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.
Sorry to ask if anyone would know if I could find the Unofficial fallout 4 patch that works with Fallout version 1.10.163? I had to reformat my whole computer recently after accidentally updating my fallout game and i'm scared v2.1.5 would crash my fresh reinstall.
I mean this as nicely as possible... but sticking to your guns on not having the ability to download older versions of this mod doesn't seem like the best decision right now given how many mods broke because of the next gen update... not even just mods, just people's experiences with even the vanilla game all together. It's just a massively controversial update that messed with our community, so many of us are still on 163.
I know the download is still available. I had to use it to get a version that still worked flawlessly with 163. So why is that link hidden on Nexus?
playing on pre-next gen game version with the GOG file and having some issues relating to far harbor, in the quest "walk in the park", avery and allen dont show up during the welcome party quest step. if i go speak to them then they repeat their usual quest line without entering dialogue. when i forced the quest through with cc and got to acadia, i could talk to dima and kasumi but chase and faraday wouldnt give me their respective quests. is this a known issue or has anyone experienced it?
also seems to apply to Nuka World, gage never said anything on the monorail and red eye didnt make any noise when i started the gauntlet, is my save joever?
Tessa's Fist is a unique Raider Power Right Arm which mistakenly comes equipped with T-60 Hydraulic Bracers instead of Raider Power Armor Hydraulic Bracers.
Use GOG, latest ufo4p, data from latest steam and ba2 Support System.
Or if you dont wanna CC at all cuz they are low effort/quality without ANY quality control from Bethesda unless bugs been discovered by community then you need get proficient with fo4edit and manually remove/change records in ufo4p that rely on CC and such.
Just wanted to say thank you for all the absolutely incredible work you have put into this. Big ups to everyone else that contributed to help button up all these problems in the code. Thanks again Art.
recently started modding fallout 4 again and when I got round to installing the latest version of this patch vortex told me that the main and texture ba2 files are intended for a different game and are incompatible. I suspect it is also causing mcm menus to stop working as a result, any advice
10299 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.
Thanks in Advance!
I know the download is still available. I had to use it to get a version that still worked flawlessly with 163. So why is that link hidden on Nexus?
Vanilla issue that never been addressed by any mod.
Or if you dont wanna CC at all cuz they are low effort/quality without ANY quality control from Bethesda unless bugs been discovered by community then you need get proficient with fo4edit and manually remove/change records in ufo4p that rely on CC and such.
to help button up all these problems in the code. Thanks again Art.