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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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IDOpenedCategoryProjectSummary  descOperating SystemStatusOpened bySeverityPriority
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

13682September 26 2013PapyrusUnofficial Skyrim Legendary Edition Patch[Hearthfires] BYOHDivertPrefabsScript: Errors while pro...Windows PCConfirmedSclerocephalusLowMedium Task Description
[09/23/2013 - 04:08:19PM] Error: Cannot add None to a container
stack:
    [ (00102A81)].BYOHDivertPrefabsScript.RemoveItem() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 55
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Error: Unable to call Disable - no native object bound to the script object, or object is of incorrect type
stack:
    [None].ObjectReference.Disable() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 56
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [None].ObjectReference.Delete() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 57
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Bookshelf processed. Object state was: TRUE
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.

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.

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.

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.

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.

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.

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.

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

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

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

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

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

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

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

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

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

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

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

- dead : default dragon mesh with horns

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

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

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

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

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

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

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

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

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

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.

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
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/

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

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

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

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

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

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?

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

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

ID of a nearby building - 001817dc

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

22246March 30 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript allows dead actors to be added to ...AllFix PendingSclerocephalusLowLow Task Description

Fortunately, this is not normally happening. The only case known so far is the quest Min02, which adds all minutemen that helped to clear out the mirelurks to the workshop - without previously checking whether they survived. WorkshopParentScript, which handles the addition of new actors, doesn’t check this either, so the dead minutemen will permanently end up in settler aliases. There is no way to get rid of them because the scripts can handle dead actors only when they die while in an alias.

This is the reason why the dead minutemen at The Castle are never cleaned up.

To fix this,
(1) a check needs to be added to the AddPermanentActorToWorkshopPUBLIC function on WorkshopParentScript to bail out if the passed-in actor is dead.
(2) another check needs to be added to the OnLoad event of WorkshopNPCScript, to let dead actors kick themselves out.

(1) will fix the issue for new games, (2) is needed to make this work retroactively.

22245March 30 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript - ProduceFood function operates on...AllFix PendingSclerocephalusLowMedium Task Description

This is called by the daily updates on workshop script with a number of food items passed in (this is the ‘totalFoodToProduce’ value) which the respective workshop is allowed to produce.

The script then has to check which food types exist at the workshop, how many crops exist for each food type and to calculate individual production chances based on these values.

It’s actually a very simple calculation: sum up the resources, then calculate individual production chances by dividing the resource count for each food type by the grand total.

Instead however, the vanilla script gets the production chances per division by totalFoodToProduce (it nowhere calculates a grand total of resources, btw):

		while i < WorkshopFoodTypes.Length
			ActorValue foodType = WorkshopFoodTypes[i].resourceValue
			foodTypeChance[i] = workshopRef.GetValue(foodType)/totalFoodToProduce
			wsTrace(self + " " + foodType + "=" + foodTypeChance[i] + " chance")
			i += 1
		endWhile

This results in outright wrong chance values. Moreover, the values may easily get over 1 (i.e. 100%). The rest of the function performs a number of random rolls (one for each food item to prodiuce) and compares the roll values with the borked chance values in the array to decide which food type to produce.

The result of this procedure (because it is using bogus chance values) is that the chance for actual production is proportionally higher for food types that are at lower array positions. Since the food types have been filled into the array alphabetically, this means that you’re easily drowning in corn and carrots while you rarely have a surplus on tatos. Even Abernathy farm in vanilla conditions (i.e. no new crops planted) will produce significantly more melons than tatos.

22251March 31 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript - issue with transferring resource...AllFix PendingSclerocephalusLowLow Task Description

This is handled by the TransferResourcesFromLinkedWorkshops function which is called by the daily updates (on WorkshopScript) whenever the resources of a workshop (i.e. the sum of daily production and stored resources) is not sufficient to feed the settlers. The daily updates then calculate the differences and pass them as NeededFood and NeededWater to the TransferResourcesFromLinkedWorkshops function.

This function fills all linked workshops (i.e. any workshops connected to the affected workshop by a supply line) in an array, then loops through that array and checks all workshops to get the needed items.

The problem is that the vanilla script doesn’t keep track of how many items are transferred, but instead tries to transfer the needed amounts from all workshops in that array. This has two unwanted side effects:

(1) The affected workshop may end up with significantly more food and water in its workbench than needed, and it the worst case, the number of stored items may temporarily exceed the limts beyond which the scripts disallow further production. Simply speaking, the workshop may stop producing for a while although the settlers are starving.
(2) If there’s more than one starving workshop in the linked workshop array, resources are permanently swapped forth and back without any need.

In addition, the script wastes performances in that it always loops through the full array even when the job might have been done already after a few linked workshops have been checked (although the gain is admittedly probably minor).

22271April 04 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript - corrections to the UFO4P 2.0 mod...AllFix PendingSclerocephalusMediumMedium Task Description

Ticket #21895 is about delaying the workshop reset while an attack is running (and the player is present at that workshop at this time). While the procedure works as intended, the handling turned out to be somewhat inefficient in cases where the player leaves a workshop during the attack:

(1) the player leaves during an attack and returns while the attack is still running: in that case, a superfluous second reset may be started (but both will run after the attack is over). This can be avoided by adding a check to the OnLocationChange event.
(2) the player leaves during an attack and does not return before the attack is over: in that case, the attack is resolved off screen. WorkshopAttackScript will still make an independent call to the UFO4P_ResolveAttack function on WorkshopParentScript, but this may occur with some delay then. As a result, it will take more time until the attack data are cleared (note: until this happens, daily updates on any workshops are suspended because the scripts assume that the attack is still running). This situation can be significantly improved by letting the ResolveAttack function clear the data.

22272April 04 2017PapyrusUnofficial Fallout 4 PatchWorkshopObjectScript - Improvement of damage helper del...AllFix PendingSclerocephalusLowMedium Task Description

Adding a line to this function to disable the damager helper when it gets deleted is probably helpful. After all, the damage helper will not be actually deleted before the cell unloads, so it may still cause trouble while the player is around. Disabling it once it is marked for deletion avoids this.

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

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

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.

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

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

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

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

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

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

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

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

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

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

Wild Mutfruit:

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

Wild Razorgrain:

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

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

/meshes/architecture/windhelm/whtempletalos3.nif

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


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,

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

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

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

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

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

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

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

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

This may also affect vampire lords.

19255May 20 2015Placed ReferencesUnofficial Skyrim Legendary Edition PatchWater pushing player while on bank - videoWindows PCNewDSoSLowMedium Task Description

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

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

000AA9CB

Video:

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

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

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.

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

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

20873July 07 2016QuestsUnofficial Skyrim Legendary Edition PatchVilkas may attack the player character during Companion...Windows PCNewAxonisLowMedium Task Description

It’s possible for Vilkas to attack (and kill) the player character during the training quest. While this video is obviously from a modded game, the bug can be reproduced in vanilla by setting a (much) higher difficulty setting.

This should obviously not happen because there’s plenty of dialogue to support that Vilkas doesn’t want to harm the newcomer.

I have found two ways to deal with this issue. The first is to edit the csHumanMelee_AllD [CSTY:000A34EE] combat style and set the defensive mult to 2.0 instead of just 1.0. This worked well in Requiem and in my game Vilkas never attacked me anymore.

We still had reports of him attacking players however, so I had to add a second safeguard. This is done by assigning Vilkas a perk that nullifies his damage output during the training mission, during which Vilkas doesn’t seem to attack anything else but the player. So even if he acts evasively, there’s no damage done.

Proposed fix: http://afkmods.iguanadons.net/index.php?/files/file/1815-prevent-vilkas-from-killing-the-player-character/


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.

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

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

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

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

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

light fixtures above your head cast shadows from below

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

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.

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

I’ll let the pic explain

http://imgur.com/3l7VTRv

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.

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/

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?

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

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

- Sunshine Tidings Co-Op (ghouls)

- Croup Manor (ghouls again)

- Castle (any Minutemen who died during the takeover)

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

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

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

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

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

Automatron DLC - Wall Mounted Spotlights

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

Vanilla - Turret Spotlight

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

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

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

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

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

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

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

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

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

15506April 26 2014TexturesUnofficial Skyrim Legendary Edition PatchUV and/or vertex issue in dynamocore - centuriondynamoc...Windows PCConfirmedGruftlordLowMedium Task Description

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

see screenshot for a comparison:

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

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

two issues manifest for the dynamocore:

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

this is a follow up from the bug mentioned here:

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

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

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

[11/17/2015 - 06:55:03PM] error: Cannot add None to a container
stack:
    [ (00000014)].Actor.AddItem() - "<native>" Line ?
    [topic info 000A0E9E on quest WICourier (00039F82)].USKP_TIF_WICourier_000A0E9E.Fragment_0() - "USKP_TIF_WICourier_000A0E9E.psc" Line 9
13629September 21 2013Perks & SkillsUnofficial Skyrim Legendary Edition PatchUsing Fortify Sneak can increase your chance of being d...Windows PCConfirmedNightStarLowMedium Task Description

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

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

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

REF ID for a Dwemer Arch on the left side

0002B0A7

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


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

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

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

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

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

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

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

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

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


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

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

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

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

i.imgur.comf9pmccd.jpg

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

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.

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

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

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

21644November 30 2016Placed ReferencesUnofficial Fallout 4 PatchTrigger with missing keyword property, RefID = 00210692Windows PCNewSclerocephalusLowVery Low Task Description

[11/29/2016 - 07:45:26PM] error: Cannot call LocSetKeyword() on a None object, aborting function call
stack:

[Followers (000289E4)].followersscript.HandleMessageFromSASTrigger() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 2593
[ (00210692)].sastriggerscript.OnTriggerLeave() - "g:\_F4\Art\Raw\ScriptsMilestone\SASTriggerScript.psc" Line 67

[11/29/2016 - 07:45:27PM] error: Cannot call LocSetKeyword() on a None object, aborting function call
stack:

[Followers (000289E4)].followersscript.HandleMessageFromSASTrigger() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 2593
[ (00210692)].sastriggerscript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\SASTriggerScript.psc" Line 42
22354April 21 2017PapyrusUnofficial Skyrim Legendary Edition PatchTrigger in Swindler's Den should disable itself when en...AllNewMultiphorLowVery Low Task Description

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

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

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

22222March 26 2017PapyrusUnofficial Fallout 4 PatchTrapTripwire - more bugsAllFix PendingSclerocephalusLowMedium Task Description

This entry is for additional bugs on the TrapTripwire script that became evident after the reset loop issue (bug #22195) was fixed and needed immediate attention to ensure that the traps keep working properly.

20854July 05 2016PapyrusUnofficial Fallout 4 PatchTrapMonkeyTriggerScript - Animation graph errorsWindows PCFix PendingSclerocephalusLowMedium Task Description

Pretty much the same stuff as with BirdCritterScript and SpotlightScript (before they were fixed).

22214March 24 2017PapyrusUnofficial Fallout 4 PatchTrapGun - more 3D errorsAllFix PendingSclerocephalusLowLow Task Description

[03/24/2017 - 05:24:59PM] error: (002211D9): has no 3d, and so cannot have its motion type changed.
stack:

[ (002211D9)].ObjectReference.SetMotionType() - "<native>" Line ?
[ (002211D7)].TrapGun.EnsureNodeMatch() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 155
[ (002211D7)].TrapGun.OnCellAttach() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 83

[03/24/2017 - 05:24:59PM] error: (FF01B68B): has no 3d, and so cannot have its motion type changed.
stack:

[ (FF01B68B)].ObjectReference.SetMotionType() - "<native>" Line ?
[ (002211DF)].TrapGun.EnsureNodeMatch() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 155
[ (002211DF)].TrapGun.OnCellAttach() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 83

This error is thrown by a function that never ran before because the vanilla script did reset the trap on every reload, so it had to always run its initialization procedure. Now that it doesn’t anymore (because I fixed that), the script calls the EnsureNodeMatch() function on reload, and this is throwing new errors now.

NOTE: I will use this ticket for all follow-up bugs on this script.

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

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

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

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

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

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

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

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

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

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

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

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

20910July 16 2016PapyrusUnofficial Fallout 4 PatchTrapCanChimes - Cannot generate a detection event with ...Windows PCFix PendingSclerocephalusLowMedium Task Description
[07/13/2016 - 07:31:29AM] error: Cannot generate a detection event with a None owner
stack:
    [ (0017CE4C)].TrapCanChimes.CreateDetectionEvent() - "<native>" Line ?
    [ (0017CE4C)].TrapCanChimes.active.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapCanChimes.psc" Line 49
[07/13/2016 - 07:31:29AM] error: Cannot generate a detection event with a None owner
stack:
    [ (0017CE4C)].TrapCanChimes.CreateDetectionEvent() - "<native>" Line ?
    [ (0017CE4C)].TrapCanChimes.active.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapCanChimes.psc" Line 49
[07/13/2016 - 07:31:29AM] error: Cannot generate a detection event with a None owner
stack:
    [ (0017CE4C)].TrapCanChimes.CreateDetectionEvent() - "<native>" Line ?
    [ (0017CE4C)].TrapCanChimes.active.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapCanChimes.psc" Line 49

A strange one. The log tells us that “akActionRef As Actor” is None when the following event is processed:

Event OnTriggerEnter(ObjectReference akActionRef)
        debug.Trace(self + ": Entered by >> " + akActionRef)
        TriggerSound.play(self)
        CreateDetectionEvent(akActionRef as Actor, aiSoundLevel)
        if havokNudge
            self.placeAtMe(havokNudge)
        endIf
        ApplyHavokImpulse(0.0, 0.0, -1.0, 15.0)
    EndEvent

Maybe this trigger is not correctly set up and will react to other things than actors ?

EDIT: It turned out that this is exactly what happened here: the trigger does not only react to actors. Debugging of other trap scripts (e.g. TrapTrigPlate) has shown that this is how many (all ?) trap triggers work. In Skyrim, one could select from different primitives (i.e. basically, from different havok materials) when setting up a trigger to prevent this from happening, and it would surpise me if that wasn’t possible in FO4 too.

Anyway, setup error or not, a sanity check did fix this.

14979February 28 2014PapyrusUnofficial Skyrim Legendary Edition PatchTrapBase: Cannot call IsEnabled() on a None objectWindows PCConfirmedBlackPeteLowMedium Task Description
[02/27/2014 - 11:45:46PM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
[02/27/2014 - 11:45:46PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
14014October 19 2013PapyrusUnofficial Skyrim Legendary Edition PatchTrapBase: (000EA269): cannot find variable named Mid.Windows PCConfirmedNightStarLowMedium Task Description

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

[10/19/2013 - 12:18:25PM] error:  (000EA269): cannot find variable named Mid.
stack:
[ (000EA269)].TrapNorPlatform.SetAnimationVariableFloat() - "<native>" Line ?
[ (000EA269)].TrapNorPlatform.fireTrap() - "TrapNorPlatform.psc" Line 177
[ (000EA269)].TrapNorPlatform.OnActivate() - "TrapBase.psc" Line 87
22216March 25 2017PapyrusUnofficial Fallout 4 PatchTrapBarnacle - Cannot delete a None objectAllConfirmedSclerocephalusLowMedium Task Description

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

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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.

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!

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

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

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

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.

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.

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

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

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.

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

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

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

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

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

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

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.

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.

22138March 13 2017QuestsUnofficial Skyrim Legendary Edition PatchTalen-Jei's conflicting dialogueAllConfirmedDwarfmpLowVery Low Task Description

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

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

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

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

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.

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

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

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

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

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

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

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.

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

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

This script runs on a magic effect.

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.

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.

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.

22235March 28 2017Placed ReferencesUnofficial Fallout 4 PatchSuperfluous trigger at Hubris Comics (refID = 0021C929)AllFix PendingSclerocephalusLowLow Task Description

The monkey trap at Hubris Comics has two triggers linked to it. The scripts cannot handle this as there are no means for communication between the triggers, so the trap is now bombarded with contradictory animation calls all of the time, resulting in a wall of errors on the log.

There’s also no good reason to link two triggers to a trap (as it can be tripped only once), and to make things even worse, one of the triggers is almost completely inside the volume of the other trigger (overlap > 90%), so the player usually enters both at the same time.

Moving one trigger out of the way (I did this with the smaller one) so as to make it inaccessible by the player resolves the issue and has no effect on gameplay (tested).

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.

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

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

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

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

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

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

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

21530November 16 2016TerminalsUnofficial Fallout 4 PatchStar Control terminal does not display the numbers of r...AllNewSclerocephalusLowVery Low Task Description

Instead it displays the names of the globals that hold these values.

21264October 04 2016QuestsUnofficial Fallout 4 PatchStar Control Quest - Pre-mature completion?Windows PCNewBrandonLowMedium Task Description

If you finish the (Optional) requirement "clear the galactic zone," it finishes the quest, even if you still have non-optional tasks open.

I had all of the "find X # of star cores in Y zone" tasks still open and in progress, but I killed a robot and so it closed the quest and didn't let me finish those.

In a way I guess it makes sense if taking care of the robots was the end goal of the Star Control questline.

It was mostly annoying because I wanted to use the map markers from the tasks to find all the star cores, and I didn't think that finding star cores should be cancelled out by optionally killing all robots. It was a surprise when the quest closed itself.

So... it may not really be a bug. BUT, I have part two for you:

All of the robots inside the RobCo Battlezone don't count for the requirement "clear the galactic zone".

I had two interior areas left to kill the robots, Nuka Galaxy and Battlezone. I killed the last robot in Nuka Galaxy, and it closed the quest, even though I had not killed all the robots inside the Battlezone.

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

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

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

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

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

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

Back:

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

Crotch:

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

Horn:

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

Foot:

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

Arm:

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

20876July 07 2016PapyrusUnofficial Fallout 4 PatchSpotLightTriggerScript - Assigning None to a non-object...Windows PCFix PendingSclerocephalusLowMedium Task Description
[07/07/2016 - 07:37:47PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:38:00PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:38:40PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:22PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:25PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:45PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:50PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:54PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:47:08PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:47:21PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:11PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:28PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:32PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:33PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:48PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?

I’m not sure what’s happening here.

20874July 07 2016PapyrusUnofficial Fallout 4 PatchSpotlightScript - Further improvementsWindows PCFix PendingSclerocephalusLowMedium Task Description
[07/07/2016 - 05:24:51AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.Alarm() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 05:25:03AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 05:25:08AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 05:25:14AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.Alarm() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?

In the ClearSound function, there are four checks for sound instances. In all checks, replace ‘>= 0’ with ‘> 0’. A sound instance of zero means that the sound did not play (for whatever reason). Thus, ‘0’ is an invalid instance too.

EDIT: I changed the scope of this ticket:

An earlier version of this script was withdrawn from the patch as of UFO4P version 1.0.6 because the fixes implemented up to that date broke the spotlights’ functionality. Much work has been invested since to fix that issue. In addition, fixes for the sound ID issue outlined above and for several minor 3D issues have been implemented.

I’ll tag all edits to the script since it was withdrawn with this ticket number.

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.

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

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

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

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

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.

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

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

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

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

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

Poor description :

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

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

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

Wrong/undefined active effect name and description :

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

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

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

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

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

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

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

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

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

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

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

The relevant lines in FollowersScript are:

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

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

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

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

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

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

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.

22305April 07 2017PapyrusUnofficial Skyrim Legendary Edition PatchSoljund's Sinkhole - wall and side levers no longer ani...AllConfirmedzZz1LowVery Low Task Description

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

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.

22321April 12 2017Settlements & WorkshopsUnofficial Fallout 4 PatchSmall, Medium, and Large Generators do not display thei...AllInvestigatingMadCat221LowMedium Task Description

Due to a duplicate COBJ entry for the Mechanist’s Lair settlement that points to the same generators in Automatron DLC, the three fossil fuel generators do not display the list of materials required to construct them if there is enough for at least one.

The fix included here is to duplicate the core ACTI forms for the three generators and point the DLC Automatron COBJs to these new ones.

The duplicate generators do indeed still generate power in the Mechanist’s Lair

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

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

https://youtu.be/A8pqDzAMTOM


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


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

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

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

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.

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.

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.

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

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

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


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.

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)

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

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


Quote:

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


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

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

22150March 17 2017TerminalsUnofficial Fallout 4 PatchSeveral security terminals lack tapedrives, rendering t...AllFix PendingMadCat221LowMedium Task Description

A number of computer terminals have no holotape drives, rendering the Total Hack holotapes useless in tampering with the security devices (Protectrons, searchlights, turrets) attached to it.

So far, the following have been identified:

* Curator Given’s terminal in the Boston Public Library controlling some turrets and protectrons (TERM:00100D9B)
* A terminal in HalluciGen controlling a pair of Protectrons (TERM:000AF8BB)
* The sergeant’s terminal in BADTFL controlling a turret (the one over the lockup pinning down raiders) (TERM:000FEBAD)
* Two identical terminals at Hub City Auto Wreckers, the Gunner compound to the north of Finch Farm, that also control the bridge crane thing (TERM:00124266)
* A terminal right past the decon arch hallway at Med Tek controlling a pair of turrets (TERM:00100D50)
* The cell block control terminal in the Med Tek basement (TERM:00100EBB)
* A wall terminal right next to (and locking) the basement lab in Med Tek Labs (TERM:00101A86)
* A terminal inside the Boston Police Rationing Site warehouse with an attached protectron (TERM:00099DBB)

* DN151_ExteriorTerminal “Grounds Terminal” [TERM:00129F9B] Controls a single spotlight on the exterior of Weston Water Treatment Plant. Missing keyword linkage to second spotlight ([REFR:0019FA72] (places SpotLightDetect01 [ACTI:0009F983] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth “Commonwealth” [WRLD:0000003C]) at -16,-1)) also fixed.
* DN151_TerminalFacilities “Facilities Terminal” [TERM:0019DFBD] controlling ten(!) wall turrets inside the Weston Water Treatment Plant
* DN028_LightsTerminal “Terminal” [TERM:0019A7A7] Used twice in D.B. Technical High School, once to control a turret and another to control a spotlight.
* DN059_CollegeSquareStationProtectronWallTerminal “Security Terminal” [TERM:001073B9] Used twice in the College Square metro to control the same two Protectrons.

* ADV08_Vim_Terminal_BrewingProtectron “Vim Brewing Terminal” [TERM:03027010] Used in the Vim! Pop Factory in Far Harbor DLC, controls a Protectron.

* BoS_DN084_Terminal_MassFusionMRAnalyst “Analyst’s Terminal” [TERM:0014EEEC] in Mass Fusion basement, controls protectrons.
* BoS_DN084_Terminal_MassFusionMRPrototype “Prototype Lab Terminal” [TERM:0014EF85] in Mass Fusion basement, controls protectrons.
* BoS_DN084_Terminal_MassFusionMRAttendant “Attendant’s Terminal” [TERM:0014EFCE] in Mass Fusion basement, controls protectrons.

In the CK, simply checking “Has Holodisk” on the Terminal form objects in question and leaving the selection dropdown blank appears to make a terminal have an empty holodisk drive (as opposed to no holodisk drive). A recent developer release of FO4Edit available on the xEdit GitHub repository properly identifies the subrecord now as well. Null means no holodrive, 0 means empty holodrive, 1 means full holodrive (which also unlocks a referred item subrecord below it).

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

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

Holotape 0

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

Holotape 1

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

Holotape 2

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

Holotape 3

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

Holotape 4

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

Holotape 5

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

Holotape 6

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

Holotape 7

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

Holotape 8

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

Holotape 9

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

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

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

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

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

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

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

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

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

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)

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).

21408November 05 2016Settlements & WorkshopsUnofficial Fallout 4 PatchSettlers sleep on mattress instead of assigned beds Ten...Windows PCNewBrandonLowVery Low Task Description

As per subject

Settlers want to sleep on shitty mattress in default hut instead of nice beds I built for them AND assigned them to

Also unlike (some?) other settlements, as far as I remember, in this case you can’t scrap those default mattresses, which is probably why I didn’t notice this behaviour before?

Ugh I wish Bethesda would have given us the ability to completely wipe everything default in a settlement area, such as ruined buildings etc, it’s only logical given all the other stuff you can do. Especially all the bramble / low foliage.

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

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

Settlers won’t move past the red line.

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.

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

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

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 ;)

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.

21427November 06 2016Settlements & WorkshopsUnofficial Fallout 4 PatchSettlement Recruitment Beacon broadcasts radio when offWindows PCNewBrandonLowVery Low Task Description

This occurred in Hangman’s Alley, untested at other settlements.

I picked up a beacon radio signal and thought to myself, I turned them all off!

I tracked it down to this settlement, and indeed, it was turned off, but still broadcasting the radio signal.

As a test I stored the beacon and the generator in workshop. Radio signal disappeared.

I built generator and tower and turned off generator. As soon as I activated generator (connected to beacon), with the beacon powered off, the radio signal appears - see screenshot of this happening.

While the beacon was broadcasting a radio signal and appearing in my Pip-Boy even when the beacon was turned off, it did not seem to attract any settlers. The settlement only had the 2 settlers I had left there, and I hadn’t visited it in a LONG time.

22249March 31 2017PapyrusUnofficial Fallout 4 PatchSentryBotFaceLightScript - more 3D errorsAllFix PendingSclerocephalusLowLow Task Description

[03/31/2017 - 02:25:16AM] error: (0010B9E9): has no 3d and so cannot have a visual effect applied to it.
stack:

[ (0024056F)].VisualEffect.play() - "<native>" Line ?
[Active effect 2 on  (0010B9E9)].SentryBotFaceLightScript.lightWorking.OnEffectStart() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SentryBotFaceLightScript.psc" Line 15

Had to add two more 3D checks (one had been added for UFO4P 2.0 already).

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

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

So there are 2 options

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

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

Seethrough hole in Dragonscale Armor

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

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

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

The bug happened through multiple re-tries.

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

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

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

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

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

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

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

Atmah: “I’ll be right with you.”

Savos: “Agreed. We all stay together.”

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

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

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

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

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.

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

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

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

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

(Quote from Hexaae)

branched off from

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

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

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

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

21552November 19 2016QuestsUnofficial Fallout 4 PatchRRKickOut quest fails to make Railroad NPC's not essent...Windows PCNewAdam SmithLowVery Low Task Description

When attempting to wipe out the Railroad after completing the main quest with them, the quest RRKickOut does not appear to successfully set senior NPC’s to be non-essential, making it impossible to kill them all.

The fragment from stage 100 is supposed to set NPC’s like Desdemona to be non-essential. I tweaked this fragment slightly: based on a debug.trace I added it seems the script thinks that Desdemona is not essential both before and after it attempts to set her to not essential. My explosive combat shotgun disagrees!

I have attached my modified fragment, papyrus log and a save to illustrate the issue. The save is not 100% clean: if the problem does not have a solution obvious to someone with more experience than me, I can spend the time to create a proper clean save - that might take a few hours given that it requires completing much of the main quest line.

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.

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

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.

21686December 06 2016Placed ReferencesUnofficial Skyrim Legendary Edition PatchRoom bounds issue in Halldir's CairnAllInvestigatingBlackPeteLowLow Task Description

A cave boulder [FormID: 000b1a3d] in Halldir’s Cairn is only visible if you get really close to it. It will then disappear when you move away.

http://imgur.com/a/ZYWVR

This looks a lot like a room bounds issue. Arthmoor seemed to think so too.

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.

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

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

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

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.

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

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.

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

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.

22239March 29 2017Placed ReferencesUnofficial Fallout 4 PatchRobCo Fun magazines respawning after picked upAllFix PendingLowLow Task Description

at least 2 editions of the robco fun magazine are respawing

1 - On the table of Valentine Detective Agency (respawn with the holotape)
2 - Museum Of Freedom, where you meet Preston Garvey (only the magazine without holotape)

Removed the respawn flags from the following refs:
- 00249C7E (RobCoFun01)
- 00249C80 (RobCoFun04)
- 00249C91 (RobCoFun05)

EDIT:
I don’t see a way for the holotape to respawn: this is handled by a script on the magauine, which checks a stage on the perk quest, and only if that stage is not done already, the perk quest adds the tape to the player’s inventory.

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.

22195March 22 2017PapyrusUnofficial Fallout 4 PatchReset issues with ALL trap scriptsAllFix PendingSclerocephalusHighHigh Task Description

After discovering that there are two trap scripts that start an infinite reset loop from their OnReset events (TrapBase and TrapBear, the latter also had additional problems and still has its own ticket therefore), I checked the OnReset events on all trap scripts for errors.

Result: they all do superfluous stuff that does not need to run in an OnReset event, and some of the stuff they are doing fails with an error every single time!

(1) They reset the destruction state of the trap in that event. Though, when this event fires, the cell has reset already and all objects have been reset to the state they had when they were placed in the editor. Unless the trap starts ‘broken’ (but this is never the case), there is no need for doing this.
(2) They play the ‘Reset’ animation. This is used to reset the object to its starting state (i.e. the state it has in the editor) and always fails with an error when called from the OnReset event.
(3) All trap scripts that do no extend TrapBase call for another Reset in their OnReset events, i.e. they create infinite reset loops on their own.

Issue (3) leads to several explots, since the grenade and weapon traps that trigger when a tripwire breaks will reset on every reload. This means that you can harvest plenty of xP (from disarming the traps), grenades and leveled weapons without having to fight anyone.

EDIT: List of all affected scripts:

TrapBarnacle
TrapBase
TrapBreakableWalkway
TrapCanChimes
TrapExplGas
TrapGun
TrapMonkeyTriggerScript
TrapThistleScript
TrapTrigPlate
TrapTrigTension
TrapTripwire

DLC02
DLC02TrapSpikes

22277April 04 2017QuestsUnofficial Fallout 4 PatchRESceneCT07 - property cannot be initializedAllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 11:24:53AM] warning: Property Alias_EyeBot01 on script Fragments:Quests:QF_RESceneCT07_001879FF attached to RESceneCT07 (001879FF) cannot be initialized because the script no longer contains that property

21688December 06 2016QuestsUnofficial Skyrim Special Edition PatchRepairing the Phial Quest won't acknowledge Briar Heart...AllConfirmedJayMediumVery Low Task Description

I have tried many different things like reloading and removing all mods.. the game simply does acknowledge that I have pick up the Briar Heart from the forsworn.. I have picked everything else up. Please look into this and let me know; I am playing on XB1. If you need anymore info please email.

22170March 19 2017QuestsUnofficial Fallout 4 PatchREObjectRJ03 (Mac's Bar) - Cleanup issuesAllFix PendingSclerocephalusLowMedium Task Description

Before going into the details, I would like to add a general note on that quest here, since people frequently complain that this quest is not repeating properly:

This quest was never intended to repeat more than a couple of times, and it will dry up completely in relatively early stages of the game. This is because it is an object type encounter (the quest name indicates this): the REObject triggers that start those encounters are not rearmed. There is a script note on the stop stage of all REObject quest that makes it very clear that this behavior was intended, and we didn’t change this when we fixed the RE quests in UFO4P 2.0.0.

Simply speaking, the game is not using the object encounter locations more than once. Though, which quests will be triggered at those locations is entirely random (it can be any of the REObject quests). Thus, if you’re lucky, Mac will show up in your game on several occasions, but in the worst case, he may not show up in your game at all.

What’s wrong with that quest is the cleanup: Mac will be removed by the engine as soon as the quest shuts down and the aliases are cleared (he’s created at runtime, and like all actors that were created at runtime, he will be cleaned up by the engine rather quickly). Not so his bar stand though, since in game created objects will not be removed until the cell resets (and this may take a long time to happen).

To fix this, I added some lines to the end fragment to delete the bar and the furniture marker when the quest shuts down.

NOTE: This is not retroactive, because there is no way to track the offending references for quests that have already stopped running.

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.

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

22144March 15 2017PapyrusUnofficial Fallout 4 PatchREChokepointTriggerScript tries to set stages on wrong ...AllFix PendingSclerocephalusLowMedium Task Description

As a result, various chokepoint RE quests frequently throw an ‘attepmted to start an event scoped quest outside of story manager’ error. There’s nothing wrong wit those quests though (at least not in relation to this particular error): those errors are all caused by the same bug in REChokepointTriggerScript.

I’ll close all tickets that reported this error for individual quests and mark them as a duplicate of this one.

REChokepointTriggerScript extends RETriggerScript; it only contains an override for the OnTriggerEnter() event (note that this will fire irrespective of the state RETriggerScript is in):

Scriptname REChokepointTriggerScript extends RETriggerScript
Event OnTriggerEnter(ObjectReference akActionRef)
	if (akActionRef == Game.GetPlayer())
		myQuest.SetStage(11)
	EndIf
	Parent.OnTriggerEnter(akActionRef)
EndEvent

All it’s supposed to do is to set stage 11 on the current RE quest when the player enters the trigger. To understand the implications, one has to know that all chokepoint triggers are preconfigured to fire on load. That is, when RETriggerScript runs on a chokepoint trigger, it will start a quest from its OnLoad event and skip its OnTrigger event. This is all on the parent script (i.e. on RETriggerScript):

Auto State On
	Event OnTriggerEnter(ObjectReference akActionRef)
		if TriggerOnLoad == true || akActionRef != Game.GetPlayer()
			return
		EndIf
		debug.OpenUserLog(UFO4P_RELog)
		debug.traceuser(UFO4P_RELog, self + " State = On: OnTriggerEnter: Calling StartEncounter ...")
		StartEncounter()
	EndEvent
 
	Event OnCellLoad()
		debug.OpenUserLog(UFO4P_RELog)
		if TriggerOnLoad
			debug.traceuser(UFO4P_RELog, self + " State = On: OnCellLoad: Calling StartEncounter ...")
			StartEncounter()
		EndIf
	EndEvent
endState

There are two problems here:
(1) The StartEncounter function does not always start a quest. Some triggers have a cool down timer running to prevent another quest from being started within too short a period of time. The REChokepointTriggerScript doesn’t know about this, and when the event fires, it sets stage 11 on myQuest - which then however is the last quest started by this trigger.
(2) The myQuest property may not hold the current quest. When an RE quest is started, it runs a startup procedure, and when this code has finished running, it calls the QuestStarted function on RETriggerScript to write the current quest in the myQuest property. Up to this point therefore, myQuest is not the current quest but the quest that was previously started by the trigger.

REChokepointTriggerScript doesn’t know whether it sets the stage on the correct quest because it doesn’t check this. Thus, it may try to set the stage on a quest that is not running anymore and an error will be thrown. Moreover though, stage 11 on the correct quest may never be set and as a result, the chokepoint quest may not work as intended (what usually happens is that the actors are just standing there instead of walking to the player and forcegreet him).

22270April 02 2017QuestsUnofficial Fallout 4 PatchREChokepointSC01 - Actor is dead, cannot start combatAllFix PendingSclerocephalusLowMedium Task Description

[04/03/2017 - 01:13:45AM] error: (FF08E65C): Actor is dead, cannot start combat.
stack:

[ (FF08E65C)].Actor.StartCombat() - "<native>" Line ?
[REChokepointSC01 (0003A528)].Fragments:Quests:QF_REChokepoint01_0003A528.Fragment_Stage_0050_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepoint01_0003A528.psc" Line 58

[04/03/2017 - 01:13:46AM] error: (FF08D68B): Actor is dead, cannot start combat.
stack:

[ (FF08D68B)].Actor.StartCombat() - "<native>" Line ?
[REChokepointSC01 (0003A528)].Fragments:Quests:QF_REChokepoint01_0003A528.Fragment_Stage_0050_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepoint01_0003A528.psc" Line 59

[04/03/2017 - 01:13:46AM] error: (FF08E7C0): Actor is dead, cannot start combat.
stack:

[ (FF08E7C0)].Actor.StartCombat() - "<native>" Line ?
[REChokepointSC01 (0003A528)].Fragments:Quests:QF_REChokepoint01_0003A528.Fragment_Stage_0050_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepoint01_0003A528.psc" Line 60
22366April 24 2017QuestsUnofficial Fallout 4 PatchREAssaultRJ01 - property cannot be boundAllFix PendingSclerocephalusLowMedium Task Description

[04/23/2017 - 03:35:47AM] error: Property Alias_MapMarker on script Fragments:Quests:QF_REAssaultRJ01_001ABE55 attached to REAssaultRJ01 (001ABE55) cannot be bound because <nullptr alias> (65) on quest REAssaultRJ01 (001ABE55) is not the right type

22252March 31 2017QuestsUnofficial Fallout 4 PatchREActorAttach02 - attempting to start event scoped ques...AllFix PendingSclerocephalusLowLow Task Description

[03/31/2017 - 07:28:48PM] error: REActorAttach02 (000392F8): attempting to start event scoped quest outside of story manager.
stack:

[REActorAttach02 (000392F8)].rescript.SetCurrentStageID() - "<native>" Line ?
[REActorAttach02 (000392F8)].rescript.setStage() - "g:\_F4\Art\Raw\ScriptsMilestone\Quest.psc" Line 174
[ (000392FB)].Fragments:Packages:PF_REAttachActor02ScavengePa_000392FB.Fragment_End() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Packages\PF_REAttachActor02ScavengePa_000392FB.psc" Line 16

EDIT: REActorAttach01 has the same problem.

It’s unbelievable ...

REActorAttach01 spawns raider scavengers around dead corpses and REActorAttach02 spawns conventional scavengers around dead robots. The scavengers all have two packages: (1) a patrol package, and (2) a sandbox package that is supposed to run when the patrol package ends.

The patrol packages all have a package end fragment that calls the owning quest to set stage 100. This stage is empty and it is the second last quest stage; only the stop stage comes after it (and the stop stage can only be set by the quest script to shut the quest down). Thus, this fragment does absolutely nothing, at least not quest wise ...

So I had a closer look at the packages, and found that the sandbox packages have been conditioned to only run when the quest is at stage 100. Simply speaking, they use a script and an extra quest stage to make sure that the sandbox package runs after the patrol package. They could have done this much easier by moving the patrol package on the top of the stack. Because the actual pproblem here is that the sandbox packages are blocking the patrol packages on all quest aliases.

Solution: remove the scripts and correct the package stacks. This also eliminates the error (which occurs because the call from the package fragment occurs after the quest has alredy started to shut down).

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/

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

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

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

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

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

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

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

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.

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.

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.

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

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

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

Trying to enter disable on the console returns the follwing:

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

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

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).

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

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

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.

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.

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.

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.

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.

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

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

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.


22141March 15 2017QuestsUnofficial Fallout 4 PatchQF_RESceneRJ02_001ABE43 - properties cannot be initiali...AllFix PendingSclerocephalusLowMedium Task Description

[03/14/2017 - 12:53:59PM] warning: Property Alias_Enemy01 on script Fragments:Quests:QF_RESceneRJ02_001ABE43 attached to RESceneRJ02 (001ABE43) cannot be initialized because the script no longer contains that property
[03/14/2017 - 12:53:59PM] warning: Property Alias_Enemy02 on script Fragments:Quests:QF_RESceneRJ02_001ABE43 attached to RESceneRJ02 (001ABE43) cannot be initialized because the script no longer contains that property

22124March 13 2017QuestsUnofficial Fallout 4 PatchQF_REChokepointSC06_FactionM_001B06C3 - cannot clear a ...AllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 10:05:50AM] error: alias Minuteman1 on quest REChokepointSC06_FactionMMDefenders (001B06C3): Cannot clear a non-optional alias.
stack:

[alias Minuteman1 on quest REChokepointSC06_FactionMMDefenders (001B06C3)].realiasscript.Clear() - "<native>" Line ?
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.RemoveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 126
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 104
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15

[03/12/2017 - 10:05:50AM] error: alias Minuteman4 on quest REChokepointSC06_FactionMMDefenders (001B06C3): Cannot clear a non-optional alias.
stack:

[alias Minuteman4 on quest REChokepointSC06_FactionMMDefenders (001B06C3)].realiasscript.Clear() - "<native>" Line ?
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.RemoveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 126
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 104
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15
22148March 16 2017PapyrusUnofficial Fallout 4 PatchQF_REChokepointSC06_FactionM_001B06C3 - cannot access a...AllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 10:05:50AM] error: Cannot access an element of a None array
stack:

[REChokepointSC06_FactionMMDefenders (001B06C3)].rescript.UpdateDeadCountGroupSize() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\REScript.psc" Line 446
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 117
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15

[03/12/2017 - 10:05:50AM] error: Cannot access a variable of a None struct
stack:

[REChokepointSC06_FactionMMDefenders (001B06C3)].rescript.UpdateDeadCountGroupSize() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\REScript.psc" Line 446
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 117
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15

This is a relatively frequent error thrown by all RE quests that (1) do not use all of the actors filled in the aliases at quest start, and (2) do not track the death counts of individual actor groups.

These two functionalities are not dependent on each other. Nonetheless, the vanilla scripts are not conceived to handle quests that are configured in this specific manner. If they are not using all of the available actors, they are running REAssaultSC_FactionScript in addition to REScript. REAssaultSC_FactionScript reduces the actor count to a random number, clears the aliases of all excess actors and deletes them. Subsequently, it calls a function on REScript to update the actor group sizes in the DeathCountGroups array. This array however is not even initialized (i.e. it doesn’t exist) on quests that do not track death counts. REAssaultSC_FactionScript does not check whether the quest is actually using that functionality before it calls REScript. In fact, it can’t check it because there is no property nor variable on that script to tell it.

To fix this, I added a check to the offending function on REScript to skip the code if the DeathCountGroups is not initialized.

22209March 23 2017QuestsUnofficial Fallout 4 PatchQF_MS16_00022A07 - more properties that cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/23/2017 - 01:26:36PM] error: Property pMS16TheGangSurveysTheSubway on script Fragments:Quests:QF_MS16_00022A07 attached to MS16 (00022A07) cannot be bound because (00122077) is not the right type
[03/23/2017 - 01:26:36PM] error: Property pMS16TheGangSurveysTheBasements on script Fragments:Quests:QF_MS16_00022A07 attached to MS16 (00022A07) cannot be bound because (0012207B) is not the right type

22172March 20 2017QuestsUnofficial Fallout 4 PatchQF_GhoulishPerkManager_001D33DA - property cannot be bo...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 10:02:37AM] error: Property Alias_Vultures on script Fragments:Quests:QF_GhoulishPerkManager_001D33DA attached to GhoulishPerkManager (001D33DA) cannot be bound because <nullptr alias> (10) on quest GhoulishPerkManager (001D33DA) is not the right type

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

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

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

In the stage 005 fragment:

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

  Alias_Zeke.getActorReference().SwitchtoPowerArmor(none)

endif

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

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

22365April 22 2017QuestsUnofficial Fallout 4 PatchQF_DN048_000CC19F - property cannot be initializedAllFix PendingSclerocephalusLowLow Task Description

[04/23/2017 - 01:21:32AM] warning: Property Alias_ExtEnableMarker on script Fragments:Quests:QF_DN048_000CC19F attached to DN048 (000CC19F) cannot be initialized because the script no longer contains that property

22117March 11 2017QuestsUnofficial Fallout 4 PatchQF_DLC04MS01_01000806 - properties cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property DLC04MS01_BradbertonDeathScene on script DLC04:Fragments:Quests:QF_DLC04MS01_01000806 attached to DLC04MS01 (06000806) cannot be bound because <nullptr form> (0601B165) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC04SierraOutfitNoGlasses on script DLC04:Fragments:Quests:QF_DLC04MS01_01000806 attached to DLC04MS01 (06000806) cannot be bound because <nullptr form> (060357DB) is not the right type

22132March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC04MQ00_01000800 - properties cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property Alias_ControlTerminalPassword on script DLC04:Fragments:Quests:QF_DLC04MQ00_01000800 attached to DLC04MQ00 (06000800) cannot be bound because <nullptr alias> (12) on quest DLC04MQ00 (06000800) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC04MQ00HarveyHighlightingEnableMarker on script DLC04:Fragments:Quests:QF_DLC04MQ00_01000800 attached to DLC04MQ00 (06000800) cannot be bound because <nullptr form> (06023E27) is not the right type

22131March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC04MasterQuest_0100A520 - properties cannot be bou...AllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property NUK016TraderFaction on script DLC04:Fragments:Quests:QF_DLC04MasterQuest_0100A520 attached to DLC04MasterQuest (0600A520) cannot be bound because <nullptr form> (0600D879) is not the right type
[03/11/2017 - 01:59:43PM] error: Property Alias_DLC04RaiderOverboss on script DLC04:Fragments:Quests:QF_DLC04MasterQuest_0100A520 attached to DLC04MasterQuest (0600A520) cannot be bound because <nullptr alias> (1) on quest DLC04MasterQuest (0600A520) is not the right type

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

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

22174March 20 2017QuestsUnofficial Fallout 4 PatchQF_DLC03RESceneKMK02_0104B65D - properties cannot be bo...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 01:50:41PM] error: Property Alias_Molerat03 on script DLC03:Fragments:Quests:QF_DLC03RESceneKMK02_0104B65D attached to DLC03RESceneKMK02 (0304B65D) cannot be bound because <nullptr alias> (40) on quest DLC03RESceneKMK02 (0304B65D) is not the right type
[03/20/2017 - 01:50:41PM] error: Property Alias_Molerat02 on script DLC03:Fragments:Quests:QF_DLC03RESceneKMK02_0104B65D attached to DLC03RESceneKMK02 (0304B65D) cannot be bound because <nullptr alias> (39) on quest DLC03RESceneKMK02 (0304B65D) is not the right type

This quest is supposed to set up an ambush with one angler. It was apparently templated on another ambush quest with up to three molerats (thus, the angler alias is still named Alias_Molerat01), and the aliases Alias_Molerat02 and Alias_Molerat03 have been removed. However, the quest script was never updated and therefore is still trying to access the non-existing aliases.

I modified the quest script (commented out the lines that try to enable the non-existing actors that were never filled in the non-existing aliases) and removed the two alias properties.

22130March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC03MQ02_01001B40 - property cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property pMQ02M07StartMarker on script DLC03:Fragments:Quests:QF_DLC03MQ02_01001B40 attached to DLC03MQ02 (03001B40) cannot be bound because <nullptr form> (0301A218) is not the right type

22116March 11 2017QuestsUnofficial Fallout 4 PatchQF_DLC03FarHarborFF02_01023ACA - properties cannot be b...AllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property DLC03FarHarborFF02_RepairCondenser2 on script DLC03:Fragments:Quests:QF_DLC03FarHarborFF02_01023ACA attached to DLC03FarHarborFF02 (03023ACA) cannot be bound because <nullptr form> (03023B29) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLCC03FarHarborFF02_RepairCondenser3 on script DLC03:Fragments:Quests:QF_DLC03FarHarborFF02_01023ACA attached to DLC03FarHarborFF02 (03023ACA) cannot be bound because <nullptr form> (03023B28) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC03FarHarborFF02_RepairCondenser1 on script DLC03:Fragments:Quests:QF_DLC03FarHarborFF02_01023ACA attached to DLC03FarHarborFF02 (03023ACA) cannot be bound because <nullptr form> (03023B2A) is not the right type

22129March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC01MasterQuest_010008BA - properties cannot be bou...AllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property DLC01LairCC_MechanistArmorSpawnPoint on script DLC01:Fragments:Quests:QF_DLC01MasterQuest_010008BA attached to DLC01MasterQuest (010008BA) cannot be bound because <nullptr form> (01009A4E) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC01LairCC_MechanistHelmetSpawnPoint on script DLC01:Fragments:Quests:QF_DLC01MasterQuest_010008BA attached to DLC01MasterQuest (010008BA) cannot be bound because <nullptr form> (01009A4F) is not the right type

22177March 20 2017QuestsUnofficial Fallout 4 PatchQF_AO_Companion_LoiterSearch_000F4AC3 - property cannot...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 01:40:51PM] warning: Property AO_Companion_AlreadySearched on script Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3 attached to AO_Companion_LoiterSearch (000F4AC3) cannot be initialized because the script no longer contains that property

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.

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

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

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.

21559November 20 2016Placed ReferencesUnofficial Skyrim Special Edition PatchProudspire Manor flickering ground fogAllInvestigatingJonLowMedium Task Description

The fog FX (E2CD2) immediately inside the entrance of Proudspire Manor doesn’t become visible until taking a step or two inside. It also doesn’t become visible from the other direction until moving closer.

https://i.imgur.com/4ObpYrm.jpg

https://i.imgur.com/tACWWtx.jpg

https://i.imgur.com/QCQ7n3X.jpg

https://i.imgur.com/KN23R8I.jpg

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

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).

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

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

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

21317October 22 2016QuestsUnofficial Fallout 4 PatchProgressing Open Season Doesn't Fail Other QuestsWindows PCNewBrandonLowMedium Task Description

Once you make any progress in Open Season, it should theoretically fail other open quests.

As expected, it does fail:
- Home Sweet Home

It doesn’t fail, but should:
- Amoral Combat

Not checked, should be checked:
- Any radiant quests from the three gangs
- Any of the main quests prior or subsequent to Home Sweet Home

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

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?

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.

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

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

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

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.

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.

22225March 26 2017Textures & MaterialsUnofficial Fallout 4 PatchPower armor frame material bugsAllFix PendingMadCat221LowMedium Task Description

The recent “Power Armor Frame Materials Fix” mod on Nexus hotfiles brought to light some bugs in the PA materials. Investigating for myself, they are indeed missing bits. The frame furniture nif (separate from the frame actor nifs, which are all in order) doesn’t even refer to any BGSMs, and is missing a wet material and an envirocube map. Both are present in the BGSM that it should be pointing to (the one that the operational in-use frame model uses). Additionally, the 1stperson material is missing a specular map.

The following bundle contains a fixed frame furniture that has both its built in material set configured to have the wet material and the missing envirocube, and points to the BGSM, just to be thorough in squashing this bug. The second file is the 1stperson hand material that has the specmap restored. These were independently corrected from base assets by me.

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

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

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

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

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

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

My load order:

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

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

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 ?

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

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

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

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

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

22315April 09 2017ActorsUnofficial Fallout 4 PatchPossible bug with Enraged Fog Crawler damage resistence...AllNewLowVery Low Task Description

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

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

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

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.

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.

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

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

not certain if it’s a bug

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.

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.

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.

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.

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

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

22114March 11 2017Perks & StatsUnofficial Fallout 4 PatchPerkNerdRageSlowTimeScript - cannot call ... on a none ...AllFix PendingSclerocephalusMediumMedium Task Description

[03/10/2017 - 08:57:06AM] error: Cannot call Remove() on a None object, aborting function call
stack:

[Active effect 1 on  (00000014)].PerkNerdRageSlowTimeScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\PerkNerdRageSlowTimeScript.psc" Line 23

[03/10/2017 - 08:57:06AM] error: Cannot call ApplyCrossFade() on a None object, aborting function call
stack:

[Active effect 1 on  (00000014)].PerkNerdRageSlowTimeScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\PerkNerdRageSlowTimeScript.psc" Line 26

This script is missing values for three ImageSpaceModifier properties.

Problem is that all three properties have a ‘const’ flag, so any changes to the current values will not get accepted unless a new game is started. Which means that we must also add sanity checks. Forget this. Changing the value of a const is not a problem.

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

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

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

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

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

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

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

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

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

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.

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

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

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.

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