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Roger44477

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  1. Roger44477
    Roger44477
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    In regards to undoing quest changes 

    FATE touches around two thirds of the quests in the whole game. My method of undoing these changes unfortunately takes about half a minute to a minute per record change. What this means, is that I'm looking at hours of extremely tedious work just copying over vanilla and UFO4P records to overwrite FATE's changes. 

    As such, for now I'm putting that on the back burner and will only release a rollback for the quests that FATE actively breaks, for example the Atom Cats misc quest.

    If you find any other quests that are broken by FATE, please post them below and I will add them to the patch after confirming on my end with a minimal load order.
  2. KillaKhan69
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    Shame that the mod itself got taken down
    1. Roger44477
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      That's why I never got around to updating the AIO options tbh
  3. Ninja2dan
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    Any chance to get a rollback on the jetpack edits? FATE has integrated the "Jetpacks Use battery instead of AP" mod, in which "Fusion Cores last slightly longer, Power Armor will drain the FC instead of AP". This is part of their "fixes" file.

    Unfortunately, any other mods that add non-PA jetpacks or jetpack effects no longer work. PA jetpacks still work, but the core drain is retarded-fast, even with WIPAG's 90% core drain reduction.

    Their mod page is down right now, has been for a few days, so I can't contact their support. And I'm not seeing any sections of the .ini that would allow me to change/remove that setting. I use multiple armor/clothing mods that add new non-PA jetpacks, but none of them work now after installing FATE.

    I'd greatly appreciate if you could take a look and add a rollback for that change. I'm sure anyone else that's also using non-PA jetpack mods would love the assistance.
    1. Roger44477
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      I'll see if I can find that change in FO4Edit when I have some time, but currently busy prepping for first exams.
    2. Ninja2dan
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      Thank you, I'd really appreciate it. Currently, I'm completely unable to use any non-PA jetpacks regardless of which mod adds it or how it's implemented. And the PA jetpacks burn cores super fast, even with multiple mods/perks to reduce core use. A few seconds of good PA jetpack use can burn through 20+ cores easily.

      I found a mod that has a setting to stop PA jetpack from burning through cores, but it still doesn't fix the non-PA jetpacks.

      Good luck on the exams. Wouldn't say that's a part of college I miss.
    3. Roger44477
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      Added to the optional files, can't guarantee it fixes compatibility.

      Now, with that out of the way I will ask that you refrain from using that sort of language on my page.
    4. Ninja2dan
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      Works perfectly, thank you. I've tried several different types of non-PA jetpacks, and so far all of them work normally now. And I can go back to using PA jetpacks without burning through dozens of fusion cores. I have no idea why they would have thought such a change was a good idea.
  4. ThatOneDudeK
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    The FATE mod did cause so many issues on my game and broke it. I will try your mod in hope that it will fix most of the crucial issues. Deacon Tradecrafting quest bug, invisible dogs (all tamed ones or the ones bought from Erickson the muty from Far Harbor), Phylis from Egret Marina being broken. I truly hope Shadow himself does something about it.
     Realized way too late that it's his "patches" that caused all the problems :(

    P.S. The invisible dogs i assume is by something on FATE that has dogs being able to throw you on the ground or grab you. Like another mod does, idk name rn. Took me some time find out it's part of FATE.

    P.P.S. A question, as Fate killed me. Do i need to keep it enabled when using your mods? To fix some issues i need to have FATE disabled. But to be able to progress on the tradecraft quest i need it enabled, as Deacon does repeat a dialogue over and over about the BoS and cant be talked to, when disabled.
  5. achekery83
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    Do we have a bug tracker for fate? So we know the most unpopular iasues
    1. Roger44477
      Roger44477
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      I've mostly just been going off of the reported bugs on FATE's mod page
    2. achekery83
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      Got it.  Will this be rolled into FATE?
    3. daywalker03
      daywalker03
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      Genuine bug fixes, most likely. Disagreement over which file something belongs in, if you can convince him to move them.
    4. achekery83
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      Would be great to get these rolled in so this doesn't potentially become an obsolete fork once the next FATE version is released.
    5. daywalker03
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      Well, it's going to be updated in a few days because he's got to pull a mod out.
  6. Drovumas
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    Any fix/patch that fixes the animation bug where melee or weapons that have a rev up/charge is skipped/broken/repeating and 3 times as fast than normal?
    1. Roger44477
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      I'll see what I can find, but I've had very little luck tracking down that sort of thing so far unfortunately 
    2. Drovumas
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      Well its not an issue with melee as you usually will have to click again to attack again, but holding melee will make the animation repeat as soon as it hits with no cooldown. Miniguns or guns with a spin up time will fire instantly, so it could be something to do with the animations, but man the FATE Patch seems both bad and good, some unnecessary "fixes" and more fixes breaking other fixes, but i can't even play without the FATE Patch as it fixes a bunch of issues.
  7. amfazand
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    Hey there and thanks for patching this patch :-) FATE messes with the Robobrains and I cannot interact with them making the vault 118 mission impossible to complete. Can you look into this?
    1. magitsu
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      I was able to interact with them, but the quest forgot some steps (that I had examined the murder weapon, paint), leading to having to do most of it again. So there might be some specific type of bug with Fate interaction. Though I ran only with Fixes, not Tweaks. But I also think it probably should be looked at.
    2. amfazand
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      I remember when I removed one of the patches (forgot with one), everything worked fine for me. So yeah I'm thinking the issue is within Tweaks.
    3. amfazand
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      deleted
    4. Roger44477
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      FATE touches a lot of quests with small dialog and quest objective changes, so I wouldn't be surprised if that's what broke it. Was just a bit more tedious than I wanted to deal with yesterday but I do plan on making a quest changes remover
    5. Roger44477
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      edit: my bad, forgot I had another mod that touched the dialog system so I went off on a wild goose chase there. Original comment below.

      So it seems the issue there is actually with the dialog system overhaul, which is unfortunately outside of my skillset to fix.

      Was able to fix the bug with the atom cats quest at least, will be uploading that soon
    6. amfazand
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      Well that sucks. Thanks for looking into my request though!
    7. infomaniac50
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      RACE records define the core behavior of NPCs. Stuff like walking/eating animations, corpse behavior, scale, etc. Animation rigging is rooted at the legs and changing the legs at the robot workbench also changes the robot's race. Modding Ada with Robobrain treads will break her companion dialogue. When I put the Protectron legs back on it fixed the companion dialogue. Jezebel was also broken when I gave her Robobrain treads. Each dialogue option was blank until I put Protectron legs on her. Before I figured it out I had to use setstage commands to move forward on Jezebel's liberation quest.

      I fixed Robobrains from the Automatron DLC by partially reverting the RACE records. I deleted the QSTI subrecord in my patch for DLC01RoboBrainRace 01001129 and it fixed the dialogue on Ada when she has Robobrain treads. I assume that doing the same for DLC03RoboBrainRace 03033E79 would fix the Robobrains in the Brain Dead quest. However, I have not tested the Brain Dead quest in my current playthrough.

      I think the FATE changes were meant to add idle/combat chatter to generic NPCs. You can't get NPCs to do anything without a having quest attached to them and dialogue is the way you interact with quests that are attached to NPCs. Doing this breaks NPCs that have some kind of one on one interaction with the player, such as companions and characters with unique dialogue. You would think the later dialogue stuff would override the RACE record stuff but I guess not. I looked through some of the RACE records and I didn't see any that have have a QSTI subrecord and are also referenced by unique NPCs. If they exist and the interaction is broken then fixing them probably works same way.
    8. Roger44477
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      Well damn, thanks for the find! 
      My classes start up tomorrow unfortunately so I'm not sure when I'll get a patch made, tested, and uploaded, but should be sooner rather than later 
    9. amfazand
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      I just tried deleting the QSTI record and was able to complete the quest as intended. Thank you Infomaniac50 as I would have NEVER guessed to remove THAT record. I tried reverting other records within but never thought to touch QSTI.

      And of course, thank you Roger44477 for this mod and tackling the many issues of FATE!
    10. Roger44477
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      A patch is officially up. 
  8. XanthosGambit
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    Dialogue System Overhaul? What Dialogue System Overhaul?
    1. Roger44477
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      Okay, I'll take the L on that, I identified the problem as changes FATE made outside of the quest itself, with it having actually broken the ability to speak to robobrains at all and, forgetting I happened to be running a separate mod that overhauls general dialog, assumed they were one in the same.

      Infomaniac50 identified the exact issue with what FATE changes and it should hopefully be a not-too-bad fix at least
  9. Greenmailman
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    I also want to complement your thoughtfulness on uploading the changes individually and AIO.

    Big Koodos. Much Love. Happy yes.
    1. Roger44477
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      Of course! 
      I was just posting them in the style I prefer this sort of mod to be in (well actually that would be a FOMOD, but I haven't figured those out yet and it was already 3am when I was uploading these)
  10. Buracchi
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    I could be mistaken about this, but I think FATE also messes with Deacon's appearance by changing his unique black sunglasses into normal tinted ones
    1. Roger44477
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      I'll check that next chance I get
    2. Roger44477
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      After looking into it, Deacon still wears his unique glasses, however one of the mods integrated into FATE makes some glasses completely clear, including his unique pair for some reason. Will see how I can fix this
  11. Skcyte
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    Thank you for this. I installed FATE without much thought about it and turned out they made visual changes while the mod is called Technical Enhancement, so much for that.