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
  • 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
  • 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.
    • 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 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.
    • Deathclaws are now consistently immune to Dogmeat's grab attacks, as intended.
    • 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).
    • Eustance and Hawthorne are now correctly considered grandparent and grandchild.
    • Expanded the number of creatures that are capable of dropping Viable Blood Samples.
    • 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 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 ammo issues.
    • Fixed a few minor issues with some clothing items.
    • Fixed a large number of issues with next-gen's integrated CC content.
    • 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.
    • Foreknowledge perk now has 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.
    • 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.
    • Vault 81 Molerat Disease is now hidden in the perks list, as it has no UI graphics associated with it.
    • 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.
    • Kill animations that previously specified humans can now be executed on non-feral ghouls.
    • Legendary Raiders and Gunners now properly display their rank instead of having a generic name across all variations.
    • 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.
    • Opal's stock now refreshes.
    • Overdrive now makes the player exclaim like Psycho and Fury do.
    • 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.
    • Populated a few FormID lists that were previously missing entries, including one used for melee weapon animations.
    • 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 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 malformed poison resistance perk entry from Pack Alpha that didn't do anything.
    • Removed names from internal (inaccessible) Power Armor mods, as they erroneously showed up in the UI.
    • 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.
    • 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.
    • 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.
    • 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.
    • 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).

    Why does my game crash on startup?
    If you're on Steam, update your game and run the downgrader. If you're on GOG and thus can't update, use version 2.6.0 found under Old Files. Depot downgrading (or simply preventing Steam updates) is not supported, and it will cause issues with mods, including CFM and UFO4P.


    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.