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

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IDOpenedCategoryProject  ascSummaryOperating SystemStatusOpened bySeverityPriority
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.

21280October 08 2016ScriptsAlternate Start - Live Another LifeShip to SolstheimWindows PCConfirmedbombastusLowMedium Task Description

If you choose the option “I arrived on board a ship” and Raven Rock, you’ll get a cutscene. If you then pan the mouse from side to side, you’ll get graphical oddities, that isn’t possible if you buy a ticket in Windhelm.

Debatable if this is a bug or over-caffeinated player I guess, but the two journeys are different.


Reported version: 3.1.3


21628November 28 2016Placed ReferencesAlternate Start - Live Another LifePlaced starter items sometimes disappear on loadAllNewJonLowMedium Task Description

I’m not sure if this is a previously known issue from the old game, but when choosing the Proudspire Manor start, sometimes the quiver (and maybe the bow) that you’ve placed directly in front of the player on the chest is nowhere to be found. They both have ragdoll data, which I vaguely remember being an enormous pain.

Starting from the same save (the one that saves immediately after sleeping in the LAL bed) it seems completely random if the quiver is there or not. I didn’t try moveto or anything because I didn’t know the ref ID at the time.

This may extend to more than just the quiver so I kept the title vague.

I will try with Breezehome and any other homes that you gave placed items with ragdoll data.

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

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

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

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

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

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

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

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

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

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

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

There's supposed to be other amulets too.

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

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

The following has been considered already:

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

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

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

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

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

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

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

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

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

Pack spiders. ←- Done

18692January 26 2015OtherCutting Room FloorCRF - Hearthfire. Tracker for Cut Content.Windows PCNewArthmoorLowMedium Task Description

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

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

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

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

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

dunRRHerebaneSorenshield
CRFKynesgroveFroa

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

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

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

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

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

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

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

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

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

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


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

22439May 22 2017LocationsUnofficial Fallout 4 PatchCrash when disarming Laser Tripwire in National Guard A...Windows PCNewCriticalVery Low Task Description

UFO4P 2.0.1 Beta.

Games crashes when you try to disarm Laser Tripwire inside the National Guard Armory (unmarked location in National Guard training yard).

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.

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

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

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

https://youtu.be/HnaGTw48YYU

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-

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

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

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

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

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

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

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

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

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

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

22418May 14 2017Settlements & WorkshopsUnofficial Fallout 4 PatchBeds and defense stats going to zeroWindows PCNewSnowHighVery Low Task Description

In my current play through the stats for defense in red rocket go to zero on the pip Boy display. Affecting the settlement negatively despite the defense being there. Returning to the settlement alleviates the problem for maybe an hour before it happens again.
Beds in sunshine tidings coop are halved. They go down to 12 no matter how many beds. Returning alleviates this for a while.
Seen this happen in previous play throughs in different settlements each time. Sometimes its the water, food, defense or beds. Nothing online seems to alleviate the problem from happening over and over.
I’ve seen it occur in the base game, then with dlc, and now with the unofficial patch as well.
(searched for this prob but didn’t find anything about it here)

21396November 04 2016Settlements & WorkshopsUnofficial Fallout 4 PatchFire Barrel doesn't illuminate in Far HarborAllNewBrandonMediumVery Low Task Description

As per images. First image is in the Commonwealth, it should be a recognizable sight. Second image is in Far Harbor at Dalton Farm.

I put severity as Medium because I really like using Fire Barrels for illumination ;)

If you place the barrel really close to something, you can see a bit of illumination and the shadows of the barrel’s mesh, but nowhere close to the right amount of illumination.

At first I thought it was on purpose due to the fog, but that makes no sense because the fog condensers and plenty of other light sources work as expected.

Note that candles and campfires do seem to provide the correct amount of illumination in Far Harbor.

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.

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.

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.

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

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

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

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.

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.

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

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

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

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

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

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

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

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

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.

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?

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

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

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

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

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

Same issue in the small bathroom just past the staff kitchen

REF ID for nearby locker 0016C932.

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

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

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

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

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.


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.

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.

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.

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/

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.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Location: Egret tours marina

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.

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.

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

Issue:

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

Caused by:

Clearing University Point of hostiles before being assigned quest

Quests Affected:

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

Platforms affected:

PC, Xbox One, Playstation 4

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

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

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

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

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

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

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

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

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

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.

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.

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.

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

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

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

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

20411May 13 2016Placed ReferencesUnofficial Fallout 4 PatchHandmade Tripwire OwnershipWindows PCNewQuarnLowMedium Task Description

0017ce9e

Appears red (stealing), ownership should be removed.

20413May 13 2016Placed ReferencesUnofficial Fallout 4 PatchSettler Corpse DespawningWindows PCNewQuarnLowMedium Task Description

001b31ae

If the settler’s corpse at the top of the tower is not looted the first time loading the area it will despawn when the area resets preventing the player from looting the Lynn Woods Chest Key, which is a common occurrence if you visit Parsons Creamery for the quest Special Deliver.

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

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

20416May 13 2016Placed ReferencesUnofficial Fallout 4 PatchAutomatron: Fort Hagen Hanger Occlusion IssueWindows PCNewQuarnLowMedium Task Description

Nearby reference: xx009a97

There is an occlusion zone between the loosely stacked green metal containers allowing the player to see white void between them (happens from both sides).

20417May 13 2016Placed ReferencesUnofficial Fallout 4 PatchBathroom Scale Trap Doesn't DisarmWindows PCNewQuarnLowMedium Task Description

001875b4

After disarming the Bathroom Scale it doesn’t vanish and walking on it will still trigger the trap.

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

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

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

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

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

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

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

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

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

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

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

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

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

The following three do NOT have NoDisintegrate set...

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

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

20438May 15 2016QuestsUnofficial Fallout 4 PatchBarney Rook dead or missingWindows PCNewLowMedium Task Description

The quest for Barney Rook either makes him appear dead or not at all if the player doesn’t rush to his aid or doesn’t know about it. Example I entered the Sandy Coves convalescent home and later head towards where Barney is but he isn’t there but the Mirelurks are.

See bugs section here http://fallout.wikia.com/wiki/Barney_Rook

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

As documented here (http://fallout.wikia.com/wiki/Human_Error), Honest Dan disappears after the main quest and accordingly, the Human Error quest cannot be started.

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

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

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

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

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

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

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

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

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

https://staticdelivery.nexusmods.com/images/1151/2446084-1463562110.jpg

20465May 20 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] Erickson's conversations are too easily te...Windows PCConfirmedArthmoorLowMedium Task Description

When the player meets Erickson for the first time, they are supposed to have some conversation topics to flesh out the encounter a bit. Unfortunately his AI causes him to walk around too much and eventually break out of dialogue with no way for the player to keep pace. This then results in several responses he has to things getting cut off.

His conversations are also highly prone to just terminating for no apparent reason, which causes the same problem. Information the player should be getting is simply lost and it appears as though some scripts associated with this may not run properly either.

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

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

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

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

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

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

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

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

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

Version: 1.5.205.0

DLC: Far Harbor

Quest: DLC03MQ04

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

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

Fallout4.esm=1

DLCRobot.esm=1

DLCworkshop01.esm=1

DLCCoast.esm=1

ArmorKeywords.esm=1

Loads.esm=1

CROSS_CosmeticFramework.esm=1

Damage Threshold.esm=1

SettlementKeywords.esm=1

Robot Home Defence.esm=1

Unofficial Fallout 4 Patch.esp=1

LooksMenu.esp=1

WET.esp=1

WET Clearer.esp=1

DDP_Elevators_mark1.esp=1

Armorsmith Extended.esp=1

Build_all_Beds.esp=1

Extra_Tracks_Classic.esp=1

Extra_Tracks_Diamond.esp=1

Extra_Tracks_Freedom.esp=1

OWR_CraftableDecor.esp=1

OWR_CraftableDecor_SKPatch.esp=1

Extended weapon mods.esp=1

WAYN_CompanionTracking.esp=1

ASCOPreston01.esp=1

ASCOCurie04.esp=1

ASCOMacCready01.esp=1

dD-Action Ragdoll Force.esp=1

Robot Home Defence - Settlement Keywords.esp=1

ASCOCait01.esp=1

ASCODanse03.esp=1

ASCOPiper01.esp=1

NoNegativeAffinity.esp=1

NoAffinityCooldown.esp=1

LegendaryModification.esp=1

LegendaryModification2LM.esp=1

LegendaryModification2LMAKPatch.esp=1

LegendaryModificationCSA.esp=1

LegendaryCloth.esp=1

dD-Enhanced Blood.esp=1

BetterSettlers.esp=1

BetterSettlersNoLollygagging.esp=1

Companion Infinite Ammo.esp=1

CraftableAmmo.esp=1

CraftableAmmo_plus.esp=1

10% Fusion Core Drain.esp=1

TrueStormsFO4.esp=1

TrueStormsFO4-ClimateSettings.esp=1

TrueStormsFO4-NoConstantRads.esp=1

BusySettlers.esp=1

SettlersRename.esp=1

VisibleWeapons.esp=1

Friffy_Holstered Weapons.esp=1

OutfitSwitcher.esp=1

SlowTime.esp=1

Dogmeat behavior reflagged.esp=1

CBBE.esp=1

NanoSuit.esp=1

Glowsight Overhaul 1.1.esp=1

ScrapDeadThings.esp=1

LongerPowerLines3x.esp=1

Perk Magazine Material Fix.esp=1

DX Commonwealth Shorts.esp=1

DX Vault Girl Shorts.esp=1

AnS Wearable Backpacks and Pouches.esp=1

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

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

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

AnS Wearable Backpacks and Pouches - AWKCR.esp=1

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

ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp=1

ValdacilsItemSorting-AidWeightless.esp=1

chem redux.esp=1

The Eyes Of Beauty.esp=1

DeadBodyCollision.esp=1

Craftable Cats.esp=1

Glowing Animals Emit Light.esp=1

Move (Get Out the Way).esp=1

SkjAlert_DLC01+.esp=1

DX Courser X-92 Power Suit.esp=1

zWInsanity.esp=1

zWGirlClothSimply.esp=1

DeployableTurretsPack.esp=1

DTP - AWKCR Compatibility.esp=1

WorkshopTurretsPack.esp=1

BrahminFeederFull.esp=1

Edit_Hancock.esp=1

BetterModDescriptions.esp=1

Weapons of Fate.esp=1

LegendaryModificationGroknak.esp=1

LegendaryModificationMisc.esp=1

BetterModDescriptionsEWM.esp=1

BetterModDescriptionsLM2LMEasy.esp=1

BetterModDescriptionsLMCSAEasy.esp=1

BetterModDescriptionsLMGroknakEasy.esp=1

BetterModDescriptionsLMMiscEasy.esp=1

Loads of Ammo - Leveled Lists.esp=1

Glock20.esp=1

BattleRifle.esp=1

SkibsWeaponsMerged-AWKCR+LOADS.esp=1

m82a.esp=1

mysteriousmagnum.esp=1

Regent.esp=1

Vault98.esp=1

survivor_vault.esp=1

Eli_Faction Housing Overhaul - V81.esp=1

BTInteriors_Project.esp=1

SubmarineHome.esp=1

OverpassTrailer.esp=1

SuperMutantOverhaul.esp=1

CroupSettlerRescue.esp=1

WM Chinese Assault Rifle - Standalone.esp=1

SSEX.esp=1

Crossbow.esp=1

Mac11.esp=1

MAC11_BMD_Main.esp=1

Rhino.esp=1

AK2047.esp=1

DesertEagle50AE.esp=1

DiamondCityMoreSecurity.esp=1

OWR.esp=1

OWR_CraftableRadios.esp=1

OWR_LouderStations3.esp=1

Awesomator.esp=1

Wabbajack.esp=1

P99.esp=1

AutomatronCountyCrossingFix.esp=1

DesertEagleSilencer.esp=1

M2216.esp=1

M9.esp=1

G3.esp=1

USP 45.esp=1

GaussRifleMk2.esp=1

GaussRifleMk2 - AWKCR.esp=1

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

JaguarLMG.esp=1

RaiderOverhaul.esp=1

Scavvers of the Commonwealth.esp=1

WestTekTacticalOptics.esp=1

WestTekTacticalOptics-AWKCR.esp=1

LagrieHelmet.esp=1

WeaponsOnBack Addon.esp=1

NanoSuit_AWKCR_AE.esp=1

Combat_Helmet_Illumination 1.2.esp=1

Armorsmith Combat Helmet Illumination 1.2.esp=1

BetterModDescriptionsAE.esp=1

RangerSequoiaCraft.esp=1

NukaRadBans.esp=1

DX Adventurer Outfit.esp=1

Raider Overhaul - AE Patch.esp=1

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

DX Chem I Care Outfit.esp=1

el_precursorsuit.esp=1

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

Armorsmith Elianora.esp=1

HairVariations_Elegant.esp=1

HairVariations_FairyTails.esp=1

HairVariations_Sophisticate.esp=1

HairVariations_YoungAtHeart.esp=1

More Where That Came From Diamond City.esp=1

More Where That Came From - Classic.esp=1

Elvani’s Track Pack - FIX.esp=1

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

ValdacilsItemSorting-AmmoWeightless.esp=1

ValdacilsItemSorting-JunkWeightless.esp=1

ValdacilsItemSorting-ArmorBySlot.esp=1

ValdacilsItemSorting-MiscWeightless.esp=1

ValdacilsItemSorting-CosmeticsByType.esp=1

ValdacilsItemSorting-Mods.esp=1

ValdacilsItemSorting-DLCAutomatron-Weightless.esp=1

ValdacilsItemSorting-NotJunkJustMoney.esp=1

ValdacilsItemSorting-DLCFarHarbor-Weightless.esp=1

ValdacilsItemSorting-Perks.esp=1

VIS-PatchChemReduxWeightless.esp=1

AWKCRPatch-UFO4P.esp=1

Crafting Workbench.esp=1

Crafting Workbenches - Automatron DLC.esp=1

Crafting Workbenches - Faction and Quest Requirements.esp=1

Crafting Workbenches - Junk Items.esp=1

Crafting Workbenches - Pre War and Manufactured.esp=1

QuickEnterFromStand.esp=1

QuickExitToStand.esp=1

ImmersiveVendors.esp=1

slootyVaultSuit.esp=1

Under1wear.esp=1

Eli_NukaStuff.esp=1

EnclaveX02.esp=1

CROSS_Jetpack.esp=1

CROSS_Cybernetics.esp=1

CROSS_Cybernetics_NoRobotFootStepSounds.esp=1

CROSS_Uni_Headset.esp=1

CROSS_BallisticMask.esp=1

CROSS_Uni_Headset_LeveledLists.esp=1

FO4Hotkeys.esp=1

FallComplete.esp=1

Tougher Vertibirds.esp=1

DV-No Levelled Vertibirds.esp=1

DV-Vertibird Explosive Minigun.esp=1

DV-Very Durable Vertibirds.esp=1

ApalLeotard.esp=1

rfortaleza2.esp=1

rfortaleza2_AE.esp=1

LowHealthScreenMod.esp=1

SuitDreams(3.Average).esp=1

SuitDreams(5.Very Heavy).esp=1

SuitDreams(4.Heavy).esp=1

SuitDreams(1.Very Light).esp=1

SuitDreams(2. Light).esp=1

Statuary.esp=1

CriticalHitsOutsideofVATS.esp=1

Shishkebab3xDMG.esp=1

ASKatana.esp=1

ASKatanaLL.esp=1

SyringerAmmoSimplerIngredients.esp=1

Mjolnir Mark VI.esp=1

PersonalRadio.esp=1

th1nkEyebot.esp=1

NexusMenu.esp=1

BTInteriors_Project_Sorting.esp=1

A Bobbleheads Adventure.esp=1

Vault Meat Paintings.esp=1

TD_DLC01Workshop_Addons.esp=1

AkaInvisibleFurniture.esp=1

AkaWaterWorld.esp=1

MegaExplosions_x2.esp=1

Minutemenoverhaul.esp=1

SkjAlert_RS+.esp=1

ValdacilsItemSorting-ExplosivesSortBottom.esp=1

MagPatch.esp=1

CompVictoria.esp=1

RansackedRelay.esp=1

SatelliteWorldMap.esp=1

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

OSM_ElementalMissileLauncher.esp=1

Survivalist.esp=1

The Rebel.esp=1

Evermarch Submariner Uniforms.esp=1

Evermarch Sub Uniforms AE Patch.esp=1

mso_sms.esp=1

BetterModDescriptionsCOTC.esp=1

BetterModDescriptionsM2216.esp=1

3dscopes-framework.esp=1

TakeCover.esp=1

DD_Khassar_De_Templari_Increased_build.esp=1

Locksmith.esp=1

AlternateSettlements.esp=1

RainofBrassPetals.esp=1

zDarthVader.esp=1

WLightSaber.esp=1

SpotlightFix-200-Shadow.esp=1

Fishers.esp=1

WorkshopCategoriesFixer.esp=1

LooksMirror.esp=1

20490May 23 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] "Best Left Forgotten" stuck objectiveWindows PCConfirmedArthmoorLowMedium Task Description

When retrieving Dima’s memories, there are a series of objectives to collect the various pieces. Each level has 5 pieces. After completing the entire series of levels there was an objective still stuck in the quest pointing to the terminal to collect “Memory OH-3X0P” that did not go away until after the entire quest had been turned in. This objective should have cleared when it was completed inside the simulation.

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

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

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

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

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

Make. It. Stop!!!!”

“Here are some things I have discovered:

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

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

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

https://www.reddit.com/r/fo4/comments/3si65v/please_punish_timmy/

Video: https://youtu.be/4wH30qk70oM

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

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


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

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

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

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

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

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

https://i.ytimg.com/vi/cSm_GkXDIK4/maxresdefault.jpg

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

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

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

20509May 25 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] Data Recovery quest stuckWindows PCNewdAbLowMedium Task Description

Killing DiMA prevents the Data Recovery quest to advance. Faraday won’t talk to the player, keeps mourning DiMA instead.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

In certain situation it can happen that Danse doesn’t recognize that the fight is over. I just encountered the bug and the are reports in the net as well (https://steamcommunity.com/app/377160/discussions/0/496881136900941282/). This essentially breaks the whole BoS quest line. I’m not sure if this problem was present on release, I just encountered it with version 1.5.157

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

20550May 30 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] Decontamination arch in Nucleus stops work...Windows PCConfirmedArthmoorLowMedium Task Description

If you accept the quest to fix the decontamination arches in Nucleus, they work once you repair them. That is, right up until you tell Mai you fixed them. Then pushing the button causes them to stop working. I played through and fixed it so they remove radiation rather than add it so it could simply be something wrong on that side of the quest.

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

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

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

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

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

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

Game version: 1.5.157 pure vanilla.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Is there any other way to fix this?
thanks,

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

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

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

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

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

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

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

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

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

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

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

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

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

20587June 04 2016QuestsUnofficial Fallout 4 Patch[Far Harbour] The Way Life Should Be - See Dima brought...Windows PCNewalt3rn1tyLowMedium Task Description

This quest seems to bug out when you manage to convince Dima to confront the town people about avery

He is in the midst of all the people, quest marker is on him

Say “Dima, its time!”, and he responds with a single line which he will repeat if asked again ..

.. So nothing progresses from here.

Unless I am missing something not so obvious I think this is a broken quest line

Mentioned it also on Bethesda.net https://community.bethesda.net/thread/21968

No answers so far, so I guess Bethesda have gone into dont bug us about bugs mode now.

We have your money and dont care the game is SNAFU again.

Screenshot: https://i.imgur.com/LouqNQX.jpg

No mods in use.

20588June 05 2016PapyrusUnofficial Fallout 4 PatchDrinkFromFountainScript - Stack too deep (infinite recu...Windows PCConfirmedSclerocephalusLowMedium Task Description
[06/05/2016 - 01:10:49PM] error: Stack too deep (infinite recursion likely) - aborting call and returning None
stack:
    [Tutorial (00160147)].tutorialscript.setStage() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    
    <truncated stack>
[06/05/2016 - 01:10:49PM] warning: Assigning None to a non-object variable named "::temp40"
stack:
    [Tutorial (00160147)].tutorialscript.setStage() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    
    <truncated stack>
[06/05/2016 - 01:10:49PM] error: Stack too deep (infinite recursion likely) - aborting call and returning None
stack:
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    
    <truncated stack>
[06/05/2016 - 01:10:49PM] error: Stack too deep (infinite recursion likely) - aborting call and returning None
stack:
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    
    <truncated stack>
20591June 06 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] Mariner's quest The Red Death - Boat is mi...Windows PCNewLowMedium Task Description

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

Here is sequence of events...

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

- With boat controls select travel to Red Death island

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

- You enter a Loading Screen

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

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

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

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

https://staticdelivery.nexusmods.com/images/1151/2446084-1465172068.jpg

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

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

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

https://staticdelivery.nexusmods.com/images/1151/2446084-1465172148.jpg

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

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

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

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

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

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

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

20607June 07 2016PapyrusUnofficial Fallout 4 PatchcontainerOpenIfEmpty - reference has no 3D and cannot h...Windows PCConfirmedSclerocephalusLowMedium Task Description
[05/27/2016 - 04:44:00PM] error:  (0008C771): has no 3d and cannot have an animation played on it.
stack:
    [ (0008C771)].containerOpenIfEmpty.PlayGamebryoAnimation() - "<native>" Line ?
    [ (0008C771)].containerOpenIfEmpty.OnLoad() - "<unknown file>" Line ?

[05/27/2016 - 04:48:34PM] error:  (0008C771): has no 3d and cannot have an animation played on it.
stack:
    [ (0008C771)].containerOpenIfEmpty.PlayGamebryoAnimation() - "<native>" Line ?
    [ (0008C771)].containerOpenIfEmpty.OnLoad() - "<unknown file>" Line ?

There are casts missing on the script. On a script, ‘self’ is the script instance, not the object on which it runs.

“self.playGamebryoanimation” needs to be replaced by “(self As objectreference).playGamebryoanimation” (3 x).

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

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

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

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

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

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

Game version: 1.5.205 vanilla

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

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

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

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

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

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

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

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

I capture this bug in this video in many places: https://www.youtube.com/watch?v=p37GqG_dtKM
Skip to 42:53 for an example. I have experienced this before I started building this settlement, when it had 0 settlers.

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

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

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

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

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

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

20692June 18 2016PapyrusUnofficial Fallout 4 PatchBobbyPinBoxScript - cannot disable an object with an en...Windows PCNewSclerocephalusLowMedium Task Description
[06/18/2016 - 01:23:25AM] error:  (00112620): cannot disable an object with an enable state parent.
stack:
    [ (00112620)].bobbyPinBoxSCRIPT.Disable() - "<native>" Line ?
    [ (00112620)].bobbyPinBoxSCRIPT.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\bobbyPinBoxSCRIPT.psc" Line 14
[06/18/2016 - 01:27:31AM] error:  (0006ADCB): cannot disable an object with an enable state parent.
stack:
    [ (0006ADCB)].bobbyPinBoxSCRIPT.Disable() - "<native>" Line ?
    [ (0006ADCB)].bobbyPinBoxSCRIPT.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\bobbyPinBoxSCRIPT.psc" Line 14
20708June 19 2016Perks & StatsUnofficial Fallout 4 PatchSurvival Mode - Power Armour Workbench EncumberanceWindows PCNewLowMedium Task Description

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

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

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

One possible fix workaround is increasing the players carry weight while using PA workbenches. Here’s a fix I put together using this method which I’m using in my own game: https://dl.dropboxusercontent.com/u/5641174/SurvivalPowerArmorEncumbranceFix.7z

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

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

Hi guys,

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

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

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

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

W8.1 up to date

i3570K, 16GB, 970 / lastest drivers

Level 88 vanilla game (french)

20736June 20 2016Placed ReferencesUnofficial Fallout 4 PatchElevator at General Atomics Galleria is missing a linke...Windows PCNewSclerocephalusLowMedium Task Description

RefID of SimpleElevatorMaster object is 00157A86. It’s missing a link (with LinkCustom05 keyword) to a reference that’s used to play sound from. As a result, it throws two errors in a row: (1) when trying to play sound from a none object, and (2) when trying to stop the instance of the sound that never played:

[06/20/2016 - 12:47:07PM] error: Cannot play a sound from a None object
stack:
    [ (001133D0)].Sound.play() - "<native>" Line ?
    [ (00157A86)].simpleelevatormasterscript.WaitingForActivate.::remote_ObjectReference_OnActivate() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 178    
[06/20/2016 - 12:47:22PM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (00157A86)].simpleelevatormasterscript.WaitingForActivate.::remote_ObjectReference_OnActivate() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\SimpleElevatorMasterScript.psc" Line 184

The script notes suggest that this is a required ref (the keywords for these links are all listed as required properties on the script), so this appears to be a setup error of that specific reference rather than a script error.

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

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

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

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

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

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

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

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

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

20771June 24 2016QuestsUnofficial Fallout 4 PatchFred O'Connell is dead but appears as random encounterWindows PCConfirmedh0seLowMedium Task Description

It’s possible to meet a travelling merchant, name is Fred O’Connell, who marks Vault’s 81 location at your map.

According to VDSG, this is a so-called “Traveling Vault Merchant” random encounter:

https://community.bethesda.net/servlet/JiveServlet/downloadImage/2-166474-211045/Fred+OConnell+-+VDSG.png

The problem is: this NPC is ALREADY dead, he’s a part of “Human Error” quest, he’s a leader of “missing” Stockton’s caravan. Moreover, he is listed as caravan leader in the Caravan details note received from Honest Dan as part of the “Human Error” quest in Covenant.

At caravan’s spot:

https://postimg.org/image/udzelt05t/

Random encounter:

https://postimg.org/image/wwl3mhlw1/

I’ve managed to get a video of this AWESOME bug.

See and enjoy!

Video (no cut): https://community.bethesda.net/external-link.jspa?url=https%3A%2F%2Fdrive.google.com%2Ffile%2Fd%2F0B1YeE6brfXGpZnBDWDQwVHlNUTg%2Fview%3Fusp%3Dsharing

Also, a savefile: https://community.bethesda.net/external-link.jspa?url=https%3A%2F%2Fdrive.google.com%2Ffile%2Fd%2F0B1YeE6brfXGpaW9IbTRuTGhmdEU%2Fview%3Fusp%3Dsharing

Game version: 1.5.416 vanilla.


This bug is also posted there: https://community.bethesda.net/message/166474

Actually, I don’t think this is something, that may be fixed by the community. However, let it be in here also. Maybe there’s some evidence or something inside the scripts, that might shed the light on the correct behaviour.

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

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

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

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

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

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

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

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

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

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

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

This happens for the same type of random encounter.

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

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

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

Savefiles

Screenshots:

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

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

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

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

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

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

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

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

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

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

Fine.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

See this thread on bethesda.net for pictures and more complaints: https://community.bethesda.net/thread/37793

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

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

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

These are the robots in question:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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 :)

20908July 16 2016PapyrusUnofficial Fallout 4 PatchDN015PuzzleScript - Cannot add text replacement pair fo...Windows PCConfirmedSclerocephalusLowMedium Task Description
[07/12/2016 - 09:48:20PM] error: Cannot add text replacement pair for missing data
stack:
    [ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
    [DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
    [DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
    [ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18
20916July 18 2016Textures & MaterialsUnofficial Fallout 4 PatchX-01 Power Armor showing as T-51Windows PCNewLowMedium Task Description

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

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

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

20970July 27 2016PapyrusUnofficial Fallout 4 PatchSuperMutantBerserkerScript - Cannot GetValuePercentage ...Windows PCNewSclerocephalusLowMedium Task Description
[07/27/2016 - 02:37:43AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [Active effect 2 on  (000997CD)].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8
[07/27/2016 - 02:37:46AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [Active effect 2 on  (000997CD)].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8
[07/27/2016 - 02:37:49AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [Active effect 2 on  (000997CD)].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8
[07/27/2016 - 02:37:51AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [Active effect 2 on  (000997CD)].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8
[07/27/2016 - 02:37:54AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [Active effect 2 on  (000997CD)].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8
[07/27/2016 - 02:37:59AM] error: Cannot GetValuePercentage with None ActorValue
stack:
    [ (000997CD)].SuperMutantBerserkerScript.GetValuePercentage() - "<native>" Line ?
    [None].AbLegendaryScript.OnHit() - "g:\_F4\Art\Raw\ScriptsMilestone\AbLegendaryScript.psc" Line 8

This script’s ActorValue property ‘Health’ is missing a value.

20971July 27 2016PapyrusUnofficial Fallout 4 PatchMS07bPlayerSitScript - Cannot call GetRef() on a None o...Windows PCConfirmedSclerocephalusLowMedium Task Description
[07/27/2016 - 02:52:08AM] error: Cannot call GetRef() on a None object, aborting function call
stack:
    [alias Player on quest MS07b (000229FD)].MS07bPlayerSitScript.OnSit() - "g:\_F4\Art\Raw\ScriptsMilestone\MS07bPlayerSitScript.psc" Line 9
21004July 31 2016QuestsUnofficial Fallout 4 PatchDN133 - Script missingWindows PCNewSclerocephalusLowMedium Task Description

Got these errors on my log while clearing the Castle:

[07/31/2016 - 09:12:25PM] error: Cannot call Increment() on a None object, aborting function call
stack:
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25
[07/31/2016 - 09:12:28PM] error: Cannot call Increment() on a None object, aborting function call
stack:
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25
[07/31/2016 - 09:12:34PM] error: Cannot call Increment() on a None object, aborting function call
stack:
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25
[07/31/2016 - 09:12:37PM] error: Cannot call Increment() on a None object, aborting function call
stack:
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
    [alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25

The Increment() function of defaultcounteraliascolincondeatha script looks as follows (the offending line is marked with asterisks):

Function Increment(ObjectReference akSenderRef)

	if (MaintainTargetValue)

		(GetOwningQuest() as DefaultCounterQuestA).TargetValue = GetCount()

	EndIf

***	(GetOwningQuest() as DefaultCounterQuestA).Increment() ***

	if (RemoveWhenDead)

		Self.RemoveRef(akSenderRef)

		if (MaintainTargetValue)

			(GetOwningQuest() as DefaultCounterQuestA).Decrement()

		EndIf

	EndIf

	if ((GetCount() <= TargetRemainingCount) && (MyRemainingStage > -1))

		GetOwningQuest().SetStage(MyRemainingStage)

	EndIf

EndFunction

Obviously, ‘GetOwningQuest() As DefaultCounterQuestA’ is ‘none’. No suprise, because the DefaultCounterQuestA script does not exist on quest DN133.

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

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

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

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

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

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

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

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

ID - 0002353c

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

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

Here’s the casted shadow

http://i.imgur.com/hi9qnm9.jpg

It can be selected in workshop mode

http://i.imgur.com/xBP8uGD.jpg

When looking up, it can be seen normally


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

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

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

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