Fallout 4
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The Community

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Ungeziefi

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About this mod

A collection of fixes made by the community over the years, with open permissions.

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Mods Included With Open Permissions
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  • Mesh Bounds Fix
  • Vault-Tec Workshop Gear Door Fix
  • Fortune Finder 4 Fix - Basic Bottlecap Mine (Basic version)
  • Female Cage Armor Pocket Fix
  • Ash Be Gone (Removed 2 unnecessary changes)
  • Cats Dora and Maisie Happiness Fix (Default version, fixed the bAllowMove flags thanks to HautdenLukas. Also improved by using a scripted method instead, thanks to Glitchfinder)
  • Covenant - Disable the Dead Caravan From Stockton
  • CryoFix
  • Cryo Freeze Effect Supplemental Fix (Improved thanks to DankRafft)
  • Fatman MIRV Projectile Fix
  • Junk Jet Projectile Invulnerability Fix
  • Handmade Rifle Long Welded Barrel Projectile Node Fix
  • Malden Hospital Port-A-Diner Fix
  • Melee Weapon Impact Sound Fix
  • Piezonucleic Lining Fix (1st variation)
  • Billboards Transparent and Fade Fix
  • Assaultron Left Hand Hydraulic Frame Arm Mesh Bug Fix
  • Power Armor Chassis Buttplate Fix Redux
  • Swan's Pond Flicker Fix
  • Toothpick Mouth Morph Fix (Vanilla version)
  • Workshop Lightbulb Emittance Fix
  • Duffle Bag Sound Fix
  • Space Sentry Leg Fix
  • Far Harbor Marine Armor Boots Fix
  • Melee Limb Mod Fix
  • Fast Travel Target Fix
  • VATS Freeze Fix (F4SE version by legiaoday6557)
  • Female Rear Head Clipping Fix
  • Dead Settlement Brahmin Despawn
  • Institute Radio Repeat Glitch Fix
  • Plugging A Leak after Tradecraft (Patched for UFO4P thanks to Enesore)
  • CDR - Chemist Done Right - Chemist food fix (Also corrected the Nuka-Lixir and Vim! Refresh effects thanks to Enesore)
  • X-01 Helmet neck and minor light FX fix
  • Poisoned Wine Fix and Deadly Poisoned Wine - Simple (Fixed the bleed out syringe being affected by the fix thanks to Enesore)
  • Institute Bottled Water Survival Thirst Fix
  • Gauss Rifle Charging Anim Fix
  • Legendary Radroach Fix (Without subjective changes)
  • Floating Guard Fix
  • X-01 Institute Power Armor Helmet Fix
  • Fix Automatron Headlight and ShockClaw effects
  • Handmade Rifle Suppressor Fix
  • Creation Club Assault Rifle Drum Mag Fix
  • Bathroom Effects Fix (90 FOV)
  • Flop Out Cylinder Fix


  • Mods Included With Closed Permissions
    These mods do not have open permissions, but their changes are not unique in any way and cannot be claimed, especially since CFM is not a straight copy and has its own tweaks and improvements. Some of these could not be implemented differently, even if I wanted.

    This has been confirmed by a moderator already.
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  • Car Physics Death bug fix (Removed an ITM)
  • Far Harbor Perks Fix (Removed a redundant edit and perk edit)
  • Weston Water LOD Fix
  • Gameski's PsychoTats Fix
  • Fixes and Tweaks by Aurelianis (Only the DN050 quest fix)
  • Vault 111 Terminals Patch (Removed a wild edit)
  • Radio Tower Transparency Fix (Recreated the fix by editing the vanilla material and applying the Alpha Testing flag)
  • Nuka World Novatron Assaultron Torso Fix (Recreated the fix by editing the vanilla material and correcting the normal map path from arms to torso)
  • 3rd Person Beard Fix (Recreated the fix by editing the vanilla material and correcting the alpha test reference from 90 to 60)
  • No Aggro Impact Landing (Power Armor) (Removed redundant edits)
  • Vault 81 - GOAT Sequence Patch


  • Miscellaneous Fixes by Enesore & From User Reports
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    • Added a missing painting to the list of buildable decorations. Unlike other cut settlement items, which generally have issues, this one was likely omitted by mistake, as there's nothing wrong with it.
    • Added previously missing sounds to some objects.
    • Adjusted UFO4P's changes to 10mm and Deliverer's suppressors to properly state that they become completely silent, as their suppressors work differently from other weapons.
    • All fire damage over time (DoT) effects are now blocked by Asbestos Lining, instead of only a tiny subset.
    • Black Widow and Lady Killer now increase pacification odds by 5/10% instead of decreasing them by the same amount.
    • Bloodbugs can now drop meat without Wasteland Survival 9.
    • Bloody Mess 4 no longer causes the player to grunt as if taking damage when dismembering something nearby.
    • Boards and Sledgehammers now come with the Unpainted mod from Nuka-World by default, instead of having an unpopulated material slot.
    • Bowling Ball Launcher modification now renames Fat Man accordingly.
    • Bullets fired by Explosive legendary guns now correctly ignite oil pools and gas leaks.
    • Caged Glowing Mole Rats and Glowing Mutant Hounds are now affected by UFO4P's fixes.
    • Caged House Cats can now be transferred between settlements.
    • Caltrops no longer cause screen shake when shot.
    • Chameleon legendary effect no longer uses visual and sound effects meant for the Stealth Boy Power Armor modification.
    • Charred Feral Ghouls and Charred Painted Ghouls are now set to respawn, as they're not unique enemies.
    • Chemist no longer affects the duration of non-chem induced paralysis effects (mostly relevant for mods).
    • Cloaking legendary effect no longer makes the Pip-Boy unusable when triggered.
    • Clothing Emporiums now generate the correct amount of happiness.
    • Corrected errors on a large number of descriptions and item names.
    • Corrected the S.P.E.C.I.A.L. buff order for Unyielding, and their conditions now use the dedicated GetHealthPercentage function instead of running GetValuePercent on Health.
    • Cryo Mines are now worth the same as Cryo Grenades, at 125 caps, instead of only 50 caps.
    • Daytripper's effects now correctly last for 10 minutes instead of 5.
    • Deathclaws are now consistently immune to Dogmeat's grab attacks, as intended.
    • Deathclaws no longer permanently flag their targets to get dismembered on death after clawing them, instead only doing so for 2 seconds, as intended.
    • December's Child's legendary effect now properly decreases weight.
    • Deep Pocketed mod on Vault-Tec Security armors now has crafting requirements instead of being completely free.
    • Deezer and Dora (the house cat) are now marked as Protected, as they're the only Covenant inhabitants that don't turn hostile when forcefully taking over the settlement. Because Covenant is intended to be obtained by force when siding with Honest Dan, this change cannot be applied to its other inhabitants, so they can still die during attacks after a peaceful acquisition.
    • Disabled an unused Fusion Core Ejector weapon that was likely placed by mistake.
    • Disciple Blades can now be displayed on weapon racks.
    • Domestic and Utility Vault 88 doorway endcap pieces now snap and align properly with other Vault 88 objects.
    • DoT effects are now hidden in the UI, as they cannot be displayed accurately.
    • Effects that reduce the player's chem addiction chances back to normal (used by items that cure addictions) no longer have their magnitude reduced to 10% in Survival, and their descriptions no longer state "HP" (relevant for mods that use the effects by themselves).
    • Endangerol now increases damage taken by 25%. It's not possible to make the original effect (25% DR reduction) work as intended, as it was made using incorrect assumptions about the related perk entry, which resulted in the target penetrating 75% of everyone else's armor.
    • Energy Weapons Bobblehead now affects Gatling Lasers and Alien Blasters.
    • Eustance and Hawthorne are now correctly considered grandparent and grandchild.
    • Expanded the number of creatures that are capable of dropping Viable Blood Samples.
    • Fancy Plaid Suit & Tie is now used by Operators. There isn't anything to suggest that this item was intentionally cut from the game, and its omittance was more than likely a mistake.
    • Far Harbor's flora is no longer considered food in Survival. There's no real explanation as to why regular Bloodleaf isn't food, but Black Bloodleaf is.
    • Firefighter Protectron and Protectron Medic now have proper names instead of just being called Protectron.
    • Fixed a few minor ammo issues.
    • Fixed Bloodied legendary effect's conditions, which incorrectly used "greater than or equal to" and had a misplaced decimal point for an effect that was meant to apply between 50% and 55% health.
    • Fixed Fever Blossom's Ingredient Production values, which are supposed to be 100 for all flora and seasons.
    • Fixed a few consistency issues with headlamps.
    • Fixed a few minor issues with some clothing items.
    • Fixed a number of NPC keyword, voice type and faction issues.
    • Fixed a number of NPCs that drew their stats from incorrect templates.
    • Fixed a number of issues with Power Armor mods. Their order in the crafting menu now honors perk requirements, the loose mods always have 0.5 weight, and Raider Power Armor loose mod names are no longer messed up.
    • Fixed a number of projectiles inappropriately having frag grenade explosions when shot.
    • Fixed some issues introduced by Wasteland Workshop DLC to Meat Bags, and made them respawn their contents.
    • Foreknowledge and Quiet Reflection perks now have UI graphics.
    • Gas Canisters, Condensed Fog and Jugs can no longer explode endlessly.
    • Giant Hermit Crabs are no longer vulnerable to radiation. This was very likely a mistake, since there's no explanation given as to why an enormous mutated creature constantly exposed to the Fog would have less radiation tolerance than a raider.
    • Giant Hermit Crabs are now set to respawn. It's been reported that the lack of a respawn flag may cause issues with Deadliest Catch, and it's also not consistent with other "boss" creatures like Mirelurk Queens and Behemoths, both of which can respawn.
    • Glowing Bloodbugs now use the correct radiation cloak.
    • Gunslinger 5 can now cripple limbs again, which was broken by UFO4P due to conditions being run on the wrong tab.
    • Handmade Rifle's Advanced Receiver is no longer considered an ammo conversion receiver by the game's naming rules, as it isn't one.
    • Heavy Gunner and Commando perks now correctly mention general accuracy instead of hip fire accuracy.
    • Heavy Gunner and Party Girl now use correct UI sounds at higher ranks.
    • Ice Cold Nuka-Cola Dark is now correctly assigned an addiction type.
    • ImmuneToRadiation (Robes of Atom's Devoted 900+ Rads effect), "The Heavy" (Institute Killer Weave's effect) and Vault 81 Molerat Disease are now hidden in the perks list, as they have no UI graphics associated with them.
    • Increased the output of the Acid Concentrate crafting recipe to 20. Everything points to it being the correct amount: Acid Soaker has a capacity of 20, the acid requirement is 20, and the amount of glass also suggests a full bottle.
    • Increased the weight of Firework Shells from 0.08 to 0.1, as the UI is not set up to correctly handle sub-0.1 weight on non-ammo items.
    • Institute Gun scopes now have correct magnification and night vision status (where applicable).
    • Irradiated, Almost Unbreakable and Low Weight legendary mods now properly increase their item's value.
    • Kill animations that previously specified humans can now be executed on non-feral ghouls.
    • Laser Muskets can no longer spawn with muzzles meant for Laser Guns.
    • Legendary Rabid Mole Rats can now spawn.
    • Legendary Raiders and Gunners now properly display their rank instead of having a generic name across all variations.
    • Lighter Build now grants the correct number of Action Points on Combat Torso and Marine Torso armor pieces.
    • Made some minor corrections to incendiary bullet impacts.
    • Maisie (the house cat) and Clarabell (the brahmin) in Abernathy Farm are now marked as Protected, as they're unique animals similar to Gene's Junkyard Dogs, which are also Protected.
    • Marked a number of unique items to not respawn.
    • Moldy Food is now considered food by settlements.
    • NPCs and creatures that are immune to radiation will no longer take direct radiation damage, such as damage from Atom's Judgement.
    • Nuka-Cade Basketballs no longer require less Rubber than they produce when scrapped.
    • Nuka-World "trash" items no longer have abnormally high weight.
    • Nukalurk Egg clutches no longer contain UFO4P's Nukalurk Eggs that are unusable in crafting, and instead produce regular Mirelurk Eggs. The Missing Nukalurk Recipe Book, which gives Nukalurk Eggs a proper use, overrides this change.
    • Old Longfellow is now affected by Live and Love magazines.
    • Opal's stock now refreshes.
    • Overdrive now makes the player exclaim like Psycho and Fury do.
    • Pain Train 3 now correctly boosts Impact Landing damage.
    • Party Boy/Girl 2 can no longer be acquired while the player character is under the influence of alcohol, since doing so causes permanent stat damage.
    • Party Boy/Girl and Live & Love 5 Luck bonuses now have correct durations.
    • Peepers is no longer marked to respawn.
    • Plasma Mines are now worth the same as Plasma Grenades, at 135 caps, instead of 100 caps.
    • Poison effects can no longer permanently damage the player's Perception. To achieve this, SPECIAL-lowering effects can no longer be resisted by Poison Resistance or perks.
    • Poisoned Caltrops no longer explode when shot in their inactive (dropped item) form.
    • Populated a few FormID lists that were previously missing entries, including one used for melee weapon animations.
    • Power Armor Stations no longer cause encumbrance damage in Survival.
    • Rad Powered no longer spams the UI with duplicate Strength buffs.
    • RadAway no longer benefits from Chemist, as it's already eligible for Medic.
    • Raider and Trapper arm mods no longer massively increase their item's value. It's likely that a wrong template was used when copying stats, since leg and torso mods are far less valuable.
    • Recruitable NPCs that are initially located in safe areas are now marked as Protected for consistency with regular settlers and recruitable roving merchants, which are Protected by default.
    • Reduced certain loading screen rates (including ones from Automatron) to prevent them from overtaking other loading screens.
    • Reduced the length of short names for a few ammo types, which were too long for the UI to handle gracefully.
    • Removed Flying Ant Meat from Pack workshop stores. This item was cut at some point during development, since Ant Swarms drop regular Ant Meat.
    • Removed Max Count from Bloodbug's death item list. There isn't any conceivable explanation as to why the item limit exists for this particular list, since none of the other death item lists have it.
    • Removed a Bobby Pin Box that was erroneously placed inside a container, and replaced it with an equivalent leveled list.
    • Removed a bugged Mod Spell Magnitude effect from Calmex.
    • Removed a malformed poison resistance perk entry from Pack Alpha that didn't do anything.
    • Removed a redundant condition from Repair Bobblehead's effect that could cause issues with modded weapons.
    • Removed an excessive (80) Strength buff from one of the Minutemen variants, which was likely carried over from a bugged melee raider template.
    • Removed an unused robot loose mod from a leveled list.
    • Removed an unused, inaccessible set of Road Leathers (FormID 4A53B) from MacCready's outfit.
    • Removed names from internal (inaccessible) Power Armor mods, as they erroneously showed up in the UI.
    • Removed the "Penetrates Geometry" flag, which alters VATS hit chances with Penetrator, from projectiles that cannot benefit from said perk.
    • Removed the Gun Nut 2 requirement from Gatling Laser's Overcharged Capacitor, since none of the other energy weapon mods ever require it, including other Gatling Laser mods.
    • Removed the stagger effect from Gwinnett Lager, as it didn't work properly.
    • Removed unused Cryo and Fire resistances from all NPCs that had them, as they were displayed by Awareness despite doing nothing.
    • Removed weight from several holotapes that had it by mistake.
    • Renamed several junk items that previously had duplicate/nondescript names.
    • Restored missing coloration options and footsteps to a number of creatures.
    • Reweighted some meats to match the cooking recipes, which previously generated extra mass out of nowhere.
    • RobCo Fun 05 magazine now uses a fixed transform.
    • Robot and Metal Armor limb pieces can no longer receive torso modifications like Dense and BioCommMesh. Most torso mod effects do not stack properly, and their loose mods specifically mention belonging to the torso, so it's highly improbable that this was intentional.
    • SCAV! - Bladed Bravado now works for any knife with a UFO4P_WeaponTypeKnife keyword instead of using a hardcoded list. This is functionally identical to how the perk normally works, but potentially allows mod-added knives to benefit from it.
    • SCAV! - Pugilistic Propensities now uses the more common WeaponTypeUnarmed keyword instead of WeaponTypeHandToHand.
    • SCAV! magazine pick-up messages now use the correct UI graphics.
    • Sacrificial Blade and Weaponized Nuka-Cola Quantum Ball are no longer flagged as legendary mods. The former's description is unfit for being displayed out front, and the latter is just an upgrade over Nuka-Cola and Nuka-Cherry balls.
    • Sneak 5 now only triggers while in Caution or Danger.
    • Sniper 1's aim stability bonus no longer has a delay.
    • Stash's random encounter will no longer appear if you attack her group.
    • Swapped Combat Rifle's .38 Receiver and Powerful Automatic Receiver around, since .38 and higher caliber receivers are generally grouped together in the crafting menu.
    • T-60 Tesla armor's naming rules now support Creation Club paint jobs.
    • Taking Perfectly Preserved Pie in Dugout Inn no longer counts as stealing.
    • Tesla Bracers and Tesla Coils' effects are now correctly classified as energy damage, meaning they're affected by Tesla T-60 Armor.
    • Tesla Coils no longer activate during brawls.
    • The order of obtaining Ninja, Mister Sandman and Cloak and Dagger no longer affects the final sneak attack damage multiplier.
    • Vault 81 Cure, Curie's Healthpak, Glowing Blood Pack and X-111 Compound no longer benefit from Medic. This also prevents Curie's Healthpak and X-111 Compound from becoming ineffective due to Medic 4 reducing their duration to zero.
    • Vim! and its variants now heal for correct amounts with Wasteland Survival 3, and the healing effects are no longer duplicated in the UI.
    • You're SPECIAL! book now checks against the player's unmodified stats. Considering that the original check could prevent the player from increasing a stat that wasn't maxed out yet, it's improbable that this was a deliberate design choice.


    Recommended Mods
    CFM cannot include many other mods either because they are out of scope, because permissions do not allow integration, or just because I don't want to replace them. You can follow The Midnight Ride for more fixes.


    FAQ

    Can I suggest a fix?
    You can recommend mods to add in the posts section of this page, but only send mods that have fully open permissions or no claimable fixes (DP doesn't matter, as it's not enabled for CFM).


    Credits
    All of the authors of the mods listed above.
    Glitchfinder for the help with scripting.
    Enesore for the feedback and his personal collection of fixes.