2. Yes, the required game version is mandatory. We often have to absorb official updates into our fixes so that everything continues to work properly. Because of this, we will NOT provide older versions of the patch for any reason. Update your game.
3. Removal of mods is not supported by Bethesda. DO NOT deactivate this patch even if you suspect it of causing some kind of problem. You WILL fubar your game and in doing so, you forfeit any support from us.
4. Do not unpack the BA2 assets. Doing so forfeits any support from us. Use the mod as distributed.
5. There is no such thing as a clean save. See #3. Do not follow advice from others claiming this to be true, because it is not, and never will be.
6. If you send me a PM asking about something that's been covered in the readme, sticky posts, or the description of the mod, I will summarily delete the message without a response. All of the information you need is readily available. Read it.
7. We do not support Fallout 4 VR on PC or console. Please do not ask. The data files for the game on VR are not identical to the standard PC version and thus we cannot guarantee compatibility and cannot provide support for anyone trying to use it on VR.
8. We also do not provide patch support for Creation Club DLC. This would require additional expense that few if any team members are willing to put out. Any bugs in this content should be reported directly to Bethesda so they can fix it at the source.
9. Do not post asking about why the DLC is required, simply accept that it is. No, we will NOT provide you a special non-DLC patch or combinations suited only to certain DLCs. We unified for a reason. Required mean REQUIRED. Any posts on this subject will be summarily deleted without a response, along with any replies from other users prior to us noticing them. This is not a democracy. You don't get a vote. Repeat offenders who don't take the hint will be blocked without notice.
Provided by BenRierimanu:
10. Object flicker is not usually the fault of the unofficial patch, please see if your precombine and or previs patch solution is in the correct spot for your load order. For PRP, there's a very big and obvious image on the mod description for what to do there and typically applies to any variant of it, if it doesn't fix the issue, bother me on the respective mod page.
Starting to get why other mod authors have a wall of stickies about stuff like this now, but:
This mod thread is not a general troubleshooting area. We are here to provide support for the use of UFO4P in your games, not to provide general support for every tangentially related thing in your games. We have been noticing lately that these types of posts coming here are leading people to the false conclusion that this patch is responsible for those problems and then they tell others elsewhere and all context is lost. This ends now.
From now on, any post not having something directly to do with the UFO4P itself is not permitted here. Go and use the general forums for your general troubleshooting. Nexus has plenty of people who frequent those areas, and so does Reddit. Please go and use those. There are also a number of mod support chat rooms on Discord you could use as well.
Posts violating this will be locked, removed, and the posters possibly blocked as well.
As was mentioned in other posts, the 2.1.1a update only adds Canary support to help with efforts to track down a potentially lethal engine bug (lethal to your saves that is).
You'll also need to install that in order for the support to be of any value. So please consider doing so. The more people who install this and play with it running, the sooner the cause can be found and presented to Bethesda for a proper fix.
Known issue for PS5 users, PS4 is fine: One of the DLC (Workshops / Wasteland Workshop) has a plugin master file that UFO4P and other plguins depend on that's not named correctly to the ones we expect on other platforms. BGS has to fix this one.
If you are getting messages in Vortex that the archives in UFO4P are not valid, please update to the new Vortex stable version. It has been updated to properly read the new archive headers.
You should be on 1.11.3 or greater for this error to go away.
I would like to point out again, for the umpteenmillionth time though, that this "error" is only an "error" to the mod manager. The game will not have any issues loading the archives. Ignore it if you don't want to update Vortex for whatever weird reason.
A verifiable test case for the stuttering issue has been created by Glitchfinder. As predicted, it wasn't due to anything WE did, but rather something Bethesda themselves needs to fix. I have the files myself and will link them somewhere in the morning for anyone who wants to verify this themselves.
The tl;dr of it though is this: ANY mod which makes an edit of ANY kind to an NPC WILL contribute to the issue. It makes absolutely no difference what kind of edit it is, but the issue was introduced with the NG Update. Not by anything we did to the patch.
EDIT: Here are the files to replicate the test: https://www.afkmods.com/StutterTest.7z
Use a save in Sanctuary Hills next to the workshop. Install the no overrides version first. Run from there to downtown Concord. You should encounter an FPS hit, but no major hitching or stuttering and by the time you get there all the NPC should have been spawned.
Exit the game and switch to the file with the overrides. Reload the Sanctuary Hills save. Run to downtown Concord again. You should notice the difference immediately once you've reached where the 2 bloodbugs usually spawn by the car, and it will become increasingly worse as you continue. Assuming your game doesn't crash, you should eventually be able to reach the spawning area and still see raiders dropping in from above. The stuttering should be VERY obvious.
thanks for the hard work you and your team put and continue to put into this mod arthmoor dont let misinformed people get to you and yours these people are just stupid and directing their anger torwards the wrong people bethesda is the only one to blame here their incompetence has no limits i had to quit skyrim recently because they killed my modlist with a useless update to their ingame store that shouldnt exist and i couldnt get half of the mods working because some modders quit
@ninalyn Did you miss the "If" there? No the author is not holding us at gunpoint to make us update our game, but they are FORCING us to update IF we want any mods that rely on this one to work.
Yeah, that's what happens when the Developers update the game...... literally happens to every SINGLE game out there that has mods for it. It takes time for mods to get updated, and sometime people stop updating mods because they don't have time, or don't play anymore.... it's kind of like your phone not getting updates anymore... eventually things move on..... not saying you have to like it, but it's Bethesda, this isn't the hill you should die on...
While I don't necessarily agree with Arthmoor on not keeping older version of this mod available, I can completely understand why he doesn't. How many people do you think over the years wanted the team to maintain up to five different version just so they (the person requesting it) didn't have to buy the rest of the DLCs when they came out. I know I wouldn't want to do that.
That's exactly why we didn't go that route. Plus it was a nightmare for update maintenance on Skyrim LE when we still had the non-unified UPP files. Too much work for too little gain. More than 95% of the userbase had all the DLCs anyway at the time.
I don't know what they're even talking about with some of the required mods, like Halloween Workshop. They say "all 15 mods required" But the official store says only 9 available
Truth be told, there are things that Bethesda can and should concentrate on, and that is engine level code that we have no way of fixing. Would it be nice if they fixed bugs like this mod does? Sure, but I'm not expecting them to since all versions of the game do have access to mods.
We finally have confirmation that GOG won't get the creation club content that comes with the Next-Gen update. Will the unofficial patch continue to support the GOG version once the update is released?
I'd not consider that confirmation just yet. Whoever that person is doesn't seem to understand that the new DLCs are base game and don't require CC access in any way with the NG Update.
That said, should GOG choose to go forward with a release that doesn't match what's provided on Steam, we will NOT be providing support for that.
It says that the patch requires the '15 official DLCs', but there are only 6 DLC, the others seem to be random creation club mods. Is there something I'm missing here or do I really need to buy a bunch of random paid mods. I checked the FAQ and stickies and all I found was a statement that you will not support patches for Creations
The 'rusty face fix' mod doesn't currently work for npcs, but I was wondering if the faulty face textures on Tina De Luca and Dr Penske specifically in vault 81 can be solved in UF4P by changing their face gen or some kind of character metadata to exclude them from characters who can have that face texture or tintmask or dirt mask or whatever it is applied to them? I know this probably would have been tried quite a while ago but I just thought I'd ask just in case.
Given that in vanilla there is nothing wrong with Tina's face I'd have to say that using anything claiming to fix that issue in particular is probably unnecessary. The only time you should ever even be considering providing facegen data is when an NPC has had face specific edits done, like the 3 that are now covered by the 2.1.6d update.
There's some indication though that it isn't even helpful to do that. It's already been confirmed that generating loose files for facegen will be completely ignored by the game whenever an NPC has an edit [of any kind applied to it. Not just a facial edit. Jury is still out at the moment on whether this also applies to facegen stored inside a BA2 file.
This Mod specifies that it is for v1.10.980 or greater but the Series S/X version number is 1.10.765. They are equivalent but someone may think that is not usable if they play on Xbox Series S/X. The Xbox One version however is the same as the PC and PS4 which of course meets this mods suggested version number.
Yeah, Bethesda and their weird versions. It's somewhat disconcerting that there's a difference that wide, but at least they provided it this time. Usually they don't.
I havent updated yet but Ive been using 2.1.5 since release and JUST noticed that it says its for the GOG version. Was there a 2.1.5 steam version and will the current 2.1.5 GOG version work with the Steam version? I'm asking cuz im having AI issues with only PANPC and PACE installed that modifies AI and trying to Diagnose the issue. Seated and Laying down enemies are stuck in place. They aggro but cant move. This was happening before I had PANPC and PACE installed so I know its not them
9628 comments
1. This was created with the official CK.
2. Yes, the required game version is mandatory. We often have to absorb official updates into our fixes so that everything continues to work properly. Because of this, we will NOT provide older versions of the patch for any reason. Update your game.
3. Removal of mods is not supported by Bethesda. DO NOT deactivate this patch even if you suspect it of causing some kind of problem. You WILL fubar your game and in doing so, you forfeit any support from us.
4. Do not unpack the BA2 assets. Doing so forfeits any support from us. Use the mod as distributed.
5. There is no such thing as a clean save. See #3. Do not follow advice from others claiming this to be true, because it is not, and never will be.
6. If you send me a PM asking about something that's been covered in the readme, sticky posts, or the description of the mod, I will summarily delete the message without a response. All of the information you need is readily available. Read it.
7. We do not support Fallout 4 VR on PC or console. Please do not ask. The data files for the game on VR are not identical to the standard PC version and thus we cannot guarantee compatibility and cannot provide support for anyone trying to use it on VR.
8. We also do not provide patch support for Creation Club DLC. This would require additional expense that few if any team members are willing to put out. Any bugs in this content should be reported directly to Bethesda so they can fix it at the source.
9. Do not post asking about why the DLC is required, simply accept that it is. No, we will NOT provide you a special non-DLC patch or combinations suited only to certain DLCs. We unified for a reason. Required mean REQUIRED. Any posts on this subject will be summarily deleted without a response, along with any replies from other users prior to us noticing them. This is not a democracy. You don't get a vote. Repeat offenders who don't take the hint will be blocked without notice.
Provided by BenRierimanu:
10. Object flicker is not usually the fault of the unofficial patch, please see if your precombine and or previs patch solution is in the correct spot for your load order. For PRP, there's a very big and obvious image on the mod description for what to do there and typically applies to any variant of it, if it doesn't fix the issue, bother me on the respective mod page.
This mod thread is not a general troubleshooting area. We are here to provide support for the use of UFO4P in your games, not to provide general support for every tangentially related thing in your games. We have been noticing lately that these types of posts coming here are leading people to the false conclusion that this patch is responsible for those problems and then they tell others elsewhere and all context is lost. This ends now.
From now on, any post not having something directly to do with the UFO4P itself is not permitted here. Go and use the general forums for your general troubleshooting. Nexus has plenty of people who frequent those areas, and so does Reddit. Please go and use those. There are also a number of mod support chat rooms on Discord you could use as well.
Posts violating this will be locked, removed, and the posters possibly blocked as well.
For details on what exactly that means, see Kinggath's mod: https://www.nexusmods.com/fallout4/mods/44949
You'll also need to install that in order for the support to be of any value. So please consider doing so. The more people who install this and play with it running, the sooner the cause can be found and presented to Bethesda for a proper fix.
One of the DLC (Workshops / Wasteland Workshop) has a plugin master file that UFO4P and other plguins depend on that's not named correctly to the ones we expect on other platforms. BGS has to fix this one.
You should be on 1.11.3 or greater for this error to go away.
I would like to point out again, for the umpteenmillionth time though, that this "error" is only an "error" to the mod manager. The game will not have any issues loading the archives. Ignore it if you don't want to update Vortex for whatever weird reason.
The tl;dr of it though is this: ANY mod which makes an edit of ANY kind to an NPC WILL contribute to the issue. It makes absolutely no difference what kind of edit it is, but the issue was introduced with the NG Update. Not by anything we did to the patch.
EDIT: Here are the files to replicate the test: https://www.afkmods.com/StutterTest.7z
Use a save in Sanctuary Hills next to the workshop. Install the no overrides version first. Run from there to downtown Concord. You should encounter an FPS hit, but no major hitching or stuttering and by the time you get there all the NPC should have been spawned.
Exit the game and switch to the file with the overrides. Reload the Sanctuary Hills save. Run to downtown Concord again. You should notice the difference immediately once you've reached where the 2 bloodbugs usually spawn by the car, and it will become increasingly worse as you continue. Assuming your game doesn't crash, you should eventually be able to reach the spawning area and still see raiders dropping in from above. The stuttering should be VERY obvious.
dont let misinformed people get to you and yours these people are just stupid and directing their anger torwards the wrong people
bethesda is the only one to blame here their incompetence has no limits
i had to quit skyrim recently because they killed my modlist with a useless update to their ingame store that shouldnt exist and i couldnt get half of the mods working because some modders quit
but i have a problem with the new version i keep getting a missing masters message on vortex and dont know witch mods i need could someone help me?
it says it needs: ccFSVFO4007-Halloween.esl
ccOTMFO4001-Remnants.esl
ccSBJFO4003-Grenade.esl
thank you
Did you miss the "If" there? No the author is not holding us at gunpoint to make us update our game, but they are FORCING us to update IF we want any mods that rely on this one to work.
That said, should GOG choose to go forward with a release that doesn't match what's provided on Steam, we will NOT be providing support for that.
You don't have to buy anything since the 9 new ones are free with the NG Update.
I know this probably would have been tried quite a while ago but I just thought I'd ask just in case.
There's some indication though that it isn't even helpful to do that. It's already been confirmed that generating loose files for facegen will be completely ignored by the game whenever an NPC has an edit [of any kind applied to it. Not just a facial edit. Jury is still out at the moment on whether this also applies to facegen stored inside a BA2 file.
They are equivalent but someone may think that is not usable if they play on Xbox Series S/X.
The Xbox One version however is the same as the PC and PS4 which of course meets this mods suggested version number.