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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
22175March 20 2017QuestsUnofficial Fallout 4 PatchBoSM01: SF_BoSM01_Brandis_110_000B33CA - property canno...AllInvestigatingSclerocephalusLowMedium Task Description

[03/20/2017 - 02:26:32PM] error: Property BoSM01_DanseStage150CMP_Exit on script Fragments:Scenes:SF_BoSM01_Brandis_110_000B33CA attached to (000B33CA) cannot be bound because (000BA3D9) is not the right type

The owning quest is BoSM01.

22153March 17 2017QuestsUnofficial Fallout 4 PatchDLC03WorkshopRadiantOwned03 - unknown quest objectiveAllConfirmedSclerocephalusLowMedium Task Description

[03/17/2017 - 03:50:19PM] error: DLC03WorkshopRadiantOwned03 (03039953): unknown quest objective 20.
stack:

[DLC03WorkshopRadiantOwned03 (03039953)].DLC03:Fragments:Quests:QF_DLC03WorkshopRadiantOwned_01039953.SetObjectiveCompleted() - "<native>" Line ?
[DLC03WorkshopRadiantOwned03 (03039953)].DLC03:Fragments:Quests:QF_DLC03WorkshopRadiantOwned_01039953.Fragment_Stage_0150_Item_00() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\Fragments\Quests\QF_DLC03WorkshopRadiantOwned_01039953.psc" Line 138
22138March 13 2017QuestsUnofficial Skyrim Legendary Edition PatchTalen-Jei's conflicting dialogueAllConfirmedDwarfmpLowVery Low Task Description

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

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

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

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

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

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

22128March 13 2017QuestsUnofficial Fallout 4 PatchDLC03MQ02 - array index out of range errorsAllNewSclerocephalusLowMedium Task Description

[03/12/2017 - 12:40:21PM] error: Array index 14 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11

[03/12/2017 - 12:40:22PM] error: Array index 15 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11

[03/12/2017 - 12:40:47PM] error: Array index 16 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11

[03/12/2017 - 12:41:17PM] error: Array index 17 is out of range (0-0)
stack:

[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.TryToSetStage() - "C:\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\DefaultCollectionAlias.psc" Line 58
[alias Trappers on quest DLC03MQ02 (03001B40)].DefaultCollectionAliasOnDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCollectionAliasOnDeath.psc" Line 11
22122March 12 2017ActorsUnofficial Fallout 4 PatchAda is missing a mandatory property on her CompanionAct...AllInvestigatingSclerocephalusLowMedium Task Description

[03/11/2017 - 01:59:43PM] error: Cannot call GetValue() on a None object, aborting function call
stack:

[ (0100FF12)].companionactorscript.OnInit() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 339

[03/11/2017 - 01:59:43PM] warning: Assigning None to a non-object variable named “::temp17” stack:

[ (0100FF12)].companionactorscript.OnInit() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\companionactorscript.psc" Line 339

What’s missing is the global that defines a follower’s starting affinity. Maybe this was omitted on purpose because she’s not a human follower, but even then it would have been better to fill that property with a bogus global - because the script is constantly processing that global and will continue to throw errors!

UPDATE:
It turns out that there are pretty much all companion-specific properties missing on Ada’s script, and that the globals etc. that should be filled in these properties do not exist!
The base game defines a set of globals for each companion, but in the Automatorn DLC, a matching set for Ada is nowhere to be found.

22121March 11 2017QuestsUnofficial Fallout 4 PatchCOMCaitQuest "Benign Intervention" can't start if Cait ...AllConfirmedMadCat221LowMedium Task Description

Should Cait be reserved as an alias in another quest, her companion quest revolving around her cure cannot start because her alias there does not have an allowance for reserved aliases elsewhere. Being a companion, a huge number of official content quests are reported as aliasing her and any one of them could be the culprit. For expediency, Cait’s alias in COMCaitQuest should just be set to allow reserved.

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

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

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

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

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

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

Settlers won’t move past the red line.

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

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

Thanks in advance.

22098March 04 2017MeshesUnofficial Fallout 4 PatchMissing Vault 88 Door Switches + FixWindows PCNewXunAmaroxLowVery Low Task Description

The doors included for Vault 88’s Vault-Tec Workshop DLC appear to be missing the switches to their doors, likely as an oversight by Bethesda. You can seea report from one user about this and another regarding the same oversight.

You can see this oversight here:
i.imgur.comf1wzlnv.jpg

I have also attached the image for your convenience.

The door panels have placeholders for the panels on the left side of the door on each side (e.g. opposite sides). This leads one to believe that Bethesda had originally intended to use Meshes\Interiors\Vault\Doors\VltDoorRes01B.nif from Fallout4 - Meshes.ba2 but instead for whatever reason ended up using Meshes\Interiors\Vault\Doors\VltDoorRes01.nif - I call it an unintentional oversight, or a bug.

The offending object in question is DLC06_workshop_co_VaultDoor [COBJ:010049FB] which creates DLC06workshop_VaultDoor01 “Door” [DOOR:010049FA] and uses DLC06\Interiors\Vault\Workshop\VltWorkshopDOOR01.nif for its model (basically a copy/paste of VltDoorRes01.nif included in DLCworkshop03 - Main.ba2).

The solution is a simple matter of copy/pasting and renaming. The process follows...

1. Extract Meshes\Interiors\Vault\Doors\VltDoorRes01B.nif from Fallout4 - Meshes.ba2
2. Rename VltDoorRes01B.nif to VltWorkshopDOOR01.nif
3. Relocate the new nif file to Data\Meshes\DLC06\Interiors\Vault\Workshop\VltWorkshopDOOR01.nif

Fixed. Tested in-game, now works as intended.

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

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

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

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

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

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

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

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

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

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

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

22058February 21 2017ItemsUnofficial Fallout 4 PatchDistress Pulser permanently emits distress signal if dr...Windows PCNewLowVery Low Task Description

If you obtain a distress pulser and then drop it and scrap it for materials at a settlement, it will permanently emit a distress signal.

(i have this bug at the moment in Sanctuary)

The bug is also mentioned in the link below.

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

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

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

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

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

Thank you so much for any help-

22039February 17 2017MagicUnofficial Skyrim Legendary Edition PatchCure Poison doesn't work on Afflicted poison sprayAllConfirmedOpt OutLowVery Low Task Description

Potions of Cure Poison do not work on the Poison Spray effect that Afflicted can inflict on the player. The player continues to take full damage for the full duration even after consuming a Cure Poison potion.

22024February 09 2017ActorsUnofficial Fallout 4 PatchKesslerAllNewLowVery Low Task Description

Kessler is the lady in charge at Bunker Hill. She is the only NPC that can give you control of the settlement and that can only happen after the Battle of Bunker Hill. However she can die in the Battle making gaining Bunker Hill as a settlement impossible to achieve. It is possible to bring her back to life if on PC (Resurrect 1) if you can find her body. But this work round will not work for console users. The bug is mentioned in the wiki.
Any chance she could be made essential until after the Battle of Bunker Hill?

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

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

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

https://youtu.be/HnaGTw48YYU

21996January 31 2017ItemsUnofficial Fallout 4 PatchHandmade Rifle Long covered welded barrel flash glitchAllNewYYCLowVery Low Task Description

Long covered welded barrel, which gives handmade rifle the shape of an ordinary AK-47, has an issue.

Flash appears in middle of the gun. Bullet is also fired from middle of the gun, not the end of the barrel. Both in 1st person view and 3rd person view.

I have checked every other modifications, and flash appears at the end of the barrel when using other barrels.

Therefore, I pointed out that Long covered welded barrel is the problem.

21989January 29 2017QuestsUnofficial Fallout 4 PatchCan't buy dogsAllNewLowVery Low Task Description

I have all the DLC’s but its happening in the ‘Wealth so no idea where the bug comes from. I can’t buy a dog from Gene in the ‘wealth or from Erickson on Far Harbor. Just get the You don’t have anywhere to keep him and the convo exits...even though I have several such places that will accept a dog, kennels all ready etc I don’t get a list show up. I suspect its something to do with the dog cages but no real clue.

21981January 28 2017ActorsUnofficial Fallout 4 PatchChase stands in one point in Acadia "The Arrival" questWindows PCNewLowVery Low Task Description

Same as Bug #21256 - Paladin Brandis stands in one spot aboard the Prydwen because his post-quest NPC has no sandbox package

Chase stands in one spot in the first room downstairs at Acadia after completing “The Arrival” quest

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

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

21973January 27 2017ItemsUnofficial Fallout 4 PatchMinigun mod - Standard BrakeAllNewsupercentoLowVery Low Task Description

Minigun standard brake module no exists. Not appear in “MODULES” Pip-boy.

21969January 26 2017NPCsCutting Room FloorNo actors flagged as rich for radiant quest rewardsAllInvestigatingRobert MorleyVery LowVery Low Task Description

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

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

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

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

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

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

21951January 23 2017QuestsUnofficial Skyrim Legendary Edition PatchBounty: Dragon bugged in some casesAllConfirmedRobert MorleyMediumVery Low Task Description

During the quest Bounty: Dragon (BQ04), it appears that the dragon will not be correctly spawn (respawn?) at Mount Anthor. There are a few reports of this on UESP's page.

It’s possible that this is not unique to Mount Anthor, but just having killed the target dragon previously. I believe I did that, but I’m not 100% sure. The other reports on the page don’t mention it either way.

Also, at least for Mount Anthor, it seems that it wants to path you through some bizarre location. For me and one other person, it thought that the target was inside Markarth (but still seemingly at the same map coordinates as Mount Anthor); for another person, it was inside the EEC. Trying the console command MOVETOQT BQ04 simply caused the game to crash.

It’s riddled with mods, but I’ve attached a saved game, in case it’s useful.

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

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

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

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

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

21927January 21 2017QuestsUnofficial Fallout 4 PatchCleanup incomplete/bad after Battle of Bunker Hill - po...Windows PCNewLoneWandererMediumVery Low Task Description

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

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

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

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

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

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

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

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

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

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

21926January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Light Ported BarrelAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Long Light Ported Barrel” should name the pistol as “[Long Light Ported]” because already exists “Long Barrel” as “[Long]” and “Long Light Barrel”.

21925January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Ported BarrelAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Long Ported Barrel” should name the pistol as “[Long Ported]” because already exists “Ported Barrel” as “[Ported]”.

21924January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Long Light BarrelAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Long Light Barrel” should name the pistol as “[Long Light]” because already exists “Long Barrel” as “[Long]”.

21923January 21 2017TextUnofficial Fallout 4 Patch10mm pistol mod - Rapid Automatic ReceiverAllNewsupercentoLowVery Low Task Description

10mm pistol mod called “Rapid Automatic Receiver” should name the pistol as “Auto pistol” and not vanilla “Pistol”.

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

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

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

In the stage 005 fragment:

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

  Alias_Zeke.getActorReference().SwitchtoPowerArmor(none)

endif

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

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

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

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

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

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

[ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
[DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
[DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
[ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18
21908January 19 2017Placed ReferencesUnofficial Fallout 4 PatchDefaultEnableDisableTrigScript - Cannot call IsEnabled(...AllConfirmedSclerocephalusLowMedium Task Description

[01/16/2017 - 02:05:35AM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 40

[01/16/2017 - 02:05:35AM] warning: Assigning None to a non-object variable named “::temp1” stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 40

[01/16/2017 - 02:05:35AM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 43

[01/16/2017 - 02:05:35AM] warning: Assigning None to a non-object variable named “::temp13” stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 43

This trigger is missing a linked reference (the sole purpose of having this script attached is to enable or disable a linked reference; the script doesn’t do anything else).

21906January 19 2017Placed ReferencesUnofficial Fallout 4 PatchDefaultRefOnTriggerEnter - cannot call GetStageDone on ...AllConfirmedSclerocephalusLowMedium Task Description

[01/16/2017 - 02:09:21AM] error: Cannot call GetStageDone() on a None object, aborting function call
stack:

<unknown self>.defaultscriptfunctions.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultScriptFunctions.psc" Line 12
[ (001E63BD)].defaultrefontriggerenter.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRef.psc" Line 30
[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 28

[01/16/2017 - 02:09:21AM] warning: Assigning None to a non-object variable named “::temp0” stack:

<unknown self>.defaultscriptfunctions.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultScriptFunctions.psc" Line 12
[ (001E63BD)].defaultrefontriggerenter.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRef.psc" Line 30
[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 28

[01/16/2017 - 02:09:21AM] error: Cannot call GetStageDone() on a None object, aborting function call
stack:

[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 29

[01/16/2017 - 02:09:21AM] warning: Assigning None to a non-object variable named “::temp2” stack:

[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 29

Yes, this is now a placed references issue, because ...
... DefaultRefOnTriggerEnter extends DefaultRef, and when it tries to access the properties of DefaultRef (i.e. the parent script), papyrus complains that they are all none.

Does this sound familiar ?

So you now have to go through all affected references and set the properties locally.

It turned out that they must have been aware of that issue, and did set correct properties locally on most of these triggers.

This one is just a rare exception, as it has no properties set at all. The layer it’s in suggests that it should set a stage on DN084 (the mass fusion quest), but there is no way to tell which one.

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

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

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

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

[ (0303DC5A)].DLC03:ADV022HeadGearScript.PlayAnimationAndWait() - "<native>" Line ?
[ (0303DC5A)].DLC03:ADV022HeadGearScript.Extended.::remote_ObjectReference_OnTriggerLeave() - "<unknown file>" Line ?
21890January 16 2017PapyrusUnofficial Fallout 4 PatchDN015LaserEmmitterScript - Cannot call play() on a None...AllNewSclerocephalusLowVery Low Task Description

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8B3)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B3)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B3)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8B3)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B3)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B3)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8B0)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B0)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B0)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8B0)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8B0)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8B0)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] error: Cannot call play() on a None object, aborting function call
stack:

[ (0016D8AF)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8AF)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8AF)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

[07/12/2016 - 09:05:28PM] warning: Assigning None to a non-object variable named “::temp7” stack:

[ (0016D8AF)].DN015LaserEmmitterScript.Disarmed.OnBeginState() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 76
[ (0016D8AF)].DN015LaserEmmitterScript.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0016D8AF)].DN015LaserEmmitterScript.SetArmed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015LaserEmmitterScript.psc" Line 86
[ (00092107)].DN015Fabricator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015Fabricator.psc" Line 35

This is the OnBeginState event:

Event onBeginState(string previousState)
	isArmed = false
	PlayAnimation("Trip")
	ObjectReference ObjSelf = self as ObjectReference
	DisarmSound.Play(ObjSelf)
	setDestroyed()
	;Self.Disable()
endEvent

Interestingly, the animation plays. The error is always thrown when the sound should be played. Maybe it works with ‘DisarmSound.Play(self)’ (the cast should not be needed anyway).

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

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

21849January 08 2017ItemsUnofficial Fallout 4 PatchErroneous Bonuses on Power Armor PartsAllNewrux616LowVery Low Task Description

A couple different power armor upgrades have erroneous properties on their OMOD records that allow the armor to do more than it should.

OMOD:00180FD2, T-60 Arm Lining Model B, has an added bonus that allows for faster AP recharge, ENCH:0005826C → Remove Property
OMOD:0018100A, T-60 Leg Lining Model E, has an added bonus that may allow for cheaper sprint (I think it’s not active though, the magnitude on the associated ENCH record is 0), ENCH:0008EFB5 → Remove Property

21829January 04 2017QuestsUnofficial Skyrim Legendary Edition PatchOriella sings the wrong songWindows PCConfirmedAbdouLowVery Low Task Description

In Heljarchen Hall I ask Oriella to sing The Age of Aggression but instead she sings The Age of Oppression even though there is no option for that song I’m sided with the Imperials but The Pale is still a Stormcloak territory.

21812January 01 2017LocationsUnofficial Skyrim Legendary Edition PatchBelethor's Goods often remains closedAllConfirmedRobert MorleyLowVery Low Task Description

Even during business hours, Belethor’s Goods in Whiterun often remains locked. Sometimes, if you pick your way in, he’ll be standing at the correct spot but complains that you’re trespassing. Other times, he’s nowhere in sight, but if you move around the house or leave and re-enter, he’ll suddenly appear out of nowhere and the shop is unlocked as normal.

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

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

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

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

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

21761December 25 2016Settlements & WorkshopsUnofficial Fallout 4 PatchHome Plate Well Rested bugWindows PCNewAlexLowVery Low Task Description

On the Home Plate in Diamond City, no new bed does not give a bonus Well Rested. Only a bed, there is a default gives this bonus.

21752December 23 2016ActorsUnofficial Fallout 4 PatchOriginal Covenant settlers won't use new bedsWindows PCNewLowVery Low Task Description

In Covenant the original NPCS/settlers like Jacob, Penny and Talia etc, wont use any new bed you put down. They will walk around at night as if the bed doesnt exist.

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

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

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

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

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