Fallout 4
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ChaosWarrior

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Klaufman

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About this mod

Worst BugFix ever made by me. Fixes instant respawn of some places.

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IMPORTANT STUFF HERE
it apperas there is a better fix for this bug, you may find it there:
https://www.nexusmods.com/fallout4/mods/47359

Version 1.4 1.5 is out, see below

Hello comrades! This one is special.


Important thing: if upgrading from previous version it requires new game, otherwise v1.4/1.5
wont work


It is about bug when there is some location, most likely without interior cells, and when you take items from it, then sprint away for like 1-2 minutes and back and it all the stuff is there to take again and again and again. Well, that was enraging me from the day of release, I filled many bugreports and it wasnt patched even now. Also english is not my native languge so bear with it.


Some people say it is not a bug so first I will quickly prove that they are wrong:
1) it does not happen with all respawning locations - it only happens to exteriors
2) it does not happen to just any respawning exterior cells, just some of them (aren't you wonder which and why?)
3) there is structure in game called location. Encouner zone is an object in game which have few parameters like location, enemy
level, and flags (in this case most importantly "never resets" flag). Location is an object like list of cells or kind of if put simple. And what cells are you alredy know. So here is everything: it happens only to Cells whose location's encounter zone allows reset, the cell must be exterior... and it only happens if you never entered interior cell(does not matter
what cell, from what location or encounter zone, it just must be
interior for some reason) while standing inside of any of that
location's cell. Or there was no loading screen.
4) if you'll wait for cell's normal respawn you will need to enter interior again to stop bugged instant respawn.
So it is clearly a bug, moving next.

PS be aware however that "Commonwealth" is also a location(I talk about
cells which dont belong to other locations), not unlike Thiket
Excavations or any other. It just have many entrances to interior cells.

That probably have some connection with that in skyrim you cant reset
exterior cells with script function Cell.reset() because of engine's limitations. You could
howewer reset actors and any references you need inside this cell, but
not entire cell. It seems that Bethesda tried to bypass this in FO4 and
kind of failed and never tested it out. Exterior respawning
locations behave like you never was there if there was no loading screen
(like when you just walk there) and they are always "fresh", that however not affect NPCs for some reason, probably because they can do something on their own and game processes them another way.


New in 1.5

-knives were renamed for better convinience
-cfg knife now cycle through settings while sneaking and cycles options for selected setting while not sneaking
-integers are now converted to hex to use less space on screen
-options now include:
 toggle delayed/instant modes for manual fix
toggle automatic/manual fix
toggle exception for "during combat" for mentioned above auto fix
toggle on/off
-fixed some small things and overall code quality, as this mod was my first scripting experience back then


new in 1.4
-Now has sound signalizing entering not_yet_fixed location (like equipping machete)
-most of the code moved to Quest Script for united data storage(so "detector"
have access to list of locations created by "teleporter")


new in 1.3
-It now teleports [you, the player, into exactly same place you are already standing] few times faster!
-Remembers 100 locations and how many game days ago each one were fixed.
-Uses more eficient code.
-I discovered that any loading
screen while in bugged exterior cell solves problem... and found out that "player.moveto player" causes loading screen. That leads colser to the final fix, as to understanding the issue - it seems that when you get into exterior cell of respawning location by walking - game does not register that you have been there. I really hope that someone will fix it using FO4SE before I will be able to do it myself.
-The last but the most sweet - it does not trigger random encounters and other "onload" events anymore.
-May be there will be even more advanced version very soon.






WARNING! Now serious things! This mod not just fixes it right away, It needs to be used manually in problem location, but luckly you dont need to do it all the time.




How to get:
As for version 1.41 just copy contents to your Data folder and enable .esp in Nexus Mod Manager. You will get items once you load game (those will be lost while you are in cryo pod, but will still be with you if you use alternative start) and a second time on condition you already got PipBoy in MQ102 (during Out of Time quest). Or you can add it with console as described below.

(on survival mode console can be enabled with mod or by changing this GMST by yourself)


player.additem 0a00101b
player.additem 0a00101c


Also you can create a text file with this two lines and in console type:bat *filename*
Where instead of *0a* is load order's number of this mod (you can see it in Nexus Mod Manager)


It adds two items - two knives with attached scripts.
How to use:
The Detector knife is toggle operated and is signalizing you when you cross from one location to another. If new location is fresh you will also hear "euipping machete sound".
The Teleporter knife will cause short loadscreen for a second or two(equivalent of typing in console "player.moveto player"). Do it as you enter new location(not cell, location is bigger and usually consists of 3-9 cells) and it will not respawn items/doors/terminals/containers/etc until it is time to respawn normally. After normal respawn (with enemies etc) location is bugged again and should be treated again.


You can cancel countdown after you used it if you want by equipping them
again. On equipping they toggle. On unequipping nothig happens.


Some tips:
1) Using this in one cell of big location will fix all cells of this location(if it have many).
2) Fix(for one given location) will last from moment of using(Teleporter, in given location) and until respawn(of given location),it does NOT matter how and how much you save/load your game.
3) As far as I tested there is no limit on number of locations fixed
4) you can know you crossed from location to location by messages or sound from "detector".
5) if you already fixed location and used teleporter again, it will not teleport you again right away (if it remembers) instead it will ask you to confirm it by re-equiping teleporter within 3 seconds if thats what you intend to do.




Old stuff just in case:
What is new in version 1.2:
Same as 1.1, but you now get items without using console. There is added quest which starts after you load game and every 5 seconds checks if you are past the point where you get PipBoy in Vault 111. Once check returns true - you get items and quest stops itself.

What is new in version 1.1:
Mostly cosmetic changes.
1) decreased time between locations checks (3 secs instead of 5)
2) displaying IDs of last 6 locations visited before current.... in integer.. yeah it is mindblowing to see, but there was no way to get their names by script, not without script extender. Commonwealth is displayed as Commonwealth because it is special case, but actually it is still "11504".
3) teleporter now remembers last 8 locations you used it in, you still can use it again anywhere you want any number of times but it will ask you to confirm it if you already did it. (re-equip within 3 seconds to confirm if asked)
4) contains script sources
5) optimised scripts (not that old ones could cause problems, they just was my first scripts in papyrus and I used properties instead of variables first time)
6) because of 5) it is working different than it should on saves made already with version 1.0. It still works but I did not test it on non-clean saves extensively.