Fallout 4
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Seb263

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Seb263

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86 comments

  1. BeedyKH
    BeedyKH
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    • 9 kudos
    This mod is much appreciated. But I think the mod now is not needed for those who installed The Unofficial Fallout 4 Patch.
    Because as far as I know by now by reading the Unofficial Fallout 4 Patch: Version History, I think this bug has been patched.

    • DLC05:DLC05WorkshopElevatorScript: Elevator buttons vanish or end up misplaced and required a new cell load event to correct them when returning to the area. (Bug #20825)
    Though I might be wrong. I need to test this to be sure.
    1. Bluecreepertntguy24
      Bluecreepertntguy24
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      Thank you for the information!
    2. MikeOxsmal
      MikeOxsmal
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      • 1 kudos
      Even with unofficial patch I got this bug. I didn't even know it was a thing when I installed the patch but still got it.
      ..
    3. ecitester
      ecitester
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      • 0 kudos
      Same. Unofficial patch definitely doesn't fix this.
    4. BeedyKH
      BeedyKH
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      • 9 kudos
      It does fix it
    5. CurrentlyFapping
      CurrentlyFapping
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      A year later and I got the bug despite UFO4P. I'll see if this patch fixes it, otherwise I'll be forced to return the elevator to the first floor after using it. No big deal, but silly that Bethesda doesn't care about something so obvious.
  2. Hudddd
    Hudddd
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    • 58 kudos
    As of now it looks like this fix is included in ufo4p, the only difference is the Utility.Wait time being different, which probably doesn't matter but idk. ufo4p pex changes include many more fixes which means this mod is more than likely depreciated. The only possibility is that ufo4p reintroduces the bug in a different change made to the pex, but I think that is unlikely.

    Changes this mod makes to the original psc file:
    Event OnCellLoad()
        If (!Self.IsDisabled())
            If (buttonsPlaced)
                int I = 0
                int Count = MyButtons.length
                ObjectReference TheButton = None
                While (I < Count)
                    TheButton = Self.GetLinkedRef(MyButtons[I].LinkKeyword)
                    TheButton.Disable(False)
                    Utility.Wait(0.1) ;only notable difference
                    TheButton.MoveToNode(Self as ObjectReference, MyButtons[I].Node, "")
                    TheButton.Enable(False)
                    I += 1
                EndWhile
            EndIf
        EndIf
    EndEvent

    ufo4p psc:
    Event OnCellLoad()
        If (!Self.IsDisabled())
            If (buttonsPlaced)
                int I = 0
                int count = MyButtons.length
                ObjectReference Button = None
                While (I < count)
                    Button = Self.GetLinkedRef(MyButtons[I].LinkKeyword)
                    Button.Disable(False)
                    Utility.Wait(1) ;only notable difference
                    Button.MoveToNode(Self as ObjectReference, MyButtons[I].Node, "")
                    Button.Enable(False)
                    I += 1
                EndWhile
            EndIf
        EndIf
    EndEvent
  3. chazzee23
    chazzee23
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    • 44 kudos
    Of course it's endorsed! haha
  4. letungquan246
    letungquan246
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    It really work, thank you so much bro
  5. Deku78
    Deku78
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    • 35 kudos
    it doesn't work ;__;
    1. Seb263
      Seb263
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      • 484 kudos
      It does work.
    2. Deku78
      Deku78
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      • 35 kudos
      Sry, yes it works, except when the elevator was built too close to the wall (in my case). Must be a bug, so i was confused. Endorse.
    3. ComZiz
      ComZiz
      • member
      • 1 kudos
      @Seb263
      I'm sorry but no, it does not work. I don't know if it supports only the default vanilla elevators or not but it doesn't work for me once the buttons are broken. I tried running far away and coming back, didn't work. I tried fast traveling far away, coming back with fast travel, didn't work. I tried fastraveling somewhere but walking back to the settlement, didn't work. I even restarted the game multiple times in multiple different areas and the buttons are still not fixed. The only way for me to fix the buttons is to scrap the elevator and put a new one down.. And that's not a fix, that's just a new elevator.

      Note: The first and only time you need fix your broken elevators, just fast travel somewhere else and come back (to reload the cell).

      I don't know if this means the buttons don't get broken when the mod is installed, but they do.  I do also have UOF4P but the buttons still get broken. I don't know if your mod conflicts with UOFAP or not. I'd assume it shouldn't.
  6. Cr4nkV1c3
    Cr4nkV1c3
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    Is this fix part of the Unofficial Fallout 4 patch?
    1. Teldram
      Teldram
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      • 1 kudos
      In case it's still relevant and for people searching for this in the future, yes. Source: https://www.afkmods.com/Unofficial%20Fallout%204%20Patch%20Version%20History.html
      Use Ctrl + F to find the fix you are looking for.
    2. Cr4nkV1c3
      Cr4nkV1c3
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      • 6 kudos
      Thank you!
    3. totya4
      totya4
      • member
      • 6 kudos
      2.1.1a UFP didn't fixed this bug for me. This bug come in, when I place more elevators in a settlement. With this mod nothing changed. But with or without this mod, if I teleport to another location, and I teleport back, all elevator panel appear rightly.
    4. BeedyKH
      BeedyKH
      • supporter
      • 9 kudos
      Thank you for bringing that out.
  7. OscarN1N7
    OscarN1N7
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    • 107 kudos
    Thank you for this. Perfect fix for the elevator button bug. I'm using this with Place Everywhere without any problems.
  8. ComZiz
    ComZiz
    • member
    • 1 kudos
    .
  9. ywisnuadi
    ywisnuadi
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    • 0 kudos
    I love you so much, full homo ;)
  10. BearExperiment
    BearExperiment
    • supporter
    • 0 kudos
    Didn't work until I fast traveled away from the area with the bugged out elevator, and then the buttons were functioning as intended when I returned.