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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.

An account will be required to submit an issue, so if you need one and are unable to register, please contact us via the forums at https://afkmods.iguanadons.net/

IDOpenedCategoryProjectSummaryOperating System  descStatusOpened bySeverityPriority
21604November 25 2016QuestsUnofficial Skyrim Special Edition PatchUnable to complete Lost to the Ages [Xbox One]XBox OneNewM ReeseCriticalVery Low Task Description

After defeating dwemer bots and creating Aetherium item, and NPC conversation, the quest is not updated as completed. You are also unable to leave the forge area due to steps being retracted. Numerous reloads does not correct the problem.

21674December 04 2016QuestsUnofficial Skyrim Special Edition PatchDawnguard - Florentius bugXBox OneNewTim JackCriticalVery Low Task Description

All the Dawnguard characters tell me to report to Florentius for my next quest - Lost Relic. But there is no dialogue option with him for starting a quest. This means I am unable to progress in Dawnguard, as I cannot start the side quest.

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

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

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

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

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

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

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

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

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

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

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

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

21367November 01 2016QuestsUnofficial Skyrim Special Edition PatchHouse Gray-Mane locked, picking lock makes Fralia and A...XBox OneInvestigatingConnorHighVery Low Task Description

Hey, made an account here after downloading some mods in Skyrim SE for XB1 and downloaded the USSEP, found a bug in the quest Missing in Action where after Fralia tells you to meet her at House Gray-Mane it is always locked. Picking the lock does allow you to get some of the quest audio but after a little, Fralia will call the guards. Tried to blow through the conversation as quickly as possible which allowed me to continue the quest, but after finding the evidence in the Battle-Born house, when trying to give it to Avulstein all he remarks is “You shouldn’t be here” over and over. Looked around on the web and the only solutions I could find were through the use of Console Commands, which since I’m on Xbox, I don’t have access to. Anyway, I’d appreciate any help on the matter greatly.

Thanks,

Bane

21634November 29 2016QuestsUnofficial Skyrim Special Edition PatchDelvin Mallory Won't talk give me questXBox OneNewMasonHighVery Low Task Description

Ok so I’ve done all the special thieves guild missions for the city’s except for windhelm but when I first talked to delvin the conversation played out normal until the end where it let me repeat my first line of dialogue I’ve reloaded tried different things I even got him to give me the marker the special job to make windhelm the last but when I go to talk to him after the first dialogue he just repeats himself and won’t engage in actual conversation I’ve also seen the bug on wiki page for the windhelm quest I took a pic of it and attached it here but if you could help that’d be great cause I need to be the leader of the thieves guild

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thank you so much for any help-

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thank you for your time :)

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

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

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.

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

Hello,

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 :)

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.

21505November 13 2016QuestsUnofficial Fallout 4 PatchEddie Winter quest is closed but all of the holotapes I...XBox OneNewJay KummerLowVery Low Task Description

Early on in playing FO4 I somehow completed the quest related to the Eddie Winter holotapes (supposedly started by Valentine with holo #1, which I don’t have in my inventory) without finding all of the holotapes. I thought I could maybe go find the rest and the situation would resolve itself but the major flaw in that is Valentine won’t give me #1 again, if he ever gave it to me in the first place...I seem to recall going on a quest with him related to this.

As someone that’s a bit OCD about old junk hanging around in my inventory it’d be nice if I could just drop them or put them in a container instead of carrying them around. Any materials related to completed quests should be something you can drop.

This was an issue long before mods were available for XB1.

I’ll put it in another task, but I have a similar situation with Far Harbor’s Dima holotapes – I didn’t find all of the holos before I completed the Dima quest and now all of the Dima holos that I found are locked in my inventory.

Thanks.

21613November 27 2016QuestsUnofficial Skyrim Special Edition PatchNo option to purchase Lakeview ManorXBox OneNewGeoffLowVery Low Task Description

I’ve done quite a few quests and have already become Thane but I have no option to buy Lakeview Manor.

Mods Running:
Paarthanux Dilemma
Unofficial Skyrim Special Edition Patch
Rich Merchants of Skyrim
Gildergreen Regrown
Kynesgrove
Dawnguard Map Markers
Invinicible Dogs of Skyrim
Karthwastern
Storefront
Shor’s Stone
Ivarstead
Darkwater Crossing
Whistling Mine
Unique Taverns- Dragonbridge
Greater Skaal Village - Compatible Version
Less Yellow Filter
Less Aggressive Animals
Covered Carriages
Relationship Dialogue Overhaul
God Gear
Dark Brotherhood Forever to Misc.
Ring of Increased Carrying Weight
Lamposts of Skyrim: SE
Reflection~Level Up Messages~
Manor Roads
Castle Volkihar Rebuilt
Soljund’s Sinkhole
Unique Taverns-Nightgate Inn
Lore-Based Loading Screens
Hermit’s Hideaway
Sovngarde Gold
Shezrie’s Shack
Blackreach Railroad
Unlimited Rings and Amulets
Hearthfire Building Materials Chest
Undying Loyalty
Special Jewelry Box
Ladders
Useful Dogs
Castle Ragnar
Rich Skyrim Merchants
Phenderix The Demigod Artifacts
Berserk Dragonslayer Greatsword
Skyrim’s Lumbermill Fixes
Daedric Museum of Artifacts
Sturdy Horses (Frost and Shadowmere)
Potion of Ultimate Leveling
Helmetless Armor Perks
Berserk Guts Armor Mod
Natural Eyes
Faster Leveling
Craftable Lock picks
Sofia - The Funny Fully Voiced Follower
Unlimited Shouts
Hold Border Banners

There’s a few more but none of them would conflict with the game.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

21336October 27 2016PapyrusUnofficial Fallout 4 PatchInstitute FEV Lab unreachableWindows PCFix PendingHighMedium Task Description

when trying to reach the FEV to recover the experimental serum to virgil, you’ll be facing a closed door with no way to be opened

this is a bug introduced in one the recent patches, because I remember it was ok some time ago

the closed door in question is right after a novice locked door (named fev lab) reachable from the bioscience tunnels

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

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

Thanks in advance.

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”

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

20721June 20 2016Perks & StatsUnofficial Fallout 4 PatchPowerArmorFXScript - cannot play a None impact effectWindows PCFix PendingSclerocephalusMediumMedium Task Description
[06/20/2016 - 03:14:01AM] error:  (FF0133B1): cannot play a None impact effect.
stack:
    [ (FF0133B1)].ObjectReference.PlayImpactEffect() - "<native>" Line ?
    [Active effect 1 on  (FF013366)].PowerArmorFXScript.OnAnimationEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\PowerArmorFXScript.psc" Line 43

This script (attached to PowerArmorPerkEffect) is missing a value for its PowerArmorHeavyImpactSet property.

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

That’s the faction all Rust Devils are in.

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

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

21567November 20 2016QuestsUnofficial Fallout 4 PatchThe Sight quest bugWindows PCNewAlexMediumVery Low Task Description

In the course of all the stages of the quest The Sight Mama Murphy asks you to bring her chems, but never takes them away from the player.

21568November 20 2016Settlements & WorkshopsUnofficial Fallout 4 PatchDecontamination arch bugWindows PCNewAlexMediumVery Low Task Description

Decontamination arch never removes completely all radiation from the player, always leaving 1 unit of radiation contamination.

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

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

[ (0303DC5A)].DLC03:ADV022HeadGearScript.PlayAnimationAndWait() - "<native>" Line ?
[ (0303DC5A)].DLC03:ADV022HeadGearScript.Extended.::remote_ObjectReference_OnTriggerLeave() - "<unknown file>" Line ?
21927January 21 2017QuestsUnofficial Fallout 4 PatchCleanup incomplete/bad after Battle of Bunker Hill - po...Windows PCNewLoneWandererMediumVery Low Task Description

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Verified, and I conveniently have screenshots that show this:

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

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

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

175December 02 2012TexturesUnofficial Skyrim Legendary Edition PatchEye texture/shader corruption when invisibiity is cast ...Windows PCConfirmedArthmoorLowMedium Task Description

Whenever I use an invisibility potion, go into stealth while in combat with the 100 sneak perk or when going into werewolf form, the eye texture on the character messes up/gets misaligned.

This issue occurs both with and without eye texture mods for me. I was half hoping installing a texture mod would fix it, but evidently not.

Here’s a screen of my character after said thing has happened.

cloud.steampowered.com/ugc/631857820569117501/2453BEC6371F5BC8E9B59CFE808ABA5F8E1622BD


I can definitely confirm this bug is caused by the Shadowcloak of Nocturnal power and also invisibility potions. My character is a nord with the gray eyes


I also had this problem. I found that the shadow warrior perk was what was doing it to me. So I went into console and used player.removeperk 00058214. Then I’ve just been avoiding using invisibility potions. Then I reset my eyes in the showracemenu, and it hasn’t happened again so far. So unless you just can’t live without the shadow warrior perk and invisibility potions I suggest you do this. Please reply if this doesn’t work for you. :)

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

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

1450December 02 2012QuestsUnofficial Skyrim Legendary Edition PatchOdahviing will not advance into the trap after being fo...Windows PCConfirmedArthmoorLowMedium Task Description

During “The Fallen”, Odahviing is supposed to be called to Dragonsreach. When this happens, a brief fight with him ensues, and once you force him to land using the Dragonrend shout, everyone is supposed to retreat into the covered area where the chain trap is.

All goes according to plan, except Odahviing will land and then just sit there, no longer fighting, but no longer trying to take off and fly away either.

On my first two plays through the game, this worked as expected. My 3rd had this happen.

According to SQV MQ301, the stage sticks at 150 so his AI never kicks in to make him move toward the trap.

One must walk back up to him and start attacking until he strikes back, then quickly move backward. He’ll follow for a bit before returning to a non-functioning state. Repeat as needed until the trap fires and you can then proceed with the quest.

I’ve checked, and the USKP does not edit anything to do with this, and it’s not induced by mods. Nor is it something Dawnguard screwed up. It appears to have broken some time between patch 1.5 and 1.7, though without an older save to check it against this is hard to determine.

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

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

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

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

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

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

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

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

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

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

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

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

Packages with this bug:

KodrirCarryBucket11x2

KodrirCarryBucket15x2

KodrirCarryBucket7x2

LeftHandMineDaighreCarryBucket11x2

LeftHandMineDaighreCarryBucket15x2

LeftHandMineDaighreCarryBucket7x2

MarkarthOmluagCarryBucket11x2

MarkarthOmluagCarryBucket15x2

MarkarthOmluagCarryBucket7x2

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

5664December 02 2012QuestsUnofficial Skyrim Legendary Edition Patch[DG] Deceiving the Herd will not acknowledge your chose...Windows PCConfirmedArthmoorLowMedium Task Description

After being sent on the quest “Deceiving the Herd” (sent to Riften) it became apparent that no matter who I killed for this quest, regardless of the time of day, and despite it being in the public plaza, the quest does not advance.

Or, it appears to be extremely erratic since it DID advance once but the guards killed me long before I could get close to plant the note or even think about trying to leave the city. I have been unable to get this to trigger again though.

Tried with and without Open Cities installed, it made no difference. There’s also a similar report on the official forums from another user who got this in Solitude and also could not advance it, and they are not using Open Cities either.

The quest is apparently dependent on a very unreliable story event trigger that is close to impossible to satisfy.

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.

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

Seethrough hole in Dragonscale Armor

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

/meshes/architecture/windhelm/whtempletalos3.nif

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


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

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

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

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

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

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

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

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

This may also affect vampire lords.

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

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

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

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

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

This issue occur when equip with bow or dual weapon.

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

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

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

13240July 16 2013TexturesUnofficial Skyrim Legendary Edition PatchPaarthurnax' fixed tooth has texture/UV issueWindows PCConfirmedGruftlordLowMedium Task Description

you know, the one that was missing and appeared black with the official HD texture DLC? (picture shown in this mod: http://skyrim.nexusmods.com/mods/8236//?)

well if you look closely, the texture doesn’t quite fit there actually and a seam is visible at all times.

not sure if this should be fixed on the mesh or the texture, i bet texture might be easier, but fixing it on the mesh might remove the problem for all retextures as well...

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

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

http://afkmods.iguanadons.net/index.php?/gallery/image/1159-activator-cheat/


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

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

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

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

Load order:-

Update.esm
SBBasement.esm
Unofficial Skyrim Patch.esp
No Killmoves, No Killcams,No Killbites.esp

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.

13586September 19 2013PapyrusUnofficial Skyrim Legendary Edition PatchLetters, notes an books containing aliases can be screw...Windows PCConfirmedNico coiNLowMedium Task Description

This problem affects letters, notes and books containing aliases. This includes (but is not limited to) :

- All inheritance letters

- Falk firebread letter

- Nearly all bounties notes

- Elenwen’s invitation at the Thalmor party

- Hearthfire’s deeds of property

- Hearthfire’s invitations from related jarls or housecarls

You first have to place the letters/notes/books on a bookshelf using the associated activator and exit the placement menu. Next :

- You can enter back in the bookshelf menu, read the letters/notes/books from there, and even take them back. No problem at this time...

OR

- You can avoid the bookshelf menu and try to read directly the letters/notes/books. The text is then completely screwed and blank from the first alias until the end. You can exit the read menu to cause no harm, but if you choose to take back the letters/notes/books in this way, then they are definitively screwed...

Here's a savegame for testing purpose. Several related letters/notes available in inventory, and 1 in the bookshelf just in front of you.

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

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

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

Back:

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

Crotch:

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

Horn:

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

Foot:

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

Arm:

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

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

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

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

13629September 21 2013Perks & SkillsUnofficial Skyrim Legendary Edition PatchUsing Fortify Sneak can increase your chance of being d...Windows PCConfirmedNightStarLowMedium Task Description

Identical to pickpocketing enchantments and potions, there’s an issue with the sneaking. Items with Fortify Sneak don’t always make sneaking easier, quite the opposite in fact. I’ve tested this rather extensively in the past and even if it’s not as easy to see as the pickpocketing bug, which gives you numbers to compare, it’s definitely there. The Stealth perks “You are x% harder to detect when sneaking.” always work as intended.

13682September 26 2013PapyrusUnofficial Skyrim Legendary Edition Patch[Hearthfires] BYOHDivertPrefabsScript: Errors while pro...Windows PCConfirmedSclerocephalusLowMedium Task Description
[09/23/2013 - 04:08:19PM] Error: Cannot add None to a container
stack:
    [ (00102A81)].BYOHDivertPrefabsScript.RemoveItem() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 55
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Error: Unable to call Disable - no native object bound to the script object, or object is of incorrect type
stack:
    [None].ObjectReference.Disable() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 56
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [None].ObjectReference.Delete() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 57
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Bookshelf processed. Object state was: TRUE
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
stack:
    [ (03027A3F)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (03027A3F)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (030182B5)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (030182B5)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (030182B4)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (030182B4)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30

Load Order:-

Update.esm
HearthFires.esm
Dragonborn.esm
SBBasement.esm
Unofficial Skyrim Patch.esp
Unofficial Hearthfire Patch.esp
Unofficial Dragonborn Patch.esp
SBBasementHF.esp
SBBasementDB.esp
No Killmoves, No Killcams, No Killbites.esp

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

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.

14003October 18 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunFolgunthurBossBattle: Action ref cannot be NoneWindows PCConfirmedNightStarLowMedium Task Description

USKP#37.53 with v2 beta ( I have USKP / UDGP / UDBP installed )

[10/14/2013 - 08:11:32PM] error: Action ref cannot be None
stack:
[ (000AB846)].masterambushscript.Activate() - "<native>" Line ?
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.ActivateNextEnemy() - "dunProgressiveCombatScriptRefAlias.psc" Line 118
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.UpdateBattle() - "dunProgressiveCombatScriptRefAlias.psc" Line 89
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunProgressiveCombatScriptRefAlias.RunUpdate() - "dunProgressiveCombatScriptRefAlias.psc" Line 60
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.RunUpdate() - "dunFolgunthurBossBattle.psc" Line 45
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.UpdateLoop() - "dunFolgunthurBossBattle.psc" Line 37
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnActivate() - "dunFolgunthurBossBattle.psc" Line 27

Also for refID 000AB83D.

14014October 19 2013PapyrusUnofficial Skyrim Legendary Edition PatchTrapBase: (000EA269): cannot find variable named Mid.Windows PCConfirmedNightStarLowMedium Task Description

USKP#37.69 with v2 beta ( I have USKP / UDGP / UDBP installed )

[10/19/2013 - 12:18:25PM] error:  (000EA269): cannot find variable named Mid.
stack:
[ (000EA269)].TrapNorPlatform.SetAnimationVariableFloat() - "<native>" Line ?
[ (000EA269)].TrapNorPlatform.fireTrap() - "TrapNorPlatform.psc" Line 177
[ (000EA269)].TrapNorPlatform.OnActivate() - "TrapBase.psc" Line 87
14020October 20 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunFolgunthurBossBattle :- Cannot call GetLinkedRef() o...Windows PCConfirmedLowMedium Task Description
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 111
[10/20/2013 - 03:10:54PM] error: Cannot call Kill() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 111
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 112
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 112

Load Order:

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

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

Load Order:-

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

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

14217November 24 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunWEFXBatActivator: Object reference has no 3DWindows PCConfirmedBlackPeteLowMedium Task Description
[11/23/2013 - 11:41:23PM] error: Object reference has no 3D

stack:

[ (03013835)].Sound.Play() - "<native>" Line ?

[ (FF000908)].dunWEFXBatActivator.OnActivate() - "dunWEFXBatActivator.psc" Line 12
14368December 10 2013PapyrusUnofficial Skyrim Legendary Edition PatchDLC2_QF_DLC2dunKolbjornQST_0201810B:- Cannot call Activ...Windows PCConfirmedLowMedium Task Description
[12/07/2013 - 11:10:07PM] error: Cannot call Activate() on a None object, aborting function call


stack:


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


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


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


stack:


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


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


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


stack:


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


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

Load Order:-

Update.esm
USKP (2.0.0a)
Hearthfires.esm
UHFP (2.0.0)
Dragonborn.esm
UDBP (2.0.0)
SBBasement.esm
SBBasementHF.esp
SBBasementDB.esp
no killmoves, no killcams, no killbites.esp

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

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

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

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

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

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

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

(Quote from Hexaae)

branched off from

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

14648January 25 2014PapyrusUnofficial Skyrim Legendary Edition PatchCWSiegeCityDoorScript: CWAttackCity (0004F8BF): attempt...Windows PCConfirmedBlackPeteLowMedium Task Description
[01/24/2014 - 04:50:03PM] error: CWAttackCity (0004F8BF): attempting to start event scoped quest outside of story manager.
stack:
    [CWAttackCity (0004F8BF)].cwattackcityscript.SetCurrentStageID() - "<native>" Line ?
    [CWAttackCity (0004F8BF)].cwattackcityscript.SetStage() - "Quest.psc" Line 124
    [alias MainGateExterior on quest CWSiege (000954E1)].CWSiegeCityDoorScript.OnActivate() - "CWSiegeCityDoorScript.psc" Line 87

Note: Errors were from “The Battle for Solitude”.

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

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

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

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


14918February 21 2014PapyrusUnofficial Skyrim Legendary Edition PatchDLC2PillarBuilderActorScript: Cannot call DLC2SleepBuil...Windows PCConfirmedBlackPeteLowMedium Task Description
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D5)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D5)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D6)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D6)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D7)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D7)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
14979February 28 2014PapyrusUnofficial Skyrim Legendary Edition PatchTrapBase: Cannot call IsEnabled() on a None objectWindows PCConfirmedBlackPeteLowMedium Task Description
[02/27/2014 - 11:45:46PM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
[02/27/2014 - 11:45:46PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
15506April 26 2014TexturesUnofficial Skyrim Legendary Edition PatchUV and/or vertex issue in dynamocore - centuriondynamoc...Windows PCConfirmedGruftlordLowMedium Task Description

clutter/dwemer/centuriondynamocore01 has a different UV and number of vertices on it’s “heart” than the core when attached to the centurion spider

see screenshot for a comparison:

http://afkmods.iguanadons.net/uploads/gallery/album_24/gallery_1501_24_50931.jpg

the spider mesh is in actors/dwarvenspider/characterassets/dwarvenspidercenturion

two issues manifest for the dynamocore:

there is no normal map data present for the parts of the texture, that are only occupied by the dynamocore and the texture itself has darker and lighter red parts. the lighter red parts are thin lines on the structure and run vertically across the heart on the spidercore. for the detached dynamocore, the lines do not run straight across the heart, because of the different UV.

this is a follow up from the bug mentioned here:

http://bugtracker.iguanadons.net/index.php?do=details&task_id=14824

the color corruption, that is also caused by this UV difference has been fixed for now, by an improvement of the High res dlc texture. this texture could be removed from the UHRP, once the mesh is fixed

15599May 15 2014QuestsUnofficial Skyrim Legendary Edition PatchCan't trade holds in Season UnendingWindows PCNeeds User FeedbackRobert MorleyLowMedium Task Description

During Season Unending, you may not be given the option to trade any holds. Instead, the first attempted trade offers only the line “there’s nothing of value”. The quest then jumps straight to compensation for any massacre and then ends.

This appears to be related to advancement in Liberation of Skyrim. If you haven’t liberated any holds, you get the above behaviour. Once you’ve liberated the first hold, Season Unending will proceed normally (provided you haven’t already triggered stage 40).

This may be intentional behaviour, but if so, it goes against what I think most people would expect, and has a very odd workaround for something intentional.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

- dead : default dragon mesh with horns

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

17351September 08 2014Placed ReferencesUnofficial Skyrim Legendary Edition PatchLeveled predators in the wilderness sometimes spawn in ...Windows PCConfirmedBlackPeteLowMedium Task Description

Three leveled predators that are placed quite a distance from Dawnstar occasionally will appear in the town itself and attack the townspeople. I can’t seem to figure out why that would be happening unless the placement for their references isn’t quite right. They are placed on a side of hill, but that doesn’t seem like it should matter. The three references are 0008493B, 0008493C, and 0008493D.

Screenshots:
http://postimg.org/image/rhc2hhwod/

http://postimg.org/image/njoss39v1/

http://postimg.org/image/gvs75hqct/

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 uesp.net also. http://www.uesp.net/wiki/Skyrim:Waking_Nightmare

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.

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


18258November 29 2014OtherCutting Room FloorCRF - Dawnguard. Tracker for Cut Content.Windows PCNewArthmoorLowMedium Task Description

Somewhere reliable to start gathering info for CRF-Dawnguard. So what's been cut? Please feel free to add a comment if you have something!

DLC1VampireNightPowerNecklace4 "Amulet of Supernatural Reflexes" [ARMO:0200A2A8]

There's supposed to be other amulets too.

18263November 29 2014OtherCutting Room FloorCRF - Vanilla. Tracker for reported cut content that's ...Windows PCNewArthmoorLowMedium Task Description

Drop anything in here that hasn't already been covered. Note that not all of it will be accepted because it may not be complete enough!

The following has been considered already:

Windhelm Arena - The arena cut from Windhelm would require a great deal of work to complete, possibly even including 3D modeling to fix some portions of the scenery. There are also two other mod projects out there that aim to fully restore this. Only one is complete but I don't know how true to the original design it stayed. The other project may or may not still be in progress.

Boethiah's Bidding - There is enough information intact to resurrect this, but it's somewhat dicey because it involves killing a Jarl and the civil war.

The Whispering Door cut portions - There does not appear to be enough left of the cut portions of this to revive it.

Collecting the Edda - There is enough material, barely, to string something together, but the quest over all is just not interesting enough to do anything with. I'm pretty sure that whatever the plan was, enough of it is missing to make an attempt at restoring it too shallow to bother.

"Mourning" - Marked out as conditioned not to start. Probably for good reason. All it is is a bunch of quest aliases and no dialogue. Whatever it was, it's been gutted too much.

"Hauntings" - While it appears intact enough to put back, IMO it feels pretty lame and out of place and may have been cut for that reason

"Trick Shot" perk - A missing perk for the archery tree that gives a 25% chance to disarm. While it is functional as created, it will be a source of save bloating due to the fact that disarming separates the weapon from the NPC and then leaves it behind forever without cleaning it up. Since archery use is far more likely to be a regular thing for people who play as them, it's much more of a risk than the Disarm shout over time.

18264November 29 2014OtherCutting Room FloorCRF - Dragonborn. Tracker for cut content.Windows PCNewArthmoorLowMedium Task Description

Somewhere reliable to start gathering info for CRF-Dragonborn. So what's been cut? Please feel free to add a comment if you have something!

Pack spiders. ←- Done

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

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

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

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.

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

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

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


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

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

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

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

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

Thank you.

Here is video footage from another user:

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

18664January 23 2015PapyrusUnofficial Skyrim Legendary Edition PatchFailed to setup moving reference because it has no pare...Windows PCConfirmedGarthandLowMedium Task Description

Related bug here (though the fix cleaned up all the rest of those errors thankfully). Not sure if anything can be done given that I suspect the parent cell is set but it’s a “no 3D” issue.

[01/20/2015 - 12:46:58AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (00104150)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchTranslateLinkChain() - "TG08BFloodPipeController.psc" Line 243

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 172

[01/20/2015 - 12:46:58AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (00104150)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchTranslateLinkChain() - "TG08BFloodPipeController.psc" Line 260

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 172

[01/20/2015 - 12:46:59AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (000D957B)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchWaterStream() - "TG08BFloodPipeController.psc" Line 289

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 173

[01/20/2015 - 12:46:59AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (000D957B)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchWaterStream() - "TG08BFloodPipeController.psc" Line 306

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 173

[01/20/2015 - 12:47:15AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (0008F20F)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95B1)].tg08bfloodpipecontroller.TG08MatchWaterStream() - "TG08BFloodPipeController.psc" Line 306

[ (000D95B1)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 173
18692January 26 2015OtherCutting Room FloorCRF - Hearthfire. Tracker for Cut Content.Windows PCNewArthmoorLowMedium Task Description

Somewhere reliable to start gathering info for CRF-Hearthfire. So what's been cut? Please feel free to add a comment if you have something!

Yeah, I don't expect to run over much for this, but there could be some tidbits here and there.

The intro letters from the Jarls. Only Falkreath is used, but based on the way the scripts are set up, I believe each one was supposed to send one to you except Beth trimmed it down to just the one for reasons unknown.

18723January 31 2015ScriptsAlternate Start - Live Another LifeProvide a way for add-on quests to register themselves ...Windows PCInvestigatingArthmoorLowMedium Task Description

Basically what the title says. Should be able to accomplish it with some sort of array at the start of a new game.

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

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

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

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

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

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

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:


Quote:

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.

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

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

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

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

Poor description :

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

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

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

Wrong/undefined active effect name and description :

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

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

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

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

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

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

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

19140April 29 2015QuestsUnofficial Skyrim Legendary Edition PatchdunBrokenOarQST never gets shut downWindows PCConfirmedBlackPeteLowMedium Task Description

The controlling quest in Broken Oar Grotto (dunBrokenOarQST) never gets shut down properly. As a result, the Blackblood Maurader’s corpses are never properly cleared out of the cave. See the papyrus output below:

sqv dunBrokenOarQST

	   **Papyrus**
	QF_dunBrokenOarQST_0001E437:
		Script state = ""
		::Alias_CaptainHargar_var = alias CaptainHargar on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC1_var = alias chattyNPC1 on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC1Start_var = alias chattyNPC1Start on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC2_var = alias chattyNPC2 on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC2Start_var = alias chattyNPC2Start on quest dunBrokenOarQST (0001E437)
		::Alias_DuringQuestNPC1_var = alias DuringQuestNPC1 on quest dunBrokenOarQST (0001E437)
		::Alias_DuringQuestNPC2_var = alias DuringQuestNPC2 on quest dunBrokenOarQST (0001E437)
		::dunBrokenOarLootEnableMarker_var =  (000BABBC)
		::dunBrokenOarRespawnEnableMarker_var =  (000BABC5)
		::dunBrokenOarTalky01_var = None
		::dunQuestScene_var =  (000BABC2)
  1. 7 Aliases for quest ‘dunBrokenOarQST’ (0001E437)-
	REF 'chattyNPC1'-> '' (000BAB8D)
	REF 'chattyNPC2'-> '' (000BAB90)
	REF 'CaptainHargar'-> '' (0002C486)
	REF 'DuringQuestNPC1'-> '' (000BABBE)
	REF 'DuringQuestNPC2'-> '' (000BABBF)
	REF 'chattyNPC1Start'-> '' (000BABB3)
	REF 'chattyNPC2Start'-> '' (000D1EEE)
  1. – Quest state —————————–
	Enabled?		Yes
	State:			Running
	Current stage:	        100
	Priority:		30
19255May 20 2015Placed ReferencesUnofficial Skyrim Legendary Edition PatchWater pushing player while on bank - videoWindows PCNewDSoSLowMedium Task Description

Not sure how to fully explain this, so I took a video. If I stand still, the river will pull me down stream as if I were in the water. I didn’t think about showing that, I only walk against the current.

Ref ID for a rock that is near the the area.

000AA9CB

Video:

https://www.youtube.com/watch?v=vzFCMj5gZ_8

I haven’t noticed this in other areas. If I remember correctly, this is the area, near Ivarstead, where that troll or sabre cat is by the road in the little rocky cover, with the dead courier from the war.

19267May 22 2015Placed ReferencesUnofficial Skyrim Legendary Edition PatchUnknown invisible item blocking path in BlackreachWindows PCConfirmedDSoSLowMedium Task Description

I didn’t search for this, since I have no idea what is happening, and wouldn’t know what to search for. So here’s a video to show the issue :shrug:

REF ID for a Dwemer Arch on the left side

0002B0A7

https://www.youtube.com/watch?v=g4ZaSiGpu5A


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:-

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


19568November 25 2015LocationsUnofficial Skyrim Legendary Edition PatchNarzulbur Longhouse: accused of trespassing Windows PCConfirmedElgarLowMedium Task Description

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

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

19578November 25 2015Placed ReferencesUnofficial Fallout 4 PatchFort Hagen - Several objects don't respond to "inspect"...Windows PCConfirmedBrandonLowMedium Task Description

Barely a spoiler, but a brief description of the quest: Follow Dogmeat quest, searching for Kellogg

“Inspect” does nothing on either of these:

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00003.png

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00004.png

Floating body. And after clicking once for “Inspect,” prompt remains but subsequent clicks do nothing.

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00005.png

Clicking “Activate” does nothing:

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00006.png

19579November 25 2015Placed ReferencesUnofficial Fallout 4 PatchFort Hagen - Dogmeat stuck on objectsWindows PCConfirmedBrandonLowMedium Task Description

Dogmeat ran way, way ahead. When I caught up to him, he was stuck here.

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00007.png

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00008.png

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

19604November 25 2015QuestsUnofficial Skyrim Legendary Edition PatchCR05: Draugr boss not being set as "leader" target to k...Windows PCConfirmedHanaLowMedium Task Description

Another Companions quest snafu.

Sent to Halldir’s Cairn for CR05 - Trouble in Skyrim. Previous cleared this location. The draugr boss respawns but he’s not the “leader” target to kill. The quest marker arrow just points to nothing.

Here’s the conskrybe log;
sqv cr05

— Papyrus ———————————

QF_CR05_0002522F:

Script state = “”

::Alias_Boss_var = alias Boss on quest CR05 (0002522F)

::Alias_Location_var = alias Location on quest CR05 (0002522F)

::Alias_LocationHold_var = alias LocationHold on quest CR05 (0002522F)

::Alias_MapMarker_var = alias MapMarker on quest CR05 (0002522F)

::Alias_QuestGiver_var = alias questgiver on quest CR05 (0002522F)

CR05QuestScript:

Script state = “”

::Boss_var = alias Boss on quest CR05 (0002522F)

::IsAccepted_var = True

::IsActive_var = True

::IsRegistered_var = True

::MapMarker_var = alias MapMarker on quest CR05 (0002522F)

::ParentQuest_var = C00 (0004B2D9)

::Premature_var = False

::Questgiver_var = alias questgiver on quest CR05 (0002522F)

::QuestgiverComesAlong_var = False

::RewardAmount_var = 300

::Succeeded_var = False

::WasRejected_var = False

- 5 Aliases for quest ‘CR05’ (0002522F)-

REF ‘questgiver’-&gt; (0001A693) LOC ‘Location’-&gt; (00019192)

REF ‘Boss’-&gt; (000642C0) REF ‘MapMarker’-&gt; (00016260)

LOC ‘LocationHold’-&gt; ‘’ (0001676F)

— Quest state —————————–

Enabled? Yes

State: Running

Current stage: 10

Priority: 70

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

Mentioned on BGS: Issues with Male Wood Elf Hairs

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

Examples directly out of the CK;

woodelfmalepreset04 - seriously poor blending

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

woodelfmalepreset07 - clipping on side

this is an issue with several styles

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

19633November 25 2015PapyrusUnofficial Skyrim Legendary Edition PatchUSKP_TIF_WICourier_000A0E9E: Cannot add None to a conta...Windows PCNewHanaLowMedium Task Description

[11/17/2015 - 06:55:03PM] error: Cannot add None to a container
stack:
    [ (00000014)].Actor.AddItem() - "<native>" Line ?
    [topic info 000A0E9E on quest WICourier (00039F82)].USKP_TIF_WICourier_000A0E9E.Fragment_0() - "USKP_TIF_WICourier_000A0E9E.psc" Line 9
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).

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

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

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.

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

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

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

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

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

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.

19691December 01 2015QuestsUnofficial Fallout 4 PatchCovenant clean up problemsWindows PCFix PendingLowMedium Task Description

As part of the quest in Covenant, the player can turn the entire town hostile and be forced to kill them.

Doing so causes the town to become a settlement for player use, however, the bodies of the former townspeople never get cleaned up, and are stuck laying around forever.

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

Trying to figure out how Fallout 4 is handling this.

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

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

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

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

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

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

I’m on auto-detect “Medium” settings.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

19704December 04 2015Placed ReferencesUnofficial Fallout 4 PatchTell Me More Button Activate does nothing in Swan PondWindows PCConfirmedBrandonLowMedium Task Description

As per subject.

Activate prompt does nothing.

Both at the start when the robot is wandering around, as well as when the robot is in the unit.

Activate prompt simply does nothing.

Using 360 controller on PC. Yes, I am pressing “A” - and I tried all the other buttons too just in case ;)

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00019.png

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

Tree highlighted for scrapping but missing its mesh completely.

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

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

19716December 07 2015QuestsUnofficial Fallout 4 PatchDeacon's Quest in Donut - Events that occur twiceWindows PCNewBrandonLowMedium Task Description

This one flew by me, so I’ll try to document it as best as I can.
At the end of clearing out this secret underground place - sneaking as best as possible - idiot Deacon keeps getting ahead of me and opening doors if I get too close to them. If I’m sneaking, you stay behind me at all times, and don’t go opening doors dammit!
Anyway, when we get to the goal of the mission, he rushes ahead into the room, goes to a terminal, and gives the auditory password to open the locked area.
The locked area opens, we chat about the dead guy, Deacon tells me to get the device and that’ll get me in the good books with Dez so I can be part of the railroad.
Then, Deacon goes back to the terminal, and goes through the dialogue sequence again that is supposed to open the door. Since of course the door was already opened, nothing happens. The point is, for some reason his script is repeating that sequence, when it shouldn’t be.
Sorry for the utterly crap description of this.

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

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

Before:

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

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

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

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

After:

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

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

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

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

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

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

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

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

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

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

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

I say, I’d love a free drink!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

19742December 14 2015Placed ReferencesUnofficial Fallout 4 PatchLifeboat attached to the FMS Northern Star does not mov...Windows PCConfirmedArthmoorLowMedium Task Description

At the FMS North Star, there is an elevator that should work the lifeboat. If the button is presses, only the activator button and it’s pole move. The lifeboat itself remains fixed in position. Even if the player is standing on the boat, when the animation begins, the player is simply floating downward in the air, attached to nothing.

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

I reported this in the Bethesda bug thread as well.

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

TO REPRODUCE:

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

TECHNICAL BREAKDOWN / CAUSE:

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

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

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

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.

DEFECT

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.)

HOW TO REPRODUCE

- 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.

WORKAROUND:



- 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.

TECHNICAL BREAKDOWN



- 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.

19815January 12 2016QuestsUnofficial Fallout 4 PatchDesdemona's dialogue blocks completing questsWindows PCConfirmedArthmoorLowMedium Task Description

If you have done the Institute mission by building the teleporter at a Minuteman settlement, Desdemona will block all dialogue with her by asking you to work with her instead of the Minutemen. You are then unable to turn in any pending quests that require talking to her to finish them even if other faction members originally assigned them.

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

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

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

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

Link

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

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

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

1) DLC2StahlrimLightHelmetAA

2) DLC2StahlrimHeavyHelmetAA

3) SteelHelmetAA

4) RedguardClothesDBHatAA

5) CompanionsHelmetAA

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

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

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

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.

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

Dresses sometimes clip though bodies.

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

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

As the title says, probably a room bound issue.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wastelands

Cutscene

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

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

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

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

19889February 06 2016Placed ReferencesUnofficial Fallout 4 PatchJumping into Super Duper Mart ceiling shows voidWindows PCConfirmedDSoSLowMedium Task Description

You able to jump and clip through (partially) the ceiling of Super Duper Mart small restroom.

It seems like this also effects the hallway tiles of the same set. Hallway just outside of the staff kitchen.

Nearby locker REF ID 0016c932

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

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

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

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

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

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

I placed this in meshes for possible collision issues.


19900February 13 2016Settlements & WorkshopsUnofficial Fallout 4 PatchHome Plate [Diamond City] Fuse BoxWindows PCNewDSoSLowMedium Task Description

If you activate the fuse box then activate it again WHILE it’s in the animation, you will not be able to activate the fuse box to turn the lights back on/off.

Reloading a save AFTER this has happened does not appear to fix it. In order to fix it, you must reload a save prior to double activating it.


19915February 15 2016TexturesUnofficial Skyrim Legendary Edition PatchSunhallowed Elven Arrow glowmap isn't entirely black in...Windows PCConfirmedMadCat221LowMedium Task Description

After wondering why the fletching and latter parts of the shaft were glowing on Sunhallowed arrows, I discovered that the black parts weren’t entirely black on its glowmap. It seems that the background layer they had when creating the glowmap was not fully black, as there is a “splintery” terminus of the gradient down the shaft that ends in black. Additionally, a “gradient leak” of sorts happened on one point of the edge of the arrowhead. Affected texture is Textures/DLC01/Weapons/Auriel/aurielsbow_g.dds. It is not to Auriel’s Bow, but to the arrow, and was misnamed. The HD TexPack is affected too.

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

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

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


Reported version: 2.0.0


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.

REMOVE THEM MR. LIZARD!

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.

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

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

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: https://youtu.be/u1lVpZP-n08

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

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

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.

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

SetDressing/Machinery/PowerGenerator01.nif

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

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 ;)

20158April 19 2016QuestsUnofficial Fallout 4 PatchDiamond City Blues - Paul Pembroke gets buggy if he bec...Windows PCNewCrimsomriderLowMedium Task Description

Paul Pembroke, the man who is arguing with Henry Cooke inside the Colonial Taphouse in Diamond City, is bugged once he becomes the owner of the bar through the Diamond City Blues questline. The bug is noted @ http://fallout.wikia.com/wiki/Diamond_City_Blues .

In the quest you are told to confront Cooke about Paul’s wife cheating on him, to which Cooke says there’s a drug deal going on to which you have the option to invite Paul Pembroke. If you invite Paul Pembroke and split the chems 50/50, Paul Pembroke becomes the owner of Colonial Taphouse and the owner of Cooke’s house.

Unfortunately, once the quest is completed and he becomes the owner of the Colonial Taphouse and Cooke’s house, he is stuck inside Cooke’s house and never leaves. The only solution is to pick the lock of the doors (a crime) and enter the house. This only solves the issue temporarily because the next morning Cooke’s house is once again locked and requires to be lockpicked, thus he gets stuck again and can’t continue with his normal routine.

He’s usual daily routine should be going to the Colonial Taphouse in which he is acting as the bartender. He is also supposed to warn the player about Cooke’s daughter coming to town. But that never happens because his routine is bugged out.

Also I am not sure if this is a bug, but none of the upper stand residents visit the Colonial Taphouse once Henry Cooke is gone. They’re all sitting outside, on the balcony outside the Colonial Taphouse. Might be worth checking out.

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.

20173April 20 2016Settlements & WorkshopsUnofficial Fallout 4 PatchVanilla (Turret Spotlights ) &amp; Automatron DLC (Wall...Windows PCFix PendingCrimsomriderLowMedium Task Description

This bug report is for both vanilla and Automatron DLC. The issue with the Wall Mounted Spotlights in the Automatron DLC is similar to the vanilla turret spotlights issue.

Automatron DLC - Wall Mounted Spotlights

After you put them up in a settlement and fast-travel out of the settlement, they will stop casting light and stop rotating once you fast-travel back. The only way to restart them is to pick them up in the Workshop Crafting Mode and put them back.

Vanilla - Turret Spotlight

In vanilla, the turret spotlight simply stops casting light, but it does keep rotating, after a fast-travel.

There is a mod that fixes the Vanilla issue with turret spotlights not casting light @ http://www.nexusmods.com/fallout4/mods/11090/, but the author didn’t manage to completely fix the Automatron DLC Wall-Mounted Spotlights. Thought it might be worth checking out.

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

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

Description:

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

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

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

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

Thanks.

20190April 21 2016Textures & MaterialsUnofficial Fallout 4 PatchGlow sights on the Deliverer become "blocky" in dark ar...Windows PCNewCrimsomriderLowMedium Task Description

The glow sights on “The Deliverer” will become glowing blocks, making it extremely hard to aim at the enemy. The glow sights are supposed to help with aiming in dark areas, but instead they’re doing the opposite.

There are several fixes at this mod site @ http://www.nexusmods.com/fallout4/mods/3277/ for the Deliverer.

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.

https://staticdelivery.nexusmods.com/images/1151/2446084-1461276285.jpg

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.

20209April 25 2016QuestsUnofficial Fallout 4 PatchRandolph Safehouse 2 Won't UpdateWindows PCNewDwipLowMedium Task Description

Randolph Safehouse 2 sends me to the Scrap Palace to clear all the hostiles out. However, once the area is cleared, the quest will not update, despite the [CLEARED] tag on the map.

Of possible importance is that all of the 2-3 times I’ve cleared the area for this quest, I was involved in multi-faction brawls - Once between the resident super mutants, myself, and the Brotherhood of Steel; and another with myself, my settlement provisioners, the Brotherhood again, and some random raiders.

Might that be the cause? I have no idea.

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

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

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

Strange workaround by Bethesda for something or actually a bug?

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.

20215April 25 2016Settlements & WorkshopsUnofficial Fallout 4 PatchVarious Body Cleanup IssuesWindows PCFix PendingDwipLowMedium Task Description

There are a few settlements that never get all the dead bodies cleaned up after the player takes over:

- Sunshine Tidings Co-Op (ghouls)

- Croup Manor (ghouls again)

- Castle (any Minutemen who died during the takeover)

Among other things, if moved around, the bodies will eventually respawn back in their original locations.

EDIT: Full list of workshop cleanup issues (excluding Covenant as this has its own ticket):
(1) Croup Manor: pre-placed dead ghouls
(2) Kingsport Lighthouse: pre-placed dead traders
(3) Sunshine Tidings: pre-placed dead ghouls
(4) Taffington Boathouse: prep-placed dead settler and dead brahmins
plus, from DLC03:
(5) National Park Visitor Center: pre-placed dead ghouls and dead trappers.

The minutemen at The Castle are different. They aren’t removed because they were dragged into workshop aliases. This had to be handled by modifications to WorkshopParentScript and WorkshopNPCScript (bug #22246).

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.

20231April 28 2016QuestsUnofficial Fallout 4 PatchPreston Garvey keeps giving quests, doesn't acknowledge...Windows PCNewBrandonLowMedium Task Description

I now have 2 new quests and 1 quest that won’t finish, status is “Talk to Preston Garvey,” but he won’t acknowledge it, every time I talk he keeps giving me more quests.

Two possible ideas:

1) I’m putting off the Independence / Castle Quest. Maybe this has broken the sequence.

2) Maybe there’s a problem with the specific quest I want to finish that currently says “Talk to Preston Garvey”
http://www.falloutsearch.com/img/UFO4P/20160427221157_1.jpg

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.

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:

https://staticdelivery.nexusmods.com/mods/1151/images/10732-3-1457401375.jpg

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.

20255April 30 2016QuestsUnofficial Fallout 4 PatchBig Dig - Mel / JailWindows PCNewBrandonLowMedium Task Description

Inside Diamond City Security, I let the Police Protectron eliminate all the guards, then I eliminated the Protectron.
Instead of getting the key from anyone, I wanted the XP for picking the lock.
So there’s not a soul in the place except for Mel, yet when I pick the cell door, it says that I’ve been caught, and the owner is now hostile.
This shouldn’t happen, because no one saw me do it except for Mel who was locked in the cell.
Luckily the DC security guards outside didn’t react to me when I exited.
Hopefully it doesn’t cause a reaction if I come back later and the jail is repopulated with guards.

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.

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

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

https://youtu.be/A8pqDzAMTOM


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

https://dl.dropboxusercontent.com/u/5219152/SaveFileBugReport.7z

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

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

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

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

Images here:

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

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

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

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

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

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

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

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

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.

http://afkmods.iguanadons.net/index.php?/gallery/image/4138-bug-0011d77b-not-respecting-hacker-2/

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

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

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

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.

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

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

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.

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