Fallout 4
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Voidwalker

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TrueVoidwalker

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115 comments

  1. MrBaloneyPony
    MrBaloneyPony
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    There is a long standing bug that power armor effects are permanently attached to the player upon exiting power armor.  Unless you're constantly checking your resistances / carry weight, you can end up with a permanently buffed or nerfed player and not notice until your hours and saves deep.

    No one seems to address this bug.  Is it even fixable?
    1. TrueVoidwalker
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      that sounds like an issue with the power armor effects and armor pieces not being properly removed on race swap (power armor is a race), would probably be better to bring this up to Buffout 4
    2. MrBaloneyPony
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      In my research, it appears to be the EnchantPA_Abilities  carry weight effect.  The game uses the same method to apply carry weight as the strong back perk.

      My idea is to instead apply the omod caryweight to the armor instead.  No idea how that would work or how to do it.  And I can't bring it to bo4, the author is retired.  And I'll never use NG.  lol.  
  2. Battlemane
    Battlemane
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    Followed The Midnight Ride mod guide when setting up my game, which was a mistake because it includes the FATE Patch, which is the buggiest collection of bug fixes I've ever seen. Not to mention several of the fixes are actually tweaks, many of which you can't even disable. 
    1. Mustang052484
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      Yeah I don't use it either, heard it's bunk. Though the author took it down to sort it out.
  3. Mustang052484
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    So, quick question. Does this mod conflict with Community Fixes Merged at Fallout 4 Nexus - Mods and community (nexusmods.com) ?

    Or can I just let this mod override the mod above? 
    1. TrueVoidwalker
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      my mod is included in Vish's Community Fixes mod, although I am unsure why Vish removed some of them that were just better and more direct fixes than what was included in Arthmoor's Unofficial Patch? If those improved fixes are really important to you, feel free to override Vish's mod with my own.
    2. Mustang052484
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      Thank you for the response! I will do as you said and drop your esp/files in MO2 lower than Vish's. Appreciate ya.
  4. Sranger
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    Can you explain your poison perception change? Because from looking at your implementation it seems to vary differently from this one Perception Bug Fix at Fallout 4 Nexus - Mods and community (nexusmods.com), where it just does a condition check
    1. TrueVoidwalker
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      That mod makes it so that unless the actor's perception is full, they will not receive the bonus poison resistance, meaning that for 4 out of the 5 seconds that the player is inflicted with radscorpion or stingwing venom the damage over time will not be reduced, as there is no bonus resistance to reduce it (however it does not check other methods of increasing poison resistance).

      In my mod I removed the perception (or agility on NPCs) penalty's reduction from poison resistance altogether until it is fixed at an engine level. Instead just checking to see if the actor has 50+ poison resistance and if so it isn't applied. This means that using med-x you'll see no difference from intended behavior, and it'll still properly reduce the damage over time.
    2. Sranger
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      I see.
      This is just my opinion but it sounds like you did a gameplay re-implementation of how poison works, maybe that could be moved to consistency tweaks rather than fixes?

      To me, the bug fix here is to prevent your perception from being stuck in a permanent debuffed state. While I agree an engine level fix would be the most ideal, the conditional to check if your perception is >=100% for med-x seems sufficient for now
    3. FelesNoctis
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      I would still consider this a fix, personally. It's fairly similar to what UFO4P did to fix the issue, but also in a more linear fashion. This method doesn't allow for potential complication by forking logic onto different paths. I don't see any reason why it wouldn't qualify to be a part of the base fixes.
    4. Sranger
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      what UFO4P poison fix? can you link me to it in the changelog? Because I'm not aware of any.

      I dunno, making poison application effects binary at 50 poison resistance instead of using the existing resistance system is a big change IMO, it kinda makes wearing or stacking poison beyond 50 useless.
    5. FelesNoctis
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      Boy, I sure wish the Nexus would notify you of responses to your posts. That would be helpful.

      No, I can't link you to the change, because it doesn't exist. My foggy brain must have mixed up the poison actor value bug with the molerat disease bug. THAT was the one where UFO4P had a fix a long time ago, but Void's version seems like a much better implementation of it.

      Sorry for the confusion. This is why I've stepped back from a lot of modding projects lately. :P
    6. Sranger
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      I see.
      So my point still stands :x this is a reimplementation rather than a fix
    7. daywalker03
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      You used to get notifications for new posts on mods, but that was removed a year or so back for some bizarre reason.
  5. XLnX
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    Hi,

    I'm not sure whether this is possible, but I'm looking for a fix for an issue I've recently discovered where sometimes the player character will move by themself, open the pip boy, and draw their weapon. Currently the only way I've found to remedy this is restarting the game. If you could attempt to fix this, it would be greatly appreciated.
    1. TrueVoidwalker
      TrueVoidwalker
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      I've never encountered that before, what are the steps to reproduce the bug
    2. NuckNuck4
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      I have this problem but I run a lot of mods and I have the impression that it's when the engine has trouble supporting scripts that it happens (I'm really not sure what I'm saying).
  6. Te6n
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    For some reason, my game crashes with this mod on loading existing saves as well as starting new game.
    Might be that it's incompatable with some other mod I have but have no idea witch one it would be since there's a lot..
  7. clampi
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    Hello,

    I am trying to understand the reason for script changes in MS19DiseaseScript. It conflicts with fixes from VATS Freeze Fix and because it is packaged in archive, it looses the conflict. Isn't the fix already addressed by UFo4P already with the added condition to 0009AC3D MGEF?

    As this is a fix mod, would you consider also releasing the source for script changes, so it can be used by others?

    Thanks for sharing your work.
    1. TrueVoidwalker
      TrueVoidwalker
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      The fix is addressed in UFO4P, however mine is far more direct. Also yeah I will include the script sources next update.
    2. BigBozat
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      As is, since I *want* VATS Freeze Fix' functionality to prevail (that's why it's in the load order, after all), all's good considering this mod's fix for the MS19DiseaseScript is already covered by UFO4P {albeit ostensibly less directly}.

      But, yeah, if ya can sort thru the source script changes to come up with something that incorporates both (so that VATS Freeze Fix becomes obsolete/redundant), then definitely let us know.
    3. TrueVoidwalker
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      so, I forgot to upload script sources, however it'll take me a while to get them as I had to format my hdd and I don't have any of the Fallout 4 tools installed/configured, nor do I really have the energy to toy with it all currently
  8. Platina6978
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    Heyo, I'm always a fan of mods that try to bundle various fixes to reduce the amount of loaded files, especially if the author makes his own implementation of the fixes and they know what they're doing!

    That being said, maybe these are some bugfixes you could attempt your own hand at?
    fast travel target fix - psycho fixes - cryo and fire damage fixed - reload speed fix (and this update) - cryo freeze fix and cryo freeze supplemental fix - sprint stuttering fix - settler unassignment fix

    And also some things you could consider for the consistency changes;
    keep radiants in the commonwealth: (or perhaps lock locations outside the commonwealth to a certain level so you can't get stuck on these quests as a low level character?)
    fortune finder 4 "fix": rank 4 of this perk is more of a hindrance than a help
    guard dog tweaks
  9. Infamous95
    Infamous95
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    Curious what do the edits to the Chameleon Deathclaw do?
    1. TrueVoidwalker
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      idr, probably either a keyword bug being fixed if it's in the main file, or consistency tweaks between the different Deathclaw tiers
  10. KTAlien
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    No knee fix, no freeze fix, no undead vertibird fix... Why?
    1. TrueVoidwalker
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      Because I've never encountered those issues, if you could elaborate on the "knee" and "undead vertibird" issues I could probably fix them

      Edit: it seems the knee thing is a CBBE issue, so I do not care and will not fix it. Still have no clue what the "undead vertibird" issue is.
    2. KTAlien
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      Nope, i mean "kneecapper legendary" bug, when npc respawn with broken legs, same with cryo.

      Here one undead vertibird bugfix - https://www.nexusmods.com/fallout4/mods/64552
      and other, when vertibird become undead after getting staggered during falling animation... Rly, oldest vanilla bugs in F4.
    3. Talyna23
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      Never had or heard anything of this bugs...
    4. TrueVoidwalker
      TrueVoidwalker
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      huh, never seen the kneecapper legendary bug before, good to know, will look into it but it might be an engine bug with temp effects not being cleared, in that case it'll take a lot longer as I do not have the time to learn c++ currently