Just in case this hasn't been posted, if you save before turning off the lockdown, disable the Unofficial Patch mod if you have it - then reload the game, shutdown the lockdown, save, exit and re-activate the patch mod - it'll work.
I only say this because I did it before knowing this mod existed! Which I wish I knew beforehand.
First off, thanks for the fix! Really appreciate it. Secondly, another affect of ending the Lockdown brought the lights back on in the front area of the Vault. Any chance of an update that includes that as well?
Are you seeing no changes in lighting after lifting the security lockdown at all, or just not all of the lights? In the vanilla game, some of the lights are always broken and will never turn on, and you might need some entrance overhaul mods to change that. If no lights (such as the secuirty room lights) turned on for you, it is a glitch I am not aware of. Could be caused by an unrelated issue. Maybe try disabling / enabling xx00131A and see if that helps?
Sorry it took so long to reply. I reloaded an old save and ended the Lockdown at which point some lights did come on. It just seems darker than I recall. It's a minor thing and probably just me if no one else has had the issue. Thanks again for the fix!
What the hell, I just got this recently as well. It can't be a coincidence that people are getting this bug all at once. Perhaps it has something to do with the Unofficial patch that just got released.
edit: Oh looks like you already brought this issue to Arthmoor and he reacted somewhat brusk despite your findings being correct.
edit: well either way your fix works well, great work.
Thanks. It appears that most people got the glitch from the same sources. I was not sure if the glitch could happen in vanilla or if it came from a mod conflict / corrupted file so I did not really want to call them out. Besides, unintentional mistakes happen in programming to all of us.
What is buffling to me is that the breaking change in UFO4P appears to be a conscious change. [see their bug tracker: 050012D7, 050012D8, 050012D9, 050012DA, 050012DB, 050012FE, 050012FF, 05001300, 05001301, 05001302: Klaxons with improperly assigned enable parents. (Bug #26015)] I'd assume that the team should at least know they did something to the klaxons and it was not entirely beyond reason when someone suspected the patch could be responsible... But anyway, we all make mistakes.
Looking at 2.0.6b (my version of UFO4P) verse 2.0.8 (newest) and not sure why Mad claims they don't change anything in the cell that would cause this issue when in fact the newest version makes 22 changes to the cell and removes one of the ref's that is used in the scripts for the DLC but eh.
edit: Just ran a few times through V88, current load order which has no mods that touch any of vault88 cells or adjacent ones + old patch. Load order + new patch. no mods except UFO4P both old and new. 2.0.8 version of the patch breaks the alarm turning off and for some reason disabled the animation played when you use a pipboy to open a locked vault door.
Yeah not only that but they deleted my post, guess they don't like it when they mess up and it's pointed out. I wasn't even being aggressive about it. I just stated that I tested the area a few times using two versions of their patch and lo and behold s#*! was broken with the latest version. Which according to the bug tracker is the version that they "fixed" klaxons enabled parent ref which is the target of the script to disable the alarm sounds. My money is on them either not testing this issue at all and just claiming they did or using a version of UFO4P that predates 2.0.8. I just can't believe that I am better at looking stuff up in the CK then that team. They do this as a serious hobby and I just tinkertom it. I would chalk it up to them having a bad day but to go so far as to lock the entire comments is pretty petty, never seen him act like such a dick before. However the truth is he is the one that caused this issue by "fixing" a non issue on the bug tracker that never should have been fixed in the first place.
Just a heads up. I'm not sure if the update to the unofficial patched caused it it trigger for more people or what. But I've had this bug for years. Before I ever even started modding Fallout. Everytime I've ever gone there, this is present & and an issue. I've had the DLC since release, and I've never been able to play it. I'm also not the only person I know that meets this criteria. I have 2 friends I can think of off of the top of my head that have the same problem. So, the core of the problem, I think, has always been there. Seems the patch just made it affect far more people.
Thanks for that heads up, if I see anyone mention it in the future I'll dig into it but I'll need their mod list and load order so I can reproduce it. I've already known that V88 can be buggy and have a rough idea after looking at the scripts what might cause the alarm sound to not turn off but it'll take a little testing to verify and I'll need to create another new modless save. Nature of the beast with Bethesda games, no matter how much the community mods out the bugs there are still edge cases.
well looks like the patch team fixed it and begrudgingly mentioned their mistake. But it's ok because it was the community's toxicity (read: accurately reporting a bug with documentation and evidence) and if you ever harass them (read: report bugs) again they will have a frank and earnest discussion with you (read: block you because you dared to question their infallibility)
I don't understand the UP team response in their sticky. So they begin by saying that it's not the fault of their patch and then they proceeded to say that it happened because of change they did? I'm confused.
In business this is called saving face. They messed up and not only did they mess up, because simply making a mistake is not wrong and is easily forgivable, but they shut down anyone who tried to suggest they messed up and actively stopped any discussion of the issue. They then proceeded to lock the comments because "You people don't seem interested in properly troubleshooting your problems and I'm sick of telling you you're wrong...".
And then a day later, wouldn't you know it, by golly oh gee: "It has come to our attention that klaxon lights in Vault 88 have been stuck on even after lockdown is lifted at the beginning of the quest" Cue the Curb Your Enthusiasm theme.
They then decided to keep comments locked with the excuse of "toxicity" when the only people doing anything even remotely toxic were the authors shutting down any discussion of a very real bug and denying it could possibly have been themselves.
Will Arthmoor apologize? Doubtful. Will they gracefully acknowledge the individuals who brought the issue to them? Of course not. Will the team reflect upon what happened and try to act in a more gracious manner towards people who submit documentation and evidence? Fat chance.
The nexus is a wonderful place where creativity and community go hand in hand and the fruit of this union is wonderful mods, fixes, and game additions but the nexus does have a habit of bringing out the egoist and self-important types to the forefront whose massive personal flaws are ignored because their ironically great mods generate traffic and clicks and the powers at be would rather have a list of toxic, albeit popular, modding all-stars than have said all-stars throw a hissy fit and leave, taking their toys from the playground with them.
27 comments
sorry for yelling, i am semi-deaf from all that noise ....i cant even shoot them out ......
youre our saviour mate :) and as such be praised :)
I only say this because I did it before knowing this mod existed! Which I wish I knew beforehand.
Perhaps it has something to do with the Unofficial patch that just got released.
edit:
Oh looks like you already brought this issue to Arthmoor and he reacted somewhat brusk despite your findings being correct.
edit:
well either way your fix works well, great work.
What is buffling to me is that the breaking change in UFO4P appears to be a conscious change. [see their bug tracker: 050012D7, 050012D8, 050012D9, 050012DA, 050012DB, 050012FE, 050012FF, 05001300, 05001301, 05001302: Klaxons with improperly assigned enable parents. (Bug #26015)] I'd assume that the team should at least know they did something to the klaxons and it was not entirely beyond reason when someone suspected the patch could be responsible... But anyway, we all make mistakes.
edit:
Just ran a few times through V88, current load order which has no mods that touch any of vault88 cells or adjacent ones + old patch. Load order + new patch. no mods except UFO4P both old and new. 2.0.8 version of the patch breaks the alarm turning off and for some reason disabled the animation played when you use a pipboy to open a locked vault door.
My money is on them either not testing this issue at all and just claiming they did or using a version of UFO4P that predates 2.0.8. I just can't believe that I am better at looking stuff up in the CK then that team. They do this as a serious hobby and I just tinkertom it.
I would chalk it up to them having a bad day but to go so far as to lock the entire comments is pretty petty, never seen him act like such a dick before. However the truth is he is the one that caused this issue by "fixing" a non issue on the bug tracker that never should have been fixed in the first place.
But it's ok because it was the community's toxicity (read: accurately reporting a bug with documentation and evidence) and if you ever
harass them (read: report bugs) again they will have a frank and earnest discussion with you (read: block you because you dared to question their infallibility)
And then a day later, wouldn't you know it, by golly oh gee:
"It has come to our attention that klaxon lights in Vault 88 have been stuck on even after lockdown is lifted at the beginning of the quest"
Cue the Curb Your Enthusiasm theme.
They then decided to keep comments locked with the excuse of "toxicity" when the only people doing anything even remotely toxic were the authors shutting down any discussion of a very real bug and denying it could possibly have been themselves.
Will Arthmoor apologize? Doubtful. Will they gracefully acknowledge the individuals who brought the issue to them? Of course not.
Will the team reflect upon what happened and try to act in a more gracious manner towards people who submit documentation and evidence? Fat chance.
The nexus is a wonderful place where creativity and community go hand in hand and the fruit of this union is wonderful mods, fixes, and game additions but the nexus does have a habit of bringing out the egoist and self-important types to the forefront whose massive personal flaws are ignored because their ironically great mods generate traffic and clicks and the powers at be would rather have a list of toxic, albeit popular, modding all-stars than have said all-stars throw a hissy fit and leave, taking their toys from the playground with them.
Can your confirm it doesn't change anything regarding language ?
:=)