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.
If you are getting messages in Vortex that the archives in UFO4P are not valid, please update to the new Vortex stable version. It has been updated to properly read the new archive headers.
You should be on 1.11.3 or greater for this error to go away.
I would like to point out again, for the umpteenmillionth time though, that this "error" is only an "error" to the mod manager. The game will not have any issues loading the archives. Ignore it if you don't want to update Vortex for whatever weird reason.
A verifiable test case for the stuttering issue has been created by Glitchfinder. As predicted, it wasn't due to anything WE did, but rather something Bethesda themselves needs to fix. I have the files myself and will link them somewhere in the morning for anyone who wants to verify this themselves.
The tl;dr of it though is this: ANY mod which makes an edit of ANY kind to an NPC WILL contribute to the issue. It makes absolutely no difference what kind of edit it is, but the issue was introduced with the NG Update. Not by anything we did to the patch.
EDIT: Here are the files to replicate the test: https://www.afkmods.com/StutterTest.7z
Use a save in Sanctuary Hills next to the workshop. Install the no overrides version first. Run from there to downtown Concord. You should encounter an FPS hit, but no major hitching or stuttering and by the time you get there all the NPC should have been spawned.
Exit the game and switch to the file with the overrides. Reload the Sanctuary Hills save. Run to downtown Concord again. You should notice the difference immediately once you've reached where the 2 bloodbugs usually spawn by the car, and it will become increasingly worse as you continue. Assuming your game doesn't crash, you should eventually be able to reach the spawning area and still see raiders dropping in from above. The stuttering should be VERY obvious.
BIG EDIT: Perchick71, of CK Fixes fame, has produced an F4SE plugin that cures the facegen issues listed above. It's called X-Cell Fallout 4 and is highly recommended to use until BGS fixes their bugs.
There's a typo in the Vault 81 Old Overseer's Terminal under "Prime Directive": "The mission of Vault 81 is to research infectious disease s and antibodies..."
I'm almost positive that your most recent update is causing all these issues for people. My game worked, I update your patch and then it doesn't now. I can load the starting screen but I just get stuck on a black screen when I try to start a new game
Most likely because you didn't bother to update the game even though you need to. Hanging or crashing before reaching the main menu is a sign you don't have all of the required masters. This is clearly not our fault.
Ive only been on next gen so no. I've never ever owned the OG on this PC. I can reach the menu its loading into the world and starting a game that hangs. I'm still trying to figure out whats going on but I keep coming back to this mod being the source. I really haven't changed anything else game breaking. Even if I manage to load into a game my textures and objects are all broken. I thought maybe it was the PRP causing this but even after messing with that the issues with objects disappearing and my game crashing persisted. Ive used all the mods in my load order together previously without any of these issues so its just weird that its happening now after I went through and updated mods on my load order (this being on of them). Maybe this mod itself is fine but it seems like it potentially has conflicts.
Sorry, I'm new to modding FO4. Which file would I download if I am running 1.10.163.0? Or do I need to update to latest to use UFO4P properly? Heard the latest version has stuttering issues from facedata mods that I'd like to avoid.
LOOT says this mod is not compatible with 1.10.163. As I remove this mod a previous version comes up. Version 2.1.5 of Unofficial Fallout 4 Patch is not objected to by LOOT. This current version wants the CC files you had with NG update. 2.1.5 does not want them. So you can use the old file but not the current.
LOOT says this mod is not compatible with 1.10.163.
That's because 2.1.6 and 2.1.7 are only compatible with the 980 update. So the only advice you'll get here is to update your game, not to insist on sticking to an old version.
And it will continue to be the case that the patch is only compatible with the latest version of the game in the future too. We simply can't operate any other way.
Right now, GOG is an aberration because Bethesda never updated the game there.
This current version wants the CC files you had with NG update. 2.1.5 does not want them. So you can use the old file but not the current.
if thats the case you think it might be possible to use the latest version of ufo4p if you can get the ng cc into the downgraded 1.10.163 fallout 4? i think their are mods that bring the ng cc into 1.10.163. id love to test that out
HI, I'm using a downgraded version. From 1.10.984 > 1.10.163. The CC files are still present and vanilla Quests that come with 1.10.984 are still there, seems everything is working fine.
So, i should use the 2.1.8 (Prerequisite>= 1.10.980) version an no more the 2.1.5 (for 1.10.163) Is it correct ?
Also, do yk know if this mod will work for me? I have all the required DLCs except for Makeshift Weapon Pack literally all but one. Will the mod still work even though im missing one required DLC?? These are all the stuff I have rn: Automatron Contraptions Workshop Enclave Remnants Far Harbor Halloween Workshop Nuka World Vault-Tec Workshop Wasteland Workshop
I was just wondering, does this mod fix the bug where bumping into vehicles can kill you? I thought it did because out of the almost ten years of playing the game and using this mod it has never happened to me. I see posts all the time where it’s happening to people playing vanilla or without any bug fix mods and I try to help when I can.
10258 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.
You should be on 1.11.3 or greater for this error to go away.
I would like to point out again, for the umpteenmillionth time though, that this "error" is only an "error" to the mod manager. The game will not have any issues loading the archives. Ignore it if you don't want to update Vortex for whatever weird reason.
The tl;dr of it though is this: ANY mod which makes an edit of ANY kind to an NPC WILL contribute to the issue. It makes absolutely no difference what kind of edit it is, but the issue was introduced with the NG Update. Not by anything we did to the patch.
EDIT: Here are the files to replicate the test: https://www.afkmods.com/StutterTest.7z
Use a save in Sanctuary Hills next to the workshop. Install the no overrides version first. Run from there to downtown Concord. You should encounter an FPS hit, but no major hitching or stuttering and by the time you get there all the NPC should have been spawned.
Exit the game and switch to the file with the overrides. Reload the Sanctuary Hills save. Run to downtown Concord again. You should notice the difference immediately once you've reached where the 2 bloodbugs usually spawn by the car, and it will become increasingly worse as you continue. Assuming your game doesn't crash, you should eventually be able to reach the spawning area and still see raiders dropping in from above. The stuttering should be VERY obvious.
BIG EDIT: Perchick71, of CK Fixes fame, has produced an F4SE plugin that cures the facegen issues listed above. It's called X-Cell Fallout 4 and is highly recommended to use until BGS fixes their bugs.
Which file would I download if I am running 1.10.163.0? Or do I need to update to latest to use UFO4P properly? Heard the latest version has stuttering issues from facedata mods that I'd like to avoid.
As I remove this mod a previous version comes up.
Version 2.1.5 of Unofficial Fallout 4 Patch is not objected to by LOOT.
This current version wants the CC files you had with NG update.
2.1.5 does not want them. So you can use the old file but not the current.
That's because 2.1.6 and 2.1.7 are only compatible with the 980 update. So the only advice you'll get here is to update your game, not to insist on sticking to an old version.
And it will continue to be the case that the patch is only compatible with the latest version of the game in the future too. We simply can't operate any other way.
Right now, GOG is an aberration because Bethesda never updated the game there.
if thats the case you think it might be possible to use the latest version of ufo4p if you can get the ng cc into the downgraded 1.10.163 fallout 4? i think their are mods that bring the ng cc into 1.10.163. id love to test that out
The CC files are still present and vanilla Quests that come with 1.10.984 are still there, seems everything is working fine.
So, i should use the 2.1.8 (Prerequisite>= 1.10.980) version an no more the 2.1.5 (for 1.10.163)
Is it correct ?
These are all the stuff I have rn:
Automatron Contraptions Workshop Enclave Remnants Far Harbor Halloween Workshop Nuka World Vault-Tec Workshop Wasteland Workshop
Grab it before Nexus does another policy change.