2. Yes, the required game version is mandatory. We often have to absorb official updates into our fixes so that everything continues to work properly. Because of this, we will NOT provide older versions of the patch for any reason. Update your game.
3. Removal of mods is not supported by Bethesda. DO NOT deactivate this patch even if you suspect it of causing some kind of problem. You WILL fubar your game and in doing so, you forfeit any support from us.
4. Do not unpack the BA2 assets. Doing so forfeits any support from us. Use the mod as distributed.
5. There is no such thing as a clean save. See #3. Do not follow advice from others claiming this to be true, because it is not, and never will be.
6. If you send me a PM asking about something that's been covered in the readme, sticky posts, or the description of the mod, I will summarily delete the message without a response. All of the information you need is readily available. Read it.
7. We do not support Fallout 4 VR on PC or console. Please do not ask. The data files for the game on VR are not identical to the standard PC version and thus we cannot guarantee compatibility and cannot provide support for anyone trying to use it on VR.
8. We also do not provide patch support for Creation Club DLC. This would require additional expense that few if any team members are willing to put out. Any bugs in this content should be reported directly to Bethesda so they can fix it at the source.
9. Do not post asking about why the DLC is required, simply accept that it is. No, we will NOT provide you a special non-DLC patch or combinations suited only to certain DLCs. We unified for a reason. Required mean REQUIRED. Any posts on this subject will be summarily deleted without a response, along with any replies from other users prior to us noticing them. This is not a democracy. You don't get a vote. Repeat offenders who don't take the hint will be blocked without notice.
Provided by BenRierimanu:
10. Object flicker is not usually the fault of the unofficial patch, please see if your precombine and or previs patch solution is in the correct spot for your load order. For PRP, there's a very big and obvious image on the mod description for what to do there and typically applies to any variant of it, if it doesn't fix the issue, bother me on the respective mod page.
Starting to get why other mod authors have a wall of stickies about stuff like this now, but:
This mod thread is not a general troubleshooting area. We are here to provide support for the use of UFO4P in your games, not to provide general support for every tangentially related thing in your games. We have been noticing lately that these types of posts coming here are leading people to the false conclusion that this patch is responsible for those problems and then they tell others elsewhere and all context is lost. This ends now.
From now on, any post not having something directly to do with the UFO4P itself is not permitted here. Go and use the general forums for your general troubleshooting. Nexus has plenty of people who frequent those areas, and so does Reddit. Please go and use those. There are also a number of mod support chat rooms on Discord you could use as well.
Posts violating this will be locked, removed, and the posters possibly blocked as well.
As was mentioned in other posts, the 2.1.1a update only adds Canary support to help with efforts to track down a potentially lethal engine bug (lethal to your saves that is).
You'll also need to install that in order for the support to be of any value. So please consider doing so. The more people who install this and play with it running, the sooner the cause can be found and presented to Bethesda for a proper fix.
Third-person and V-mode melee executions can cause enemies to get stuck and unable to search for corpses, while first-person executions will not be successful
Found two bugs: - IntIndustrialWestonWaterA [ASPC:001B2CE4] - IntIndustrialWestonWaterB [ASPC:001B2CE6]both use AMBIntIndustrialBedALP [SNDR:000DAEC9].
It should be: - AMBWaterInteriorWestonA2DLP [SNDR:001B2383] for IntIndustrialWestonWaterA - AMBWaterInteriorWestonB2DLP [SNDR:001B2CE3] for IntIndustrialWestonWaterB
will this fix my power armor voice and make it work cause in the game it sounds like the player is not in power armor when they are and this is really bugging me pls respond.
Hello Arthmoor! Will you update this beautiful patch after the release of Bethesda's update april 25th? And will it be includes support of new free "creations"-DLC, which Bethesda is going to add with update? Like in Skyrim with Survival, Saints & Seducers, Fishing and Rare Curious. I just thinking about when I can continue my playthrough after the 25th april. I have only your patch beside of the game itself.
Also thank you greatly for of your work with this patch and others!
But those are DLCs. So if the base game distribution starts shipping additional DLCs then those will be things we start supporting, which means that updates to the UFO4P after this happens will require those files as masters.
BUG REPORT: Sprinting in Power Armour with fists raised uses the wrong sprint animation/speed. Instead uses sprint animation/speed used when on foot, outside armor. Results in tiny, very fast steps being taken while in Power Armour. It is not the movement speed that causes this, but the animation itself seems to be the same for sprinting outside PA as in it. I tested this by altering the movement speed for melee sprinting in PA, all that changes is how far you move when sprinting, not how fast the animation plays.
BUG REPORT: "Radiant Minutemen Quest" - Stop the Raiders at "Corvega Factory" for "Sunshine Tidings Co-op". No tick next to "Speak to Preston" upon quest finish. Same with "Stop the raiding at Oberland Station".
Vanilla bugs. Tested and replicated on fresh install.
9250 comments
1. This was created with the official CK.
2. Yes, the required game version is mandatory. We often have to absorb official updates into our fixes so that everything continues to work properly. Because of this, we will NOT provide older versions of the patch for any reason. Update your game.
3. Removal of mods is not supported by Bethesda. DO NOT deactivate this patch even if you suspect it of causing some kind of problem. You WILL fubar your game and in doing so, you forfeit any support from us.
4. Do not unpack the BA2 assets. Doing so forfeits any support from us. Use the mod as distributed.
5. There is no such thing as a clean save. See #3. Do not follow advice from others claiming this to be true, because it is not, and never will be.
6. If you send me a PM asking about something that's been covered in the readme, sticky posts, or the description of the mod, I will summarily delete the message without a response. All of the information you need is readily available. Read it.
7. We do not support Fallout 4 VR on PC or console. Please do not ask. The data files for the game on VR are not identical to the standard PC version and thus we cannot guarantee compatibility and cannot provide support for anyone trying to use it on VR.
8. We also do not provide patch support for Creation Club DLC. This would require additional expense that few if any team members are willing to put out. Any bugs in this content should be reported directly to Bethesda so they can fix it at the source.
9. Do not post asking about why the DLC is required, simply accept that it is. No, we will NOT provide you a special non-DLC patch or combinations suited only to certain DLCs. We unified for a reason. Required mean REQUIRED. Any posts on this subject will be summarily deleted without a response, along with any replies from other users prior to us noticing them. This is not a democracy. You don't get a vote. Repeat offenders who don't take the hint will be blocked without notice.
Provided by BenRierimanu:
10. Object flicker is not usually the fault of the unofficial patch, please see if your precombine and or previs patch solution is in the correct spot for your load order. For PRP, there's a very big and obvious image on the mod description for what to do there and typically applies to any variant of it, if it doesn't fix the issue, bother me on the respective mod page.
This mod thread is not a general troubleshooting area. We are here to provide support for the use of UFO4P in your games, not to provide general support for every tangentially related thing in your games. We have been noticing lately that these types of posts coming here are leading people to the false conclusion that this patch is responsible for those problems and then they tell others elsewhere and all context is lost. This ends now.
From now on, any post not having something directly to do with the UFO4P itself is not permitted here. Go and use the general forums for your general troubleshooting. Nexus has plenty of people who frequent those areas, and so does Reddit. Please go and use those. There are also a number of mod support chat rooms on Discord you could use as well.
Posts violating this will be locked, removed, and the posters possibly blocked as well.
For details on what exactly that means, see Kinggath's mod: https://www.nexusmods.com/fallout4/mods/44949
You'll also need to install that in order for the support to be of any value. So please consider doing so. The more people who install this and play with it running, the sooner the cause can be found and presented to Bethesda for a proper fix.
- IntIndustrialWestonWaterA [ASPC:001B2CE4]
both use AMBIntIndustrialBedALP [SNDR:000DAEC9].- IntIndustrialWestonWaterB [ASPC:001B2CE6]
It should be:
- AMBWaterInteriorWestonA2DLP [SNDR:001B2383] for IntIndustrialWestonWaterA
- AMBWaterInteriorWestonB2DLP [SNDR:001B2CE3] for IntIndustrialWestonWaterB
Will you update this beautiful patch after the release of Bethesda's update april 25th?
And will it be includes support of new free "creations"-DLC, which Bethesda is going to add with update? Like in Skyrim with Survival, Saints & Seducers, Fishing and Rare Curious.
I just thinking about when I can continue my playthrough after the 25th april. I have only your patch beside of the game itself.
Also thank you greatly for of your work with this patch and others!
Instead uses sprint animation/speed used when on foot, outside armor.
Results in tiny, very fast steps being taken while in Power Armour.
It is not the movement speed that causes this, but the animation itself seems to be the same for sprinting outside PA as in it. I tested this by altering the movement speed for melee sprinting in PA, all that changes is how far you move when sprinting, not how fast the animation plays.
BUG REPORT: "Radiant Minutemen Quest" - Stop the Raiders at "Corvega Factory" for "Sunshine Tidings Co-op".
No tick next to "Speak to Preston" upon quest finish.
Same with "Stop the raiding at Oberland Station".
Vanilla bugs. Tested and replicated on fresh install.
EDIT: This user has fixed the first bug here: Misc anim tweaks and fixes at Fallout 4 Nexus - Mods and community (nexusmods.com). You should have this added to the patch! It's such a blatant and obvious bug I am AMAZED no one else is complaining about it.