Fallout 4

Need Compatibility Patch if running Functional Displays mod and Fusion City Rising

Fusion City Rising is not compatible with Functional Displays without the Compatibility Patch located in the Misc Files section of the Fusion City Rising mod page.  Can result in CTD when loading main menu without the patch. 
 
The following mods need to be below Outcasts and Remnants in your load order

Satellite World Map
by Floor Below

If you're also running the Project Valkyrie expansion, then see here for load order.

Paradise Bunker Conflict

The B.O.G. bunker is built into a hillside south of Oberland Station.  Several vanilla assets (tree/minor rock disabling) were altered to make that work.

The mod Paradise Bunker raises the entire ground in that area by 10-20 feet, completely burying the Brotherhood of Gold bunker.  The extent of landscape edits made by Paradise Bunker leave no room for us to do an "immersive" workaround.  Load order doesn't matter either.

Workaround if you want to keep Paradise Bunker: 1) Travel to BoG bunker and discover the location.  2) Access your Pip Boy and fast travel to B.O.G. Bunker.  It will transport you inside.  After that you can fast travel to and from the B.O.G bunker interior without ever needing to use the front entrance again, so you can still play with both mods.

Alternatively you can use console command: coc AABogBunker to access the B.O.G bunker.

Green grenade arc missing in certain interiors

When throwing grenades in Fallout 4, a green arc shows up that helps you aim if you have the 2nd level of the demolition expert perk.  In certain interiors, for certain users, this green arc doesn't show up.

The green grenade arc still shows up outdoors.  It just doesn't consistently show up in all interiors of this mod, but the grenades still work as normal in those areas except for the green arc.

Power armor can become invisible when you abandon it in interiors with low ceilings

When you exit power armor in the B.O.G bunker in an area with a low ceiling, remember where you left it. This issue is due to room markers. A room marker is used for optimization, so that objects in other rooms aren't loading while you're not looking at them. But when a room marker is in between a ceiling and a floor, and the top of the power armor is up near the ceiling, it can make the power armor invisible when you exit it. This is unfortunately a vanilla "feature" associated with power armor and room markers, so we can't do much about it.

After escaping the prison cell and retrieving my gear, not all my weapons are returned

This can happen occasionally if you've got too much stuff in your inventory. Also, the script that removes armor/weapons is keyword based. If a weapon or armor mod, or something Bethesda put in a DLC, forgot to use the right keyword, the script won't remove it, and you'll still have access to the item while in the cell.

If a weapon isn't being returned, options are to reload an earlier save, store some of your junk before entering Vault-Tec, or just use a console command to get the weapon back.

Also, you won't get power armor back. Exit your power armor before entering the submerged bunker. It requires swimming, so power armor isn't a great option.

After leaving the Vault-Tec Teleportation Hub, the teleporter sounds keep playing

If the Vault-Tec teleportation hub cell is still cached when you travel to the next cell, and the initial round of scripted NPC teleports hasn't finished yet, just wait half a minute or so.  Or you can save and reload the game to stop the teleport sounds prior to that.

Using the "Gather Loose Items" function from Amazing Follower Tweaks in the B.O.G. Bunker skips to credits scene in OAR main quest

Don't use "Gather Loose Items" in the B.O.G. bunker if you have a vanilla companion with you and you are using the mod Amazing Follower Tweaks, unless you want to skip to the end of "Connecting the Commonwealth". (Kudos to Azworai for discovering and Reka for confirming).

Certain Wall/Floor textures becomes low quality in certain interiors of the mod

No reports of this yet, but if certain wall/floor textures start looking blurry or low quality at some point: save your game, reload the save, and wait a few seconds. That should fix it.  If that doesn't work, save your game, exit to main menu, reload the save, and wait a few seconds.

This is an issue with the vanilla game, but for certain users it can affect the interiors of modded spaces if they load more assets than the typical cell in Fallout 4.

Alternatively, if you want to make Fallout4.ini tweaks (at your own risk), you can try adding these lines to Fallout4.ini:

[General]
iTextureDegradeDistance0=1600
iTextureDegradeDistance1=3000
iTextureUpgradeDistance0=1200
iTextureUpgradeDistance1=2400

If that doesn't work, you can also try adding:

bForceUpdateDiffuseOnly=0 under the [General] section

The side effects of the above tweaks appear to be slightly more VRam use (5-10%) and slightly longer load screen times.  Your mileage may vary.

The game's default values for the above settings appear to be:

bForceUpdateDiffuseOnly=1
iTextureDegradeDistance0=800
iTextureDegradeDistance1=1500
iTextureUpgradeDistance0=600
iTextureUpgradeDistance1=1200

If tweaking the above values in the Fallout4.ini file doesn't solve the problem, and you use ENBoost, in your enblocal.ini you can try adjusting:

[MEMORY]
ForceVideoMemorySize=true
VideoMemorySizeMb=xxxx 

The VideoMemorySizeMB has to be a valid number, e.g. 8192.  Setting it too high can cause textures to not load properly.  The right number depends on your rig. See Step Wiki here for how to calculate it.  Or you can use this tool by Boris Vornotsov (the ENB guy) here.

The mod Texture Load Workaround used much more extreme values than listed above, but still, use at your own risk.  The comments section of that mod might also be helpful to take a look at if you're having trouble.

Saving, exiting to main menu, reloading the save, and waiting a few seconds also appears to fix the issue without the risk inherent in altering .ini file settings.

Minor Dialogue Spoilers

- The player will ask Dr. Alexander Brown about Brian Virgil even if player hasn't met Virgil yet.
- The player will ask Jesse Porter about B.O.S Recon Team Artemis even if player hasn't started that quest yet.
- A terminal in the Brotherhood of Gold library will reference Minutemen artillery even if the player hasn't built artillery yet.

Article information

Added on

Edited on

Written by

Thuggysmurf