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ChaosWarrior

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Klaufman

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43 comments

  1. pharaon3
    pharaon3
    • supporter
    • 4 kudos
    This bug has been fixed at engine level by Fudgyduff.

    https://www.nexusmods.com/fallout4/mods/47359
    1. Klaufman
      Klaufman
      • member
      • 11 kudos
      Thanks for the good news man! I will add that link into description.

      May be it is time for me to play this wonderful game again :)
    2. deleted195878153
      deleted195878153
      • account closed
      • 0 kudos
      I am here to confirm that Buffout4 has fixed the "Instant loot respawn" bug.

      Thoroughly tested running from between vault 111 and the quarry to test wether stuff would respawn, neither the house next to red rocket station nor the quarry respawned any of the items lying around or in containers. Tested in survival, also exited and reloaded the ExitSaveFile but nothing seems to respawn anymore except when i walked back to the quarry in one of the filelockers i found a subway token that was not their before but a new item spawning (and really only that one) is something different than the entire exterior respawning all the loot again.

      So; happy enjoying again!
  2. Sydanyo
    Sydanyo
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    I believe I may be experiencing some different type of issue than what this mod is supposed to fix, since this mod did in fact, unfortunately, not help me; I ran a circle from Sanctuary to the campsite in the woods killing a bloat fly and a couple dogs on the way, picked up some booze bottles from around the campfire, from there I ran towards the Ranger Cabin, under the power lines with a couple radstags there, to the Ranger Cabin where I killed the bloat flies and looted the cabin, to the raiders holed up under the power lines across the river, to the shore of the lake, and from there back to Wicked Shipping, Abernathy, and by the time I was coming back to Red Rocket, I noticed the one bloat fly and dogs had respawned. So I checked the campsite - it had the same booze bottles that I had just picked up. Same radstags under the powerlines, Ranger Cabin had respawned, raiders across the river were respawned, and so on.

    I had done the teleporting in all of these locations, and seemingly had fixed the issues, but alas, no. Also, I encounter this issue when going east, to the Satellite Array - the raiders near the water pump respawn, the raiders outside the Satellite Array respawn when I'm coming out after having cleared it, and so on.

    I have an extensive mod list, so it may very well be that one or several of the mods are causing the cells to respawn each time when entering them. I've seen some reports about Give Me That Bottle being the culprit, although honestly I can't understand why it would be. I'm using Everyone's Best Friend, Give Me That Bottle, Survival Options and the patch that makes all 3 work together. When I do getgs iHoursToRespawnCell and iHoursToRespawnCellCleared in game, I get 168 and 480 respectively, with the multipliers set at 5 and 10 in Survival Options.

    Having every single location be respawned every single time I switch cells does kind of ruin the whole survival game aspect, and I'm not exactly sure how to fix this; I suppose I should just start disabling mods until the bug goes away, but it might be in the save file now, so I'm not sure that would even work.

    Just thought I'd report that this method doesn't seem to help in every single case.

    EDIT: I removed Give Me That Bottle and Survival Options, but that did not help. However, when I dropped the difficulty to Very Hard, that seemed to stop the respawning. Will have to do more testing to make sure.

    EDIT 2: After having dropped the difficulty to Very Hard and removed the mods mentioned, I cleaned the save with ReSaver, didn't pass time at all, used the console command to enable Survival difficulty again, flipped back to Survival, and then installed Survival Configuration Menu, Give Me That Bottle, and a patch for the aforementioned and Everyone's Best Friend. After that, I've yet to run into instant respawns. I've been thinking the culprit may have been Survival Options, breaking the multiplier variables for cell reset time, effectively making them 0, which would make the calculation result in 0 for the reset time. That's just my assumption, though. Someone who knows about the code might look into it further.
    1. TonyilCapo
      TonyilCapo
      • member
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      Many thanks for sharing your fix. I had exactly the same issue, it helped me a lot..

      I had the same problem as you when using Survival Options mod in combination with Better Locational Damage mod.
      I had constant respawn after leaving areas, example, the Bedford Station, when I cleared it and walked a bit away to the farm, when I came back enemies (ghouls) were there again, this after 2-3 minutes, this would happen again and again.

      After removing Survival Options, cleaned save with ReSaver (purged Survival Options related stuff) and after dropping difficulty to Very Hard and then again to Survival (this helps because restore default settings for the selected difficulty) , everything was alright again, no instant respawn for enemies for cleared locations anymore, the loot may still respawn in some locations, but that's a game engine bug , it's been mentioned many times.

      With Better Locational Damage I don't feel the need for the Survival Options mod, BLD is most realistic damage overhaul.

      Thanks again.
  3. deleted4362357
    deleted4362357
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    Your mod actually works hahaha! Well automation would be nice but im ok with having to do it myself, i would more appreciate it if the location changed notification was changed to simply: Changed Location. instead of what the last 5 was.
  4. nar123456
    nar123456
    • member
    • 0 kudos
    hi
    Can you maybe use sound that has higher pitch or volume? It it very difficult to discern. It would be best if you could automate it completely, if not please use another sound. Thanks for making this mod.
  5. nar123456
    nar123456
    • member
    • 0 kudos
    hi

    Can you possibly produce another version that completely automate it. I do not mind waiting for load screen, but having to manually do it is very tiresome. Thanks.
  6. Bijepoor
    Bijepoor
    • member
    • 1 kudos
    I want to thank you very much for finding and posting this fix here on nexus so i can use it. Very disappointed of Bethesda for not fixing this bug and similar critical gameplay affecting bugs like this one ex: tunnels snake from CreationClub which is not letting you to progress into main quest on a new game after exiting the vault or from their other games like skyrim(32bit version) which resets merchants inventory each time you exit and reenter the game.
  7. Vrani
    Vrani
    • premium
    • 1 kudos
    So far I have only ever encountered 2 locations where this happened to me - Thicket excavations and the blood bank near Fort Hagen.
    Read over the description page, but I am still a little unsure on exactly HOW I can use this mod to (hopefully) fix these two places ^^;

    Thank you in advance!
    1. Klaufman
      Klaufman
      • member
      • 11 kudos
      There are two knives with names like detector and teleporter. They both act like a button - script triggers when you equipping them. Nothing happens on any other interaction than equipping any of those.

      TLDR - one time equip "detector kinfe" and then when you hear machete sound when crossing locations equip teleporter and stay still for a few seconds.

      So detector tells you when you are entering new location and makes sound if you never fixed it before, locations may contain as many as tens of cells so it is tricky to know when you are crossing into another location or when you are still in the same, that is why I made detector. This system remembers 100 locations before it begin to shift and overwrite array, if location was never fixed before it does not always means it is broken, but I prefer to do it anyway.

      To apply fix just equip "teleporter" knife. It teleports player to player, there is an instant loading like blackscreen and now game recognizes that you entered loaction and that its contents should not be new and random next time and should be as they were upon leaving.
  8. mrzeus191
    mrzeus191
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    • 0 kudos
    I can't imagine playing the game without this mod! Triggering a teleporter every once in a while doesn't detract from the game too much, especially given the intrusiveness of this bug. It may not be the most intuitive fix, but the author has done a great job of finally putting this bug to bed! Thank you!
  9. Mebantiza
    Mebantiza
    • premium
    • 355 kudos
    How does this issue not get way more attention than it ought to? I noticed this problem right away when I cleared the Forge for the first time. I looted the area up to the limits of me and my follower, ran over to The Slog(tm), unloaded, ran back, and, all the stuff I just cleaned out a couple mins previously were all back again. When you combine this glitch, with F4 cheesy fast cell reset mechanic that allows one to farm items over and over, think USAF Station Olivia, and Federal Ration Stockpile to name a few, the cheese factor is off-the-charts, even by Bethesdas standards.

    I have the cells resetting much slower, which helps a lot, and just generally avoiding places marked 'cleared' helps but, a lot of locations that should be staying cleaned out, of course, still aren't. Then you need to this, to hopefully, stop a location from randomly doubling your loot haul just because you had to make a trip outside to stash the 1st part of the your haul. Have not experienced this bug on my current playthrough, but always on the lookout for it.

    There are so many broken and dodgy gameplay issues in F4, like this one, that require a ton of mods to sort though, so annoying. A lot of my load order is in fact, focused on fixing some of the more glaring game play and performance issues, and less on things like new weapons and items and whatnot.
  10. Karnickelticket
    Karnickelticket
    • member
    • 0 kudos
    I can not get your mod to work:

    I followed your desciption but I had to manually add the itms per console (as you also describe). But when I equip them nothing happens. I suppose the scripts are not activiting for some reasons I do not understand. Can you help me?
    1. Klaufman
      Klaufman
      • member
      • 11 kudos
      sorry for late response: is there following folders and following files in your data/scripts folder?
      data/scripts/bugteleport/bugtp.pex (that one for "fixing" knife)
      data/scripts/bugdetectscr/BugDetectorKnife.pex (that one for "detector" knife)
      data/scripts/idontknow/worstbugfix3000.pex (that one for quest that add items)

      If they are not there just copy them from archive.
      Next time I'll do some mod will put all files in one folder with convinient name.