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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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IDOpenedCategoryProjectSummaryOperating SystemStatusOpened by  ascSeverityPriority
7788December 02 2012TexturesUnofficial Skyrim Legendary Edition PatchBlind eyed player's eyes are messed up after becoming v...Windows PCConfirmedAnonymous SubmitterLowMedium Task Description

USKP, UDGP, and UHFP are installed and in proper load order.

No vampire or eye altering mods are installed.

Only tested with a preset female Imperial, blind in right eye.

Eyes are both the proper glowing vampire eye from straight on, while from an angle to the blind eye’s right, the blind eye z-fights with the vampire eye.

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

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”

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.

22569July 05 2017ActorsUnofficial Skyrim Special Edition PatchWhiterun guards are hostile to Stormcloaks prior to Bat...AllNewMediumVery Low Task Description

Prior to Battle for Whiterun, when Whiterun guards encounter Stormcloaks (e.g., patrols, player disguise), the Whiterun guards will be hostile and engage in combat. These encounters can be made more frequent with Immersive Patrols, Horses On Patrol, and so on, but as far as I can remember, they can occur in vanilla, too.

In the story, and according to in-game dialogue, Whiterun is neutral prior to Battle for Whiterun when the Jarl is forced to choose a side.

The Whiterun guards are hostile to Stormcloaks because the following actors are set up for the Battle for Whiterun:

  • GuardRiverwoodImperial01 [NPC_:000274AB]
  • GuardRiverwoodImperial02 [NPC_:000274AC]
  • GuardRiverwoodImperial03 [NPC_:000274AD]
  • GuardRoriksteadImperial [NPC_:00039FD7]
  • GuardRoriksteadImperialHorsePatrol [NPC_:0009CB58]
  • GuardWhiterunCityGeneric [NPC_:00099CE5]
  • GuardWhiterunHoldImperialGeneric [NPC_:000ABE18]
  • GuardWhiterunImperialBarracks [NPC_:0010E2BF]
  • GuardWhiterunImperialDragonsreach [NPC_:000D0FFA]
  • GuardWhiterunImperialDragonsreachPorchPatrol [NPC_:00108296]
  • GuardWhiterunImperialDragonsreachPorchPatrolB [NPC_:00108D8B]
  • GuardWhiterunImperialExterior [NPC_:001000EC]
  • GuardWhiterunImperialGate [NPC_:000D1985]
  • GuardWhiterunImperialGate2 [NPC_:000D8F09]
  • GuardWhiterunImperialGuardhouseSleep [NPC_:001000EF]
  • GuardWhiterunImperialJail [NPC_:000590DE]
  • GuardWhiterunImperialPatrolDay [NPC_:000267EE]
  • GuardWhiterunImperialPatrolDay1 [NPC_:000D314C]
  • GuardWhiterunImperialPatrolDay2 [NPC_:000D314F]
  • GuardWhiterunImperialPatrolDayExterior1 [NPC_:000D3BCA]
  • GuardWhiterunImperialPatrolDayExterior2 [NPC_:000D3BCB]
  • GuardWhiterunImperialPatrolNight1 [NPC_:000D3156]
  • GuardWhiterunImperialPatrolNight2 [NPC_:000D3159]
  • GuardWhiterunImperialPatrolNightExterior1 [NPC_:000D315C]
  • GuardWhiterunImperialPatrolNightExterior2 [NPC_:000D315D]
  • GuardWhiterunImperialPatrolWatchtowerDay [NPC_:000D8C50]
  • GuardWhiterunImperialPatrolWatchtowerNight [NPC_:000D8C53]
  • GuardWhiterunImperialPostDay1 [NPC_:000D2AC9]
  • GuardWhiterunImperialPostDay2 [NPC_:000D2ACC]
  • GuardWhiterunImperialPostNight1 [NPC_:000D3152]
  • GuardWhiterunImperialPostNight2 [NPC_:000D3154]
  • GuardWhiterunImperialTemplate [NPC_:000EA0A2]

By removing the following factions from the above NPC records, they can be made neutral:

  • CWImperialFaction “[FACT:0002BF9A]
  • CWImperialFactionNPC [FACT:0001C9FC]
  • CrimeFactionImperial [FACT:00028848]

However, they need these factions for the Battle for Whiterun.

The mod True Neutral Whiterun Guards removes those factions from the above actors, but even the creator states that the player must disable the plugin prior to the Battle for Whiterun. (The lists above were extracted from this mod.)

A script can be written to monitor the quest state, make the Whiterun guards neutral prior to the Battle for Whiterun, and restore their factions during that quest. I drafted that script here.

However, a better solution would be to enhance the CW* and CWSiegeObjScript scripts to achieve this outcome without any monitoring or record changes.

22710July 20 2017ActorsUnofficial Fallout 4 PatchEnemies killed by cryo weapons/freezing respawn motionl...AllNewMediumVery Low Task Description

I haven’t verified this myself, but it seems like plenty of folks do.

There’s an alleged fix at which also links to a number of threads where people discuss the issue.

I tried looking for reports of this already in the tracker, but I failed to find any.

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

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

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

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

Packages with this bug:










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

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

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

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

This issue occur when equip with bow or dual weapon.

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

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

13279July 21 2013PapyrusUnofficial Skyrim Legendary Edition PatchExploit on Dynamo ActuatorWindows PCConfirmedLowMedium Task Description

In Fahlbtharz Grand Hall, there are three Dynamo Actuators that require three Dynamo Centurion cores to activate them. One is already in place, the other two are obtained from the Centurion guardians below. However if you press ‘E’ or equivalent a number of about 5 times repeatedly on the Dynamo Actuator, a Centurion Dynamo core will appear anyway, on all three, negating the need to kill the centurions at all.

13547September 11 2013PapyrusUnofficial Skyrim Legendary Edition PatchMGRitual05DragonScript: (00060BAE): Failed to send even...Windows PCConfirmedLowMedium Task Description

Random dragon encounter (just North of Riften Stables). Not the first time I’ve seen such an error - different locations (including the dragons roosting on Word Walls) not always identical errors, often on different “body parts”.

[09/11/2013 - 09:25:13PM] error:  (FF0008E5): Failed to send event HeadBleed04 for unspecified reasons.
    [ (FF0008E5)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (FF0008E5)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 343
A couple of similar errors from recent logs:-

[09/02/2013 - 03:29:23PM] error:  (00060BAE): Failed to send event WingRBleed04 for unspecified reasons.
    [ (00060BAE)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (00060BAE)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 346
[09/02/2013 - 03:31:07PM] error:  (00060BAE): Failed to send event HeadBleed04 for unspecified reasons.
    [ (00060BAE)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (00060BAE)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 343
[09/02/2013 - 03:31:39PM] error:  (00060BAE): Failed to send event BloodFade for unspecified reasons.
    [ (00060BAE)].dragonactorscript.PlaySubGraphAnimation() - "<native>" Line ?
    [MQKillDragon (00035D56)].mqkilldragonscript.deathSequence() - "MQKillDragonScript.psc" Line 65
    [ (00060BAE)].dragonactorscript.onBeginState() - "dragonActorSCRIPT.psc" Line 201
    [ (00060BAE)].dragonactorscript.GotoState() - "Form.psc" Line ?
    [ (00060BAE)].dragonactorscript.OnDeath() - "dragonActorSCRIPT.psc" Line ?

Load order:-

Unofficial Skyrim Patch.esp
No Killmoves, No Killcams,No Killbites.esp

13576September 18 2013Perks & SkillsUnofficial Skyrim Legendary Edition PatchBlocking a power attack with a spell equipped cancels t...Windows PCConfirmedLowMedium Task Description

If a player blocks with their shield and I have a spell equipped, if I block a power attack I stop blocking, yet if I had a sword and was blocking with a shield it doesn’t do that. I wasn’t using any mods.

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

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

13782October 02 2013PapyrusUnofficial Skyrim Legendary Edition PatchnorRotatingDoorSCRIPT :- Cannot call PlayAnimation() on...Windows PCConfirmedLowMedium Task Description
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
    [ (03027A3F)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
    [ (03027A3F)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
    [ (030182B5)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
    [ (030182B5)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
    [ (030182B4)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
    [ (030182B4)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30

Load Order:-

Unofficial Skyrim Patch.esp
Unofficial Hearthfire Patch.esp
Unofficial Dragonborn Patch.esp
No Killmoves, No Killcams, No Killbites.esp

(Note to self. GameLogs\Papyrus.0178.log)

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

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

14020October 20 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunFolgunthurBossBattle :- Cannot call GetLinkedRef() o...Windows PCConfirmedLowMedium Task Description
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 111
[10/20/2013 - 03:10:54PM] error: Cannot call Kill() on a None object, aborting function call
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 111
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 112
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 112

Load Order:

Unofficial Skyrim Patch.esp (Beta 2.0.0)
no killmoves, no killcams, no killbites.esp
(Note to self. Game11Logs\Papyrus.0156.log)

14023October 21 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunProgressiveCombatScriptRefAlias :- Cannot call count...Windows PCConfirmedLowMedium Task Description
10/21/2013 - 08:41:42AM] error: Cannot call countLinkedRefChain() on a None object, aborting function call
    [alias MikrulCombat on quest dunGauldursonQST (000E4D31)].dunReachwaterRockMikrulBossBattle.OnLoad() - "dunProgressiveCombatScriptRefAlias.psc" Line 38
[10/21/2013 - 08:41:42AM] warning: Assigning None to a non-object variable named "::temp0"
    [alias MikrulCombat on quest dunGauldursonQST (000E4D31)].dunReachwaterRockMikrulBossBattle.OnLoad() - "dunProgressiveCombatScriptRefAlias.psc" Line 38

Load Order:-

Unofficial Skyrim Patch.esp (Beta 2.0.0)
no killmoves, no killcams, no killbites.esp

(Note to self. Game11Logs/Papyrus.0166.log)

14368December 10 2013PapyrusUnofficial Skyrim Legendary Edition PatchDLC2_QF_DLC2dunKolbjornQST_0201810B:- Cannot call Activ...Windows PCConfirmedLowMedium Task Description
[12/07/2013 - 11:10:07PM] error: Cannot call Activate() on a None object, aborting function call


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 136

    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810

[12/07/2013 - 11:10:07PM] warning: Assigning None to a non-object variable named "::temp32"


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 136

    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810

[12/07/2013 - 11:10:07PM] error: Cannot call Kill() on a None object, aborting function call


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 137

    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810

Load Order:-

USKP (2.0.0a)
UHFP (2.0.0)
UDBP (2.0.0)
no killmoves, no killcams, no killbites.esp

(Note to self. Game12Logs/Papyrus.0317.log)

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

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

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

Possibly related (Fixed)

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

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

17478September 17 2014QuestsUnofficial Skyrim Legendary Edition PatchThorek attacks Veren in final scene in 'Waking Nightmar...Windows PCNewLowMedium Task Description

In the end of 'Waking Nightmare' when Erandur confronts Thorek and Veren, once they become hostile Thorek immediately starts attacking Veren. Possibly it happens the other way around, i started on Veren first, the issue seems to be confirmed on also.

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

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

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

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

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

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

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

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

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

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

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

18378December 19 2014QuestsUnofficial Skyrim Legendary Edition PatchFirst time in Dead Man's DrinkWindows PCConfirmedLowMedium Task Description

I can’t say for sure, but I think the first time I enter Dead Man’s Drink I keep getting asked to leave by Valga Vinicia. It has happened at least twice to me in separate games.

Anytime after that she acts as she should. Nothing seems to happen if I stick around though when she asks me this.

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

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

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

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

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

Thank you.

Here is video footage from another user:

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

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

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

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

18821February 23 2015Perks & SkillsUnofficial Skyrim Legendary Edition PatchShadowcloak of Nocturnal effect does not self-terminateWindows PCNewLowMedium Task Description

For completing the Thieves Guild questline and becoming an agent of Nocturnal, you can choose the ability Shadowcloak of Nocturnal. It has the description “For 120 seconds you automatically become invisible while sneaking.” As per the wiki:


Once the power is used, shifting into and out of sneak activates and deactivates the invisibility. Even after the two minutes has passed, the player will still be able to activate and deactivate the power by standing and sneaking. The ability doesn’t truly expire until the player interacts with something whilst sneaking that breaks the invisibility spell.

This seems like a big oversight in the vanilla game. Entering sneak after the 120 seconds has elapsed should probably not continue to activate invisibility. It makes the ability hugely broken, and is not in line with any in-game description of the ability.

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

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

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

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

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

Video that demonstrates bug:

19446July 19 2015PapyrusUnofficial Skyrim Legendary Edition PatchDisappearing Invisibility (part 2)Windows PCNewLowMedium Task Description

Almost identical to  FS#19360  (fixed).

Enter Frostmere Crypt, dispose of the 3 initial bandits. Before turning left to go over the caged-in walkway, go invisible then sneak towards the walkway. At the instant you begin to hear the bandit’s dialogue (a scene playing?) you lose your invisibility.

Load Order:-

USKP.esp (2.1.2)
Run For Your Lives.esp (2.0.5)
no killmoves, no killcams, no killbites.esp

19580November 25 2015QuestsUnofficial Fallout 4 PatchSilver Shroud - Aggressive Raiders IssueWindows PCNewLowMedium Task Description

A. At the end of the Silver Shroud quest, one has the option to rescue Kent from the raider boss. You are supposed to be able to talk Shinjn, the raider boss, into attacking your first, so you can kill him without Kent getting hurt. However, Shinjin always kills Kent before I even get into the elevator to reach him in the lower levels. From what I can gather, me fighting the raiders on the upper floor is triggering him to go hostile since he senses combat, due to the map being just one big room. I don’t know if its possible to lower his agro distance or w/e, but that would be the most obvious solution.

19649November 26 2015QuestsUnofficial Fallout 4 PatchSilver Shroud - post quest reward issueWindows PCNewLowMedium Task Description

After completing the Silver Shroud quest, Kent is supposed to offer you upgrades to your Silver Shroud costume when one reach levels 25, 35, and 45. However, Kent never offered these rewards to me.

While I am unsure of the direct cause of the bug, it is likely because I was already past level 45 when I did this quest, so the triggers for him to offer the upgrades never went off.

19654November 27 2015Perks & StatsUnofficial Fallout 4 PatchNight Person rank 2 bonus persists too longWindows PCNewLowMedium Task Description

Rank 2 of the Night Person perk grants +3 INT and PER at night, as well as night vision when sneaking during night time (and always while inside, this is presumed to be intentional). In my game, after the ~150 hour mark, the night vision effect has been persisting for sometimes up to 30 seconds after leaving sneak mode. This is a recent issue, the perk was working fine before.

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

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

19656November 27 2015Settlements & WorkshopsUnofficial Fallout 4 PatchSettlers with specific AI packages prefer these over do...Windows PCConfirmedLowMedium Task Description

Settlers whose AI packages (apologies if this is not the correct term) have them doing specific things in a settlement will prefer these over their assigned duties. I have experienced this mostly with shopkeepers. Examples are Sturges, Marcy Long, Jun Long in Sanctuary (they prefer to hammer on the yellow house), and Wiseman, Holly, Deirdre, Jones in The Slog (they prefer tending to the crops, even if they are assigned elsewhere).

19661November 27 2015QuestsUnofficial Fallout 4 PatchThe Big Dig - Freeing MelWindows PCNewLowMedium Task Description

When tasked with freeing Mel from the Diamond City Security Office, Mel was apparently automatically freed immediately upon entering the office, with no other action taken by me. Quest appears to progress normally afterwards.

19662November 27 2015QuestsUnofficial Fallout 4 PatchDiamond City Radio silentWindows PCNewLowMedium Task Description

In my game, Diamond City Radio has become completely silent. I had the radio turned off for a while, then attempted to tune in to DCR, but there is no sound, not even static. Other stations (Classical, Radio Freedom) work fine, and I checked on Travis and he is OK too. I did complete the quest Confidence Man, but that was ages ago and the radio was working fine even afterwards. I am currently ~160 hours in, this is one of multiple issues that have started cropping up lately past the ~150 hour mark.

19673November 28 2015Perks & StatsUnofficial Fallout 4 PatchIron Fist 5 won't let you perform a critical hit when w...Windows PCNewLowMedium Task Description

The sound effect plays, but the animation doesn’t fire. This is caused by Iron Fist 5 trying to apply the paralyze effect.

As a workaround, I added a condition that checks if the player has power armor, and to not paralyze if the player is wearing power armor. This lets players critical hit while in power armor again, but (obviously) the paralyze effect won’t work. There might not be a better solution until the GECK comes out.

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

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

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

Tree highlighted for scrapping but missing its mesh completely.


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

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

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

I reported this in the Bethesda bug thread as well.

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


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


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

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

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

19750December 20 2015Perks & StatsUnofficial Fallout 4 PatchPower Armor Rad Resistance Perk permanently alters Glow...Windows PCNewLowMedium Task Description

This was also submitted in the Bethesda bug tracking thread.


When exiting any Power Armor while in the Glowing Sea, player retains radiation resistance from the Power Armor for the duration of the game even while completely naked. This makes the weathers active in the Glowing Sea permanently reduced to <1 rad per second. (Technically, the player does not have rad resistance from the Power Armor, but the external spell is reduced, see technical breakdown for details.)


- Travel to the Glowing Sea, with or without power armor (or type coc glowingseaoutpost)

- Unequip any clothing, so you can accurately measure radiation resistance

- Equip a set of power armor (I tried with a spawned set, and one acquired regular play)

- Ensuring you are still in the Glowing Sea and taking constant rad damage, exit the power armor

- Rad damage for the weather type currently active is permanently less than <1 for the duration of the game. If this is repeated for other two rad weather types, those will be permanently altered as well for the duration of the game.


- Equip and unequip the Hazmat suit to reset rad resistance to proper levels. (which tells me an event is not being properly fired upon exiting Power Armor)

- NOTE: This only happens with radiation spells that are of the constant effect type – hazards such as water using concentration, or fire-and-forget effects do not seem to be effected.


- When Power Armor is equipped, an enchantment ([ENCH:0003E579]) uses a magic effect (MGEF:00204A54) which applies a perk ([PERK:00204A55]) that weakens the strength of the incoming radiation damage spells for the Glowing Sea area (0023EC91, 0023EC93, 0023EC95).

- When exiting Power Armor, a proper “unequip” event does not seem to be fired within the engine, so despite the perk/magic effect/spell being removed from the player, the modification to the incoming spell values made by the perk remains.

- Equipping and unequipping a hazmat suit, which performs the same modifiers to incoming radiation spells fixes this, because the incoming damage spell is being properly reset by the unequip action. This can be verified by unequipping the Hazmat suit with the console command “unequipitem”, which does NOT reset the spell strength, same as the Power Armor problem.

FIX (a deeper fix could be done by running the necessary events when exiting power armor)

- I fixed this in my own game and put it into a mod by simply adding a condition on the perk that modifies the weather spell, so the perk is only active if WornHasKeyword for ArmorTypePower (0004D8A1) is TRUE. Exiting the power armor renders this condition false and the strength multiplier is removed from the weather.

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

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

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

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


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

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

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

19839January 19 2016QuestsUnofficial Skyrim Legendary Edition PatchSavos the Only One in Final Ghostly SceneWindows PCNewLowMedium Task Description

In the last ghostly playout of MG07, the text of the scene is:

Atmah: “We shouldn’t have left her there to die!”

Savos: “What else could we do? Stay there and die with her? She refused to go on, we didn’t have a choice!”

Hafnar: “This is it, you know. Through this door. Can you feel it?”

Atmah: “We’re not going to make it, are we?”

Hafnar: “We stay together, no matter what. Agreed?”

Atmah: “I’ll be right with you.”

Savos: “Agreed. We all stay together.”

But, alas, Savos is the only one present, thus we can only hear his lines. Others with a similar issue, except that in this case all ghostly scenes played perfectly bar this one. A quick Google reveals a couple of old comments that Savos is also on his own that scene.

But then, if the scenes are scripted to go, it’s likely to be an engine problem with save/reload, although It was repeated with a replay through Tribune.

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

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

19963February 29 2016QuestsUnofficial Fallout 4 PatchFeeding the Troops loopingWindows PCNewLowMedium Task Description

As part of the radiant Brotherhood of Steel side quest “Feeding the Troops”, Proctor Teagan send you to a settlement to get the farmers there to give the BoS some of their crops.

After this negotiation, a message comes up saying that the settlement is now under BoS control, and you lose the ability to use the work bench there.

However, Teagen will send you to the same locations over and over again, despite this not making sense as the BoS has already negotiated with this settlement, and the settlement is still under BoS control.

The quest parameters need to be changed so that Teagen only send the player to a location once, instead of multiple times.

19997March 13 2016QuestsUnofficial Fallout 4 PatchSynths at CiTWindows PCNewLowMedium Task Description

After blowing up The Institute as part of the MQ, several synths keep spawning in the air over what was once the CiT building, falling into the water of the crater, and just swimming around.

These synths should be disabled as it doesn’t make sense for them to be there.

19998March 13 2016QuestsUnofficial Fallout 4 PatchBullet and Gunners at Peabody houseWindows PCNewLowMedium Task Description

After using a speech check to convince Bullet and his Gunner allies that the Peabodys were no longer at their house, Bullet runs off to the southern border of the map and just stands around, and his gunner allies will just hang around the house, eventually going hostile if the player stays too long.

Bullet and his gunner allies should be disabled after the quest is over, since they supposedly ran off to try to find the family.

20000March 13 2016QuestsUnofficial Fallout 4 PatchPAM post MQ quest issueWindows PCNewLowMedium Task Description

If the player reprograms PAM for the BoS as part of the MQ, PAM will still give out her Railroad faction side missions, and speak as if you are both still part of the RR, despite the RR being destroyed.

She also wont give out her BoS specific post MQ dialogue.

20001March 13 2016QuestsUnofficial Fallout 4 PatchThe Secret of Cabot House cleanupWindows PCNewLowMedium Task Description

A part of the “The Secret of Cabot House” quest, all the guards outside Parsons Asylum, and all the raiders attacking it, die. However, even after months of in-game time, their bodies never get removed.


20002March 13 2016QuestsUnofficial Fallout 4 PatchWolfgang and Simone cleanup problemWindows PCNewLowMedium Task Description

After killing Wolfgang and his friend Simone as part of the “Order Up” quest at Drumlin Diner, their bodies never disappear no matter how much in-game time passes, even if away from the cell.

Their bodies should clean up after sometime.

20003March 13 2016QuestsUnofficial Fallout 4 PatchRailroad HQ cleanup problemsWindows PCNewLowMedium Task Description

After axing the Railroad leaders for either the BoS or Institute, their bodies never clean up no matter how much time passes.

20021March 17 2016QuestsUnofficial Fallout 4 PatchEast City Downs cleanupWindows PCNewLowMedium Task Description

After killing all the raiders, triggermen, and robots at the East City Downs racetrack, their bodies never get removed no matter how much time passes.

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

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

Here’s a video:

20027March 20 2016QuestsUnofficial Fallout 4 PatchArcJet cleanupWindows PCNewLowMedium Task Description

After doing the BoS quest to raid Arcjet system for tech with Danse, the synths at the location never clean up no matter how much game time passes.

20029March 20 2016QuestsUnofficial Fallout 4 PatchSandy Coves Convalescent Home cleanup issueWindows PCNewLowMedium Task Description

After killing all the synths at the Sandy Coves Convalescent Home, their bodies never clean up no matter how much time passes.

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

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

20093April 10 2016QuestsUnofficial Skyrim Legendary Edition PatchArniel's Endeavor part 3 objectivesWindows PCNewLowMedium Task Description

I need to put Warped soulgem into 3 Dwemer Convectors and heat them with a spell. When I heated the second Convector I got objective as if I was already taken soulgem from convector and already heated soulgem in 3 convectors so as objective says in need to “Deliver the soul gem to Arniel”, but I didn’t took the soulgem from second convector nor did I heated it in 3 convectors.

When I took the soul gem from second convector I got objective to “Place the warped soul gem into a final Convector”. So now I have 2 objectives at the same time: “Place the warped soul gem into a final Convector” and “Deliver the soul gem to Arniel”. Confusing.

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

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

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

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

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

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

20117April 14 2016QuestsUnofficial Skyrim Legendary Edition PatchKill the Hagraven PetraWindows PCNewLowMedium Task Description

I went through the entirety of Blind Cliff Bastion, killed both Petra and Melka, and exited, but the miscellaneous quest objective "Kill the Hagraven Petra" would not resolve until I went back into the dungeon and pulled the pull-chain to open Melka's cage.

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

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

20154April 19 2016QuestsUnofficial Fallout 4 PatchSettler looping dialogWindows PCNewLowMedium Task Description

After defending an owned settlement (quest starts via message or after fast travel to a settlement), the settlers say “thanks for help....”. This dialog option does not change to the “normal one”, but is a loop. Each settler in the settlement has only the “thanks for help”- dialog options, no more the “lets trade some items”.

It is possible to fix this ingame: Fasttravel to another settlement, talk there to a settler, return to the settlement -&gt; dialogue fixed. Very annoying ;)

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

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

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

20169April 20 2016QuestsUnofficial Fallout 4 PatchCoastal cottage questWindows PCNewLowMedium Task Description

I went there and have cleared the area. I have created the beacon as requested. Even have had a new setter arrive, but the quest won’t clear. The quest is still sitting above the workshop.

20179April 20 2016Settlements & WorkshopsUnofficial Fallout 4 PatchClarabell does not respond to feeding troughsWindows PCNewLowMedium Task Description

Clarabell, the named NPC Brahmin at Abernathy Farm, does not respond to feeding troughs. If you scrap her fence and trough, she will stand right where she is, forever. This gets in the way of the player’s settlement building, because you cannot build anything on top of settlers or Brahmin. And since she is not commandable, you cannot move her outside of using console commands.

She should respond to feeding troughs like all other Brahmin so that you can move her where you want her.

20182April 21 2016Settlements & WorkshopsUnofficial Fallout 4 PatchTurrets at Covenant do not decayWindows PCNewLowMedium Task Description

If you take over Covenant violently, then you’re forced to destroy the elevated turrets that line the wall. But unlike all other turrets in the game, these do not decay over time. This prevents you from building your own turrets in the place of the old turrets when you take over the settlement, because the turret stumps block the buildable area. This leaves the settlement perpetually filled with rising smoke from the exploded turrets, and turret pieces littering the grounds. Also, after 30 days the turret “corpses” refill with ammo and scrap, allowing you to loot them again.

This can only be solved currently with the console command “markfordelete”, which is dangerous.

20184April 21 2016Settlements & WorkshopsUnofficial Fallout 4 PatchCovenant loot never becomes player ownedWindows PCNewLowMedium Task Description

In covenant, there is loot everywhere–food, scrap, etc. If you steal it while the residents of Covenant are alive, you rightly get flagged for theft.

However, after the residents are dead, the items in Covenant never become “not owned”. This means that you always get marked for theft when you loot anything in Covenant, even if you own the Settlement.

If you loot anything in Covenant once the settlement has already attracted settlers, they will turn hostile towards you, forever. Even if you kill them, all future settlers mark you as hostile and attack you, effectively making the settlement unusable to you.

20187April 21 2016Settlements & WorkshopsUnofficial Fallout 4 PatchFusion Generator breaks switches (WW DLC)Windows PCNewLowMedium Task Description

I had this in Fallout 4 1.4 without any mods every time I tried it.

If you place switches in your settlement and also have a fusion reactor (Wasteland Workshop DLC) in the same settlement the switches stop working because they seem to be powered by the “passive” energy which is also used by lightbulbs etc. so they are permanently “on” even if the switch points to “off”.

This does also effect the new “powered doors”. They stay open even if there is no energy source at the other end of the power line.
To elaborate more: It seems like, even if the switch is flipped to “off” there seems to be enough “remaining energy” within the power lines to keep the doors open.

To reproduce: place a powered door somewhere and connect it to series of power pylons. Then build a switch which should be at least some meters from the door and near the fusion reactor. Connect the switch to the fusion reactor and try turning it on and off a few times. The powered door should now stay open forever until you delete the cable that connects directly to the door.
This did only occur when there was a fusion reactor in the settlement.

(Maybe it is also related to having over 100 power available)

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

Location: Egret tours marina


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

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

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

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


20191April 21 2016Placed ReferencesUnofficial Fallout 4 PatchRooms in Mechanist Lair need signs swappedWindows PCNewLowMedium Task Description

Image below shows the two signs for the rooms in question.

It’s my opinion that they should be swapped. The terminals in each room are named correctly for the room, which is opposite of how the signs are placed. Also, if you follow the way this facility is laid out ‘patients’ enter the room on the right first which should be Brain Extraction then the Brain moves to Cerebral Reconditioning on the left.

Anyway, needs confirmation and also there are more than these two signs - each doorway has them.

20202April 24 2016Perks & StatsUnofficial Fallout 4 PatchSniper Perk Stabilization Bonus = Randomly DeactivatesWindows PCNewLowMedium Task Description

As per the Fallout 4 wiki:

While sneaking, the combination of the first rank of Sniper and wearing armor with Stabilization mods on both arms is enough to stop virtually all sway whenever looking down a sniper scope. However, this stabilization will eventually randomly stop working. I can confirm that this happens before and after obtaining Deacon’s perk (which the wiki theorizes may be the cause of the issue). Using the console to first remove each level of the Sniper perk and then reapply them may fix the issue. For someone with all 3 ranks in Sniper, the commands run after opening the console would be:

  player.removeperk 4c92c (removes 3rd rank)
  player.removeperk 4c92b (removes 2nd rank)
  player.removeperk 4c92a (removes 1st rank)
  player.addperk 4c92a (adds 1st rank)
  player.addperk 4c92b (adds 2nd rank)
  player.addperk 4c92c (adds 3rd rank)

I have had to do this numerous times throughout my playthrough in order to restore the Sniper Perk Stabilization Bonus.

20212April 25 2016QuestsUnofficial Fallout 4 PatchVault 75 quest tiems bugWindows PCNewLowMedium Task Description

The Vault 75 admin and lab access cards canno’t be dropped even after the quest is over, likely due to the quest not stopping in the background.

20213April 25 2016QuestsUnofficial Fallout 4 PatchMass Fusion Executive ID not droppableWindows PCNewLowMedium Task Description

The Mass Fusion Executive ID cannot be dropped due to being a quest item even after the related quest at Mass Fusion is over, likely due to the quest still running in the background.

20221April 26 2016QuestsUnofficial Fallout 4 PatchTalking to Darcy Pembroke and initiating "The Marowski ...Windows PCNewLowMedium Task Description

Talking to Darcy Pembroke and initiating “The Marowski Heist” quest triggers Darcy to become hostile. In addition, all of Diamond City becomes hostile as well.

20232April 28 2016QuestsUnofficial Fallout 4 PatchQuest to acquire Nordhagen Beach as settlement does not...Windows PCNewLowMedium Task Description

The quest to unlock Nordhagen beach did not trigger (I have all other settlements) even though I never took any BoS quest to acquire food/water from settlement. I’ve tried talking to the existing settlers every now and then but they never gave any quest, neither did Preston. I’m Level 67 now so I’ve been waiting for a long time.

20234April 28 2016QuestsUnofficial Fallout 4 PatchPicking up Jacobs Password in Covenant breaks MacCready...Windows PCNewLowMedium Task Description

If you acquire Jacob Orden’s password in Covenant it is listed as “Jacobs Password” in your inventory. Then during Long Road Ahead when you enter Med-Tek Research MacCready is supposed to give you a different “Jacob’s Password”. If you already have Jacob Orden’s password MacCready will not give you the password necessary to unlock the terminal that unlocks the door to the basement, which is necessary to complete the quest. This effectively prevents the quest from proceeding.

The wikia article for Long Road Ahead reports that MacCready will give you the password when you reach the terminal. In my experience he did not, and I tried to get him to for some time. I was only able to proceed by using the console to unlock the terminal.

20238April 29 2016QuestsUnofficial Fallout 4 PatchUniversity Point - Clearing area is not detected by mis...AllNewLowMedium Task Description


When attempting to clear University Point for a faction quest, the quest will not detect that you have cleared the location.

Caused by:

Clearing University Point of hostiles before being assigned quest

Quests Affected:

Brotherhood of Steel quest Leading by Example and Railroad quest Randolph Safehouse

Platforms affected:

PC, Xbox One, Playstation 4

20240April 29 2016QuestsUnofficial Fallout 4 PatchCaravan distress signal (Automatron) will not actually ...Windows PCNewLowMedium Task Description

I received the caravan distress signal shortly after hitting level 15. I was preoccupied with other quests so didn’t listen to it until several hours gametime later. The distress signal was still selectable, but when I tuned in, it would not actually play, and I thus could not complete the next quest stage of listening to the distress signal.

I was able to use the console to progress to the next stage (”completed: listened to the caravan distress signal” or something to that effect) and when I fast travelled to Wattz, Ada and her enemies were there. I was able to complete the rest of the quest as normal.

This bug also appears on the wiki page for Mechanical Menace (whereby the caravan distress signal won’t play if you don’t listen to it immediately), so I’m not the only one to have run into it.

20248April 29 2016Perks & StatsUnofficial Fallout 4 PatchRobotic expert stalkersWindows PCNewLowMedium Task Description

After hacking robot, the robot will “stalk” you around if u fast travel.

20249April 29 2016Textures & MaterialsUnofficial Fallout 4 PatchPower Armor Specular Map IssueWindows PCNewLowMedium Task Description

In third person, power armor frame had a specular map with it, but it was missing in the first person hands.....

Here’s a pic that I pull from a mod that fixed it:

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

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

20260April 30 2016Settlements & WorkshopsUnofficial Fallout 4 PatchSpectacle IslandWindows PCNewLowMedium Task Description

If you come to the island from the South and activate the generator on the boat and then go up the hill to the beacon, the circuit breaker &lt;002407ae&gt; will not function. This prevents the workshop from opening up to the player and removes Spectacle Island as a location to settle. If you go to the Beacon on the hill first and read the note, then go to the generator on the boat, it works, but once you do the generator on the boat first, the island is locked out.

20264May 01 2016Settlements & WorkshopsUnofficial Fallout 4 PatchTaffington Boathouse - Settlers assigned to shops place...Windows PCNewLowMedium Task Description

This is 100% reproducible on my end.

If I build something of a dock out over the water at Taffington Boathouse, any shops placed on that structure will not properly function. The settlers will give only a generic statement, not even able to trade gear. As soon as the settler is moved onto land, or the default structure at Taffington via move command or summoning bell, they are able to function as a normal settler, offering shop options and trading.

20272May 02 2016QuestsUnofficial Fallout 4 PatchSolomon - Mutated Fern quest loopingWindows PCNewLowMedium Task Description

ISSUE : The Chem dealer called Solomon in Diamond City offers a “Got any work?” dialog. He then sends the player off to get Mutated Ferns to distil down to RadX and RadAway. If the player already has a fern on them, a dialog option of “Actually, I think I have something already” appears and the player has a fern removed, a chem reward issued and the quest completes.

A subsequent visit to Solomon may start with a “You reconsider getting that Mutated Fern for me?” greeting. Talking to him reveals the same “Got any work?” dialog. The dialog loops in the same way round but no fern is taken and no reward is offered.

EXPECTED RESULT : For the second time around the quest... “You reconsider getting that Mutated Fern for me?” should either be absent (along with “Got any work?” once the first successful handin is completed or should change to something else such as “You managed to find any more ferns for me?” in which case the player should have another fern taken and another chem reward.

20282May 04 2016Settlements & WorkshopsUnofficial Fallout 4 PatchSome supply lines cannot be deletedWindows PCNewLowMedium Task Description

This seems to be a rare bug as I’ve scoured the official forums and no one seems to have this exact same bug. It is a vanilla playthrough since release with all DLC installed on day one, all patched up to current version.

At some point in Automatron DLC I wanted to replace all my provisioners with robots, so I started at Graygarden going clockwise, abernathy farm, red rocket, Starlight Drive-In...

I realized this bug at Starlight Drive-In though I think this bug goes way back. Starlight Drive-In has two undeletable supply lines in my save: Starlight-&gt;Graygarden and Starlight-&gt; Tenpines Bluff.

I waited to reassign the provisioners and they did reassign to workbenches and whatnot, but the supply lines are still there and share resources with their respective settlements only without an actual provisioner walking between the settlements. I tried killing them as normally this deletes the supply line. No luck. I tried console commands, no luck. I tried the mod “Settlement Management Software” to delete supply lines, but those two still exist even if the mod deletes all the other ones.

I’ve uploaded a save file before the mods. The provisioners that supposedly should walk those lines are relocated in Covenant.

I cannot take another settler and assign them to the same supply line path, the option is not there in the text box.

I’m completely puzzled about this! XD

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

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

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

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

Images here:

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

20294May 05 2016Settlements & WorkshopsUnofficial Fallout 4 PatchNeverending "repair a damaged object" settlement spam.....Windows PCConfirmedLowMedium Task Description

Hey, here’s another one that’s got me stumped...

Early on in my current playthrough, I started getting the “repair a damaged object” message in build mode. I finally started fiddling with it, and I just cannot get it to go away. Pertinent information as follows:

- I’ve checked every inch of every settlement, and nothing is in disrepair.
- I’ve tried shooting a turret and repairing it in every settlement.
- On a test save, tried scrapall in every settlement. Nothing.
- I get this message in every settlement – even those not connected to a supply line.

- The message appears periodically even with the console open.
- The message sometimes uses the standard Vault Boy animation, while other times it uses the glasses/pointing Vault Boy.
- I used console commands to stop the WorkshopTutorial quest (1a5096). No dice – sqv shows that it’s already disabled anyway.
- I went into Fo4Edit and deleted the properties of the message entry (something like WorkshopTutorial_6, to no avail (though I can successfully change the text).
- I used the CK to remove the script from the WorkshopTutorial quest (1a5096). Still nothing.

Whatever’s causing this, it has to be some orphaned script timer running over and over, as the timing intervals don’t quite seem to match the times in the WorkshopTutorial script (plus, it displays even while the console’s open, so I don’t know how those timers would work). Possibly even something after the script, like in the coding of the interface? Anyway, I’ve seen some people saying they solved this by shooting a turret and repairing it, but I believe it still constitutes a bug (as those people say they can’t find anything broken in their settlements).

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

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

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

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

20305May 06 2016TerminalsUnofficial Fallout 4 PatchArcjet Project Manager Terminal can't be hacked with Ha...Windows PCNewLowMedium Task Description

I came across the shown terminal and had Hacker 2.

20334May 08 2016QuestsUnofficial Fallout 4 PatchDrug Bust AftermathWindows PCNewLowMedium Task Description

Diamond City: The bodies from the drug deal raid do not despawn correctly. They eventually respawn with new gear. As an example, I dumped the bodies in the nearby water, I then came back sometime later and the heads of the ghoul Triggermen had reappeared nearby on the ground with a fresh set of gear to loot.

20338May 08 2016QuestsUnofficial Fallout 4 PatchTimothy Random EventWindows PCNewLowMedium Task Description

During the random event involving the wandering Institute synth Timothy, he will wander away as he is talking after answering his question, causing his parting dialogue to cut off part way.

20340May 08 2016QuestsUnofficial Fallout 4 PatchDiamond City: PaulWindows PCNewLowMedium Task Description

Paul at Diamond City will often get locked inside his new house that he takes from Cooke, leading to you having to unlock the door and let him out whenever you want to barter with him at the bar. (might have been because I pickpocketed Cooke’s housekey from Cooke as he walked away from the drug fight).

20341May 08 2016QuestsUnofficial Fallout 4 PatchDiamond City: Paul's FamilyWindows PCNewLowMedium Task Description

Paul’s wife and son do not appear to relocate to Cooke’s house after Paul gains ownership of it at the end of Diamond City Blues.

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

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

20345May 08 2016Textures & MaterialsUnofficial Fallout 4 PatchCodsworth and Curie: Bowler Hats Getting StuckWindows PCNewLowMedium Task Description

If Bowler Hats are equipped on Codsworth/Curie(robot), the graphic for them wearing it remains even if the Bowler Hat is unequipped or removed from their inventory.

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

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

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

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

20365May 08 2016Settlements & WorkshopsUnofficial Fallout 4 PatchBoston Airport: AshtraysWindows PCNewLowMedium Task Description

The ashtrays strewn about eventually respawn repeatedly even if they are scrapped.

20367May 08 2016Settlements & WorkshopsUnofficial Fallout 4 PatchBoston Airport: Floating DebrisWindows PCNewLowMedium Task Description

The dirt/trash on the counter top remains floating in the air if you scrap the counter.

20368May 08 2016Settlements & WorkshopsUnofficial Fallout 4 PatchCovenant: Persistant TurretsWindows PCNewLowMedium Task Description

The turrets in Covenant do not associate to the settlement if the purge route is taken to gain the settlement. Leading to them not affecting the defense rating of the settlement, attacking any other turrets you set up nearby, and their debris never despawning if you destroy them to try clearing them.

20369May 08 2016Settlements & WorkshopsUnofficial Fallout 4 PatchCovenant: Perpetually Locked DoorsWindows PCNewLowMedium Task Description

The doors with keys in Covenant have to be scrapped or constantly unlocked in order for settlers to access the buildings if the purge route is taken to claim the settlement.

20375May 08 2016QuestsUnofficial Fallout 4 PatchReginald's RescueWindows PCNewLowMedium Task Description

The other two people at Reginald’s radio station will still go through their “Reginald is missing” dialogue upon entering their place, even if you already saved him from the tower without talking to them first.

20376May 08 2016QuestsUnofficial Fallout 4 PatchThe Big Dig: Impromptu HoudiniWindows PCNewLowMedium Task Description

The fellow you are to rescue from Diamond City jail will sometimes just walk out of the cell as if you had unlocked it, after he suggests causing a fight.

20377May 08 2016QuestsUnofficial Fallout 4 PatchConfidence Man: Rude WaitressWindows PCNewLowMedium Task Description

The waitress will only say the rude “Don’t bother me, I’m on break” line if you talk to her when she goes to talk to the radio DJ during “Confidence Man”.

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

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

Other pieces of this set should be checked too.

20392May 10 2016QuestsUnofficial Fallout 4 PatchRowdy of the Atom Cats sells quest itemWindows PCNewLowMedium Task Description

Similar to Tinker Tom selling his MILAs used in the Weathervane quest, Rowdy of the Atom Cats has the pump part used in the “Atom Cats” misc quest to fix the Warwick Homestead’s waterpump in her normal store inventory when it shouldn’t be.

20395May 11 2016QuestsUnofficial Fallout 4 PatchCambridge Polymer Labs quest objective issueWindows PCNewLowMedium Task Description

In the “Cambridge Polymer Labs” quest, where one has to complete the power armor shielindg test to get out of the sealed lab area, even if one completes the project, presents it to the Mrs Nanny Bot holding you hostage, and gets taken to the Director to present the completed prototype, the quest still marked the “complete the experiment” objective as failed. this seems to be a display error only, as the rest of the quest proceeds as if you had.

20398May 11 2016Perks & SkillsUnofficial Skyrim Legendary Edition Patch(Dragonborn) dlc2 Crafting Staff WorkbenchWindows PCConfirmedLowMedium Task Description

using only skyrim ,dawnguard, hearthfires,dragonborn and the usleep patch. When I use the staff enchanter the enchanting level will jump by 10-15 levels when you make a staff. I made 2 staffs when testing this and went up 23 enchantment levels, and the skill level went up by 8 giving me 7 perks to use. I also tested the arcane enchanter and that worked normal, but the staff enchanter jumps rapidly when used. The staff enchanter is located in tel mithryn. to make a staff u will need unenchanted staffs and heartstones to test this. i hope you can fix this as it also effects a staff enchanter and a soul gem crafter in a mod i made. In trying to fix the bug on my own i discovered this is being caused by dragon born using just the mods i said above i was able to confirm it is a vanilla bug. thank you.

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

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

20407May 12 2016Settlements & WorkshopsUnofficial Fallout 4 PatchRobot companions wont attackWindows PCNewLowMedium Task Description

The Robot companions introduced in the new Automatron DLC won’t attack even if being attacked or occasionally even move. I’ve tried giving them Ammo but it didn’t do anything. the only clue i have to what may be causing the issue is that occasionally when Ada is being attacked (even by an enemy npc in melee) she gives the dialogue lines that indicate she cant locate the enemy or that the enemy has disappeared from view. Sometimes upon first entering the game they will function normally again however the bug reappears after fast traveling.

20435May 15 2016QuestsUnofficial Fallout 4 PatchSilver Shroud - Named NPCs can be DisintegratedWindows PCNewLowMedium Task Description

There are six named targets that the player must kill to successfully complete The Silver Shroud quest line. The player is supposed to leave a Silver Shroud Calling Card on the corpse so that passers by will “know it was the Shroud who dispensed Justice”.

Three of the named NPCs are protected from being disintegrated or gibbed and three are not. This inconsistency needs to be reviewed and addressed.

The following three have NoDisintegrate set in their NPC Record...

0003FEC8 - Wayne Delancy
000DED2B - AJ
0004A101 - Kendra

The following three do NOT have NoDisintegrate set...

000456F6 - Northy
000456F2 - Smiling Kate
000471B4 Sinjin (the Ghoul variant)

Since the player is supposed to leave Calling Card on the corpses I suggest it makes sense for the three with the explicit NoDisintegrate set to be the correct intention and the last three in the quest line are an oversight.

20444May 17 2016QuestsUnofficial Fallout 4 PatchHuman Error Quest - Cannot be startedWindows PCNewLowMedium Task Description

As documented here (, Honest Dan disappears after the main quest and accordingly, the Human Error quest cannot be started.

I’m not sure whether this behaviour was intended by Bethesda, but it seems like a bug to me.

20446May 17 2016Settlements & WorkshopsUnofficial Fallout 4 PatchPersistent Spark effectsWindows PCNewLowMedium Task Description

I’m new here, and did my best to search this site to see if this has already been reported, but I couldn’t find anything.

In fallout 4, when you move a live electrical wire, sparks appear on the end that is being moved, as a way to show you the wire is live and has electricity moving through it. This isn’t exactly realistic, but that’s not the issue.

The bug is that sometimes the electrical spark effect will sometimes remain in mid-air forever after moving a live wire.

Reloading the game does not fix this. Removing power from the settlement entirely does not fix this. Leaving the settlements does not fix this. The spark effect cannot be disabled with the console, or deleted in anyway that I have found. I’m just wondering if this is something this mod would have the capability to fix. Sorry if this has been reported already.

20449May 18 2016Placed ReferencesUnofficial Fallout 4 PatchRobot in Holy Mission Congregation needs to be unfoldedWindows PCNewLowMedium Task Description

See picture below. I think he’s supposed to be just sitting - instead he’s all folded up and clipping into the pew, with feet coming out his shoulders. Looks painful!

Holy Mission Congregation is East a bit from Hangman’s Alley

20469May 21 2016Textures & MaterialsUnofficial Fallout 4 PatchCharacter creator Grime transparency not workingWindows PCNewLowMedium Task Description

After you leave the vault you have the option to add grime/dirt to your characters face (either at the mega surgery centre or through console commands) but for me (and from what I’ve seen on the internet, many other people) the transparency slider is not working, whether it’s set at 5% or 80% on my character the dirt will show as if the transparency is set to 100%

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

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

20488May 23 2016QuestsUnofficial Fallout 4 PatchFar Harbor MQ04 - retrieving DiMA's memoryWindows PCNewLowMedium Task Description

Yes, I have a lot of mods (253 plugins in total) and they’ve worked fine for me for a long time. While I was proceeding Far Harbor Main Quest “Best Left Forgotten” (DLC03MQ04, first stage), I got CTD after I accessed the terminal with Faraday’s holotape and was teleported to somewhere (should be in DiMA’s memory). This is frustrating since I can’t even use console to solve the problem (resetquest/setstage/completequest... all will have problems since I can’t talk to DiMA or Kasumi to proceed further). Please help me on this problem.


DLC: Far Harbor

Quest: DLC03MQ04

Location: Nucleus on the Island, DiMA’s memory storage room, terminal.

Plugins (I tried disabling some plugins that relate to the DLC but didn’t work out):








Damage Threshold.esm=1


Robot Home Defence.esm=1

Unofficial Fallout 4 Patch.esp=1



WET Clearer.esp=1


Armorsmith Extended.esp=1







Extended weapon mods.esp=1





dD-Action Ragdoll Force.esp=1

Robot Home Defence - Settlement Keywords.esp=1











dD-Enhanced Blood.esp=1



Companion Infinite Ammo.esp=1



10% Fusion Core Drain.esp=1







Friffy_Holstered Weapons.esp=1



Dogmeat behavior reflagged.esp=1



Glowsight Overhaul 1.1.esp=1



Perk Magazine Material Fix.esp=1

DX Commonwealth Shorts.esp=1

DX Vault Girl Shorts.esp=1

AnS Wearable Backpacks and Pouches.esp=1

AnS Wearable Backpacks and Pouches - Ballistic Weave.esp=1

AnS Wearable Backpacks and Pouches - No Crafting Perks.esp=1

AnS Wearable Backpacks and Pouches - Power Armor Carry Capacity.esp=1

AnS Wearable Backpacks and Pouches - AWKCR.esp=1

AnS Wearable Backpacks and Pouches - AWKCR Power Armor.esp=1



chem redux.esp=1

The Eyes Of Beauty.esp=1


Craftable Cats.esp=1

Glowing Animals Emit Light.esp=1

Move (Get Out the Way).esp=1


DX Courser X-92 Power Suit.esp=1




DTP - AWKCR Compatibility.esp=1





Weapons of Fate.esp=1








Loads of Ammo - Leveled Lists.esp=1









Eli_Faction Housing Overhaul - V81.esp=1






WM Chinese Assault Rifle - Standalone.esp=1




















USP 45.esp=1


GaussRifleMk2 - AWKCR.esp=1

H&K G3 + USP 45 Compatibility Patch.esp=1



Scavvers of the Commonwealth.esp=1




WeaponsOnBack Addon.esp=1


Combat_Helmet_Illumination 1.2.esp=1

Armorsmith Combat Helmet Illumination 1.2.esp=1




DX Adventurer Outfit.esp=1

Raider Overhaul - AE Patch.esp=1

1nivDX Courser X-92 Power Suit Male.esp=1

DX Chem I Care Outfit.esp=1


AE Lagrie Helmets - Raider Overhaul - Commonwealth Scavvers Leveled List Patch.esp=1

Armorsmith Elianora.esp=1





More Where That Came From Diamond City.esp=1

More Where That Came From - Classic.esp=1

Elvani’s Track Pack - FIX.esp=1

No more monochrome - Color setting for the Pipboy!.esp=1













Crafting Workbench.esp=1

Crafting Workbenches - Automatron DLC.esp=1

Crafting Workbenches - Faction and Quest Requirements.esp=1

Crafting Workbenches - Junk Items.esp=1

Crafting Workbenches - Pre War and Manufactured.esp=1
















Tougher Vertibirds.esp=1

DV-No Levelled Vertibirds.esp=1

DV-Vertibird Explosive Minigun.esp=1

DV-Very Durable Vertibirds.esp=1






SuitDreams(5.Very Heavy).esp=1


SuitDreams(1.Very Light).esp=1

SuitDreams(2. Light).esp=1







Mjolnir Mark VI.esp=1





A Bobbleheads Adventure.esp=1

Vault Meat Paintings.esp=1












Local Map Expanded (Zoom-out Ext. plugin).esp=1



The Rebel.esp=1

Evermarch Submariner Uniforms.esp=1

Evermarch Sub Uniforms AE Patch.esp=1
















20493May 23 2016Perks & StatsUnofficial Fallout 4 PatchDoctors and Decontamination Arches failWindows PCNewLowMedium Task Description

When I visit any clinic or use any Decontamination Arch from WW, they eradicate all but one point of radiation. The dialog wheel fails to change (still showing Cure Rads and Cure Health) and the HP bar stays visible.

20494May 23 2016QuestsUnofficial Fallout 4 PatchQuality Assurance - Punish TimmyWindows PCNewLowMedium Task Description

This might be the most broken Quest in the game, frankly.

“I’m having a really strange bug. I went through this and had no idea where Timmy was or how to punish him, so I just finished clearing the factory and left. Now I go to any</em> dungeon and I hear a voice in the background demanding “Punish the child!” “The child needs discipline!” I think I may be losing my mind. Anyone else experience this or know of a fix? I tried going back to General Atomics and turning the radio on and off but the voice won’t go away...

Make. It. Stop!!!!”

“Here are some things I have discovered:

1) If you leave the room before turning off the radio, it seems to permanently break it.

2) If you turn off the radio before the instructions to do so, it seems to permanently break it.

3) Once it is permanently broken, you will randomly hear the “punish the child” over speakers, no matter where you go.”


Another player filmed himself turning off the radio, to no effect.

Edit: Holy hell. There’s another bug in General Atomics Factory, and it’s BAD. Watch the end of that video I linked. Near the radioactive barrels, there is a metal door you can open that leads to... nothing. Empty map space that’s glitched. If you jump into it, you fall for a while before being teleported back to the map’s entrance.

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

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

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

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

20502May 24 2016Textures & MaterialsUnofficial Fallout 4 PatchPulse Grenade Texture Glitch?Windows PCNewLowMedium Task Description

Whenever I throw a pulse grenade, the explosion generates this patchy black wave of pixels. It looks like this.

I’m convinced something is missing there. Not sure what though.

20508May 25 2016QuestsUnofficial Fallout 4 PatchCodsworth permanently stuck on Pre-Concord linesWindows PCNewLowMedium Task Description

Whenever I try to speak to codsworth after having finished the Concord Questline and further on ahead, he is permanently stuck on his pre concord lines. I tried to create a new game to no avail, his lines are still static.

20522May 26 2016Settlements & WorkshopsUnofficial Fallout 4 PatchRadio (Radio Freedom) does not always playWindows PCNewLowMedium Task Description

The Radio activator object placed from Workshop mode is usually completely silent, not even playing static. For those unfamiliar with it, the different Radios can be found under Decorations > Miscellaneous. I’ve played around with it a bit, and dug through the Creation Kit, and only came up with a few things:

[In-game] Using Artillery Grenades while nearby will cause the Radio to announce artillery strikes, and then play music shortly after. Walking a short distance away and coming back, however, will set it back to complete silence.

[In-game] Playing Radio Freedom on the Pip-Boy, then turning the Radio on, will cause the Radio to work properly (even after turning the Pip-Boy back off). However, just like with #1, leaving and coming back will make it silent.

[CK] The activator objects used are RadioFreedomReceiver and/or RadioFreedomReceiverOff, but I’ve compared them to RadioDiamondCityReceiver/Off and RadioInstituteReceiver/Off (Classical) and found nothing wrong.

[CK] Classical Radio uses the quest RadioInstituteQuest and Diamond City Radio uses the quest RadioDiamondCity, while Radio Freedom uses the extremely large quest MinutemenCentralQuest. I’m betting the bug is buried within the MinutemenCentralQuest somewhere, but the Creation Kit constantly crashes whenever I try poking around in there, and I’m not too familiar with programs like FO4Edit.

Just to be absolutely clear, Radio Freedom works fine for me on the Pip-Boy and while standing around The Castle. I only experience this problem with the Workshop placeable object.

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

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

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

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

20540May 29 2016Settlements & WorkshopsUnofficial Fallout 4 PatchLight post sheds light on wrong sideWindows PCNewLowMedium Task Description

One of the light posts that came with Wasteland Workshop sheds light on the wrong side. There are three that came with WW. One has an arch. The light emitted casts on the back end of the post, not beneath the bulb, as it should. This means you have to face the light posts the opposite direction of whatever on the ground you want illuminated.

20541May 29 2016QuestsUnofficial Fallout 4 Patch[BOS Quest]: BOS100 - Fire Support Bug &amp; FixAllNewLowMedium Task Description

In certain situation it can happen that Danse doesn’t recognize that the fight is over. I just encountered the bug and the are reports in the net as well ( This essentially breaks the whole BoS quest line. I’m not sure if this problem was present on release, I just encountered it with version 1.5.157

I checked in the CK to figure out what’s wrong:

The quest BOS100Fight is stuck at Stage 99, which is set as soon as the player hits a ghoul. In the fragment script of that stage, it tries to set stage back to 20, which fails, because 99 is higher than 20 it cannot move to a lower stage. The script is not able to move on from Stage 99, though. For the same reason the boss (golden ghoul) never appears for that fight.

Solution: Manually set the stage of BOS100Fight to 100. This will conclude the quest. Don’t change BOS100 itself, because then Danse still has the wrong Packages assigned and subsequent quests will break.

Permanent solution: Make sure that the stage is reset back to 20 properly.

20546May 30 2016Settlements & WorkshopsUnofficial Fallout 4 PatchRobot settlers delete inventoryWindows PCNewLowMedium Task Description

Robot settlers created with the robot workbench have a chance to delete their own inventory–including the armor mods you have installed on them.

I have seen this complaint from a few others. For me, it happened to about half of my robot provisioners. (I have about 20). I stumbled upon them roaming the wasteland, and some of them have no armor mods on. Even when I bring them back to a settlement and craft them new armor mods, I have seen them with no armor mods on later.

One user reported that he lost his Mechanist Suit this way, because it was stored in his robot’s inventory.

20549May 30 2016QuestsUnofficial Fallout 4 PatchRadiant Minutemen Quest GlitchWindows PCNewLowMedium Task Description

This glitch gave me way too much grief. I’ll explain in as much detail as possible.

Settlements will generate random radiant Minutemen quests, and if you’re in the area, you will be notified by the settler. You then have the option to help, and officially start the quest, or you can decline and supposedly nothing happens. The settler say something like “Oh, guess we’ll have to deal with it ourselves” and the conversation ends.

BUT. What you don’t know is this - if you rejected the quest, the game has still initiated a run-down timer. Game days, perhaps weeks later, the timer will expire. Theoretically the quest will “Start” and “Fail” in the same moment and that’s that. But instead it glitches out. It shows up with the objective to “Talk to Preston Garvey” about how you failed to support the settlement. But the objective will already be checked off and you can’t progress. The quest remains permanently active and despite waiting over 48 hours, will not complete itself.

This also happens if you should kill the settler who gave you the quest. You’ll have to talk to Preston, but once you do, the objective just checks itself and the glitch happens. You can’t deactivate the quest and it won’t complete.

So basically, if you want to avoid this invisible, permanently active quest bug, you have to get the quest and complete it properly.

This problem applies to any radiant quest activated by a Minutemen settlement. For me, it was “Clearing the Way for Somerville Place.” I now hate those settlers with a passion. I will murder them.

20551May 31 2016QuestsUnofficial Fallout 4 PatchJackpot 3 + Randolph Safehouse quests won't start...Windows PCNewLowMedium Task Description

I’ve tried this before Underground Undercover, then during it and before the PAM lockout from Tactical Thinking, then after failing Tactical Thinking due to siding against the BOS, and they just won’t start. Not with console commands either. I’m not sure it’s possible to do them after the endgame, so I don’t want to advance too far. PAM and Drummer Boy both just use default lines. I did Jackpot 1 and 2, finished Tom’s MILA quests, and have advanced the RR main quests pretty far. Real bummer.

20554May 31 2016QuestsUnofficial Fallout 4 PatchBugs with Enrico Thompson during and after the quest "P...Windows PCNewLowMedium Task Description

Two bugs I’ve noticed for Enrico Thompson for the Institute quest “Pinned” :

  • He is still present within the Institute once the quest is started, as well as before the player reaches the house.
  • After the quest is completed, he wears the blue Institute lab coat instead of the yellow version like he should.
20555May 31 2016QuestsUnofficial Fallout 4 PatchPlayer recieves experiance when the Institute quest "Pi...Windows PCNewLowMedium Task Description

I’ve noticed that every time the quest “Pinned” begins, the player receives experience like they do when a quest is completed.

20556June 01 2016QuestsUnofficial Fallout 4 PatchDeacon's briefing in Rockets' Red GlareWindows PCNewLowMedium Task Description

After boarding the Vertibird, he’s no longer giving the briefing or having the dialogue with the Prydwen control tower. He just says, “Alright, now for the full brief...” and then pauses and makes one of his usual random comments about, “If I were a sniper, I’d be there...”

20570June 02 2016QuestsUnofficial Fallout 4 PatchCovenant Items Remain Stealable After Purge OptionWindows PCNewLowMedium Task Description

When opting to kill the settlers in Covenant rather than side with them, the items in the building furthest from the settlement entrance remain “owned” and therefore taking them is viewed by new settlers as stealing.

20571June 02 2016QuestsUnofficial Fallout 4 PatchWhen Freedom Calls Quest missing raidersWindows PCNewLowMedium Task Description

I’m getting an issue with the Quest “When Freedom Calls,” where raiders appear to be missing from the first part of the quest.

I started a new game character with no modifications loaded. I am able to progress to Concord after completing the Quest “Out of time.” I see three raiders outside and am able to kill them without issue. Preston gives the Quest “When Freedom Calls.” I pick up the laser musket and proceed to enter the building. When I enter the building there are supposed to be 7 raiders that spawn inside the building for me to kill before I can enter the upstairs locked room. However only 3 raiders ever spawn. 4 raiders never do.

The game auto saves when you exit vault 111 for the first time, so I am able to reload from that saved space, but after 4 failed attempts of missing raiders it seems that this was not working. I even tried to save before entering the building, but the Quest always seems to bug out and I can not enter the locked room.

I see issues in the past for this quest online for other users after they exit the building and the Deathclaw spawns, but no issue that I can find about the raiders not spawning before entering the building.

After this frustration, I started a second new Character thinking that this one was corrupted for some reason. Created a new character, got to the same point and again 3 out of 7 can be killed, the Last 4 never show up inside the building.

Please note I am playing on Xbox One so this is increasingly frustrating, because now I can not progress any farther in the game with a new character, because this is one of the first missions.

Is there any other way to fix this?

20572June 02 2016Settlements & WorkshopsUnofficial Fallout 4 PatchGarden plots have major problems--invisible carrots!Windows PCNewLowMedium Task Description

The garden plots that come with wasteland workshop have some major issues:

1) Crops appear to be tied to the ground beneath the garden plot, not to the garden plot. Place a garden plot on the ground, and fill it with carrots. Then move the garden plot and place it in your desired location. Even though the garden plot and carrots move, invisible carrots remain where they were originally planted. You can hover your mouse over them, see whether or not they are asigned, and store or scrap them.

This same issue happens when you store or scrap a garden plot. If you store or scrap a garden plot, it disappears along with your crops. You get the message “Clamped items are stored in your workshop”. However, invisible phantom crops remain in the places they were in the garden plot. Hover your cursor over them while in the workshop, and you can see all the information about them, as well as store and scrap them.

2) Placing garden plots too close together causes some issues. Each garden plot has room for 9 crops (at least for tatos, carrots, and mutfruit plants. I’m not sure about gourds and watermelons). However, if you place your garden plots down first and fill them with crops, you’re unable to place crops too close to the edge of a garden plot that is next to an already full garden plot. I am assuming this is due to the distance calculation the workshop does to make sure crops aren’t planted too close together.

However, the workaround is to place a garden plot on the ground, fill it up, and then move it close to your other full garden plot. This works, but it leaves you with the phantom invisible carrot issue I mentioned above.

20573June 02 2016Settlements & WorkshopsUnofficial Fallout 4 PatchLights in WW have confused movementWindows PCNewLowMedium Task Description

When you craft a light from Wasteland Workshop, or a spotlight from Automatron, try selecting it to move it. You’ll notice that movement directions have been reversed. So, if you try to move the light left, it actually moves right. Up, and it moves down.

This only happens after you first craft it, and then try to move it. So far I have only seen this happen to Wasteland Workshop lamp posts (all three of them), and the wall mounted spotlight turret from Automatron.

20578June 03 2016QuestsUnofficial Fallout 4 PatchSpoils of war vertibird glitchXBox OneNewLowMedium Task Description

I play on Xbox one and when I went to get on the vertibird to go to mass fusion there was no option to get on. I went inside the prydwen and back out that which didn’t work. Then fast traveled to some place and back and still there was no option to get on. Also Ingram was on board the vertibird when I was trying to get on it.

20585June 04 2016QuestsUnofficial Fallout 4 PatchRandolph Safehouse BugWindows PCNewLowMedium Task Description

I can’t seem to progress any further into this quest. I checked up on the Fallout 4 wikia for the quest and it states “If the Survivor has already cleared a location, this quest may not indicate a Quest Completion marker on the Map. If this occurs, clearing the area designated in the quest text will not advance the quest.”
If there could be some sort of fix for this that would be most helpful.

20591June 06 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] Mariner's quest The Red Death - Boat is mi...Windows PCNewLowMedium Task Description

It’s been reported that the quest given by The Mariner in Far Harbor called The Red Death will cause a black screen when traveling to the quest island. I discovered the reason or at least major issue is that the boat doesn’t make the trip with the player.

Here is sequence of events...

- Accept the quest from The Mariner and she will tell you to use your boat (the one you arrived in FH with) and she’ll use her boat to travel to location of Red Death Island.

- With boat controls select travel to Red Death island

- The ‘cut scene’ will play as your boat leaves the Harbor.

- You enter a Loading Screen

- After coming out of loading screen there is just blackness - I happened to have Power Armor on and the HUD for it was visible, everything else was black.

- In the thread linked above a way to get out of the black screen was posted. Using VATS.

- Also note - after coming out of load screen the player is not standing in the boat and any movement will drop you into the water.

- So hold Q key to open VATS even though there is nothing to target. (Q is default key) See screen shot

- The Boat apparently did not make the trip with player. If it had - the scene would play out with you sailing to the island and the Mariner on the radio as you approach the island - the audio does play but you also do not hear the boat’s engine or waves.

- So - I had power armor on and a quest marker - so I started walking (found a chest in area too :) ) ... jumped up some rocks and onto the island to speak with the Mariner and continue the quest.

- After quest completion - The quest marker points to where your boat should be in order to travel back to FH. See next screen shot....

- Boat is not there but marker points to Boat Controls and you can use that to travel back to FH successfully.

So, when this gets looked into - the issue is the boat not traveling with the player - it’s not a image space issue causing the black screen or some other weirdness. The quest will progress as normal. It’s just that boat missing and the ride to the island.

By the way - the location where you appear after loading screen is on far west side of the main island - Red Death island then is further west from there.

20592June 06 2016QuestsUnofficial Fallout 4 PatchLancer Captain Kells dialogue bugWindows PCNewLowMedium Task Description

After the end game, and after dicks sing Virgil with Lancer Captain Kells abroad the Prydwin (I chose to help Virgil cure himself), Lancer Captain Kells will no longer initiate dialogue with me. He only repeats “let me know when you’re ready to take on another squire”, after passing a speech check about Virgil having cured himself.

I can no longer recipient the quest Leading by Example, and I cannot inform the BoS of the synthetic refuge in Far Harbor as it is impossible to talk to Kells

Quote from the wiki “Sometimes after completing the story for the Brotherhood of Steel, Lancer-Captain Kells will ask you to inform him when you are ready to head out with another squire endlessly, preventing you from ever doing this quest again.(Verified on PC.After choosing the peaceful option on the quest A Loose End and completing it, Kells will get bugged and these radiant quests cannot be received anymore.[verified] setstage c8675 0 after he bugs out will fix this and make it so Kells will give the quest again.”

20644June 15 2016QuestsUnofficial Fallout 4 PatchInstitute radiant questWindows PCNewLowMedium Task Description

The quest to clear ghouls from 4 leaf fishpacking plant can’t be completesure if area was cleared previously. Waiting for the enemies to respawn after 1 in game month does not resolve issues. Quest marker does not show up on the map

20651June 16 2016QuestsUnofficial Fallout 4 PatchShadow of Steel, Can't board the VertibirdWindows PCNewLowMedium Task Description

My bug is “Shadow of Steel.” It won’t let me board the Vertibird that takes you up to the Prydwyn for the first time. So, here’s why I think it’s bugged. I’ve been to Cambridge Police Station, I did ArcJet, I started “Semper Invictus,” but I didn’t complete it before the Prydwyn first arrives. I hadn’t even been back to to the Cambridge PD until long after I’d finished the “Reunions” quest. One thing I have noticed, and this could be nothing but who knows, the music cue isn’t the typical BoS music; Like the game doesn’t recognize that I’m even at the Cambridge Police Station

20665June 16 2016Settlements & WorkshopsUnofficial Fallout 4 PatchGorrilla Traps never shut doors when trippedWindows PCNewLowMedium Task Description

Most traps will have open doors until the trap is tripped, then closed doors with sparks flying once the trap has been tripped and a creature is inside. Gorilla traps never shut their doors. If a gorilla has been caught, sparks will fly, but the door is still open. Once you remove power, the door closes, then opens again, releasing a gorilla.

20666June 16 2016Settlements & WorkshopsUnofficial Fallout 4 PatchConstant tapping in the mechanist's lairWindows PCNewLowMedium Task Description

In the Mechanist’s lair, there are a dozen or so tiny robobrain robots tapping on keyboards and machines. They make a loud typing sound. You can destroy all the robots by shooting them. If you do, the tapping sound never goes away. When you enter the room, you still hear someone typing, even though all the robots are destroyed.

20667June 16 2016Settlements & WorkshopsUnofficial Fallout 4 PatchDisconnected resources at Spectacle IslandWindows PCNewLowMedium Task Description

Spectacle Island is so huge that if you walk to one side of it, resources placed on the other far side get “forgotten” by the workshop. For example, if you use the boat generator as your sole source of power, you will find your resources lose power once you walk towards the north side of the island.

To get around this, you need to place all your resources as close to the middle of the island as possible–water, beds, food, power, and defense.

I capture this bug in this video in many places:
Skip to 42:53 for an example. I have experienced this before I started building this settlement, when it had 0 settlers.

20685June 17 2016QuestsUnofficial Fallout 4 PatchCaretaker location bugWindows PCNewLowMedium Task Description

After completing the Mercer Safehouse quest (for me it was at Outpost Zimonja) the Caretaker was nowhere to be found. I waited a few in-game days and found him at Abernarthy Farm instead. I can’t move him using the workshop menu and I also tried using “000b3ec9.moveto player” when I was located at Zimonja, but he just walked all the way back to the farm. I also have this problem without any mods (other than the unofficial patch) installed.

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

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

20708June 19 2016Perks & StatsUnofficial Fallout 4 PatchSurvival Mode - Power Armour Workbench EncumberanceWindows PCNewLowMedium Task Description

Currently in survival mode, while working at a power armor workbench, you will often take damage due to being over encumbered. This is caused by the weight of the armour attached to the PA frame being added to your inventory.

There are checks in the survival mode perks that should prevent the over encumbered effects from applying when working at a workbench, but they don’t seem to work (using the CurrentFurnitureHasKeyword condition).

It may be related to CurrentFurnitureHasKeyword not working with PA workbenches, as the workbench is actually the power armour itself. The “hoist” just grabs the nearest PA and activates it. Or perhaps it’s just that CurrentFurnitureHasKeyword doesn’t work at all?

One possible fix workaround is increasing the players carry weight while using PA workbenches. Here’s a fix I put together using this method which I’m using in my own game:

Feel free to use it in the UFO4P if you want.

20710June 19 2016QuestsUnofficial Fallout 4 PatchShaun's itemsWindows PCNewLowMedium Task Description

Hi guys,

After the Institute ending, I can’t give to Shaun the items needed to create the Waser wifle. Even after several days of waiting. The dialog won’t start and Shaun only says customary platitudes...

tips: when I talks to him right after real Shaun’s death, he give me the holotape, and ask me an item, but any quest is added... (maybe not a bug, I didn’t try w/ other faction, due to a lack of savegame).

This is not actually gamebreaking, but really annoying, cus it’s the last thing I would to do before starting DLCs.

By the way, great job on patches!! :clap:

W8.1 up to date

i3570K, 16GB, 970 / lastest drivers

Level 88 vanilla game (french)

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

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

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

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

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

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

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

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

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

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

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

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

20767June 23 2016Perks & StatsUnofficial Fallout 4 PatchRevamped Survival Perception Stat Bug on Xbox 1Windows PCNewLowMedium Task Description

I have been playing the game for a while now on the revamped survival mode. My character is level 67 with all ten ranks in each of the 7 SPECIAL stat perks. Once I had reached rank ten with my perception I had gone out to collect the bobble head to push my stat up from 10 to 11 however when I did collect the bobble head and checked I found that my Perception read (-)2. I reloaded from the last save and checked my stats to find without the bobble head my Perception read (-)1. This is all wrong. I’ve looked up how this could occur and found two possibilities. The first one was a debuff caused by concussion (Crippled Head) and could be fixed by re-crippling the head and then healing, unfortunately this did not work. The other possibility is that it was caused by a hunger/thirst debuff. I do recall VERY early in the game (Approximately at level 5) I had grown hungry/starving and thirsty/mildly dehydrated which would have pushed my perception below 0 at the time. My best guess is that the hunger/thirst debuff pushed my perception past 0[Showing as(-)1] causing it to never properly recover. I ask that you PLEASE try to give this bug a fix. You’re UFO4P is my only hope at this point.

20788June 26 2016Settlements & WorkshopsUnofficial Fallout 4 PatchIrregular building snappingWindows PCNewLowMedium Task Description

The Wood, Metal, and concrete items all snap together interchangeably with no issue. The Barn, warehouse, and scaffolding do not. Some things snap together the first time, and then a second does not snap. Getting a 2 storey barn using high wall with a wood upper floor in between and a concrete roof does not really work correctly, and I can see no resaon it shouldn’t. Sepscially if I use a 2 storey metal wall with a wooden upper floor in between and concrete roof I have no issues whatsoever. Also using the scaffolding ladders on anything except scaffolding fails. I think it should work as I can use the barn ladder on a wooden floor, or the concrete ladder on a metal roof. In short all reasonable items should snap together; wall to floor, roof to wall, ladder to roof or floor.

20791June 27 2016Perks & StatsUnofficial Fallout 4 PatchFood buffs becoming permanent in survivalWindows PCNewLowMedium Task Description

I’ve noticed in survival mode that the buffs from food in survival mode can sometimes end up being permanent. I’m not exactly sure what it is that causes this, I’ve heard that it can happen if you go to sleep with a bunch of buffs active, but I don’t know for sure because I don’t usually notice this until hours later. For example, my character has three strength so his carry weight is normally 105. So occasionally, I’d eat a grilled radstag to increase it 130. But at some point, about 10 hours in, I’ve noticed that my carry weight is a bit higher than normal as I also wear pocketed armor. So I take the armor off and see that I don’t have any active buffs or perks or anything like that that could increase my carry weight, my strength is still at three, but for some reason, my character still has a carry weight of 130, without the grilled radstag in the active effects section.

I’ve noticed that it also happens with food that increases your special stats such as deathclaw steaks as today, I saw that I had seven agility rather than the usual six and I don’t have any equipment adding to my agility and I wasn’t well-rested or had any agility related buffs, so I guess that bug is affecting my agility. But as far as I know, it doesn’t seem to happen with chems but I personally don’t use chems that much so I don’t know about that. When I looked online, it seems like people have had trouble with this bug since the survival beta.

I’d be really appreciative if this could be fixed because I’ve restarted several times because of the experience feeling somewhat cheaper because of this bug.

20795June 27 2016QuestsUnofficial Fallout 4 PatchPreston Dialogue LoopWindows PCNewLowMedium Task Description

After finishing the main quest line, if the Institute is destroyed and the evacuation order not given, Preston will become stuck in this conversation loop where all he talks about is the destruction of the Institute. It’s not affinity related. He can be moved from one settlement to another, but he can’t be used as a follower (only because he won’t say anything other than a few setences about the final quest). I was wondering if perhaps there is a way to fix this?

20801June 28 2016Settlements & WorkshopsUnofficial Fallout 4 PatchLogic Gates Don't Recognize Diverted PowerWindows PCNewLowMedium Task Description

Logic gates are already confusing in Contraptions Workshop, but a serious bug makes them even more so.

In order to get a logic gate to work, you must first power it from two power sources to the red terminal. The gate then does calculations to see if the incoming power meets the criteria of the gate before passing power through the black output terminal.


The bug happens when you use any object to divert power directly from any one of the incoming power sources. This confuses the logic gate, and breaks it.

For example, let’s say you have an XOR gate. (The XOR gate requires that exactly one input has power). You power two switches, and then you hook those switches directly to the red incoming power terminal of the XOR logic gate. It works perfectly–when any one switch is ON, power flows through the black output. When both are on, or both are off, power does not flow.

But let’s say you want to clean up the wiring of your house. So you divert power from switch A through some conduits before delivering it to the input of the logic gate. Suddenly you find that the gate no longer works. The set up is exactly the same–incoming power is coming from two and only two sources–switch A and B. But now that switch A passes power through a conduit before delivering it to the logic gate, the gate gets confused, and does not recognize it.

This is a huge bug with logic gates that will frustrate players who think they understand how the gates work, only to be disappointed when trying to actually use them.

20804June 29 2016Settlements & WorkshopsUnofficial Fallout 4 Patchinvisable stuff and crashes when trying to store item p...Windows PCNewLowMedium Task Description

so my problem is this right now im in my settlement and i have more people than food because of a mistake i guess anyway the problem is that i cant assign any of my settlers to anything and when i remove the store the crops they it still says the crops are their but they are invisible after storing them so i try to store the invisible crops that are not supposed to be their but when i do my game crashes and when i try to plant new ones and try to assign my settlers to anything i need them to do they just say ok but i never get the this resource has been assigned and no green fallout boy to tell me they were assigned so if you can please fix the crop and assign settlers bug as soon as possible please and thank you

20814June 30 2016QuestsUnofficial Fallout 4 PatchCannot fly to PrydwenWindows PCNewLowMedium Task Description

I am not talking about the quest called ‘Show No Mercy’. I have to report to Paladin Danse because I finished the Lost Patrol quest. However. I also completed talking to Danse’s goons and the mission of ‘Shadow Of Steel’ started. So Danse is on the Vertibird on the roof of the Cambridge station. I cannot board the Vertibird. There is no prompt.

I have tried everything I can think of. Saving, reloading, rebooting. Hell, I can even shoot Danse OUT of the Vertibird but all he does is yell at me and get back in.

Please help. You are my only hope. Bethesda is clueless. I have your current patch mod for Xbox one but it does not fix the problem. I am hoping you guys fix this problem in the next patch.

20818July 01 2016QuestsUnofficial Fallout 4 PatchCastle Mirelurk Queen not SpawningWindows PCNewLowMedium Task Description

As professional and staggeringly detailed as this sounds, its pretty straight forward, the queen at the castle doesn’t spawn. This certainly isn’t a case of “already dead syndrome” as I’ve never traveled to the castle before. This ends up being a significant bug as i cant progress with the minutemen in any capacity as a result. It is theoretically possible that she’s simply spawning in some astronomically random location... which, frankly, would be just as bad. Perhaps the problem lies with her spawn marker, i can’t be any kind of sure.

20825July 02 2016Settlements & WorkshopsUnofficial Fallout 4 Patch4-story elevators have lots of bugsWindows PCNewLowMedium Task Description

Unlike all other elevators, 4-story elevators don’t snap to anything (however, floors do indeed snap to it).

The big bug is with buttons. The elevator control buttons disappear once you log off the game. They actually get sent to the 4th floor–wherever the elevator is. So, for example, if the elevator is on floor 1, the control buttons appear on floor 4 (with no elevator, so you can’t get to them). If you call the elevator from the 4th floor, the buttons move up 4 floors into the sky and hover there.

You can scrap the elevator and start over, but the next time you log into that settlement, the issue is back.

See this thread on for pictures and more complaints:

20826July 02 2016Settlements & WorkshopsUnofficial Fallout 4 PatchGraygarden Robots Never MoveWindows PCNewLowMedium Task Description

At Graygarden, there are a few robots inside the greenhouse farming, and a three robots outside farming. If you remove the crops outside, however, the robots outside never stop performing their farming animation.

I have tried planting new crops inside the greenhouse and assigning the robots to them. They assign perfectly, and they produce food. However, they stay outside, pruning and farming invisible plants. No matter what you do, you can’t move them anywhere else. This restricts where you can build.

These are the robots in question:

000fdee5 (Mr. Handy)
000f1495 (Supervisor Green)
000fdee4 (Mr. Handy)

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

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

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

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

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

20852July 05 2016QuestsUnofficial Fallout 4 PatchAirship down-quest (infiltrate the terminal waypoint no...Windows PCNewLowMedium Task Description

so after I was transported to the airport in the quest airship down, it told me to infiltrate the terminal, but when I enter the terminal(airport terminal, not computer terminal) nothing happens the waypoint doesn’t complete and tell me to destroy the generators like I’m supposed to ( I watched a video) because it is supposed to tell you to destroy three generators right after you enter the terminal but even if I’m standing right on the market it doesn’t say that I’ve done that ... it’s the last mission on the institute storyline and I’m quite annoyed, I’ve tried everything to try and fix it besides starting a new game, I’ve went back to saves almost 10hrs before and it still happened.

20857July 05 2016TextUnofficial Fallout 4 PatchLegendary mutant hound named wronglyWindows PCNewLowMedium Task Description

When facing a legendary mutant hound, the name is displayed as glowing mutant hound, followed by the star at the end of the name. Despite this, they don’t glow at all.

20858July 05 2016QuestsUnofficial Fallout 4 PatchA New Dawn after minuteman endingWindows PCNewLowMedium Task Description

After completing nuclear option with minuteman, and not hostile towards BoS, A New Dawn quest won’t start. You can start it via console, and there is audio regarding the choose for the minuteman to destroy the institute, and you can be promoted to sentinel normally.

20863July 05 2016QuestsUnofficial Fallout 4 PatchHere there be Monsters pipboy objectives display issueWindows PCNewLowMedium Task Description

The quest objective “Investigate the Submarine” either never, or in some cases, doesn’t ever get checked off in the pipboy’s list of quest objectives.

This has no bearing on quest progression, but is rather odd.

20877July 08 2016QuestsUnofficial Fallout 4 PatchNeil in Vault 81 wrong audioWindows PCNewLowMedium Task Description

After saving the child Austin in Vault 81 as part of the “Hole in the Wall” quest, Neil, who can be found in the entry chamber of the vault, incorrectly says you let Austin die when you didn’t.

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

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

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

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

20897July 12 2016QuestsUnofficial Fallout 4 PatchMultiple NPC conversations do not playWindows PCNewLowMedium Task Description

There are many conversations between NPCs, which can be found in the creation kit, that I have never heard in hundreds of hours of gameplay, and on three separate characters. If they play at all, it must be ridiculously rare.

I remember a similar issue with scenes in Skyrim. Apparently it was sometimes caused by their quests being “configured as Actor Dialogue Events but had not been properly configured to start the scenes they were meant to call.”
An example of these scenes is: ConvBoSAirportPrydwen01Scene —- through —- ConvBoSAirportPrydwen08Scene
like the Skyrim bug above, these seem to be Actor Dialogue Events.

My example is from the Prydwen, but there seem to be bugged scenes in a bunch of places, like Railroad HQ.

20900July 14 2016Settlements & WorkshopsUnofficial Fallout 4 PatchInvisible Food and Recruitment Beacon Not Working (Xbox...XBox OneNewLowMedium Task Description


My issues started while completing a Minutemen quest to clear out Costal Cottage. Prior to going there, I have already successfully started and managed about 16 settlements. I’ll list the issues, chronologically, the best I can remember after clearing out Costal Cottage:

- Plant some Mutfruit and attempt to assign the resources but the settler doesn’t respond.
- Stored the Mutfruit to replant but it was now invisible even though it was back in my inventory.
- Attempting to do anything to the “ghost” Mutfruit would immediately crash the console.
- Reloaded a save and redid. No issues. Then, I did another quest at Kingsport Lighthouse and ran into all the same issues, plus, only one settler would arrive. Got frustrated so I left to try another location and this time at Murkwater Construction Site. But, this time the following happens:
- Quest says to build a recruitment beacon, which I do, but the quest won’t progress.
- entering workshop mode causes Dogmeat (tried Cait as well) to start walking home (I assume) as they walked slowly until I couldn’t see them anymore. Once I pop out of the mode, they come running back.
- moved the generator and beacon away from the red workshop, then suddenly the quest updated, but, no settlers would arrive and Dogmest still wandered off. (Only in workshop mode)

Also, the UOF4 patch was installed during the first issue. I did attempt many things while trying to troubleshoot, such as disabling it on and off, on different saves, but no luck. If you’d like more information on what I tried or the list of mods I have active, I’d be more than happy to provide that info, if needed.

Thank you for your time and all the amazing work you all do :)

20916July 18 2016Textures & MaterialsUnofficial Fallout 4 PatchX-01 Power Armor showing as T-51Windows PCNewLowMedium Task Description

In an unmarked building named 35 Court, near Custom House Tower, at the top after an elevator ride. After battling two robots (level dependent) you can access the center chamber containing the full suit of power armor. The armor will spawn X-01 after lvl 28 but may appear to be a lower grade armor (T-45, T-51 or T-60). However, upon suit entry it will become X-01 power armor

20924July 20 2016MeshesUnofficial Skyrim Legendary Edition PatchObject clipping issue on Cell POITundra18(unnammed/unma...Windows PCNewLowMedium Task Description (Yeah, silly me should throw the ticket into this bug tracker but I were just lazy...

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

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

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

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

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

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

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

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

20962July 26 2016QuestsUnofficial Skyrim Legendary Edition PatchMelka disappearedWindows PCNewLowMedium Task Description

I did the quest and it worked fine, but I had to go back to a previous save file for another reason, and when I came back, I redid the quest and it worked, but when I got to the last room, Melka was gone. I looked everywhere, spent a good 30 minutes in just that room with a torch, then went through the whole tower and all the rooms three times, but she was no where. She wasn't dead, because I would have found her body. I also checked all the secret rooms.

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

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

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

21037August 03 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] Best Left Forgotten - Indexers "lose" memo...Windows PCNewLowMedium Task Description

Supposedly this can happen to any of the memory sections, but to me it happened in the fourth.

It seems that there’s a chance that when one of the indexer bugs dies, they may not properly return the memory chunk they were carrying back to the pickup point.

Since there’s no way to reset a simulation level, the only way to proceed is via the console by setting quest stages.

21041August 03 2016Placed ReferencesUnofficial Fallout 4 PatchInvisible tree at scantuaryWindows PCConfirmedLowMedium Task Description

ID - 0002353c

It’s invisible at some angles, here’s some screens

Here’s the casted shadow

It can be selected in workshop mode

When looking up, it can be seen normally

21054August 06 2016Perks & StatsUnofficial Fallout 4 PatchPermanent perception bonusWindows PCNewLowMedium Task Description

As part of the Vault Tec workshop DLC one can bild various devices, each of which temporarily boosts your SPECIAL stats, for some reason or another, the photorpter device has boosted by perception stat by 1, and hasn’t worn off in days.

Not sure what is causing it, but it should wear off after some time like all the others.

21068August 07 2016Placed ReferencesUnofficial Fallout 4 PatchWrong water level at Forest Grove MarshWindows PCNewLowMedium Task Description

ID of a nearby building - 001817dc

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

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

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

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

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

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

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

light fixtures above your head cast shadows from below

21081August 12 2016QuestsUnofficial Fallout 4 PatchBrotherhood Main Quest BUG (Liberty Reprimed)XBox OneNewLowMedium Task Description

In the brotherhood Quest Liberty Reprimed you are required to build 4 Electromagnetic Actuators. However the game will not give credit to any built. Tested the a fix given from fallout wiki but it cannot be repeated. It will even give negative credit a few times.

Bug prevents any continuation of brotherhood main quest. I have stopped playing the game indefinitely. Any fix would be great.

21094August 15 2016Settlements & WorkshopsUnofficial Fallout 4 PatchCrops no longer pickable since 1.0.5Windows PCNewLowMedium Task Description

Since the newest update, pickable food is no longer showing up on crops. I’ve removed the mod file and they reappear to be collected. It’s not affecting the actual food generation, nor the excess crops being placed into workshop, just the pickable food from plants.

I’ve ensured that UFO4P is placed in the correct position for load order. I didn’t have this issue previously, with 1.0.4c update.


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

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

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

some id’s - 00024a3e and 00043ec2


21103August 19 2016Placed ReferencesUnofficial Fallout 4 PatchInstitute chair pushes player out of boundsWindows PCNewLowMedium Task Description

I’ve also tried it and it still happens in the up to date vanilla. What happens is that there is some automated animation when getting up from the chair that makes the player do a 180 and step forward - in this case through the wall, which is potentially deadly because there is a huge drop right in front of the player.

21111August 21 2016Settlements & WorkshopsUnofficial Fallout 4 PatchNordhagen Beach settlement takeover quest issueWindows PCNewLowMedium Task Description

This is about a issue with Nordhagen Beach and it’s required quest to take over. For over 10 hours in these days, I had been doing the minutemen quests to get all settlements.But the one settlement I cannot get is Nordhagen Beach. After having wasting my time with killing ghouls and raiders, I had enough and decided to walk over there to speak to the npcs. But when I got there, all I got was generic settler lines like “yes?” “have you seen graygarden” and so on. I thought it was me being impatient so I wasted another three hours on Preston and the freedom radio. But the settlers in Nordhagen are still giving those same lines over and over, they even sometimes begin to go left and right as if one of them should leave. However, when they then decide to do settler animations like picking crops, they get stuck to the ground and looks out on the beach like mindless zombies with the same lines.

So yeah, here is my list of mods.

unofficial fallout 4 patch.esp


dD-enhanced blood.esp


EAMR = eyewear and mask retexture

21114August 24 2016QuestsUnofficial Fallout 4 PatchHere There Be Monsters never stops runningWindows PCNewLowMedium Task Description

Even after completing “Here There Be Monsters”, the game, when checked via console, still shows the quest(MS02) and the associated (MS02Donny) as running.

21115August 24 2016QuestsUnofficial Fallout 4 PatchA New Threat never stops runningWindows PCNewLowMedium Task Description

Even after completing the quest “A New Threat” as part of the Automatron DLC, the quest(DLC01MQ02) still runs in the background.

21123August 26 2016QuestsUnofficial Fallout 4 Patch(Fallout4MercerSafehouseQuest) Unachievable objectiveWindows PCNewLowMedium Task Description

(All data about quest stages was brought from what the fallout wiki states, as my bug is on xbox one) Upon starting stage 100 of railroad radiant quest mercer safehouse, it states to ‘setup defenses at murkwater construction site 13%’. I had previously cleared every possible mercer safehouse location and put 13 defense worth of turrets at the sight. Adding one defense increases percent by one. And it is also stuck at exclusively murkwater construction site. I have never used any mods on this character aside from unofficial patch to see if it could fix it. Contact if more details are needed

21134September 01 2016QuestsUnofficial Fallout 4 PatchContinually BusyWindows PCNewLowMedium Task Description

I was playing The Nuka-World DLC and I Entered Fizztop Mountian to see what was in there and then I left. About 30 mins later I came back in to talk to Nisha in the Quest "An Ambitious Plan" but when I pressed A to chat with her I got the message "This individual is busy" after I received this message I left the room and tried to talk to her but I got the same message. Then I exited the room and quit to the main menu and loaded my save and tried to talk to her again and got the same message. and then I completely closed out of Fallout 4 and loaded back up my save to find that I still cant talk to her. Please tell me how this can be fixed because this has happened in the Vanilla game but after a long enough time I could talk to them and they weren't busy. This could be a game bug and with this bug I can't start the main quest line for Nuka-World. If this can be solved I need to restart this DLC from the beginning. Please help me with a solution to this problem. If its fixable with out restarting the DLC please put it the Mod on the Xbox.

Thanks, Marinecoco

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

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

not certain if it’s a bug

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

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

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

21155September 06 2016QuestsUnofficial Fallout 4 PatchCappy in a Haystack Quest bug(s)Windows PCNewLowMedium Task Description

To whom it may concern,

I have reported this bug(s) on the fallout 4 forum here, on Nexus mods, and on steam. After reading the FAQ here, i found for posting this is the correct place to post it, so i am posting all relevant information here.

First off, this has to do with the NUKA WORLD DLC.

Second, this is a bug affecting the base game. I have no mods i use. I am not even using the UF4P atm.

Third, there are two parts of this bug that are on the same quest. Because the quest has two different bugs associated with it, I will post them together on this topic.

Here is a description of the bug(s) associated with this quest i have found. Note that i have confirmed this is actually a bug myself, does not affect everyone who plays the game, is somewhat common, and breaks the quest basically. I am coping and pasting a post i put on nexus mods site because it is easier to do than to look for each link about the issue again:

The following are some links confirming this quest has this bug and is not only effecting myself personally:

Apparently someone also posted even on, with a weird workaround:;tstart=0

Same but also on consoles too:;tstart=0

It could be where your standing, but i don’t think it is..i think it is a bug, and a common one at that. It appears that it did not effect you i guess your lucky. It seems likely it is a bug since it seems to effecting several people playing the game:

Considering it also made more problems even after i was forced to use the switch ending. First, Sierra was still unresponsive, and when i went outside and back in, she gave both sad and happy answers when talking to her, but her location was still at end of stairs. In other words, she was talking to me with lines like i did not unplug the head guy, and also at same time giving me sad lines. Second, my UI was gone. I had to go out of my power armour to actually fix it. Third, Piper (the companion i was using!) went invisible. Even though she was talking to me and walking around with me, according to the overseer tracker thing, she became invisible. Leaving and re-entering the map did not work. It also made it so i cannot give Sierra the Cola Recipe, so it broke the quest, making it so you cannot progress further into the quest, or to be more precise, actual being able to finish it..

NOTE: If im “forced” to use console commands to fix it, it is breaking my immersion in the game and means it is a bug as it was not designed to do that.

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

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

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

21179September 08 2016QuestsUnofficial Fallout 4 PatchCan't Drop Institute Relay Targeting SequenceWindows PCNewLowMedium Task Description

PS4 bug.

After completing The Nuclear Option (Minutemen) I have found the Institute Relay Targeting Sequence holotape to still be flagged as a quest item and it can’t be dropped.

This item’s base ID is 0017e1bf.

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

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

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

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

21199September 12 2016QuestsUnofficial Fallout 4 PatchPenny Fitzgerald dialogue stuck during Human ErrorWindows PCNewLowMedium Task Description

If you visit Covenant vendor Penny Fitzgerald BEFORE talking to Honest Dan to start the Covenant quest, later her dialogue will be stuck, she’ll only say “Enjoy Your Stay” and you cannot either barter or interrogate her about the Missing Caravan. This is bad because she will give leads about where to look for the missing caravan.

21216September 19 2016Perks & StatsUnofficial Fallout 4 PatchPerception Stuck at an impaired "(-)1"Windows PCNewLowMedium Task Description

Fallout 4 character’s Perception became stuck at (-)1 after an encountering several death-claws and a swarm of Stingwing chasers in the glowing sea(not exactly sure when it happened). I thought it was a result of the head being crippled but even after sleeping, stimpacks, refreshing beverages and using a wasteland doctor the (-)1 remains. Not sure if this info. is enough to work with, but I figured I’d give reporting it a shot. Thanks!

21225September 20 2016QuestsUnofficial Skyrim Legendary Edition PatchAdelaisa forces dialogueWindows PCNewLowMedium Task Description

In MS10, after you get the info about Blood Horkers, when you get back to the East Empire Company, the objective is "Report back to Orthus". However, there's a scene that plays out between Orthus and Adelaisa, and after that the quest marker points to Adelaisa, and she forces you into dialogue without you saying "I know where the Blood Horkers are".

What should happen is, you talk with Orthus, during which you share the info, and he reveals Adelaisa as his superior and refers you to her. Then the marker should point to Adelaisa with her greeting you with the MS10AdelaisaKnowIslandBranch topic (still no forced dialogue). Or you can talk directly to Adelaisa without talking to Orthus, and she greets you with generic Hello lines, after which you can tell her "I know where the Blood Horkers are".

21228September 20 2016QuestsUnofficial Fallout 4 PatchQuest Bug - A World of RefreshmentWindows PCNewLowMedium Task Description

So basically the problem is the quest is currently unable to be finished. This is because the quest tells me to clear out the "Nuka-Cola Bottling Plants interior" even after I've done so multiple times for hours on end. The map marker directs me to go inside and there is no enemy in sight. I've looked everywhere and went through shooting every thing with the spray and pray. I ran through dropping fusion cores out of my power armor and nothing. Because of this you're unable to put the flag at the top of the building and assign a gang to this area. Because of this bug you're stuck and cannot proceed with the main quest. If this could be looked into and fixed it'd be very appreciated.

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

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

This also occurs during most companion swap scenes involving Preston.

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

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

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

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

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

My load order:

Unofficial Skyrim Legendary Edition Patch.esp

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

21249September 29 2016Settlements & WorkshopsUnofficial Fallout 4 PatchUnable to use resources in power armor workbenchWindows PCNewLowMedium Task Description

Today I began having problems with the power armor workbench. I was trying to mod and repair my overboss set at the castle but for some reason, it said I did not have any resources to use. I exited the station and checked my workbench inventory and found that I DID, in fact, have all the components required to repair my armor. I thought it might have been an issue with the armor set itself so I tried to edit a few other sets, all getting the same issue. I stored all of the workbenches and placed them back down and I was able to add mods to one set of power armor, but when I left the workbench and went back in I couldn’t. I could use the components the workbench claimed I was missing on other workbenches, just not power armor ones. This happened at The Castle and Sanctuary (if that means anything) which are both connected via supply lines. I uninstalled any mod that would edit power armor and the glitch still happened. I have all the DLC btw.

So basically, even though I have all of the required components, I am told that I don’t have the components when trying to mod power armor.

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

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

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

Thank you very much! :D

21265October 04 2016QuestsUnofficial Fallout 4 PatchWhen Freedom Calls not completable if already raided in...Windows PCNewLowMedium Task Description

If the player has already performed a raid in the Nuka-World DLC, but has yet to interact with Preston Garvey it makes the "Meet Preston in Sanctuary" quest stage unable to be completed. Instead of his usual dialogue to finish the quest he will instead give his "I'm finding it hard to trust you speech". This is an issue as not only does it make the first Minuteman quest incompletable, but also does not add Preston to Sanctuary as a settler , and the others are still considered quest related and can't be moved, so Sanctuary cannot be targeted for raiding.

Using the console to complete these quests also does not seem to fix some of the above issues, such as making Preston a settler, likely as these are tied to dialogue segments rather than the quests themselves.

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

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

Wild Mutfruit:

Wild Razorgrain:

21286October 11 2016QuestsUnofficial Fallout 4 PatchOut In The Left Field repeatable and reward bugWindows PCNewLowMedium Task Description

After completing this quest, the sole survivor may come back after a few days (specific time not verified) to ask him for the same job. You can also ask for more money to do the job. The glove, baseball and card are able to be found again in their original locations. The quest can be completed again. However, if one chooses to do this, another entry will be entered into the quest tab in the Pip-Boy.

When you return to Moe Cronin (Swatter shop in Diamond City) after completing the side quest for the first time, the dialogue option “looking for work” is selectabe again, and Moe acts as if you don’t accepted the quest previously. His dialogue starts with “So you changed your mind about that job...”
Also, if you pass charisma checks asking for reward, the highest amount is 200 caps per item retrieved (600 caps total) however when you turn in the quest he pays you 300 (900 total)

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

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

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

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

21292October 14 2016Perks & StatsUnofficial Fallout 4 PatchAll irradiated food are influenced by the Chemist Perk.Windows PCNewLowMedium Task Description

All food that contain radiations are influenced by the Chemist perk. Each rank of Chemist perk increases the total buff received by food like if it was chem, which should not happen as they are definitely not chems.

“DamageRadiationChem [MGEF:00024056]” used to add radiation to food contain the keyword “ChemEffect [KYWD:0004D897]” which links it to the Chemist Perk.

21296October 15 2016QuestsUnofficial Fallout 4 PatchCannot Complete Quest "A Model Citizen" (DLC06MQ03)Windows PCNewLowMedium Task Description

“A Model Citizen” (DLC06MQ03) suffers from a bug where the quest cannot be completed because Overseer Barstow is stuck in a conversation loop. She will continue to ask you if you want to interview the second settler that arrives at the vault over and over if you allowed him to enter the Vault If you rejected his request to enter the Vault, she just keeps talking about how it’s nice to talk with breathing people again. If you use the console to complete the quest, the next quest (Power to the People) will not launch (probably has a script attached to it to start the next quest) and cannot (to my knowledge) be started via console commands.

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

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

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

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

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

21339October 27 2016QuestsUnofficial Fallout 4 PatchGlitched conversation during Rocket Red GlareWindows PCNewLowMedium Task Description

During the covert approach to install the bombs in the Prydwen, the player can talk to a Brotherhood squire. There are several speech checks during the conversation, but the problem is that there’s no voices playing, only the dialogue subtitles are shown.

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

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

21453November 08 2016QuestsUnofficial Fallout 4 PatchVault 81 - Short Stories weird dialogue cameraAllNewLowVery Low Task Description

I’ll let the pic explain

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


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

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.

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.

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

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.

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?

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.

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.

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

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).

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.

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.

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.

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?)

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.

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.

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.

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