 00096ca5 embedded into ground near statue of Malacath in Giant’s Grove.
Giants Club 00096ca6 clipping through ground near statue of Malacath in Giant’s Grove.

(Skyrim SE and Skyrim LE)

22417May 14 2017LocationsUnofficial Fallout 4 PatchImproper ownership. Minor location - scavenger.Windows PCNewShubert GrunnerVery LowVery Low Task Description

There is a shack north and slightly east of the USAF Satellite Station Olivia right by the border on the map.

Items and bed there is owned and stay this way even after scavenger “who find them first” dead.

I think it’s a bug because similar encampments with scavengers don’t have ownership set. In addition it contradict usual Bethesda games setting hostile encounter = unowned loot. Personally, I consider scavengers in F4 a hostile encounter with one nuance you have to come few steps closer.

22415May 13 2017ActorsUnofficial Fallout 4 PatchRandom encounter (Fred + Angie + Jules) NPC cannot be p...Windows PCNewShubert GrunnerVery LowVery Low Task Description

Can’t pickpocket Fred (there is no brackets when you crouch behind him) at least after successfully talking him in to let Jules live.

22414May 13 2017ItemsUnofficial Fallout 4 PatchTattered Rags decreases luck despite item descriptionAllNewLowVery Low Task Description

Tattered Rags (0011609b) item description points to +1 to luck when equiped, however looking at the stats it actually decreases luck value by -1

Tested on a character with 4 luck, should report (+)5, instead reports (-)3

22410May 12 2017TextUnofficial Skyrim Legendary Edition PatchDialogueKarthwasten [000622D1]: typoAllFix PendingBlackPeteLowLow Task Description

Incorrect: Sauranach mine is open again. How am I supposed to handle all this work?

Correct: Sanuarach Mine is open again. How am I supposed to handle all this work?

22409May 11 2017TextUnofficial Skyrim Legendary Edition PatchMisc. Objective in FreeformKarthwastenA mispells Sanuar...Windows PCFix PendingiMACobraVery LowVery Low Task Description

Misc. objective states: Convince Atar to leave Sauranach Mine or Convince Ainethach to sell Saunaruch Mine.

I loaded up just USLEEP 3.0.9 in the CK just to make sure.

22407May 11 2017TextUnofficial Skyrim Legendary Edition PatchDialogueMarkarthPostAttackScene01View [000559B8]: subti...Windows PCFix PendingiMACobraVery LowVery Low Task Description

Kerah’s textual line, “You want to give up now? Out of fear? Is that what we’re teaching our daughter?” is inconsistent with the audio line, “You want to give up now? Out of fear? Is that what we’re gonna teach our daughter?” in Quest DialogueMarkarthPostAttackScene01.

“You want to give up now? Out of fear? Is that what we’re teaching our daughter?” (Text)
“You want to give up now? Out of fear? Is that what we’re gonna teach our daughter?” (Audio)

File path to voiced line is: sound\voice\skyrim.esm\femalecommoner\dialoguema__000559b8_1.fuz

22406May 10 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchBowl and tankard placed outside bounds in Old Hroldan I...AllFix PendingBlackPeteLowLow Task Description

http://imgur.com/a/yd4Cg

A bowl [000E59CA] and tankard [000E59CE] are placed outside of the bounds in the Old Hroldan Inn.

22405May 09 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchSkuli doesn't sleep at nightWindows PCFix PendingiMACobraVery LowVery Low Task Description

Skuli has an assigned bed in Old Hroldan Inn but doesn’t sleep in it.

22404May 09 2017LocationsUnofficial Fallout 4 PatchInvisible collision objects blocking access to Nuka Wor...XBox OneNewAndrew LewisMediumVery Low Task Description

On my first modded character to have all of the DLC downloaded for I didn’t listen to the Nuka World Radio when I reached level 30. When my character was ready I tuned in the station and nothing played. I couldn’t get the quest to progress obviously so I tried to force it by simply going there, only to be blocked by invisible map walls. So I scrap that lv100+ character and try again. Level 30 arrives and I listened to the radio immediately, it works yay. My character isn’t ready to survive Nuka World yet, so I wait till lv75 before going to the transit center.
.
.
.
.
Only to be stopped by those God damn walls again. My companions walk right past them blissfully unare of their existence.

The mod author will be pleased in that it seems this mod is not the primary source of my specific bug. I just tested my current character with the patch disabled & there was no change. Unfortunately there is no mod for Xbox that will allow me to “no clip” and thus bypass my issue. Please someone tell me I’m not alone with this issue.

22403May 09 2017Perks & StatsUnofficial Fallout 4 PatchChange to the Medic 4 perk destriptionAllNewMarcelVery LowVery Low Task Description

The original description of Medic 4 says “Stimpaks and Radaway restore all lost health and radiation, and work much more quickly”. That Radaway restores all radiation sounds a bit weird, so my suggestion for the description is “Stimpaks restore all lost health, Radaway removes all radiation and both work much more quickly.”

22402May 08 2017LocationsUnofficial Fallout 4 PatchInfinite Immediate Loot and Container Respawn @ Thicket...Windows PCNewkyleHighVery Low Task Description

Description: After scavenging thoroughly, all loot that was lying about (from desk fans, gasoline canisters, and aluminum cans to stimpacks, duct tape, and pipe pistols) will respawn at both Thicket Excavations and Wicked Shipping Fleet Lockup after going directly from either location to red rocket and returning immediately. Containers in these areas respawn loot as well, but the loot is random (per usual). At Wicked Shipping Fleet Lockup, the trailer requiring a key locks itself and the loot trunks inside are refilled with goodies. It is as though these locations have never been visited.

Conditions:
-Fresh install of FO4
-New Game
-Normal Difficulty (Survival tested, as well)
-Unofficial Fallout 4 Patch installed through NMM (have tried with and without)
-No other mods installed
-No console commands used

Also:
-No fast travel
-No sleeping or waiting
-Enemies stay dead

Simply loot Thicket Excavations, return to Red Rocket, unload loot, return immediately to Thicket excavations and find that all weapons, loot, and containers have repopulated and locks relocked. Same goes for Wicked Shipping Fleet Lockup. It is likely that these are not the only locations that exhibit this bug.

Personal Note: This bug breaks immersion for me so strongly that I have not played the game in nearly a year. Every couple of months I power up FO4 to see if a patch took care of it, only to be disappointed. It is as though these locations have never been visited (though the enemies do stay dead). I am pretty sure the issue did not exist originally and that an official patch created the bug, but I cannot say for certain. I LOVED my time with the game prior to the bug.

22401May 08 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchChest clipping in Lund's HutAllFix PendingBlackPeteLowLow Task Description

A chest [000DB120] is clipping into a dirt mound [000F3B76] and a wall in Lund’s Hut.

22400May 07 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchKnud has an assigned bed but does not use it to sleep i...AllFix PendingGarlanVery LowVery Low Task Description

Knud is the owner of the upper single bed in Katla’s Farm. However, he doesn’t sleep in it at night, instead sandboxing around. I assume it is because his bed is not a child variant.

22399May 07 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchSissel does not sleep at nightWindows PCFix PendingGarlanVery LowVery Low Task Description

Sissel does not sleep at night. There are three beds in Lemkil’s house clearly meant for him and his two daughters, but Sissel doesn’t use any of them at night. Instead she sandboxes around. I assume this is due to none of the beds being child variants.

22398May 07 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchBritte does not sleep at nightWindows PCFix PendingGarlanVery LowVery Low Task Description

Britte does not sleep at night. There are three beds in Lemkil’s house clearly meant for him and his two daughters, but Britte doesn’t use any of them at night. Instead she sandboxes around. I assume this is due to none of the beds being child variants.

22396May 07 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchErith doesn't sleep in her bedWindows PCFix PendingiMACobraVery LowVery Low Task Description

Erith doesn’t sleep because her bed is not a child’s bed, but it does have ownership so Daighre can’t sleep in it, thankfully.

22395May 07 2017ActorsUnofficial Skyrim Legendary Edition PatchAdara doesn't sleep at night. Bed is not tailored for h...Windows PCFix PendingiMACobraVery LowVery Low Task Description

Adara doesn’t sleep due to her designated single bed in Endon’s House not being an actual child’s bed so she stands around all night long (or Adara has insomnia :P). The single bed (as well as the double bed) also has no ownership so her parents are able to sleep in it.

22394May 06 2017TerminalsUnofficial Fallout 4 PatchTerminal on second floor in Gunners Plaza - only 1 of 2...Windows PCNewLowVery Low Task Description

On the second floor of Gunners Plaza Main “Room” are 2 Turrets visually connected to a terminal, but the terminal itself says that only one is connected. (so only this one can be activated)

22392May 05 2017QuestsUnofficial Fallout 4 PatchGlory is regarded as dead even if alive in the Minuteme...AllInvestigatingMadCat221LowMedium Task Description

Continuing from this ticket: https://bugtracker.iguanadons.net/index.php?do=details&task_id=22391

The third bug is Desdemona’s initial dialog for “To The Mattress”, where two of the dialog choices that come up involve mentioning Glory being dead. It has been determined that the game is programmed to handle the dialog response quad not being full; the empty choices just immediately bounce back to the partially filled dialog quad, as if saying “invalid, try again”.

Leaving dialog options empty is the easier, already proven, but somewhat messy-looking solution that may cause users to call it a bug as a result. There are some investigations going on into replacing the empty parts with re-uses of the two dialog options that are not referencing Glory’s death, but it’s ongoing, and may be more complex a fix (if it even works).

22391May 05 2017QuestsUnofficial Fallout 4 PatchGlory is regarded as dead even if alive in the Minuteme...AllFix PendingMadCat221LowMedium Task Description

Glory is regarded as dead in several bits of post-MQ dialog even if still alive if one takes the Minutemen + Railroad ending.

Carrington has a line of dialog in the “Lost Soul” radiant quest, Desdemona’s initial dialog for “To The Mattress” includes two dialog options about Glory being dead, and Glory is completely silenced of hello dialogs after the MQ.

Two of the three are easy fixes: Carrington’s line has a GetDead == 1 check on GloryRef (which looks to have made that ref Persistent as a consequence), and the MQ ending check on Glory’s random hellos is removed so she’s talkative again (as she’d be rendered untalkative by the quality of being dead already otherwise)

The third fix is more complicated and has some issues as to the proper solution and is a separate ticket so at least these two fixes get in the next patch. Link: https://bugtracker.iguanadons.net/index.php?do=details&task_id=22392

22386May 01 2017QuestsUnofficial Skyrim Legendary Edition PatchBrynjolf doesn't talk to the player about returning the...AllNewMultiphorLowVery Low Task Description

Brynjolf doesn’t talk to the player about returning the Skeleton Key after completing Darkness Returns (TG09). He is supposed to be standing in the centre of the Cistern, but he doesn’t and when you talk to him, he doesn’t have the dialogue about returning the Skeleton Key. The lines in TG09Post in TG09PostBrynjolfGreetBranch and TG09PostBrynjolfGreetBranchOutro aren’t available when they should be.

22381May 01 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchPuzzle in Lost Valkygg - bars lowered on first visitAllConfirmedBlackPeteLowLow Task Description

The bars associated with the pressure plate puzzle will already be lowered when you visit Lost Valykgg for the first time. This allows you to bypass the puzzle which obviously has to be a mistake.

The bars will be reversed every time you revisit the dungeon so it seems like Bethesda got whatever it is that controls the way the puzzle works backwards.

FormIDs for the bars: 00080A97, 00080A98, 00080A99

By the way, I checked my papyrus log and didn’t get any errors.

22380May 01 2017MeshesUnofficial Skyrim Legendary Edition PatchBreezehome Bookshelf Empty spaceWindows PCNewVery LowVery Low Task Description

This empty space before the books begins to be placed..>
s13.postimg.org/ucb4smvt3/bugbook.png


This another bookshelf with different model is how it should be:>
s13.postimg.org/b8htcaiyv/normalbook.png

In short, the problem is where the books begin to be placed, far from the edge.

22379April 30 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchBrazier in Lost Valkygg - missing embers/clipping wallAllFix PendingBlackPeteLowLow Task Description

Originally reported in USLEEP thread on AFK Mods forums:


A brazier [0001D027] in Lost Valkygg is missing its embers. It is also clipping with the wall behind it.


22376April 28 2017QuestsUnofficial Fallout 4 PatchCourser in the Hunting the Hunter quest talks to me as ...AllNewVuxpee VuxpeevichHighVery Low Task Description

I’ve never even been to the Institute yet. And the Courser asks me to “report any suspicions to the SRB”. Obviously, this spoils the main quest a bit.

On http://fallout.wikia.com/wiki/Hunting_the_Hunter there is also a note for this bug.

22375April 27 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchMisplaced thickets and shrubs (16)AllConfirmedBlackPeteLowLow Task Description

The following tree thickets and shrubs are floating above the ground or are otherwise misplaced:

000143A1, 00015874, 00015875, 00015876, 00015877, 00015878, 000158BA, 00015933, 000168A4, 0001A3D8, 0001A3DD, 0001A3E0, 0001F273, 0001F274, 0001F29D, 000201FA, 000201FC, 000201FD, 00023437, 0002539A, 0002539B, 0002539D, 000253D5, 0003C0FA, 0003C19F, 00041077, 00042B3D, 00042DDE, 00042DDF, 00042DE0, 00042DE1, 00042DE2, 00043EF8, 00043EF9, 00044AD6, 000452AF, 000452B0, 000452B1, 000452B2, 000452B3, 000452C0, 000452C1, 000452C2, 000452D4, 0004534B, 00045390, 00045391, 000453A7, 000453A8, 000453A9, 000453AA, 00045973, 00045977, 00047F87, 00047FC6, 00047FC7, 00048013, 00048014, 0004834C, 0004834D, 0004A526, 0004A528, 0004A529, 0004A52A, 0004A52F, 0004CC3B, 0004CC3D, 00066E7B, 00066E80, 00066E81, 00067004, 0006983B, 0006A94F, 0006AA9B, 0006AAA3, 0006BAC9, 0006D8FA, 0006D8FD, 0006D92F, 0006D963, 0006D966, 0006E5DB, 00071E1D, 00071E22, 0008338C, 0008339C, 0008454B, 00089FF7, 00089FF9, 0008ED35, 0008ED64, 0008F88A, 00096584, 000A10B9, 000A10BB, 000A10BD, 000A52D8, 000AB895, 000AB896, 000AB897, 000AB8A0, 000AB8A2, 000AB8FB, 000AFAFA, 000AFAFB, 000B3FD4, 000B3FE5, 000B3FE6, 000B3FE7, 000B3FE8, 000B3FEA, 000B7420, 000B8B11, 000C0719, 000C071A, 000C071B, 000C071C, 000C071D, 000C071E, 000C0866, 000C095E, 000C095F, 000C09FF, 000C0A19, 000C0A1A, 000C0A1B, 000C0A1C, 000C0A27, 000C0A2A, 000C0A2B, 000C0A2C, 000C2439, 000C2B28, 000C378A, 000C378C, 000C3954, 000C395A, 000C507D, 000C507F, 000C5080, 000C508A, 000C508B, 000C508C, 000C508D, 000C508E, 000C508F, 000C50B1, 000C7E47, 000C7E50, 000C7E51, 000C7E52, 000C7E53, 000C7E54, 000CA189, 000CA18B, 000CA1D0, 000CA1D1, 000CA1DB, 000CA1DC, 000CCA32, 000CCA33, 000CCA3C, 000CCA3D, 000CCA3E, 000CCA3F, 000CCAE5, 000CF13B, 000CF145, 000CF146, 000CF14B, 000D4026, 000D4027, 000D4028, 000D4029, 000D402A, 000D402B, 000D5187, 000D5188, 000D5189, 000D518A, 000D51A1, 000D9092, 000DB6E6, 000DB6E7, 000DB72B, 000DB779, 000DB780, 000DB781, 000E1247, 000E1248, 000E1249, 000E3A9B, 000E3AAF, 000E3AB0, 000E3AB3, 000E3AB4, 000E3AB7, 000E3AC4, 000E3AC5, 000E3B49, 000E3B4A, 000E3B8A, 000E3B8B, 000E3B8C, 000E43A1, 000E43A2, 000E43E9, 000E44A1, 000E44C4, 000E44C5, 000E44EC, 000E44FB, 000E4507, 000E4526, 000E4543, 000E4565, 000E6822, 000E6823, 000E68F2, 000E6902, 000E692E, 000E8D50, 000E90A1, 000E90A2, 000E90DB, 000E90E0, 000E911C, 000E9121, 000E9122, 000E9123, 000E9126, 000E9127, 000E9128, 000E9129, 000E9138, 000E913B, 000E917B, 000E917E, 000E917F, 000E919B, 000E91AF, 000E9714, 000E971C, 000E971D, 000E971E, 000EA232, 000EA233, 000EA235, 000EA236, 000EA238, 000EA244, 000EA247, 000EA249, 000EA2D9, 000EE23E, 000EE27C, 000EE5D6, 000F6048, 02012268, 0201449F, 020144A1

22374April 27 2017TextUnofficial Skyrim Legendary Edition PatchAerin's house is incorrectly called House of Mjoll the ...AllFix PendingMultiphorLowVery Low Task Description

Aerin’s house is incorrectly called House of Mjoll the Lioness in Thieves Guild radiant quests, even though the name of the cell is Aerin’s House and the key to the house is called Aerin’s House Key. This is because RiftenHouseofMjolltheLionessLocation has its name set to House of Mjoll the Lioness, when it should be set to Aerin’s House or House of Aerin instead.

22373April 26 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGaps visible under Mine Cliff piece in the Twilight Sep...AllFix PendingMultiphorLowVery Low Task Description

There are gaps visible under a Mine Cliff piece in the Twilight Sepulcher (TwilightSepulcher01). The Mine Cliff piece’s Form ID is 0005BB49.

22370April 25 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGap under rock next to Loreius FarmAllFix PendingzZz1LowVery Low Task Description

The gap under the rock next to the farm Lorey. FormID = 000c2b19.

22369April 25 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGap under rock above Hjaalmarch Stormcloak CampAllFix PendingzZz1LowVery Low Task Description

The gap under the rock above the Hjaalmarch - camp brothers storm. FormID = 0004cd35.

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.

22367April 24 2017PapyrusUnofficial Fallout 4 PatchDLC04:AbPerkGhoulish04EffectScript - Cannot divide by z...AllConfirmedSclerocephalusLowLow Task Description

[04/23/2017 - 04:18:03AM] error: Cannot divide by zero
stack:

[Active effect 5 on  (00000014)].DLC04:AbPerkGhoulish04EffectScript.OnTimerGameTime() - "g:\_F4\DLC04\Art\Raw\Scripts\DLC04\AbPerkGhoulish04EffectScript.psc" Line 41

Apparently, a timer event on this script may fire after the player has died. If so, PlayerRef.GetValuePercentage(Health) returns zero.

22364April 22 2017PapyrusUnofficial Fallout 4 PatchDN161PowerLiftButton - animation graph errorsAllConfirmedSclerocephalusLowLow Task Description

[04/22/2017 - 10:42:30PM] error: (000EF203): the animation graph (PowerLiftCart01) cannot currently process event “StartTowerDown01”.
stack:

[ (000EF203)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF205)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 119

[04/22/2017 - 10:42:30PM] error: (000EF206): the animation graph (PowerLiftCart01) cannot currently process event “StartTowerDown02”.
stack:

[ (000EF206)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF207)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 121

[04/22/2017 - 10:42:30PM] error: (000EF204): the animation graph (PowerLiftRamp01) cannot currently process event “StartDown”.
stack:

[ (000EF204)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF205)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 124

[04/22/2017 - 10:42:30PM] error: (000EF208): the animation graph (PowerLiftRamp01) cannot currently process event “StartDown”.
stack:

[ (000EF208)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF207)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 124
22361April 22 2017ItemsUnofficial Skyrim Legendary Edition PatchWerewolf Pelts can't be turned into leather at a tannin...AllFix PendingMultiphorLowVery 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.

22359April 22 2017TexturesUnofficial Skyrim Special Edition PatchFemaleHeadDirt got brokenAllConfirmedLowLow Task Description

In special edition, the FemaleHeadDirt_01.dds doesn’t seem to work anymore. Npc’s with this dirt type assigned just have a clean face.
Provided an image for comparison, and yes, the screenshots are CK but it’s the same story in-game.

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.

22356April 21 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGap under dirt mound near Kolbjorn Barrow in SolstheimAllFix PendingMultiphorLowVery Low Task Description

There is a gap visible under a dirt mound near Kolbjorn Barrow (DLC2KolbjornBarrowExterior01) in Solstheim (DLC2SolstheimWorld). Its Form ID is 0403B419.

22354April 21 2017PapyrusUnofficial Skyrim Legendary Edition PatchTrigger in Swindler's Den should disable itself when en...AllNewMultiphorLowVery Low Task Description

The MS08InteriorBaseTrigger in Swindler’s Den (SwindlersDen01) should disable itself when entering it during the In My Time Of Need (MS08) quest. This should be done because if the player talks to Saadia and then goes straight to Swindler’s Den without talking to the Alik’r Prisoner in the Whiterun Prison, and then kills Kematu, entering the MS08InteriorBaseTrigger will cause the game to display the “Kill Kematu” quest objective, even though he is dead. The MS08InteriorBaseTriggerScript should be set to disable itself after it is entered when the In My Time Of Need (MS08) quest is active. The trigger should only be set to disable itself if the In My Time Of Need (MS08) quest is active.

22353April 20 2017Placed ReferencesAlternate Start - Live Another LifeChest is facing the wrong wayAllInvestigatingHanaLowMedium Task Description

In the “Be a Forsworn” start, the chest in my tent is facing backwards.

22352April 19 2017Perks & SkillsUnofficial Skyrim Special Edition PatchTotem of Brotherhood Werewolf ability still only summon...AllNewMultiphorLowVery Low Task Description

The Totem of Brotherhood Werewolf ability still only summons one werewolf, even though this is supposed to be fixed with USSEP 4.0.7. This only applies to USSEP and not USLEEP 3.0.9.

22351April 18 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchTrees floating above ground level (2)AllFix PendingzZz1LowVery Low Task Description

Located trees above ground level. FormID = 000c5e82, 000c4c15.

22350April 18 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchNear the cave Shimmering mist the gaps under rocks and ...AllFix PendingzZz1LowVery Low Task Description

Near the cave Shimmering mist the gaps under rocks and earth. FormID = 000ea2da, 000414d1. Also nearby is the flying grass. FormID = 00042de2.

22349April 18 2017QuestsUnofficial Skyrim Legendary Edition PatchKahvozein's Fang can become stuck in the player's inven...AllNewMultiphorLowVery Low Task Description

Kahvozein’s Fang can become stuck in the player’s inventory if the player has not completed the Alteration Ritual Spell quest. This is because Kahvozein’s Fang is marked as a quest item and it can be found in a dungeon’s chest and picked up before the Alteration Ritual Spell quest has been started. This forces the player to increase their Alteration skill to 90 and to join the College of Winterhold to start the quest so that Kahvozein’s Fang can be removed from the player’s inventory after the quest has been completed. The quest should probably be set to add Kahvozein’s Fang to the chosen dungeon’s chest when the quest has been started so that it can’t be picked up before the quest has been started.

22348April 17 2017Perks & StatsUnofficial Fallout 4 PatchProtector Of Acadia and Nerd Rage perks conflictAllNewLowVery Low Task Description

Protector Of Acadia perk description - When your health falls below 20%, gain 1000 damage resist and energy resist for 30 seconds.

however there is no indication of the damage resistance when looking at the stats, and it conflicts with Nerd Rage. When a player have to two perks, Nerd Rage is always prioritized. The two should work together I think.

22347April 17 2017Perks & StatsUnofficial Fallout 4 PatchFar Harbor Survivalist perk don't do nothingAllNewLowVery Low Task Description

the perk is claimed by destryoing the nucleus and it says it gives +5 to all resistances, however a look at the stats say otherwise. the perk simply does nothing.

a second point to consider is if this perk should grant +5 resistance against poison damage? all the perk description says is “Gain +5 to all resistances”

22346April 17 2017TextUnofficial Fallout 4 PatchSeveral inconsistencies with Eddie Winter Holotapes aud...AllNewLowVery Low Task Description

Bunch of subtitles don’t match the audio, I did get a full transcript with my corrections.

Holotape 0

Message to Aleksandr Strelnikov.
My esteemed Mister Strelnikov. I know someone of your profession values discretion above all else. But I have to honestly say... screw that! I mean, come on! One bullet, halfway across town, and you blew Ron Trevio’s head clean off. You, sir, are an artist! Are all the assassins from Russia as good as you? I seriously doubt it. But listen, your secret’s safe with me.
Eddie Winter, signing off

Holotape 1

Message to Johnny Montrano
Johnny, Johnny, Johnny. You fat, lazy piece of shit. I knew, I KNEW this arrangement was too good to be true. Let’s join forces with the North End, huh? Bury the hatchet, work mutually against a common enemy? Well you put the nail in that coffin, huh boy-o? What did you have to do, Johnny, huh? What was your job? Sit in your car, on the corner. Keep your eyes open. If you see a uniform, you get out, walk down the street, knock on the door, and let the fellas know there’s trouble coming. Easy as pie, right? I coulda got a nine year-old from the projects to do it. But no. In the interest of Irish/Italian relations, I give the job to you. So what happens? Nothing. Nothing happens. You sit on your fat ass dribbling cannoli cream onto your third chin. You watch, you WATCH the uniform blow months of planning, all in two minutes. Congratulations, Johnny. You got me. You and your pals sure put the screws to old Eddie Winter. You should tell this funny story to your little girl, when you tuck her in at night. In that corner bedroom, upstairs, pink wallpaper, little house on Prince Street? Ha ha ha, yeah...
Eddie Winter, signing off

Holotape 2

Message to Robert Cooper
You did good, Bobby. The wife and girl won’t be saying anything. No worries. Hell, once those fat life insurance checks start rolling in, eh eh eh... Mrs. Montrano will wish her fat slob of a husband had eaten that bullet five years ago. As for what happens next - up to you. Beach, sub shop, car yard, doesn’t matter where he ends up, I don’t give a shit. I just want him in the ground. So, long as Johnny Senior never finds out what happens to his little meatball, we’re set.
Eddie Winter, signing off

Holotape 3

Message to Robert Cooper
Bobby, we discussed this. You hooking up with your step sister is your own frigging business. But you talk in your sleep. Look, maybe you babble about baseball, or sing show tunes. Or could be you chat about those three bodies Collin O’Malley dumped in the sand trap of Arlington Greens. You wanna take that chance? I know I don’t. Sorry, Robert. The girl’s gotta go.
Eddie Winter, signing off

Holotape 4

Message to Claire Pozinski
Dinner tonight. Me, you and Arthur Black. Reservations are for seven at the Cornerstone Grille. Don’t worry, I’ll make sure Arthur’s on his best behavior. No stabbing the waiter for a fucked up drink order, like what happened in Charlestown. Even though the prick deserved it. Love you.
Eddie Winter, signing off

Holotape 5

Message to Sal Barsconi
You and I clearly need to talk. About Danvers, about the Montrano mess, about everything. I think we’d both agree that our attempts to improve North/South relations have been a complete failure. Look, I take full responsibility for the behavior of my guys. I expect you to do the same for that moron Montrano. But what happened in Danvers? I hardly know what to say. Your people turned that theater into a slaughterhouse. Those people are dead on your orders, not mine. And for no conceivable reason I can see. So let’s meet. Just the two of us. Talk it all out. You name the time and place.
Eddie Winter, signing off

Holotape 6

Message to Charlotte Wen
My dear Ms. Wen, I hope you’re well. After our little joint venture this past may, you should be. If memory serves correctly, that palette of Buffout earned you a small fortune, and Wu Li eight years in the state correctional facility. So I got to thinking - why not do it again? We both love the same things - money, and destroying people who get in our way. Together we’ll outmaneuver them all. Boston will be ours for the taking. Let them player checkers, we’ll play chess.
Eddie Winter, signing off

Holotape 7

Message to Buster Connolly
Nice piece you did on the monorail construction project. “Heaven’s Highway - Devil’s Doing.” Eh, cute. But I think you give organized crime too much credit. The various Boston families coming together to fund a public works project? Please. Clearly you’ve never sat down to dinner with these guys. They can barely agree on an appetizer. And ain’t nobody jumping to pick up the check. The bosses had their hands in the honey pot, sure. But nowhere near the level you were suggesting. You did get one thing right, though - Safety Inspector Alice Lansky was killed. They’ll never find her, cause there’s nothing left. After he bashed her brains in with one of those giant wrenches, Vinnie “The Crackers” Vannucci dissolved her body in a barrel of hydrochloric acid. So write your follow-up. Then feel free to tell the cops the murder weapon is hanging on the wall in Vannucci’s Garage, on Four Charter street.
Eddie Winter, signing off

Holotape 8

Message to Rodrigo Palomar
Okay, my friend. I thought about it, and I’ve reached a decision on the Fallon’s job. Your cut is exactly what you deserve. Zero dollars. Zilch. You heard me right. You get nothing. Yes, you cracked the safe, and yes, we got the diamonds. But you also tripped the alarm. Mackie got pinched, and that is entirely your fault. Now, when he gets out, Mackie’s going to want your head on a platter. I’m going to give him your share instead. I’d say you’re getting off easy.
Eddie Winter, signing off

Holotape 9

Message to Claire Pozinski
Time to start thinking about a vacation. How do six weeks in Ireland sound to you? Dublin, Galway Bay, Waterford. Maybe a week in that little bed and breakfast in Kilkenny. And don’t worry, we do not have to take my cousin Steven with us. Let him get out of the country on his own. I told him to threaten that cop - not blast him in the face with a shotgun. He can rot in that abandoned fishery down on Union Wharf, for all I care. Love you.
Eddie Winter, signing off

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?”

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/?

22336April 15 2017PapyrusUnofficial Skyrim Legendary Edition PatchIn My Time Of Need (MS08) quest objective may not get m...AllNewMultiphorLowVery Low Task Description

The objective “Talk to the Alik’r Prisoner” in the In My Time Of Need (MS08) quest doesn’t get marked as completed if the player does not talk to the Alik’r prisoner and goes straight to Swindler’s Den and kills Kematu. The objectives “Find a way to enter the Alik’r hideout” and “Enter the Alik’r hideout” will be skipped if the player does this. One way to fix this would be to edit the MS08KematuScript on the Kematu alias to mark the “Talk to the Alik’r Prisoner” objective as completed if it is not already marked as completed.

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.

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

22316April 10 2017Settlements & WorkshopsUnofficial Fallout 4 PatchOil Lamp Post - Not casting light when fast-travelling ...Windows PCNewCrimsomriderMediumVery Low Task Description

This might be the same issue that is hounding the Turret Spotlights.

The issue is that the Oil Lamp Posts (found under DECORATIONS > MISC) stop casting light if the player fast-travels to a settlement.

The only solution that makes them light up the environment properly after fast-travel is to either pick them up manually one by one or reload the game. There is no permanent way to fix this by hand as it happens often, same way it happens to spotlight turrets.

22314April 09 2017QuestsUnofficial Fallout 4 PatchSecret of Cabot House quest summary bugWindows PCNewJiho JangLowVery Low Task Description

When The Secret of Cabot House is completed by killing Lorenzo (pulling the levers) and siding with Jack,

the quest summary indicates that the player freed Lorenzo (screenshot attached).

The bug happened through multiple re-tries.

22305April 07 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchSoljund's Sinkhole - wall and side levers no longer ani...AllFix PendingzZz1LowVery Low Task Description

Soljund’s Sinkhole. Wall and side levers no longer be animated after activation, but it still activated. FormID = 0005EBE3, 0005EBE4.

22300April 06 2017PapyrusUnofficial Fallout 4 PatchElevatorMeterScript log spamAllFix PendingSclerocephalusLowLow Task Description

[06/05/2016 - 10:54:40AM] error: (000C4478): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4478)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4478)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 10:54:40AM] error: (000C4477): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4477)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4477)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 10:56:05AM] error: (000C4478): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4478)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4478)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 10:56:05AM] error: (000C4477): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4477)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4477)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 11:00:40AM] error: (000C4478): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4478)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4478)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/24/2016 - 03:31:26PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

[06/24/2016 - 03:34:47PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

[06/24/2016 - 03:42:51PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

[06/24/2016 - 03:55:21PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

This script throws two sorts of errors:
(1) an animation garph error which is particularly annoying. It always fails to play the “StartOn” animation
(2) occasionally, it also complains that it cannot call an animation on a disabled object.

(1): The problem here is that the script should not try to play the “StartOn” animation on every reload. It only should do this on first load and after a reset. The fix is complicated by the ‘const’ flag on this script, which means that we cannot use a tracking bool (it will not compile otherwise), and removing the flag is probably not a good idea (at least not if there is a workaround). We therefore need to check for the “StartOn” animation to be played in an OnInit() event (as this will fire on first load and after a reset). Though, we cannot call the animation from that event (this will only result in another animation graph error), but there’s a workaround for this obstacle too: start a timer from the OnInit event and call the animation from the timer event. This is currently being tesetd.
(2): this only requires a sanity check.

22299April 06 2017PapyrusUnofficial Fallout 4 PatchMirelurkHatchableScript - animation graph errorAllConfirmedSclerocephalusLowMedium Task Description

[07/31/2016 - 09:45:14PM] error: (00174247): the animation graph (MirelurkEgg_Single01_Hatching) cannot currently process event “Shake”.
stack:

[ (00174247)].MirelurkHatchableScript.PlayAnimation() - "<native>" Line ?
[ (00174247)].MirelurkHatchableScript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\MirelurkHatchableScript.psc" Line 18

[07/31/2016 - 09:45:14PM] error: (00174245): the animation graph (MirelurkEgg_Single01_Hatching) cannot currently process event “Shake”.
stack:

[ (00174245)].MirelurkHatchableScript.PlayAnimation() - "<native>" Line ?
[ (00174245)].MirelurkHatchableScript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\MirelurkHatchableScript.psc" Line 18

Problem here is the OnActivate event. The way this has been written, the ref can be activated several times in a row. Depending on who activated it, the script may then call the Shake animation while another animation (from a previous activation) is still running.

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/

22284April 05 2017PapyrusUnofficial Fallout 4 PatchDLC01: WorkshopResourceScannerScript - 3D errorsAllConfirmedSclerocephalusLowLow Task Description

[04/05/2017 - 02:16:45PM] error: (FF064C53): model was not loaded when we tried to play an animation on it (most likely you’re calling for animations in OnInit.).
stack:

[ (FF064C53)].DLC01:WorkshopResourceScannerScript.PlayAnimation() - "<native>" Line ?
[ (FF064C53)].DLC01:WorkshopResourceScannerScript.OpenPod() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\WorkshopResourceScannerScript.psc" Line 27
[ (FF064C53)].DLC01:WorkshopResourceScannerScript.ReadyToScan() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\WorkshopResourceScannerScript.psc" Line 11
[DLC01WorkshopResourceTargetBallisticFiber01 (010027D5)].DLC01:Fragments:Quests:QF_DLC01WorkshopResourceTarg_010027D5.Fragment_Stage_0200_Item_00() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\Fragments\Quests\QF_DLC01WorkshopResourceTarg_010027D5.psc" Line 94

[04/05/2017 - 02:16:46PM] error: (FF064C53): model was not loaded when we tried to play an animation on it (most likely you’re calling for animations in OnInit.).
stack:

[ (FF064C53)].DLC01:WorkshopResourceScannerScript.PlayAnimation() - "<native>" Line ?
[ (FF064C53)].DLC01:WorkshopResourceScannerScript.OnTimer() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\WorkshopResourceScannerScript.psc" Line 41
22275April 04 2017PapyrusUnofficial Fallout 4 PatchCryoCorpseScript - reference has no 3D ...AllConfirmedSclerocephalusLowLow Task Description

[07/17/2016 - 02:18:46AM] error: (0006FA2F): does not have 3d and cannot have an effect shader played on it.
stack:

[ (0003EC51)].EffectShader.play() - "<native>" Line ?
[ (0006FA2F)].CryoCorpseScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\CryoCorpseScript.psc" Line 8

[07/17/2016 - 02:18:46AM] error: (0006FA30): does not have 3d and cannot have an effect shader played on it.
stack:

[ (0003EC51)].EffectShader.play() - "<native>" Line ?
[ (0006FA30)].CryoCorpseScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\CryoCorpseScript.psc" Line 8
22274April 04 2017PapyrusUnofficial Fallout 4 Patchdn131_swanaliasscript - Failed to setup moving referenc...AllConfirmedSclerocephalusLowMedium Task Description

[06/12/2016 - 04:56:53PM] error: Failed to setup moving reference because it has no parent cell or no 3D
stack:

[ (00056B7B)].MasterAmbushActorScript.SplineTranslateTo() - "<native>" Line ?
[ (00056B7B)].MasterAmbushActorScript.SplineTranslateToRef() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.TranslateSwan() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.OnTimer() - "<unknown file>" Line ?

[06/12/2016 - 04:57:06PM] error: Failed to setup moving reference because it has no parent cell or no 3D
stack:

[ (00056B7B)].MasterAmbushActorScript.SplineTranslateTo() - "<native>" Line ?
[ (00056B7B)].MasterAmbushActorScript.SplineTranslateToRef() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.TranslateSwan() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.OnTimer() - "<unknown file>" Line ?
22273April 04 2017QuestsUnofficial Fallout 4 PatchCambridge Polymer Labs "Complete the research project" ...AllNewLowVery Low Task Description

Even if you complete the project and get the unique Piezonucleic power armor chest, the objective is shown as failed in the pip boy.

One way to fix using console:

CompleteAllObjectives 284bc
CompleteAllObjectives DN015

but you’ll need to enter it BEFORE turning in the quest to Molly, otherwise will not work.

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.

22254March 31 2017Placed ReferencesUnofficial 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

22248March 30 2017QuestsUnofficial Fallout 4 PatchManual Override at the Mechanist Lair don't workAllNewLowVery Low Task Description

If you collect 3 holotopes through the mechanist lair, you could use them on a terminal to activate a elevator that leads you satright to the Mechanist quarter

Only it’s not working, you hack the terminal, load the holotapes and at that point the mainframe should say “voice module recognized”... but it’s not happening

22247March 30 2017QuestsUnofficial Fallout 4 PatchSilver Shroud Dialogue won't play with the MechanistAllNeeds User FeedbackLowVery Low Task Description

If you use the silver shroud costume during the final confrontation with the mechanist, there are supposed to be some unique dialogue, only this special dialogue won’t play at all

She doesn’t recognize you as the Shroud, neither you have any “speak as shroud” option

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.

22243March 30 2017QuestsUnofficial Fallout 4 PatchOptional objective to restore power to Nuka World missi...AllNewLowVery Low Task Description

After Open Season, the player can restore the power to Nuka World on his own, however there’s no indication that you can do this at all. Funny thing is, the only way I know this is because on the beta testing period on steam, there was a optional objective to do so after Open Season, and for some reason it’s missing on the released version.

My idea is the restauration of this objective. It would fit to be activated after a dialogue with Chip Morse in the Nuka Town Market after Open Season, but really, any indication on screen at any given time after killing all the raiders will do.

22242March 30 2017QuestsUnofficial Fallout 4 PatchRaider bodies don't despawn after Open SeasonAllNewLowVery Low Task Description

Several raider bodies don’t despawn after you kill them in Open Season. Notably Porter Gage, Wiiliam and Mags Black and several unnamed ones aswell.

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.

22233March 28 2017QuestsUnofficial Fallout 4 PatchBroken encounter at Reeb MarinaAllNewLowVery Low Task Description

The robot encounter at Reeb Marina is broken. As soon as you enter the building, the robot greets you “Hello Eugene, you brother Malcom left a surprise for you, follow me”, but then the robot does not go anywehere and keep saying the default lines “Good to to you” etc

And if you go the the kitchen by yourself, the robot there is not hostile.

What was supposed to happen, you follow the first robot to the kitchen, and when you arrive the robots say “Happy birthday Eugene” and then turn hostile.

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?)

22231March 27 2017QuestsUnofficial Fallout 4 PatchFar Harbor's Far From Home quest advancing without list...AllNewLowVery Low Task Description

Maybe it’s not a bug, hence I put this under Feature Request

After killing Kellog in Reunions, Far From Home starts. The first objective is “listen to Valentine Detective Radio”, however this step is auto completed the next time the player enters Valentine Agency, tuning to the radio is not needed at all. Since the next step in the main story is to talk to Nick in his office, Ellie may “hijack” the dialogue and start talking about the Nakano case and etc without the player actually wanting to start the quest at that moment.

My request, if possible - Do not auto advance the quest stage to talk to ellie without hearing the radio first.

22230March 27 2017QuestsUnofficial Fallout 4 PatchWinlock and Barnes not hostile during Long Road AheadAllNewLowVery Low Task Description

During the quest, the player joins MacCreary to kill Winlock, Barnes and the Gunners in the Mass Pike Interchange. All the gunners in the area are hostile as soon as they see you, except Winlock and Barnes, the very same quest targets. They will become hostile only after being attacked directly. It’s possible to kill every gunner in the area, but these two will remain neutral, and killing them count as murder in the pip boy stats.

22229March 27 2017QuestsUnofficial Fallout 4 PatchNuka World Family Radio/Caravan Distress Signal not pla...AllNewLowVery Low Task Description

If the player doesn’t listen to the Caravan Distress Signal for Automatron and Nuka World Family Radio for Nuka World right after the quest start, the radio signal may become unavailable later. I’m at level 52 after destroying the institute, and proceeded to the DLC’s, but the radio does not play.

22227March 26 2017QuestsUnofficial Fallout 4 PatchRaiders and Gunners bodies do not despawn at Parsons As...AllConfirmedLowVery Low Task Description

When you reach Parsons Insane Asylum with Jack Cabot for the quest The Secret Of The Cabot House, you find the bodies of several gunners and raiders, Jack comments about the fight that took place.

After several in-game days, I returned to the location and the bodies were still there.

Trying to enter disable on the console returns the follwing:

Disable is being called on reference " (001F1DD5) even though it has enable state parent " (001F1DD4). This is not valid behaviour and will be ignored.

EDIT: This (MS06) is another quest that doesn’t stop running because there are follow-up quests relying on the aliases. Matters are complicated by DN031 which also has the guards in its aliases and doesn’t appear stop running either (although it probably should when MS06 is completed).

22216March 25 2017PapyrusUnofficial Fallout 4 PatchTrapBarnacle - Cannot delete a None objectAllConfirmedSclerocephalusLowMedium Task Description

[03/20/2017 - 01:39:13PM] error: Cannot delete a None object
stack:

[None].ObjectReference.Delete() - "<native>" Line ?
[ (0304ACBF)].TrapBarnacle.inactive.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBarnacle.psc" Line ?

[03/20/2017 - 01:39:50PM] error: Cannot delete a None object
stack:

[None].ObjectReference.Delete() - "<native>" Line ?
[ (0304ACC0)].TrapBarnacle.inactive.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBarnacle.psc" Line ?

Basically the same issue as with TrapThistle. MyHazard is a gas cloud that is placed in-game and gets probably deleted by the engine as soon as it fades off.

22213March 24 2017QuestsUnofficial Fallout 4 PatchSensor module not needed to build the Signal Intercepto...AllNewLowVery Low Task Description

During “The Molecular Level” the player is tasked to build a signal interceptor to first gain entrance to the Institute. In the quest, a note is given to the player, requiring special parts to build the machine, these parts are - Biometric Scanner to be used in the Control Console, Military Grade Circuitry Board to be used in the Beam Emmiter and a third part called Sensor Module. Given that the player is informed that the building of the Reflector Platform is easy, and indeed it only asks for common metal parts, I assume the Sensor module should be used to build the Relay Dish. But in-game, it only requires Cloth, Copper, Gold and Steel.

So there are 2 options

A - remove the sensor module from the “Items needed” note and the optional objective to find for one
B - make the sensor module a required component to build the Relay Dish

22210March 23 2017PapyrusUnofficial Fallout 4 PatchPAFramePurchaseScript errorsAllNewSclerocephalusLowLow Task Description

[03/23/2017 - 01:14:00PM] error: Cannot call MoveToNearestNavmeshLocation() on a None object, aborting function call
stack:

[Item 298 in container  (00000014)].PAFramePurchaseScript.OnContainerChanged() - "g:\_F4\Art\Raw\ScriptsMilestone\PAFramePurchaseScript.psc" Line 13

[03/23/2017 - 01:14:00PM] error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:

[Item 298 in container  (00000014)].PAFramePurchaseScript.Delete() - "<native>" Line ?
[Item 298 in container  (00000014)].PAFramePurchaseScript.OnContainerChanged() - "g:\_F4\Art\Raw\ScriptsMilestone\PAFramePurchaseScript.psc" Line 15
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
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.

22192March 21 2017Settlements & WorkshopsUnofficial Fallout 4 PatchRobot Workbench only displaying legs when modding ADAWindows PCNewHighVery Low Task Description

As part of the DLC, one needs to install a special mod in ADA using a robot workbench. Problem is, when selecting ADA to be modified, the only option shown in the workbench menu is “Legs”

Sometimes shooting ADA, using a robot repair kit and then activating the workbench fixes the issue.

Here’s a video of the bug in the said “fix”

https://www.youtube.com/watch?v=NrMHySTUMmw

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

22187March 21 2017PapyrusUnofficial Skyrim Legendary Edition PatchButterflies impossible to shoot with a bowAllConfirmedzZz1LowVery Low Task Description

Butterflies are impossible to shoot from a bow. In the original game it was possible to do. Why was this changed?

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.

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.

22175March 20 2017QuestsUnofficial Fallout 4 PatchBoSM01: SF_BoSM01_Brandis_110_000B33CA - property canno...AllInvestigatingSclerocephalusLowMedium Task Description

[03/20/2017 - 02:26:32PM] error: Property BoSM01_DanseStage150CMP_Exit on script Fragments:Scenes:SF_BoSM01_Brandis_110_000B33CA attached to (000B33CA) cannot be bound because (000BA3D9) is not the right type

The owning quest is BoSM01.

22168March 19 2017Placed ReferencesAlternate Start - Live Another LifeVigilant barrels not owned by playerAllNewRobert MorleyLowVery Low Task Description

In the Vigilants of Stendarr start, taking from the various barrels in the hall is considered stealing.

22153March 17 2017QuestsUnofficial Fallout 4 PatchDLC03WorkshopRadiantOwned03 - unknown quest objectiveAllConfirmedSclerocephalusLowMedium Task Description

[03/17/2017 - 03:50:19PM] error: DLC03WorkshopRadiantOwned03 (03039953): unknown quest objective 20.
stack:

[DLC03WorkshopRadiantOwned03 (03039953)].DLC03:Fragments:Quests:QF_DLC03WorkshopRadiantOwned_01039953.SetObjectiveCompleted() - "<native>" Line ?
[DLC03WorkshopRadiantOwned03 (03039953)].DLC03:Fragments:Quests:QF_DLC03WorkshopRadiantOwned_01039953.Fragment_Stage_0150_Item_00() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\Fragments\Quests\QF_DLC03WorkshopRadiantOwned_01039953.psc" Line 138
22138March 13 2017QuestsUnofficial Skyrim Legendary Edition PatchTalen-Jei's conflicting dialogueAllConfirmedDwarfmpLowVery Low Task Description

This may not exactly be a bug, but I do find it... an odd situation, and I would want to shed some light on it in case you agree it could be changed.

Talen-Jei has a miscellaneous quest to gather for him some gems for his wedding band, after which he becomes your friend and may greet you as such, usually the first time you talk to him as you enter the cell.

However, he’s also involved in the Thieves’ Guild extortion quest, and will after this greet you with: “You have some nerve coming back here after what you did to Keerava.”, which he usually says the second time you greet him as you enter the cell, should this occur. More importantly, he will say goodbye with: “Just get out of here.” Which mostly results in him greeting you as a friend and then saying goodbye as if he doesn’t like you.

My suggestion would be to add a condition to those post-TG greetings to check if your relationship status is below 1. Would assume helping him with his wedding band would weigh more into his disposition towards you than extorting his fiancée (I find his dialogue regarding it to support this). Either way, having it both ways seems a bit strange to me.

22133March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC03_V118_ClueTracker_01037C98 - propeties cannot b...AllNewSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property Alias_CF_V118 on script DLC03:Fragments:Quests:QF_DLC03_V118_ClueTracker_01037C98 attached to DLC03_V118_ClueTracker (03037C98) cannot be bound because <nullptr alias> (14) on quest DLC03_V118_ClueTracker (03037C98) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC03_V118_SantiagoPaintClueRef on script DLC03:Fragments:Quests:QF_DLC03_V118_ClueTracker_01037C98 attached to DLC03_V118_ClueTracker (03037C98) cannot be bound because <nullptr form> (0304974E) is not the right type

22128March 13 2017QuestsUnofficial Fallout 4 PatchDLC03MQ02 - array index out of range errorsAllNewSclerocephalusLowMedium Task Description

[03/12/2017 - 12:40:21PM] error: Array index 14 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11

[03/12/2017 - 12:40:22PM] error: Array index 15 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11

[03/12/2017 - 12:40:47PM] error: Array index 16 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11

[03/12/2017 - 12:41:17PM] error: Array index 17 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11
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.

22121March 11 2017QuestsUnofficial Fallout 4 PatchCOMCaitQuest "Benign Intervention" can't start if Cait ...AllConfirmedMadCat221LowMedium Task Description

Should Cait be reserved as an alias in another quest, her companion quest revolving around her cure cannot start because her alias there does not have an allowance for reserved aliases elsewhere. Being a companion, a huge number of official content quests are reported as aliasing her and any one of them could be the culprit. For expediency, Cait’s alias in COMCaitQuest should just be set to allow reserved.

22120March 11 2017QuestsUnofficial Skyrim Legendary Edition PatchTownspeople scenes during Laid to RestAllNeeds User FeedbackDwarfmpLowVery Low Task Description

During my new playthrough in SE, I noticed some things about the townspeople scenes. The first one is when you leave Highmoon Hall after the Jarl asked you to clear the lair. From what I remember, all the related people of the scene would be present and yell out some things. However now I had to wait for Lurbuk to show up, as seemingly he had to leave the inn, the rest of the people seemed to be present immediately. Though nothing stops you from speaking to Thonnir to progress the quest, you do miss out on these few dialogue utterings from the people (things like “Kill the vampire!”). The scene ID is MS14MobSceneTown.

Secondly, I have reported this before but it was never addressed, and the issue persists: the dialogue scene outside Movarth’s Lair will not take place, because Lurbuk is not close enough to the entrance (he was the person last in line). You can talk to Thonnir immediately with “Do I have to go alone”?, prompting everyone to leave.

I can make the scene happen by pushing Lurbuk closer to the entrance, at which point the scene will take place. I don’t know how this issue arised, at the release of the game, I witnessed the scene just fine. The problem seems to lie in the related people following each other, instead of, say, Thonnir who is at the front of the line. I’m currently having problems loading scene dialogue in the SE CK, so I’m looking it up in the original CK. This scene’s ID is MS14MobScared.

22119March 11 2017QuestsUnofficial Skyrim Legendary Edition PatchLaelette's and Thonnir's behavior during Laid to RestAllNeeds User FeedbackDwarfmpLowVery Low Task Description

Through my new playthrough in SE, I noticed a few things. Originally, Laelette was present and invisible close to the graveyard. I don’t know if this was an official or unofficial fix, I know she was bugged at the release of the game, but that’s beside the point.

At this point, she was present when you had to find Helgi at night and talk to her coffin. Laelette behaved like a bandit, drawing her weapon as you got close, telling you to “back off”. This, instead of her showing up after talking to Helgi’s coffin. Now there’s no easy way to talk to Helgi’s coffin without Laelette turning hostile, and I don’t think this is how the quest was intended.

This while Thonnir stands still outside in town, clearly waiting for you to kill Laelette, as he’s normally not outside at night. When you do kill Laelette, he will immediately start to run to the scene, and does his usual dialogue: he notices Laelette, gets close and yell “Ye gods, she’s a vampire!” However, he seems to do this over and over, backing off the corpse and noticing her again. This until you either speak to the coffin, or him to progress the quest, which is more than humorous and immersion-breaking. Ideally, you should be able to speak to Helgi’s coffin, and when she’s finished talking, see Thonnir do his scene, if this is possible.

22118March 11 2017QuestsUnofficial Skyrim Legendary Edition PatchHroggar's behavior during Laid to RestAllNeeds User FeedbackDwarfmpLowVery Low Task Description

During my new playthrough in SE for this quest, I sold Hroggar firewood before doing most of/finishing this quest. This made it so he did not attack me as I entered Alva’s house, he simply told me “I won’t let you hurt Alva!” when I attempted to talk to him. Cheap items were free to take as well, but I think it is intentional the house ownership is his. I’m not sure if it makes sense he wouldn’t attack me, as he’s theoretically under a spell etc., but I’m not too bothered about that.

However, when I spent the night at the inn before completion of this quest, I got an inheritance letter... Seems Hroggar will be hostile to anyone else at this point, and since he spends his time at the mill during the day, he got himself killed by the townspeople. I think his aggression should be limited to Alva’s house (and to the player), but I don’t know if this is possible.

22113March 11 2017Settlements & WorkshopsUnofficial Fallout 4 PatchSettlers don't use the full available area at The Castl...AllNewSclerocephalusLowLow Task Description

See screenshot:
https://afkmods.iguanadons.net/index.php?/gallery/image/4617-castleexpansionjpg/

Settlers won’t move past the red line.

22112March 10 2017QuestsUnofficial Skyrim Special Edition Patch'No One Escapes Cidhna Mine' Quest BugXBox OneNewjbracer1LowVery Low Task Description

If you decide to kill Madanach during the quest ‘No One Escapes Cidhna Mine’, the objective ‘Search Madanach’s body’ appears. If you decide to read ‘Madanach’s Note’ prior to looting it, the next objective ‘Read Madanach’s note’ cannot be completed.

22109March 08 2017QuestsUnofficial Fallout 4 PatchVault door in Vault 118 not working.Windows PCNewKevinHighVery Low Task Description

So i was playing a 100% fallout playthrough and during far harbor the quest related to vault 118 dosnt work properly, the misc objectiv dosnt update properly, i did some research and it eventually led me to this thread on the nexus forum that goes into details with the same problem i’m experiencing with a “fix” but i couldnt find any fixes out there after 3-4 hours of searching so as a last ditch effort i’m making you guys aware of it.
Here is the link to the forum post https://forums.nexusmods.com/index.php?/topic/4502640-a-well-known-issue-vault-doors-not-opening/
The fix here talks about removing fallout files, but in doing so would prevent the game from being playd properly. I do not know how it ended up breaking, i’m not a experienced bugreporter but i will provide any info requested if i’m told how.

Thanks in advance.

22102March 05 2017QuestsUnofficial Skyrim Special Edition PatchDerkeethus yells in my house and creeps me outAllNewDwarfmpLowVery Low Task Description

When I bump into Derkeethus, who I’ve taken inside Honeyside as a follower, he shouts: “Hey!”, as if this was inside a cave far away (and I didn’t notice I bumped into him at first and heard a random strange voice, which was freaky). Presumably this was to be used in the cave he was imprisoned at, at some point. Strange thing is I’ve never heard it there, and also I cannot find it in the CK. Is this line somehow added by the patch? I also don’t know why it would trigger inside Honeyside, I haven’t had it happen before, in other interiors etc. I would suggest to add a condition for it to be inside the cave or during this sidequest, if it can be found... if it exists...

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.

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
22094March 03 2017QuestsUnofficial Skyrim Legendary Edition PatchOld Orc random encounter oddityAllNeeds User FeedbackDwarfmpLowVery Low Task Description

I’ve encountered the Old Orc, and instead of his usual “looking for a good death” dialogue, he greets me like a regular NPC, and the only dialogue option I have is to ask if he can make me Bloodkin. Is this normal? I’ve never actually encountered him before while on a side-quest to look for enchanted gauntlets to gain access to Orc strongholds.

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.

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

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.

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

22070February 25 2017QuestsUnofficial Skyrim Special Edition PatchBeyond Death: Can't get Valerica to move to Blood Scrol...XBox OneNeeds User FeedbackDan WoitekaitisCriticalVery Low Task Description

I’m having a problem with Beyond Death mission. I can’t get Valerica to move to the Blood Scroll. I tried to solve it on my own, but found no articles discussing this problem to be fixed. I’m not sure if I’m doing something wrong. HELP.

22068February 24 2017QuestsUnofficial Skyrim Special Edition PatchDiplomatic ImmunityXBox OneNewRichard DamCriticalVery Low Task Description

When you meet Delphine to go to the Thalmor party, she gives you party clothes to wear. After receiving the clothes and equipping it, she says “you cannot go to the party dressed like that.” This is a game breaking bug.

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.

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

22044February 19 2017QuestsUnofficial Fallout 4 PatchCaptain Avery (NPC) completely missing, breaks multiple...XBox OneNewbillymagicHighVery Low Task Description

After trying to finish the quest “Changing the Tide”, it is impossible to find Captain Avery. I’ve linked to a forum where others are having the same problem (this isn’t the only one)

https://community.bethesda.net/thread/16679?start=0&tstart=0

What happened in my case was I could see she was trying to talk to me, but I had an optional objective left on the quest (Help the Mariner), and so I did the Red Death mission. Problem is that she must have tried to follow me- now the quest marker points to a non-existent place, and follows me around on the map. Tried everything, but can’t do the console command fix because I’m on the Xbox One. Simply moving her to somewhere in Far Harbor would probably fix it-

Thank you so much for any help-

22041February 18 2017Quests / DialogueAlternate Start - Live Another LifeLeftover/wrong reference to Helgen during Quest "No One...AllNewbratmaxeLowVery Low Task Description

During Quest “No One Escapes Cidhna Mine” (ID: MS02) when talking to prisoner “Braig” and he asks “When was the first time you felt chains around your wrists?”, there is still the option to answer “It was in Helgen. I was being sent to the executioner.”

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.

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?

22001February 03 2017Placed ReferencesUnofficial Fallout 4 PatchExploit for unlimited Fiber Optics and CrystalsAllNewDSoSHighVery Low Task Description

In lower area (basement?) of the museum in Jamaica Plains, unless patched by Beth, you can get unlimited Fiber Optics and Crystals.

Once you harvest all of the lasers, you activate the big red button by the door (to open the metal door). Activate the button a SECOND time and it respawns the lasers again. Rinse and Repeat.

https://youtu.be/HnaGTw48YYU

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.

21989January 29 2017QuestsUnofficial Fallout 4 PatchCan't buy dogsAllNewLowVery Low Task Description

I have all the DLC’s but its happening in the ‘Wealth so no idea where the bug comes from. I can’t buy a dog from Gene in the ‘wealth or from Erickson on Far Harbor. Just get the You don’t have anywhere to keep him and the convo exits...even though I have several such places that will accept a dog, kennels all ready etc I don’t get a list show up. I suspect its something to do with the dog cages but no real clue.

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

21974January 27 2017Settlements & WorkshopsUnofficial Fallout 4 PatchSettlers and guards et al all disappear from settlement...Windows PCNewLowVery Low Task Description

Its a weird one and doesn’t happen all the time. But intermittently I will travel to a Far Harbor settlement to do some work on something and at 8pm instead of going to the bar EVERY single inhabitant including the guards will leave the settlement, very purposefully but not with weapons drawn and all trail off down the road en masse.
If I ring the settlement bell they will come back and when the timer on that runs out they will go to the bar as if nothing at all had happened and use their beds as usual, if I don’t ring the bell they wander back in randomly the following morning to start work. I watched them do this 2 nights consecutively at Longfellows Cabin - should probably have trailed them but was too busy trying to see if I had done something weird to cause the behavior - then I tried the bell, did that 2 nights on the trot and the third night it stopped. Just had it reoccur at The National Park Visitors Centre. I don’t use any mod which adds patrols to Far Harbor to the best of my knowledge but I have seen someone else with the exact same issue reporting it on a mod page which adds patrols. The mod was NPC’s travel no 16987, poster was Dw7ar215D 26th Jan.

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

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

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 :)

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.

21968January 25 2017QuestsUnofficial Skyrim Special Edition Patch"Missing In Action" Quest Objective StuckXBox OneNewCraigLowVery Low Task Description

I’m stuck on the quest “missing in action”, I waited too long with the quest in my log and now if I go in the grey-mane home (which I have to lock pick) and speak to Fralia the quest objective will not change from “meet Fralia in her home” and I can’t go any further in the quest- all I can do is speak to her again and I cannot find a work around. Fralia and Avulstein do not become hostel or accuses me of trespassing and I can use the wait function in the home so this is not because I had to lock pick the door.

I know others have had similar problems with this quest but can’t find any reports of this problem.

Also thank you for all the effort you put into patching Skyrim. You guys are great.

21964January 25 2017QuestsUnofficial Skyrim Special Edition PatchBlood On The Ice Quest BugXBox OneNewTyler ForbesHighVery Low Task Description

I was playing through this quest line in Windhelm and it went fine until I imprisoned wulfarth the court wizard at the palace of kings. Next time I enter the city a guard is supposed to notify me of another recent murder and this is when we find out calixto is the real killer but this doesn’t happen at all. As i come from the stables outside the city Arivanya’s (The recent murder victim) corpse is located just outside the city door. I enter the city and no guards or nothing. I’m personally familiar with the quest so i went to the palace of kings prison to speak to wulfarth and the normal dialogue options are there for the next step however after the conversation i’m given no quest objective telling me to patrol the stone quarter like I normally am. I just walked around the stone quarter however anyway and I saw Calixto running as usual but he was following Niranye (Another Altmer In The City) and he follows her past the graveyard and stand still just up the steps in Valunstrad. They just stand still Calixto behind her and when I try to speak to Calixto I get a notification saying “This person is busy” however I can speak to Niranye fine and am given the usual dialogue options with her. Nothing else continues from there.

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?

21954January 23 2017QuestsUnofficial Skyrim Special Edition PatchForbidden Legend Quest-line Glitch XBox OneInvestigatingMatthew LewyCriticalVery Low Task Description

Back Story:
During a play through I managed to accidentally glitch and break the Forbidden Legend Quest line. I presume during the step between “Investigate the Gauldur Legend” and “Learn the truth from Daynas Valen”. The “Investigate the Gauldur Legend step requires you to find Daynas Valen’s notes, and the step “Learn the Truth from Daynas Valen” requires you to find his body and pick up quest items from the body (Ivory Dragon Claw, and his notes).

Here’s the problem:
As I was oblivious to the mission since I did not have it equipped, I went through the mission area (Folgunthur) missing the notes, but I picked up the claw from Daynas Valen’s Body (which was obviously part of step 2) and cleared out the dungeon. When I decided to finally start the quest I found the notes I had missed and then I had to investigate Valen’s body and pick up the claw, to which I had already done.. so the mission still wants me to pick up the claw from his body.. I also can’t drop the claw because it’s a quest item. So now the quest is broken with a marker leading to Valen’s Empty Body.

Maybe I was stupid but I’ve realised this could be broken without even starting the questline..

21951January 23 2017QuestsUnofficial Skyrim Legendary Edition PatchBounty: Dragon bugged in some casesAllConfirmedRobert MorleyMediumVery Low Task Description

During the quest Bounty: Dragon (BQ04), it appears that the dragon will not be correctly spawn (respawn?) at Mount Anthor. There are a few reports of this on UESP's page.

It’s possible that this is not unique to Mount Anthor, but just having killed the target dragon previously. I believe I did that, but I’m not 100% sure. The other reports on the page don’t mention it either way.

Also, at least for Mount Anthor, it seems that it wants to path you through some bizarre location. For me and one other person, it thought that the target was inside Markarth (but still seemingly at the same map coordinates as Mount Anthor); for another person, it was inside the EEC. Trying the console command MOVETOQT BQ04 simply caused the game to crash.

It’s riddled with mods, but I’ve attached a saved game, in case it’s useful.

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”.

21929January 21 2017Perks & SkillsUnofficial Skyrim Legendary Edition PatchPerks, skills and magic effects descriptions about arch...AllInvestigatingNico coiNMediumMedium Task Description

A user reported this in the french community and I mirror it here. According to him, several perks, skills and magic effects affect both bows and crossbows but only bows are mentioned in their descriptions. SSE is also affected.
List of perks, skills and magic effects coming in subsequent comments below. Other Patch Team Projects members advice required.

21927January 21 2017QuestsUnofficial Fallout 4 PatchCleanup incomplete/bad after Battle of Bunker Hill - po...Windows PCNewLoneWandererMediumVery Low Task Description

Game version: 1.8, no mods at all and no UFO4P.

Faction relation at the start of the quest: BoS friendly, RR friendly, Minutemen friendly - was targeting the MM ending. Institute obviously friendly because of the quest.

What I did:
Informed RR, but not BoS.
Met with Courser, and went inside as fast as possible. The Courser fights both BoS and RR, Player does nothing - remains neutral and is not attacked by anyone. Settlers cower and are not attacked.
Inside cell (cellar) - like outside. RR turrets also friendly to Player.
After reaching the synths Player was asked by them to free them or leave them be in peace. Player agreed to free them and the Courser became hostile - new objective ‘Kill the Courser’.
After killing the Courser - next objective ‘Deal with the Synths’. This was not possible, since it was already done, all dialogues with each on of the Synths were only standard responses. Did not accept the bribe before Courser became hostile.
But killing the Courser also started a new quest: “Meet Father at CIT ruins roof”. While combat still was in progress Player left Bunker Hill. Player remained neutral and was not attacked.
I decided to end the Institute quest line here. Is not strictly necessary, but possible. So I was unfriendly to Father and left the Institute. Quest “Kicked out from the Institute” started.
Faction relations after this: BoS friendly, RR friendly, MM friendly, Institute hostile.

In the Pipboy the quest ‘Battle of Bunker Hill’ was shown as done. But the objective ‘Deal with the Synths’ was never reached.

Situation in Bunker Hill after being kicked out from the Institute:
BoS soldiers still present, attack RR agents, also still present, when they see each other. RR agents attack caravan guards (seems to be Docs caravan). BoS soldiers present long after end of the main quest (Institute vanquished with the Minutemen). BoS troops quite superfluous and inactive, but make comments and can be talked to, with standard answers.

Settlers and caravan personnel all keep cowering in fear, but can be interacted with normally. Settlement can be won, if the quest for the mayor was done before. Settlement works normally, but all NPC animations are off, NPCs keep cowering. Fast traveling, save & load, game restart does not change this. This persists even after the end of the main quest (MM ending).

The cowering can be fixed with the console:
Enter ‘stopquest ef21c’ Then go to a closed cell. Wait 24 hrs.

This fix works, it seems to stop the state ‘Battle of Bunker Hill’, which was loaded at the beginning. This quest state is never stopped. But it does not fix the remaining NPCs (BoS and RR), the synths remain in the cellar indefinitely, the RR agents there too. So I think, either it was thought that all BoS and RR would be dead at the end, and no cleanup was added, or there is a cleanup which is not done properly, maybe because of Player being friendly to both, BoS and RR. This includes missing cleanup of cowering NPCs (Battle State for Bunker Hill), which is clearly a bug.

Should be easy to see, and is reported on the Internet - many people had this situation. If one does not (or cannot) use the console fix, the NPCs in Bunker Hill cower until the game is ended.

I think, not only the cowering should be fixed, the Bunker Hill NPCs should be cleaned up too. The bodies of killed RR agents and BoS on the outside disappear, so maybe there is no quest running in the background, they are removed because their aliases do not belong to a quest. So maybe it was intended this way. But the cowering is clearly a bug.

21926January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Light Ported BarrelAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Long Light Ported Barrel” should name the pistol as “[Long Light Ported]” because already exists “Long Barrel” as “[Long]” and “Long Light Barrel”.

21925January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Ported BarrelAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Long Ported Barrel” should name the pistol as “[Long Ported]” because already exists “Ported Barrel” as “[Ported]”.

21924January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Light BarrelAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Long Light Barrel” should name the pistol as “[Long Light]” because already exists “Long Barrel” as “[Long]”.

21923January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Rapid Automatic ReceiverAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Rapid Automatic Receiver” should name the pistol as “Auto pistol” and not vanilla “Pistol”.

21921January 21 2017QuestsUnofficial Fallout 4 PatchQF_DN054_00048516 - None: is not valid power armor furn...AllNewSclerocephalusLowMedium Task Description

[07/17/2016 - 02:18:50AM] error: None: is not valid power armor furniture.
stack:

[ (0011685B)].Actor.SwitchToPowerArmor() - "<native>" Line ?
[DN054 (00048516)].Fragments:Quests:QF_DN054_00048516.Fragment_Stage_0005_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_DN054_00048516.psc" Line 42

In the stage 005 fragment:

if Alias_Zeke.getActorReference().isinCombat() == false

  Alias_Zeke.getActorReference().SwitchtoPowerArmor(none)

endif

According to the Wiki, this is allowed to get an actor out of his armor. They don’t say anything about errors being thrown:

http://www.creationkit.com/fallout4/index.php?title=SwitchToPowerArmor_-_Actor

21919January 21 2017QuestsUnofficial Skyrim Special Edition PatchAludin's Bane cutscene won't start after reading Elder ...XBox OneNewJonMediumVery Low Task Description

I read the Elder Scroll at the Summit of the Throat of the World and it transports me back in time, however I cannot turn the player camera, I see one of the Nordic Heroes run buy and the cutscene will not start. I have reloaded multiple times.

21917January 21 2017TerminalsUnofficial Fallout 4 PatchTERM_DN015_PuzzleTerminal_0016D8C5 - Cannot add text re...AllInvestigatingSclerocephalusLowMedium Task Description

[07/12/2016 - 09:38:52PM] error: Cannot add text replacement pair for missing data
stack:

[ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
[DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
[DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
[ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18

[07/12/2016 - 09:42:59PM] error: Cannot add text replacement pair for missing data
stack:

[ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
[DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
[DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
[ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18
21908January 19 2017Placed ReferencesUnofficial Fallout 4 PatchDefaultEnableDisableTrigScript - Cannot call IsEnabled(...AllConfirmedSclerocephalusLowMedium Task Description

[01/16/2017 - 02:05:35AM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 40

[01/16/2017 - 02:05:35AM] warning: Assigning None to a non-object variable named “::temp1” stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 40

[01/16/2017 - 02:05:35AM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 43

[01/16/2017 - 02:05:35AM] warning: Assigning None to a non-object variable named “::temp13” stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 43

This trigger is missing a linked reference (the sole purpose of having this script attached is to enable or disable a linked reference; the script doesn’t do anything else).

21906January 19 2017Placed ReferencesUnofficial Fallout 4 PatchDefaultRefOnTriggerEnter - cannot call GetStageDone on ...AllConfirmedSclerocephalusLowMedium Task Description

[01/16/2017 - 02:09:21AM] error: Cannot call GetStageDone() on a None object, aborting function call
stack:

<unknown self>.defaultscriptfunctions.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultScriptFunctions.psc" Line 12
[ (001E63BD)].defaultrefontriggerenter.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRef.psc" Line 30
[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 28

[01/16/2017 - 02:09:21AM] warning: Assigning None to a non-object variable named “::temp0” stack:

<unknown self>.defaultscriptfunctions.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultScriptFunctions.psc" Line 12
[ (001E63BD)].defaultrefontriggerenter.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRef.psc" Line 30
[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 28

[01/16/2017 - 02:09:21AM] error: Cannot call GetStageDone() on a None object, aborting function call
stack:

[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 29

[01/16/2017 - 02:09:21AM] warning: Assigning None to a non-object variable named “::temp2” stack:

[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 29

Yes, this is now a placed references issue, because ...
... DefaultRefOnTriggerEnter extends DefaultRef, and when it tries to access the properties of DefaultRef (i.e. the parent script), papyrus complains that they are all none.

Does this sound familiar ?

So you now have to go through all affected references and set the properties locally.

It turned out that they must have been aware of that issue, and did set correct properties locally on most of these triggers.

This one is just a rare exception, as it has no properties set at all. The layer it’s in suggests that it should set a stage on DN084 (the mass fusion quest), but there is no way to tell which one.

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)

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 ?
21890January 16 2017PapyrusUnofficial Fallout 4 PatchDN015LaserEmmitterScript - Cannot call play() on a None...AllNewSclerocephalusLowVery Low Task Description

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8B3)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B3)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B3)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8B3)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B3)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B3)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8B0)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B0)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B0)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8B0)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B0)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B0)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8AF)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8AF)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8AF)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8AF)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8AF)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8AF)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

This is the OnBeginState event:

Event onBeginState(string previousState)
	isArmed = false
	PlayAnimation("Trip")
	ObjectReference ObjSelf = self as ObjectReference
	DisarmSound.Play(ObjSelf)
	setDestroyed()
	;Self.Disable()
endEvent

Interestingly, the animation plays. The error is always thrown when the sound should be played. Maybe it works with ‘DisarmSound.Play(self)’ (the cast should not be needed anyway).

21881January 16 2017QuestsUnofficial Skyrim Special Edition PatchCan't talk to street urchins with most startsAllInvestigatingGarthandLowVery Low Task Description

When choosing almost any start in Live Another Life, (except for the arrived on docks start, joined a guild start and possibly the vanilla start), you can’t talk to street urchins.

This is most obvious with Sofie in Windhelm. She will attempt to forcegreet you, but will be unable to play her dialogue, so she just follows you around. When you try talking to her, only her hellos will play. I tried removing conditions on her dialogue one at a time but can’t get her to forcegreet you if you pick one of the bugged starts. With a guild or docks start, she’ll forcegreet you and ask you to buy some flowers.

This is also true of Lucia in Whiterun. Even on a bugged start you can give her a coin, but with an unbugged start, you will have an additional dialogue option after donating to her that allows you to ask about her parents. This is missing with the bugged starts.

I really can’t fathom how this issue is happening. Tests done on a save with only USSEP and LAL installed.

I did some testing with a plugin that removed some dialogue conditions from the urchins to see if something was getting messed up, but even whittling down the conditions to check that the dialogue line was coming from the urchin in question wasn’t enough to make it play.

Steps to reproduce example:

1. Choose to spawn in the Windhelm inn
2. Go talk to Sophie by the docks
3. Notice you can’t buy flowers and she’s stuck following you

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.

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

21839January 06 2017QuestsUnofficial Skyrim Special Edition PatchAlduin won't landXBox OneNewMichaelCriticalVery Low Task Description

Dragonrend will not cause Alduin to land. I first had this problem in Sovngarde in the final quest. I went back several saves and now he won’t land at the Throat of the World in the Alduin’s Bane quest. It seems to be a problem with the dragonrend shout. Random dragons don’t land right away when I hit them with the shout. They eventually land on their own but sometimes a long way away. The random dragons not landing is just annoying but Alduin not landing is game breaking.

21829January 04 2017QuestsUnofficial Skyrim Legendary Edition PatchOriella sings the wrong songWindows PCConfirmedAbdouLowVery Low Task Description

In Heljarchen Hall I ask Oriella to sing The Age of Aggression but instead she sings The Age of Oppression even though there is no option for that song I’m sided with the Imperials but The Pale is still a Stormcloak territory.

21825January 03 2017QuestsUnofficial Skyrim Special Edition Patch"An Axe to Find" questWindows PCNeeds User FeedbackLowVery Low Task Description

I will tell step by step

Glover: You haven’t seen crecius have you? that foolish old man took my pickaxe.
Me: Why the fuss about a pickaxe?
Glover: This isn’t a run of the mill pickaxe, this is a nordic pickaxe. They don’t grow on trees.
Me: What’s an ancient Nord pickaxe?
Glover: It’s the only tool that can mine stalrim, not many left, forging them is a lost art, the one Crecius borrowed I got from up north.

So, all I have for choices are: What do you have for sale, Is stalhrim a type of ore, How did you end up in raven rock, and What’s an ancient Nord pickaxe.

After choosing “What’s an ancient Nord pickaxe” instead of the 1st option, those are the only 4 choices to choose from and the quest has not started and there is no way to start it.

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.

21821January 03 2017QuestsUnofficial Skyrim Special Edition PatchBroken "Activate Ancient Bowl"Windows PCNeeds User FeedbackJ RCriticalVery Low Task Description

After gathering your Thu’um at the end of The White Phial Mission so that you can turn it in to Nurelion, arriving at the bowl to activate it using the given quest item “Nurelion’s Mixture” The activation process will not start leaving the door closed. I’ve tried with the quest or without the Unofficial Skyrim SE Patch (in the same save file) but nothing works.

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.

21811December 31 2016QuestsUnofficial Fallout 4 PatchCall To Arms - No response from Danse XBox OneNewKevinMediumVery Low Task Description

After working around the “Fire Support” bug (Where Danse says “Check your fire” after the ghouls are cleared out) by continuing the main quests until “The Molecular Level.” Danes will bring you to the ArcJet Systems plant for the “Call To Arms” quest. Once at the door he will turn around and go back to the police station, and will not respond the The Lone Survivor.

After Paladin Danse begins to leave the plant, the objective “Follow Paladin Danse” appears.

The mission can be continued by fighting the Synths in the plant until you get to the Deep Range Transmitter and the objective “Provide fire support for Paladin Danse” appears. Once the synths are wiped out and the fire support objective is complete (even without Danse there) there will now be two open objectives. One saying “Speak To Paladin Danse” and the other saying “Follow Paladin Danse”

When trying to speak with Danse back at the police station, he does not respond.

21783December 28 2016QuestsUnofficial Skyrim Special Edition PatchWilhelm-Gwilin conversation bugAllNewEric JohnsonMediumVery Low Task Description

Wilhelm was supposed to be able to have a conversation with Gwilin, but due to a script oversight the following conversation cannot never be heard:

Wilhelm: “I heard Temba yelling at you yesterday. Why do you let her treat you like that?”

Gwilin: “If you’ll pardon the expression, she’s far more bark than bite.”

Wilhelm: “Perhaps, but abuse is abuse. I don’t think I could stand it.”

Gwilin: “There’s much more to worry about in life than a bit of a temper, my friend.”

21761December 25 2016Settlements & WorkshopsUnofficial Fallout 4 PatchHome Plate Well Rested bugWindows PCNewAlexLowVery Low Task Description

On the Home Plate in Diamond City, no new bed does not give a bonus Well Rested. Only a bed, there is a default gives this bonus.

21758December 25 2016Placed ReferencesUnofficial Skyrim Legendary Edition PatchLakeview manor stage 1 floaty workbenchesWindows PCNeeds User FeedbackpinkyVery LowVery Low Task Description

Lakeview manor has a workbench that shows on the local map
as a rectangle island in the void outside the small house.
tcl investigation shows at least 3 floaty workbenches
and a light/particle effect from a high window in the main hall
are all enabled before their quest is completed / always enabled.

my draw distance is so low that investigating the farthest bench
makes the house disappear so i haven’t ventured past that.

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.

21750December 23 2016QuestsUnofficial Skyrim Special Edition PatchThe quest 'Reluctant Steward,' Varona's body has disapp...XBox OneNewBen JonesHighVery Low Task Description

Varona’s body has dissappeared, I used the clairvoyance spell to find her location, but her body is missing from where the trail ends. Seems to be a reasonably common issue, and the only solution I can find is to use console commands, however I am not on PC, and am instead on Xbox One, so this isn’t an option
Help please!!

21744December 22 2016QuestsUnofficial Fallout 4 PatchCannot complete quest, Data Reovery, if DIMA is persuad...XBox OneNewTannerHighVery Low Task Description

Cannot complete quest, Data Reovery, if DIMA is persuaded to be judged by Far Harbor before speaking to Faraday. After DIMA decides to go be judged by Far Harbor, Data Recovey becomes impossible to complete because Faraday will not say anything except how hopeless he feels without DIMA. Only applies to XBox One. Acadian Ideals also becomes impossible to complete due to this bug.

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.

21719December 15 2016QuestsUnofficial Skyrim Legendary Edition PatchVex / Delvin inappropriate dialogXBox OneInvestigatingJustinLowVery Low Task Description

After being assigned any of the “special” jobs by Delvin, going to Vex or returning to Delvin (I think) and requesting another job will get a response of “finish the special job first” (or similar words). So you quit that dialog menu but Vex (and Delvin) will still tell you take another job.

21717December 15 2016QuestsUnofficial Skyrim Special Edition PatchDurnehviir disappears prematurely when learning the sec...AllNewMultiphorLowVery Low Task Description

When you summon Durnehviir after learning the Summon Durnehviir shout from him, he will disappear prematurely when he is teaching you the second word of the Soul Tear shout, when he should finish speaking first before he disappears. You will still learn the second word and be able to learn the third word of the shout as well. The miscellaneous quest to learn the shout and summon Durnehviir in Tamriel will still progress normally and will properly complete when Durnehviir has taught the player all three words of the Soul Tear shout.

21709December 13 2016Placed ReferencesUnofficial Skyrim Special Edition PatchFallowstone Cave corpse is marked as chestAllConfirmedMultiphorLowVery Low Task Description

The corpse of the Orc male (000457FD) in Fallowstone Cave has the BossContainer Location Reference Type selected on it, which causes radiant quests to place items in it, when it is normally a chest that is used. The Orc’s corpse should not have the BossContainer Location Reference Type selected on it. It should probably have the Container Location Reference Type selected on it instead, like the other Orc’s corpse (00039CFA) on the floor below does. There are two chests (0002064F and 000774C8) in Fallowstone Cave that should have one of their Location Reference Types set to BossContainer, instead of the Orc’s corpse. This is because the Orc’s corpse could fall through the floor, making it impossible to loot it and as a result, break radiant quests that send you to Fallowstone Cave to retrieve items from it.

21701December 12 2016Placed ReferencesAlternate Start - Live Another Life"Left for dead" starting area has spots where the playe...Windows PCNeeds User FeedbackJarred RLowVery Low Task Description

While it’s highly likely that I’m experiencing this bug as the result of a potential mod conflict, I can’t seem to find anything going on in the cells around the starting area for the “Left for Dead” beginning that would be causing it. When walking around the area, the player often goes into a swimming animation, with what looks like a bugged water surface flickering above the ground.

21698December 11 2016TexturesUnofficial Skyrim Special Edition PatchInverted grass normals on farm stone wallsAllInvestigatingGruftlordLowVery Low Task Description

Not sure how to add images so they appear here, but here’s a link:
http://afkmods.iguanadons.net/uploads/gallery/album_24/gallery_1501_24_2328020.jpg

Ignore the red circles, they are for another bug report.

Afaik, the grass on these wall parts (and i think all of them) have inverted normals. I seem to recall that the normals were once flipped, to fix inversion on the stones. It appears, that a selective inversion is in order, where now the grass has to be flipped, but the stones kept as is. Good luck :D

21695December 11 2016QuestsUnofficial Skyrim Special Edition PatchFinal chapter in Waking Dreams black book - gate won't ...XBox OneNewginnyHighVery Low Task Description

I’ve tried everything from restarting to making sure I’ve fulfilled all quests prior. The gate just won’t open. I’m not missing anything to open it.

21691December 08 2016QuestsUnofficial Skyrim Special Edition PatchI can't start the quest "A New Source of Stalhrim" by t...XBox OneNewTom WellumCriticalVery Low Task Description

I return to the Skaal Village after completing “The Fate of the Skaal” and I am unable to continue as the Woodcutter only talks about general things and the blacksmith never gets kidnapped. I have tried multiple things to fix it but am unable to access the final tomb to get my last shout. I would have to go back a long way with a save to retry and hope it would not happen again. I have completed all the required talks and done all the side tasks on the entire island.

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