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

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IDOpenedCategoryProjectSummaryOperating SystemStatusOpened bySeverityPriority
21562November 20 2016ActorsUnofficial Fallout 4 PatchAll properties of consumables are zeroAllNewJay KummerLowVery Low Task Description

Hi.

I realize this is may be outside of the scope of the good work you’re doing, but as it is possibly a systemic issue with the base game (and how it saves games, at least on XB1), perhaps it is within your scope. The main two issues for this request:

1. Several weeks ago I noticed that my character stopped taking any rad damage anywhere for any reason. Standing in my underwear in one of the highly radioactive ponds in the Glowing Sea and I don’t even hear the geiger counter tick effect. My character does have +50 rad resistance through perks, but I doubt that’s high enough to shut down the usual feedback system that my character is in proximity of radiation.

2. I noticed that after taking some damage, stimpaks did not heal me and no healing food or drink helped either. After scanning down my “Aid” category in my inventory I noticed that all property/effect values for everything – food, chems, drinks, etc. – are zero. And any food or thing created/derived from a recipe has zero-valued properties.

I’m not sure what caused it, though I suspect it was in using a mod that was in heavy experimental development and changes.

Naturally the first thing I tried was disabling all mods, clearing cache, and loading up a save. Not resolved, still all zero.

So I loaded up both my oldest “modded” game (just after I installed Far Harbor when released) and a non-modded game. In both cases all consumables were as they should be, all properties filled.

I spent the better part of a day naively uninstalling and reinstalling everything. Of course, no solution.

This leads me to believe that there is an awful lot that persists in save gaves, even issues and defects.

I do have the creation kit and have been tinkering with it so I thought maybe I could create my own patch by brute forcing each to refresh/reset. I set stimpaks, corn, and buffout (the items under the ALCH form type) to +1 values so that they would be saved to my mod. I loaded the mod up (XB1), loaded up a save game, and no change. That was a surprise.

I’m not sure what to do at this point. I’m not savvy with scripting yet. I suspect there’s probably some way to set/revert every consumable to its preset.

I suspect that whatever this issue is the rad thing is probably related in some way, e.g. environmental and object rad levels (something I can’t see) have been set to zero.

If this falls outside of your scope I was hoping that at least you could provide me with some guidance on how to fix this myself. If there is a scripted way to do this maybe you could give me an example.

Obviously this seriously cuts down on my immersion level! :) I wonder if anybody else has had or is having this issue.

Much appreciated!

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

21554November 19 2016MagicUnofficial Skyrim Special Edition PatchAnimals affected by Animal Allegiance attack summoned c...Windows PCNewdrheadLowVery Low Task Description

Whenever I use the Animal Allegiance shout (for example, on a group of Falmer and Chaurus), the affected Chaurus end up attacking or being attacked by any summoned Dremora Lords that I have. The affected animals still act the way they are supposed to towards me (by not attacking me). It doesn’t seem to matter when I use the shout and when I summon or re-summon the Dremora Lords. I have not tested if there is any similar behavior with Kyne’s Peace or Calm spells.

This may be related to an issue where animals affected by AA will continue to fight followers that they are fighting when the shout is used, but I can’t be sure of that since the issue doesn’t go away when I summon things again.

21553November 19 2016Settlements & WorkshopsUnofficial Fallout 4 PatchDalton Farm: Potential location marker problemAllNewSclerocephalusLowVery Low Task Description

Settlers will never move near the southeastern corner of the property (where the road leading into the property branches from the main road).

Guard posts placed there will show up as assigned when assigned to a settler, but are never manned. Instead that settler now stands near the workbench all of the time with his weapon drawn.

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.

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

That’s the faction all Rust Devils are in.

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

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

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.

21519November 14 2016ActorsUnofficial Fallout 4 PatchMac's behavior?AllNewLowVery Low Task Description

ID: 001ad497
Behavior: I am not sure if he’s supposed to despawn or sit at his stand when he spawns in. But this time he chose to stay, but when i try to talk to him he gives me generic greets instead of giving me the option to trade with him.

21506November 13 2016QuestsUnofficial Fallout 4 PatchFar Harbor Dima Quest Completed but Dima Holotapes are ...AllNewJay KummerLowVery Low Task Description

I somehow completed the Far Harbor quest related to Dima before finding all of the Dima holotapes, and although the quest has been completed the holotapes that I did find are stuck in my inventory as active quest items.

Any materials related to completed quests should be something you can drop.

I put in another task, I have a similar issue related to the Eddie Winter holotapes.

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

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

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

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

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

Thanks.

21501November 13 2016ItemsUnofficial Skyrim Special Edition PatchGauldur Blackblade (36+) Not Recharging with Soul Sipho...Windows PCNewAJLowVery Low Task Description

Other weapons are recharging fine. I am killing non-humans like the perk requires.

21480November 10 2016LocationsUnofficial Fallout 4 PatchFens Street Sewer White Worldspace GlowWindows PCNewBrandonLowVery Low Task Description

This occurs close to ID 000b3b1c

Pics show before/after.

21473November 10 2016QuestsUnofficial Skyrim Special Edition PatchDawnguard quest: A New Order won't start.AllInvestigatingKyle StanleyCriticalVery Low Task Description

Dawnguard Quest: A New Order won’t start after being banished by Lord Harkon. After refusing to become a vampire lord and choosing to stay a werewolf and be banished, the quest will not update to report back to Isran at Fort Dawnguard. The scripted attack does not occur, no dialogue changes in any of the Dawnguard etc.

Tried restarting game and console as well as disabling all mods. No changes. Issue is still prevalent.

21465November 09 2016ActorsUnofficial Fallout 4 PatchBobby de Luca unresponsive in Hole in the WallWindows PCNewBrandonLowVery Low Task Description

During the quest Hole in the Wall, after kicking the wall and showing you the secret entrance, Bobby becomes unresponsive.

There is a talk prompt, but if you click the talk prompt, nothing happens, he just stands there quietly.

21463November 09 2016ActorsUnofficial Fallout 4 PatchGarbled Radio Beacon doesn't stop transmittingWindows PCNeeds User FeedbackBrandonLowVery Low Task Description

Inside the Cave interior cell near the crashed UFO, when you turn off the ham radio, the Garbled Radio Beacon continues to transmit and be available on your radio.

Actually I’d argue that even before that, killing the alien should cease the transmission. Other quests involving turning off ham radios, you must turn off the radio because it’s an old message programmed on a loop, and the signal always says “this is a loop will repeat in 3 seconds” or whatever. In this case the message doesn’t have that part, and I think it’s logical that it’s the alien sitting there as it does, making a live broadcast.

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

21440November 07 2016LocationsUnofficial Fallout 4 PatchBradberton's Office, Vault White Worldspace GlowWindows PCNewBrandonLowVery Low Task Description

After passing through the circular gear vault door and crossing the gangway, immediately veer right into the corner to see this glow.

Next, go to the doorway right there. Stand right in the middle of the doorway, and turn 90 degrees left. Now back up, into the doorframe. Weirdness ensues.

It may take some wiggling. You can actually end up falling though the floor.

21439November 07 2016LocationsUnofficial Fallout 4 PatchGorski Cabin Root Cellar White Worldspace GlowWindows PCNewBrandonLowVery Low Task Description

When you enter the root cellar, immediately look down.

21430November 06 2016LocationsUnofficial Fallout 4 PatchMajor pop-in of nearby objects behind Lexington Apartme...Windows PCNewBrandonLowVery Low Task Description

Standing behind this “Apartments” sign, there’s major pop-in as you move slightly toward or away from the sign.

Here is a car that is on the ground quite close to that sign. It was the closest ID I could get, couldn’t get the sign ID.

21429November 06 2016ActorsUnofficial Fallout 4 PatchCaravan Guard doesn't leave Tenpines BluffWindows PCNewBrandonLowVery Low Task Description

I have seen this happen multiple times, one guard will always stay in the same spot each time while the caravan leaves - and will remain there for some indefinite, long period of time.

It is not like they are stuck and can’t move, they just stand there and respond to the player as normal, as if the caravan was still there.

“Don’t touch the brahmin.”

“You mean the brahmin that left hours ago?”

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.

21417November 05 2016TexturesUnofficial Skyrim Special Edition PatchAuriel's Bow Sunhallowed Effect on the Sun is PermanentAllNewSeanMediumVery Low Task Description

So I had fast traveled to Castle Volikhar, where no matter the time of day, the sky looks exactly the same. I challenged myself to hit the sun with the Sunhallowed arrow, and see if it had any effect. In that area, I had a significant slow because I was a vampire, but there was no sun effect. I later noticed that no matter where I went, whether it was nighttime or daytime, I was unbelievably slow, and nearly unable to get anywhere without fast travel. During the daytime, the only time I could see anything would be if I was to shoot a bloodcursed arrow at the sun, resulting in a very bright looking eclipse. Overall, I’m blinded and slowed no matter where I go, and closing out of the game and coming back in doesn’t seem to help with the issue. I suspect this is an issue with the vanilla game, but I’m not sure.

21411November 05 2016Placed ReferencesUnofficial Skyrim Special Edition PatchGuard embeded in static in Windhelm marketplaceAllInvestigatingNico coiNLowMedium Task Description

As collision was added to the close destroyed stone arch that is placed over it, the Windhelm guard idle marker ref 000FCE94 should be moved. Without moving it guards may spawn there and remain sticked in the the ruined stone pillar (after Windhelm CW assault). The issue raised since a proper collision block was added to this static. I saw it today and investigated : it is present in USLEEP, USSEP, OCS, and probably any mod altering this area.

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.

21400November 04 2016MagicUnofficial Skyrim Special Edition PatchAtronach EXP is buggedAllNewKevinHighVery Low Task Description

After doing a ton of experimentation with the conjuration skill to attempt to get the XP where I like it, I think I found an oversight by Bethesda.

I don’t think the XP modifiers for summoning atronachs are intentional. The current modifiers only affect the actual magic affect. For Flame Atronach for example it’s .5 multiplier on 75 XP. But the potent version adds to the overall magicka cost of the actual SPELL to get 150. This leads to Flame Atronach advancing the skill at a lower rate than even Conjure Familiar, and even Storm Atronach being outclassed in terms of EXP by pretty much all Conjuration spells.

I believe the intended values for skill modifier are 1.0 for SummonFlameAtronach, 1.25 for SummonFrostAtronach and 2 for SummonStormAtronach; to give 50%/75%/100% xp per the magicka cost of those spells respectively.

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

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

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

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

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

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

21378November 03 2016QuestsUnofficial Fallout 4 Patch"Trapper Attack On Dalton Farm" advances pre-maturelyWindows PCNewBrandonLowVery Low Task Description

While literally in the middle of still fighting trappers at Rayburn Point, quest stage “Kill the Trappers in Rayburn Point” completes and advances me to the next stage, “Report your success to the people of Dalton Farm”

21371November 02 2016QuestsUnofficial Fallout 4 PatchClear Trappers at the MS Azalea Completes EarlyWindows PCNewBrandonLowVery Low Task Description

If you kill the boss (forgot his name), the task is complete, even if all other trappers remain. Like I’m going to send settlers to a place crawling with these guys...

Description makes it sound like you have to kill them all, not just kill the boss.

“All of the trappers at the MS Azalea have been eliminated.” “Clear Trappers at the MS Azalea”

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

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

Thanks,

Bane

21364November 01 2016MeshesUnofficial Skyrim Special Edition PatchCreep cluster harvestingAllConfirmedHanna AnderssonLowVery Low Task Description

I’m having a hard time harvesting creep clusters that I grow in Lakeview manor (I assume it’s the same in all Hearthfire homes)-.

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

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

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

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

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

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

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

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

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

21325October 23 2016ItemsUnofficial Fallout 4 PatchFar Harbor Fog Condensers at Workshops don't resetWindows PCFix PendingLowMedium Task Description

Pretty much what the title says, you’re supposed to be able to gather Condensed Fog from these, but you can only do it once in a vanilla game at any settlement-based fog condensers.

I haven’t testing it, but DLC06:PipboyCrateScript from Vault-Tec Workshop looks like it should properly reset these to 1 per day if also applied to them (the script itself even acknowledges the lack of flora resetting in settlements).

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

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

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

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

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

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

21291October 13 2016Perks & StatsUnofficial Fallout 4 PatchNuclear Physicist buggedWindows PCNewLowMedium Task Description

Steam users have found a bug with the perk nuclear physicist, the details are in the quotation:


Quote:

So I just came back to the game to check out Nuka World, and I’m noticing this perk isn’t behaving how it used to. I use the gatling laser, and with rank 3 of this perk and the repair bobblehead, shooting a full clip of 500 shots should drain a full fusion core to 54%, but it’s draining my cores to 33% instead.

It’s on a new character. I haven’t even played Nuka World on any character yet. My old character is fine just like yours is, but new characters experience this bug with gatling lasers. They must have changed something in a patch at some point.

I found something interesting about the perk relating to being used in power armor though. Even further investigation with the creation kit revealed that rank 1 of Nuclear Physicist ACTUALLY increases fusion core duration when used in power armor by 50% instead of 25%, rank 2 doubles it instead of increasing it by 50%, and rank 3 brings it back down to 50% instead of doubling it. Someone at Bethesda was drunk when they messed with this perk.


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

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

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

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

21284October 09 2016QuestsUnofficial Skyrim Legendary Edition PatchBrynjolf TG initiation forcegreets double speechWindows PCNewDayDreamerLowMedium Task Description

When you come out of the Bee and Barb (or around the corner) the first time, Brynjolf will forcegreet you. As you get close enough to him, he'll also hello you first. So he says the same thing twice.

When you're done, he'll hello and forcegreet you again, saying the same thing twice.

21283October 09 2016QuestsUnofficial Skyrim Legendary Edition PatchBrand-Shei TG scene after 8 pmWindows PCNewDayDreamerLowMedium Task Description

If you do the initial TG reverse pickpocket too close to 8 pm, Brand-Shei walks away afterward. The guard comes and stands talking to the empty booth, demanding he turn out his pockets.

Need to condition the scene start based on Brand-Shei standing near his booth marker (and the player being present). That should hold it to the following day.

As soon as the guard starts walking toward the booth, Brand-Shei's scene package should be active immediately, so that he'll walk into the booth and meet the guard. Currently, he walks there after the guard starts talking, so there can be a huge delay.

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


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/?

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.

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.

21257October 01 2016MeshesUnofficial Fallout 4 PatchBad meshes near USS ConstitutionWindows PCNewLowMedium Task Description

Sadly couldn’t get any ID in the area, but here’s a save right in front of the location.

https://www.dropbox.com/s/jccnhkhbj9cq6f0/Quicksave0_FF679095_4861727269736F6E_Commonwealth_031227_20161001220132_84_2.fos?dl=0

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

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

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

Thank you very much! :D

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.

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.

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

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

This also occurs during most companion swap scenes involving Preston.

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.

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

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

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

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!

21215September 18 2016Perks & StatsUnofficial Fallout 4 PatchCodsworth' Robot Sympathy companion perk has an incorre...Windows PCNewLowMedium Task Description

The description says that you receive +10 Damage Resistance against robot energy weapons.

This is incorrect as you can see in Perk → CompCodsworthPerk. The perk reduces damage from robot energy weapons by 10% instead.

21204September 14 2016QuestsUnofficial Fallout 4 PatchNaked Settlers when Slave Collar Removed - Nuka WorldWindows PCConfirmedLowMedium Task Description

At the end of the Nuka World quest Open Season, settlers remove their slave collars after a few in-game days. However they also lose all of their clothes. This has been reported by many players, including those on consoles who do not use mods. I recorded the issue here:

https://youtu.be/mWLlUSIP6MM

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.

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

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

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

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

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

PS4 bug.

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

This item’s base ID is 0017e1bf.

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

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

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

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

To whom it may concern,

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

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

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

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

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

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

http://steamcommunity.com/app/377160/discussions/0/350540974003333949/

http://steamcommunity.com/app/377160/discussions/0/350540780275626339/

http://steamcommunity.com/app/377160/discussions/0/350540780275081730/

http://steamcommunity.com/app/377160/discussions/0/350540973992798975/

Apparently someone also posted even on Bethesda.net, with a weird workaround:

https://community.bethesda.net/thread/78132?start=0&tstart=0

Same but also on consoles too:

https://community.bethesda.net/thread/78719?start=0&tstart=0

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

https://en.wikipedia.org/wiki/Software_bug

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

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


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.

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

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

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

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

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

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

Thanks, Marinecoco

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

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

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

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

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

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

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

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

So yeah, here is my list of mods.


unofficial fallout 4 patch.esp

BobbleMagazine.esp

dD-enhanced blood.esp

EAMR.esp


EAMR = eyewear and mask retexture

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

https://www.twitch.tv/esamarathon/v/80551085?t=19h07m14s

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

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

some id’s - 00024a3e and 00043ec2

screens

http://i.imgur.com/p1nfQp8.jpg

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

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

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

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

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

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

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

Thanks.

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

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

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

21074August 08 2016TextUnofficial Fallout 4 PatchLegendary Raider Veteran - typo in nameWindows PCNeeds User FeedbackSclerocephalusLowMedium Task Description

UFO4P has it spelled “Veteren” (should be “Veteran”)

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/

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

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

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

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

https://gfycat.com/MagnificentSleepyIbisbill

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

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

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

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.

21052August 05 2016MeshesUnofficial Skyrim Legendary Edition PatchMythic Dawn banners are separate meshes from the Generi...Windows PCConfirmedMadCat221LowMedium Task Description

Filing a report from the SkyNex thread. The Mythic Dawn banners appear to be one-sided meshes with the two-sided flag enabled in its material shader flags, thus having the same problem as the GenericBannerRed set had: the “back” side doesn’t react to lighting properly. In Silus’s house, the Mythic Dawn banners have their “back” sides facing out into the room. I’d just replace them outright with the GenericBannerRed meshes... except they aren’t identical meshes with different texture pathing.

Either they simply get flipped, or Hana will have to make the fix since we discovered last time that the Max NIF scripts zero out the pivot origin coordinates and that can mess with roombound partitioning. I attempted to use the Flip Faces and Flip Normals options, but they appear to be nonfunctional. They look correct in NIFSkope, but do not work in-game or in the CK.

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

ID - 0002353c

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

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

Here’s the casted shadow

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

It can be selected in workshop mode

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

When looking up, it can be seen normally


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.

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)

21004July 31 2016QuestsUnofficial Fallout 4 PatchDN133 - Script missingWindows PCNewSclerocephalusLowMedium Task Description

Got these errors on my log while clearing the Castle:

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

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

Function Increment(ObjectReference akSenderRef)

	if (MaintainTargetValue)

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

	EndIf

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

	if (RemoveWhenDead)

		Self.RemoveRef(akSenderRef)

		if (MaintainTargetValue)

			(GetOwningQuest() as DefaultCounterQuestA).Decrement()

		EndIf

	EndIf

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

		GetOwningQuest().SetStage(MyRemainingStage)

	EndIf

EndFunction

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

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

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

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

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.

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.

20924July 20 2016MeshesUnofficial Skyrim Legendary Edition PatchObject clipping issue on Cell POITundra18(unnammed/unma...Windows PCNewLowMedium Task Description

https://forums.nexusmods.com/index.php?/topic/3363860-unofficial-skyrim-legendary-edition-patch/page-326#entry39421920 (Yeah, silly me should throw the ticket into this bug tracker but I were just lazy...

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

https://www.youtube.com/watch?v=_aqVXE2j1HA
Minor bug but just looks weird if you ask me... :p

20917July 18 2016AudioUnofficial Skyrim Legendary Edition PatchFemale Sultry voiced followers use some Female Young Ea...Windows PCNewNebulous112LowMedium Task Description

I believe you guys know about this, but I didn’t see an issue on the tracker for it, so I thought I would add one.

USLEEP adds missing follower dialogue lines for the Female Sultry Follower voice type, however the lines are with the altered Female Young Eager voice. This causes followers with the Female Sultry voice type to “switch” back and forth between voices depending on the dialogue used.

CloudedTruth has fixed the issue with this mod: Female Sultry Follower Voice Fix. There is a video https://www.youtube.com/watch?v=s5Qg8Du-6TI on the mod page showing the issue in detail.

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

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.

20908July 16 2016PapyrusUnofficial Fallout 4 PatchDN015PuzzleScript - Cannot add text replacement pair fo...Windows PCConfirmedSclerocephalusLowMedium Task Description
[07/12/2016 - 09:48:20PM] error: Cannot add text replacement pair for missing data
stack:
    [ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
    [DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
    [DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
    [ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18
20900July 14 2016Settlements & WorkshopsUnofficial Fallout 4 PatchInvisible Food and Recruitment Beacon Not Working (Xbox...XBox OneNewLowMedium Task Description

Hello,

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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.

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/


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

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

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

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

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

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

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

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).

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

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

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.

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

http://steamcommunity.com/profiles/76561198147535751/screenshot/273973867880279460

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

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

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

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

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

These are the robots in question:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Fine.

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

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

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

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

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

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?

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

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

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

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

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

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

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

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

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

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

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

At caravan’s spot:

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

Random encounter:

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

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

See and enjoy!

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

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

Game version: 1.5.416 vanilla.


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

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

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.

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.

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

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

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

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

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

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

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

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

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

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

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

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.

20715June 19 2016PapyrusUnofficial Fallout 4 PatchDN131_RETriggerManagerScript - Assigning None to a non-...Windows PCFix PendingSclerocephalusLowLow Task Description
[06/12/2016 - 04:04:12PM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [ (00247349)].DN131_RETriggerManagerScript.Ready.OnUnload() - "<unknown file>" Line ?
[06/12/2016 - 04:11:20PM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [ (00247349)].DN131_RETriggerManagerScript.Ready.OnUnload() - "<unknown file>" Line ?
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)

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.

20692June 18 2016PapyrusUnofficial Fallout 4 PatchBobbyPinBoxScript - cannot disable an object with an en...Windows PCNewSclerocephalusLowMedium Task Description
[06/18/2016 - 01:23:25AM] error:  (00112620): cannot disable an object with an enable state parent.
stack:
    [ (00112620)].bobbyPinBoxSCRIPT.Disable() - "<native>" Line ?
    [ (00112620)].bobbyPinBoxSCRIPT.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\bobbyPinBoxSCRIPT.psc" Line 14
[06/18/2016 - 01:27:31AM] error:  (0006ADCB): cannot disable an object with an enable state parent.
stack:
    [ (0006ADCB)].bobbyPinBoxSCRIPT.Disable() - "<native>" Line ?
    [ (0006ADCB)].bobbyPinBoxSCRIPT.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\bobbyPinBoxSCRIPT.psc" Line 14
20689June 17 2016ActorsUnofficial Fallout 4 PatchBoS Faction IssuesWindows PCNewLowMedium Task Description

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

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

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

20684June 17 2016PapyrusUnofficial Fallout 4 PatchMS19DoorCloserScript - Cannot call SetOpen() on a None ...Windows PCFix PendingSclerocephalusLowMedium Task Description
[06/05/2016 - 02:26:14PM] error: Cannot call SetOpen() on a None object, aborting function call
stack:
    [ (0013B0F8)].MS19DoorCloserScript.OnTriggerLeave() - "<unknown file>" Line ?
[06/05/2016 - 02:27:02PM] error: Cannot call SetOpen() on a None object, aborting function call
stack:
    [ (0013B0F8)].MS19DoorCloserScript.OnTriggerLeave() - "<unknown file>" Line ?

The trigger 0013B0F8 is missing a linked door.

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 ?

20672June 16 2016PapyrusUnofficial Fallout 4 PatchCIS_EnterNewLocationTrigger - No keyword suppliedWindows PCFix PendingSclerocephalusLowMedium Task Description
[06/12/2016 - 04:31:04PM] error:  (0001D162): no keyword supplied.
stack:
    [ (0001D162)].workshopnpcscript.SayCustom() - "<native>" Line ?
    [ (00249812)].CIS_EnterNewLocationTrigger.OnTriggerEnter() - "<unknown file>" Line ?
[06/12/2016 - 04:31:05PM] error:  (0001D162): no keyword supplied.
stack:
    [ (0001D162)].workshopnpcscript.SayCustom() - "<native>" Line ?
    [ (00249813)].CIS_EnterNewLocationTrigger.OnTriggerEnter() - "<unknown file>" Line ?[06/12/2016 - 05:04:16PM] error:  (0001D162): no keyword supplied.
stack:
    [ (0001D162)].workshopnpcscript.SayCustom() - "<native>" Line ?
    [ (00249812)].CIS_EnterNewLocationTrigger.OnTriggerEnter() - "<unknown file>" Line ?
[06/12/2016 - 05:04:16PM] error:  (0001D162): no keyword supplied.
stack:
    [ (0001D162)].workshopnpcscript.SayCustom() - "<native>" Line ?
    [ (00249813)].CIS_EnterNewLocationTrigger.OnTriggerEnter() - "<unknown file>" Line ?

00249812 and 00249813 are missing a value for the keyword property on CIS_EnterNewLocationTrigger script .... or the script is missing a sanity check for ‘none’ keywords.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.

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

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.

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.

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

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

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

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

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

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

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

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

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

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,

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

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

20565June 02 2016PapyrusUnofficial Fallout 4 PatchAODogmeatQuestScript - cannot call AddKeyword() on a no...Windows PCFix PendingSclerocephalusLowMedium Task Description
[06/02/2016 - 01:05:33AM] error: Cannot call AddKeyword() on a None object, aborting function call
stack:
    <unknown self>.aoscript.FlagObjectFinished() - "<unknown file>" Line ?
    [AO_Dogmeat_FindContainer (00043EED)].AODogmeatQuestScript.OnStageSet() - "<unknown file>" Line ?
[06/02/2016 - 01:07:00AM] error: Cannot call AddKeyword() on a None object, aborting function call
stack:
    <unknown self>.aoscript.FlagObjectFinished() - "<unknown file>" Line ?
    [AO_Dogmeat_FindItem (0004EFF2)].AODogmeatQuestScript.OnStageSet() - "<unknown file>" Line ?

[06/02/2016 - 01:17:18AM] error: Cannot call AddKeyword() on a None object, aborting function call
stack:
    <unknown self>.aoscript.FlagObjectFinished() - "<unknown file>" Line ?
    [AO_Dogmeat_FindContainer (00043EED)].AODogmeatQuestScript.OnStageSet() - "<unknown file>" Line ?

The OnStageSet() event looks as follows:

Event OnStageSet(int auiStageID, int auiItemID)

    AOScript AO = AOScript.GetScript()

    if auiStageID == StartupStage
        AO.DogmeatFindEventStarted()

        if StartDistancePolling
            (myActor as AOAliasBailOutScript).StartDistancePollingIfNeeded()
        endif

        if ShouldProcessCollection
            ((Self as Quest) as RefCollectionAliasManager).ProcessCollection()
        endif


    elseif auiStageID == ShutdownStage
        AOScript.FlagObjectFinished(myObject.GetReference())
        AO.DogmeatFindEventEnded(AO_Dogmeat_FindType_GLOBAL)

    endif

EndEvent

The first line after ‘elseif’ should read:

AO.FlagObjectFinished(myObject.GetReference())

Instead of:

AOScript.FlagObjectFinished(myObject.GetReference())
20556June 01 2016QuestsUnofficial Fallout 4 PatchDeacon's briefing in Rockets' Red GlareWindows PCNewLowMedium Task Description

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

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.

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

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

  • He is still present within the Institute once the quest is started, as well as before the player reaches the house.
  • After the quest is completed, he wears the blue Institute lab coat instead of the yellow version like he should.
20552May 31 2016ActorsUnofficial Fallout 4 PatchEmma's body in Super Duper Mart does not existWindows PCNewh0seLowMedium Task Description

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

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

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

Game version: 1.5.157 pure vanilla.

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

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

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.

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.

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.

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.

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

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

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/

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).

20528May 27 2016PapyrusUnofficial Fallout 4 PatchFusionGeneratorSCRIPT - the animation graph (Autoplay) ...Windows PCFix PendingArthmoorLowMedium Task Description

[05/27/2016 - 01:06:32AM] error: (001C92EB): the animation graph (Autoplay) cannot currently process event “AutoFadeOut”.

stack:

  [ (001C92EB)].FusionGeneratorSCRIPT.PlayAnimation() - "&lt;native&gt;" Line ?
  [ (001C92EB)].FusionGeneratorSCRIPT.OnLoad() - "C:/Users/Samson/AppData/Local/Temp/PapyrusTemp/FusionGeneratorSCRIPT.psc" Line 30

[05/27/2016 - 01:06:32AM] error: (001C92EB): the animation graph (Autoplay) cannot currently process event “autoFade”.

stack:

  [ (001C92EB)].FusionGeneratorSCRIPT.PlayAnimation() - "&lt;native&gt;" Line ?
  [ (001C92EB)].FusionGeneratorSCRIPT.OnLoad() - "C:/Users/Samson/AppData/Local/Temp/PapyrusTemp/FusionGeneratorSCRIPT.psc" Line 42

Both of these cases happen when fast traveling to a cell with a generator in place, but likely also if you just walk up on it outside.

EDIT: Reopened this ticket because this issue was not fixed.

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.

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.

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

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

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.

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.

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

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

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.


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

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

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.

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

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

Version: 1.5.205.0

DLC: Far Harbor

Quest: DLC03MQ04

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

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

Fallout4.esm=1

DLCRobot.esm=1

DLCworkshop01.esm=1

DLCCoast.esm=1

ArmorKeywords.esm=1

Loads.esm=1

CROSS_CosmeticFramework.esm=1

Damage Threshold.esm=1

SettlementKeywords.esm=1

Robot Home Defence.esm=1

Unofficial Fallout 4 Patch.esp=1

LooksMenu.esp=1

WET.esp=1

WET Clearer.esp=1

DDP_Elevators_mark1.esp=1

Armorsmith Extended.esp=1

Build_all_Beds.esp=1

Extra_Tracks_Classic.esp=1

Extra_Tracks_Diamond.esp=1

Extra_Tracks_Freedom.esp=1

OWR_CraftableDecor.esp=1

OWR_CraftableDecor_SKPatch.esp=1

Extended weapon mods.esp=1

WAYN_CompanionTracking.esp=1

ASCOPreston01.esp=1

ASCOCurie04.esp=1

ASCOMacCready01.esp=1

dD-Action Ragdoll Force.esp=1

Robot Home Defence - Settlement Keywords.esp=1

ASCOCait01.esp=1

ASCODanse03.esp=1

ASCOPiper01.esp=1

NoNegativeAffinity.esp=1

NoAffinityCooldown.esp=1

LegendaryModification.esp=1

LegendaryModification2LM.esp=1

LegendaryModification2LMAKPatch.esp=1

LegendaryModificationCSA.esp=1

LegendaryCloth.esp=1

dD-Enhanced Blood.esp=1

BetterSettlers.esp=1

BetterSettlersNoLollygagging.esp=1

Companion Infinite Ammo.esp=1

CraftableAmmo.esp=1

CraftableAmmo_plus.esp=1

10% Fusion Core Drain.esp=1

TrueStormsFO4.esp=1

TrueStormsFO4-ClimateSettings.esp=1

TrueStormsFO4-NoConstantRads.esp=1

BusySettlers.esp=1

SettlersRename.esp=1

VisibleWeapons.esp=1

Friffy_Holstered Weapons.esp=1

OutfitSwitcher.esp=1

SlowTime.esp=1

Dogmeat behavior reflagged.esp=1

CBBE.esp=1

NanoSuit.esp=1

Glowsight Overhaul 1.1.esp=1

ScrapDeadThings.esp=1

LongerPowerLines3x.esp=1

Perk Magazine Material Fix.esp=1

DX Commonwealth Shorts.esp=1

DX Vault Girl Shorts.esp=1

AnS Wearable Backpacks and Pouches.esp=1

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

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

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

AnS Wearable Backpacks and Pouches - AWKCR.esp=1

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

ValdacilsItemSorting-00-ValsPicks-DLCVersion.esp=1

ValdacilsItemSorting-AidWeightless.esp=1

chem redux.esp=1

The Eyes Of Beauty.esp=1

DeadBodyCollision.esp=1

Craftable Cats.esp=1

Glowing Animals Emit Light.esp=1

Move (Get Out the Way).esp=1

SkjAlert_DLC01+.esp=1

DX Courser X-92 Power Suit.esp=1

zWInsanity.esp=1

zWGirlClothSimply.esp=1

DeployableTurretsPack.esp=1

DTP - AWKCR Compatibility.esp=1

WorkshopTurretsPack.esp=1

BrahminFeederFull.esp=1

Edit_Hancock.esp=1

BetterModDescriptions.esp=1

Weapons of Fate.esp=1

LegendaryModificationGroknak.esp=1

LegendaryModificationMisc.esp=1

BetterModDescriptionsEWM.esp=1

BetterModDescriptionsLM2LMEasy.esp=1

BetterModDescriptionsLMCSAEasy.esp=1

BetterModDescriptionsLMGroknakEasy.esp=1

BetterModDescriptionsLMMiscEasy.esp=1

Loads of Ammo - Leveled Lists.esp=1

Glock20.esp=1

BattleRifle.esp=1

SkibsWeaponsMerged-AWKCR+LOADS.esp=1

m82a.esp=1

mysteriousmagnum.esp=1

Regent.esp=1

Vault98.esp=1

survivor_vault.esp=1

Eli_Faction Housing Overhaul - V81.esp=1

BTInteriors_Project.esp=1

SubmarineHome.esp=1

OverpassTrailer.esp=1

SuperMutantOverhaul.esp=1

CroupSettlerRescue.esp=1

WM Chinese Assault Rifle - Standalone.esp=1

SSEX.esp=1

Crossbow.esp=1

Mac11.esp=1

MAC11_BMD_Main.esp=1

Rhino.esp=1

AK2047.esp=1

DesertEagle50AE.esp=1

DiamondCityMoreSecurity.esp=1

OWR.esp=1

OWR_CraftableRadios.esp=1

OWR_LouderStations3.esp=1

Awesomator.esp=1

Wabbajack.esp=1

P99.esp=1

AutomatronCountyCrossingFix.esp=1

DesertEagleSilencer.esp=1

M2216.esp=1

M9.esp=1

G3.esp=1

USP 45.esp=1

GaussRifleMk2.esp=1

GaussRifleMk2 - AWKCR.esp=1

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

JaguarLMG.esp=1

RaiderOverhaul.esp=1

Scavvers of the Commonwealth.esp=1

WestTekTacticalOptics.esp=1

WestTekTacticalOptics-AWKCR.esp=1

LagrieHelmet.esp=1

WeaponsOnBack Addon.esp=1

NanoSuit_AWKCR_AE.esp=1

Combat_Helmet_Illumination 1.2.esp=1

Armorsmith Combat Helmet Illumination 1.2.esp=1

BetterModDescriptionsAE.esp=1

RangerSequoiaCraft.esp=1

NukaRadBans.esp=1

DX Adventurer Outfit.esp=1

Raider Overhaul - AE Patch.esp=1

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

DX Chem I Care Outfit.esp=1

el_precursorsuit.esp=1

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

Armorsmith Elianora.esp=1

HairVariations_Elegant.esp=1

HairVariations_FairyTails.esp=1

HairVariations_Sophisticate.esp=1

HairVariations_YoungAtHeart.esp=1

More Where That Came From Diamond City.esp=1

More Where That Came From - Classic.esp=1

Elvani’s Track Pack - FIX.esp=1

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

ValdacilsItemSorting-AmmoWeightless.esp=1

ValdacilsItemSorting-JunkWeightless.esp=1

ValdacilsItemSorting-ArmorBySlot.esp=1

ValdacilsItemSorting-MiscWeightless.esp=1

ValdacilsItemSorting-CosmeticsByType.esp=1

ValdacilsItemSorting-Mods.esp=1

ValdacilsItemSorting-DLCAutomatron-Weightless.esp=1

ValdacilsItemSorting-NotJunkJustMoney.esp=1

ValdacilsItemSorting-DLCFarHarbor-Weightless.esp=1

ValdacilsItemSorting-Perks.esp=1

VIS-PatchChemReduxWeightless.esp=1

AWKCRPatch-UFO4P.esp=1

Crafting Workbench.esp=1

Crafting Workbenches - Automatron DLC.esp=1

Crafting Workbenches - Faction and Quest Requirements.esp=1

Crafting Workbenches - Junk Items.esp=1

Crafting Workbenches - Pre War and Manufactured.esp=1

QuickEnterFromStand.esp=1

QuickExitToStand.esp=1

ImmersiveVendors.esp=1

slootyVaultSuit.esp=1

Under1wear.esp=1

Eli_NukaStuff.esp=1

EnclaveX02.esp=1

CROSS_Jetpack.esp=1

CROSS_Cybernetics.esp=1

CROSS_Cybernetics_NoRobotFootStepSounds.esp=1

CROSS_Uni_Headset.esp=1

CROSS_BallisticMask.esp=1

CROSS_Uni_Headset_LeveledLists.esp=1

FO4Hotkeys.esp=1

FallComplete.esp=1

Tougher Vertibirds.esp=1

DV-No Levelled Vertibirds.esp=1

DV-Vertibird Explosive Minigun.esp=1

DV-Very Durable Vertibirds.esp=1

ApalLeotard.esp=1

rfortaleza2.esp=1

rfortaleza2_AE.esp=1

LowHealthScreenMod.esp=1

SuitDreams(3.Average).esp=1

SuitDreams(5.Very Heavy).esp=1

SuitDreams(4.Heavy).esp=1

SuitDreams(1.Very Light).esp=1

SuitDreams(2. Light).esp=1

Statuary.esp=1

CriticalHitsOutsideofVATS.esp=1

Shishkebab3xDMG.esp=1

ASKatana.esp=1

ASKatanaLL.esp=1

SyringerAmmoSimplerIngredients.esp=1

Mjolnir Mark VI.esp=1

PersonalRadio.esp=1

th1nkEyebot.esp=1

NexusMenu.esp=1

BTInteriors_Project_Sorting.esp=1

A Bobbleheads Adventure.esp=1

Vault Meat Paintings.esp=1

TD_DLC01Workshop_Addons.esp=1

AkaInvisibleFurniture.esp=1

AkaWaterWorld.esp=1

MegaExplosions_x2.esp=1

Minutemenoverhaul.esp=1

SkjAlert_RS+.esp=1

ValdacilsItemSorting-ExplosivesSortBottom.esp=1

MagPatch.esp=1

CompVictoria.esp=1

RansackedRelay.esp=1

SatelliteWorldMap.esp=1

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

OSM_ElementalMissileLauncher.esp=1

Survivalist.esp=1

The Rebel.esp=1

Evermarch Submariner Uniforms.esp=1

Evermarch Sub Uniforms AE Patch.esp=1

mso_sms.esp=1

BetterModDescriptionsCOTC.esp=1

BetterModDescriptionsM2216.esp=1

3dscopes-framework.esp=1

TakeCover.esp=1

DD_Khassar_De_Templari_Increased_build.esp=1

Locksmith.esp=1

AlternateSettlements.esp=1

RainofBrassPetals.esp=1

zDarthVader.esp=1

WLightSaber.esp=1

SpotlightFix-200-Shadow.esp=1

Fishers.esp=1

WorkshopCategoriesFixer.esp=1

LooksMirror.esp=1

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/

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

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

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

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

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.

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

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.

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

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

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

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

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

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

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.

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

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

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

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

001875b4

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

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

Nearby reference: xx009a97

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

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

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

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.

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

0017ce9e

Appears red (stealing), ownership should be removed.

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.

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

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

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

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

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

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

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.

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.

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

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

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.

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.

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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.

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

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

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.

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

I came across the shown terminal and had Hacker 2.

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

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).

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

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

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

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

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

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

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

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

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.

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

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.

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


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.

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.

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

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

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.

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

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.

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

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

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

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

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

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.

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.

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

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.

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).

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

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

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.

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?

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.

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.

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

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

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

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

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.

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

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

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

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

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

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

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

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

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

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

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.

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

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

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

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