Hi! This is from the Unofficial patch changelog: ""Object01 - Radio in a junk pile" [REObjectDL01] incorrectly marks 2 of the spawned objects as temporary. This leaves the rest hovering above the ground when the player returns later. The "garbage pile" object will also throw visual anomalies because the script is trying to move a static object during setup. (Bug #33585) [NR]".
Does this mean the Unofficial patch now fixes the same bug too? Thank you for your work! :)
Likely so, yes. I submitted a lot of my bugfixes to the unofficial patch, and now that it's been updated I get to double-check which ones are included and update my mod pages accordingly.
B29D7 is a radio under the world in world cell BostonPublicLibraryExt E4C7 It plays static, can't be seen, or turned off Maybe you want add that to this mod, make another file, etc
That sounds like you might have a mod that edited the radio. 000B29D7 is a receiver for Diamond City Radio that is across the street from the library in a pile of debris:
I confirmed ingame that it is properly playing Diamond City Radio, too.
I have a default Fallout 4 with default ini and I only use one mod at a time. I do everything manually, no mod manager, no ini tools, nothing automated. That radio is under the pile in my game. The only possible answers I have are my files need to be repaired by verification or the fix is in something I don't have like the Unofficial Patch. The radio static is my mistake by using COC before game start I think. Maybe using COC is part of the radio placement issue I have.
Radio stations get set up when you leave the vault, so using COC from the title screen would indeed lead to this radio playing static. As for the unofficial patch, this screenshot was taken with it installed.
Hello, I had a question, I'm not entirely sure if its only me. I ported the mod so I could check it out, and it seemed to work great however I did encounter something, and I'm unsure if it happens on pc or not. On the first encounter the junk pile appears to look as if its vibrating or shaking in place, I did not think to check if it happens in vanilla but if I recall correctly, it hadn't. The issue also appeared to go away after a while. I could check on pc too although it may take me a little while, any ideas? Could it just be me? Thank you.
I just opened it back up in the creation kit to check, and I can see exactly why. For clarification, what you're seeing is what happens to a static object if its position or angle get changed, because there are some oddities with how they're rendered since the game assumes static objects won't move in most cases. It goes away if the object is disabled and enabled, or if it unloads and then loads.
To properly prevent it, the trash pile would need to either be disabled and then enabled via the quest's script fragment, or it would need to be marked as initially disabled in the alias and then enabled via the script fragment.
I've gone ahead and updated the bug report I made for the unofficial patch to let them know about the issue. Unfortunately, the fix here requires a modified script fragment, which makes it incompatible with PlayStation.
noticed that in my game the other day, so this is good timing. say, you're the Glitchfinder 'round here, you ever find East Entrance Checkpoint? https://static.wikia.nocookie.net/fallout/images/e/e6/FO4_Fort_Hagen_(Entrance_Checkpoint_1).jpg/revision/latest?cb=20170318082458
Is there a specific issue with the checkpoint? It's not something I've ever really examined ingame since I tend to come at Fort Hagen from other directions.
think one way windows. absent on the exterior, despite being present on the interior. and the view to the outdoors... is all messed up. It's that wall without windows, I'd be more than happy with it just being solid wall on the interior and call it a day though it's beyond my means.
PRP has very specific load order requirements due to how precombines work, and I already have a habit of sending fixes their way to resolve. A standalone fix by filling in the windows would probably be very doable, but would be a moot point for me when the next stable build will change the exterior wall to have windows. There's a reason I marked my old precombine bug workaround mod as discontinued.
While I am posting fixes I've submitted to the unofficial patch as standalone mods, the process involved for those is very different from fixing precombine-related issues like that kiosk has. Especially in cases like this where the optimal solution would involve rebuilding the cell's precombines.
Ironically, I am actually working on a mod that utilizes that kiosk for something, and it would logically make sense in the context of that mod for the windows to get filled in. So I might address it indirectly as part of that mod.
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I'll list mods that people ask about here, along with their compatibility and resolution status. This fix has an issue filed for the unofficial fallout 4 patch, and may be rejected or included in a future version.
above the ground when the player returns later. The "garbage pile"
object will also throw visual anomalies because the script is trying to
move a static object during setup. (Bug #33585) [NR]".
Does this mean the Unofficial patch now fixes the same bug too? Thank you for your work! :)
It plays static, can't be seen, or turned off
Maybe you want add that to this mod, make another file, etc
I confirmed ingame that it is properly playing Diamond City Radio, too.
To properly prevent it, the trash pile would need to either be disabled and then enabled via the quest's script fragment, or it would need to be marked as initially disabled in the alias and then enabled via the script fragment.
I've gone ahead and updated the bug report I made for the unofficial patch to let them know about the issue. Unfortunately, the fix here requires a modified script fragment, which makes it incompatible with PlayStation.
Thanks for this.
https://static.wikia.nocookie.net/fallout/images/e/e6/FO4_Fort_Hagen_(Entrance_Checkpoint_1).jpg/revision/latest?cb=20170318082458
O_o
While I am posting fixes I've submitted to the unofficial patch as standalone mods, the process involved for those is very different from fixing precombine-related issues like that kiosk has. Especially in cases like this where the optimal solution would involve rebuilding the cell's precombines.
Ironically, I am actually working on a mod that utilizes that kiosk for something, and it would logically make sense in the context of that mod for the windows to get filled in. So I might address it indirectly as part of that mod.