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About this mod
A bunch of fixes for Fallout 4.
- Requirements
-
DLC requirements
DLC name Automatron Wasteland Workshop Far Harbor Contraptions Workshop Vault-Tec Workshop Nuka World Nexus requirements
Mod name Notes Simple Creation Club Delayed NG Soft requirement Unofficial Fallout 4 Patch - UFO4P Soft requirement Mods requiring this file
Mod name Notes Corrections pour Fallout 4 - Ajout a l'UFO4P (French) Obligatoire Fixer - Fixes for Fallout 4 CHS Fixer - Fixes for Fallout 4 - Rus Основной файл. Без него ничего не заработает. Fixer - Traduzione Italiana Essenziale. Tactics Hard requirement True Survival Mode Soft requirement - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod will not be available on Bethesda.net for console users
Author notes
-
File credits
Bethesda
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-
Translations
- Russian
- Mandarin
- Italian
- French
-
Translations available on the Nexus
Language Name Italian Author:Kiri1994 Fixer - Traduzione Italiana French Author:Hwarf - Traducteur Des Terres Desolees Corrections pour Fallout 4 - Ajout a l'UFO4P (French) Russian Author:TsarHeknt Fixer - Fixes for Fallout 4 - Rus Mandarin Author:lvtree Fixer - Fixes for Fallout 4 CHS - Changelogs
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Version 046
- General
- Replaced Knife "Combat Knife" [WEAP:000913CA] by DLC04_DisciplesBlade "Disciples Blade" [WEAP:0601AABC] in DLC04HubFizztopMountainInterior01 "Fizztop Mountain" [CELL:06018596]
- Fixed lens flare flag on lights which did not had the LF suffix such as; 002267CD, 002267CE
- Added missing take up/down sounds for knifes
- Added and corrected impact data set and block material for melee weaponry
- Added missing DLC03_Angler "Angler Stalk" [ALCH:03044043] to Angler, removed obsolete/unused DLC03_AmmoAnglerSpitBlob [AMMO:03049BA3] object from LL
- Finalized no caps in creature fixes, due to global discrepancy across all kind of creatures in Vanilla and DLCs - NOTE: This is serious question, did you ever asked yourself why you cant find a single bottlecap in an Ant Swarm? Me too... Did you ever asked yourself why you get a blood sample (red) from a mirelurk (green blood)? Me too.
- Fixed wrong LL_Arm reference in DLC04_LL_Armor_DisciplesF [LVLI:0603665E], was DLC04_LL_Armor_Operators_ArmLeft50 [LVLI:060287B0] is now DLC04_LL_Armor_Disciples_ArmLeft50 [LVLI:06026B81]
- Fixed ConstructionLight_Standing_2piece_Off1 combined object orientation, therefore fixed position in OldNorthChurch01, since this was the only non PreCombined reference, all other world references use the original combined position this was needed since swapping from On to Off had misalignment due to wrong combined SCOL object orientation
- Fixed transform workshop_PicnicTable [TRNS:000F9027] discrepancy for any workshop vendor object (Special thanks to Zeke2323 for the report)
- General
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Version 045
- General
- Removed NiTransformController leftover from RoboBrainHeadNoGlass.nif, this caused the mesh to not load at all
- Added BSValueNode to Nuclear Material to let it slight glow in the dark, finally ... (Special thanks for robotized and LarannKiar for the revive and overall support)
- Added missing compound descriptors for DLC01DRSMechanistGarageDoorClose [SNDR:010077E9]
- Fixed leftover in cell header for: BradbertonExt05 [CELL:06002FC1] (in NukaWorld "Nuka-World" [WRLD:0600290F] at 6,10)
- Added Persistent flag to Never Fades lights for; 0604B02D, 0604D834, 0604B041, 0604B034
- Added Persistent and Never Fades flag to, 0604B002, 0604B006
- Removed hat item from face item LL in; DLC04TravelerFacewear [LVLI:06051C5D]
- Moved fire lights to Oil Lamp at Evans place, DLC04POIRJ05 [CELL:0600319E] (in NukaWorld "Nuka-World" [WRLD:0600290F] at -1,-12)
- Replaced MirelurkEgg_Harvestable "Mirelurk Egg" [ACTI:001715CD] and MirelurkEgg_Hatching "Mirelurk Egg" [ACTI:0016579B] with appropiate Nukalurk variants: DLC04_NukalurkEgg_Hatching "Nukalurk Egg" [ACTI:060344F8] and DLC04_NukalurkEgg_Harvestable "Nukalurk Egg" [ACTI:060344F9]
- Added gunner death loot to DLC04POISC07_LLD_BrettDunmore [LVLI:06042C51]
- Added havoc to DLC04UFORideWidgetMiscItem
- Fixed Mesh LOD flags in various light fixture meshes, these flag caused the light fixture to pop-in when precombination is disabled, also only the minority of these object types used it, probably leftover, unfinished execution, example: CageBulb##.nif, FlourescentLight##Off##.nif, IndCatLight##.nif, WaxCandle##.nif - Interesting in this regard, the CoA candles dont use the flag too ;) (Special thanks to steve40 for details)
- Fixed the wrong sound file for bloodworm ambush furniture, was using "NPCMoleratAmbushGroundLongB" since it was actually referencing to the old molerat furniture aswell, therefore create new ambush furniture and added "DLC04NPCBloodwormTunnelExit" (Special thanks to icecreamassassin for the guidance)
- Fixed wrong prefix structure for DLC04 COBJ EDID
- Removed junk related leveld list from the death loot of animals, creatures - why? Simple because there is discrepancy in both vanilla and DLCs some creatures have some have not added junk LL > i consider this bad game design and a fix not a tweak to the overall game. If you love to get a toaster from a dead molerat or else well delete the changes i did then.
- General
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Version 044
- General
- Added missing encounter zones to various interios cells, example: DLC04NukaWorldPowerPlant01 "Nuka-World Power Plant" [CELL:06008B57] missed DLC04NukaWorldPowerPlantZone [ECZN:0601FC82]
- Fixed incorrect EDID naming, example: DLC04FunhouseZone [ECZN:0601955A] now reads DLC04KiddieKingdom_FunhouseZone
- Added missing Workshop flag to DLC04NukaWorldWorkshopZone [ECZN:06056DC2]
- Removed leftover naming from Ant Swarm body part data
- General
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Version 043
- General
- Added prefix "Horned" to DLC03_EncRadstag03b which is named Erratic Radstag just like 02 counterpart but 02 does not share the horned actor model
- Replaced [REFR:0604EEFA] CloudDistant05 [STAT:0001751F] in NukaWorld "Nuka-World" [WRLD:0600290F]) at -15,14) with the correct static, same for Far Harbor - NOTE: All the clouds use appriopiate Layers now anyway, to track these down specific to the DLCs and vanilla.
- Added missing DLC04lRain [SPGD:06010F16] reference to DLC04NukaWorldRain [WTHR:06030ACD] - NOTE: This is a much more dense rain variant.
- Added missing DLC04_EncCaveCricketBlack "Cave Cricket Black" [NPC_:0603B512] to DLC04_LCharCaveCricket [LVLN:060138BC]
- Fixed discrepancies across the entire [SOPM:XXXXXXX] object class Reverb Send %, Static Attentuation, Fade Out Distance - Start/End, Fade Out Volume
- Added missing DLC04JunkyardLocation "Nuka-World Junkyard" [LCTN:0601763E] to DLC04NWJunkyardUFO01 "Ultimate UFO" [CELL:06031A1A]
- Added correct lock level to [REFR:0602F137] JailDoorSwing01 "Door" [DOOR:000E74F4]
- Fixed bgsm reference for DiamondRedTarp03.nif, it is supposed to be Red not plain grey
- Removed the "No LOD Water" flag for; PickmanGalleryExt [CELL:0000E01A], [CELL:0000E03A], BeaconHillApartmentsExt02 [CELL:0000E03C], BeaconHillPlaygroundExt [CELL:0000E05B], [CELL:0000E0D6], MassBayMedicalCenterExt [CELL:0000E0F5]
- General
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Version 042
- General
- Fixed mistake and restored missing PreVis/PreCombination in: CombatZoneExt [CELL:0000E0D7] and LexingtonExt03 [CELL:0000DEE1] (Special thanks to Zeke2323 for the report)
- Disabled world references for DiamondSunlightBounceTest02NS [LIGH:00001000]
- Added missing parameteres to DLC03_enchRadiumRifle "Radium Rifle" [ENCH:0302F308]
- Fixes the damage for DLC01MrHandyBuzzBlade "Mr. Handy Buzz Blade" [WEAP:010020F8] to actually equal values to Mr. Handy actor blades
- Added missing equip sound to DN160_GrognakAxe "Grognak's Axe" [WEAP:00183FCD]
- Fixed wrong keyword reference for LL_TireIron_Simple [LVLI:0013ADC7] was using if_tmp_Melee_Standard [KYWD:00027FA2] is now if_tmp_Melee_Simple_Restricted [KYWD:00230300]
- Fixed typo, missing "the" for HC_TutorialFastTravelInstitute [MESG:00249F57] and HC_FastTravelInstitute_To [MESG:00249F58]
- Fixed Caravan markers for Graygarden, these were far next to the fire place
- Added missing ActorType keywords to RECorpseSwarmCreator [QUST:00056114]
- Removed wrong sound file for FXExplosionBulletExplosive [SNDR:00249E06], was using a third layer "Data\Sound\FX\TRP\TRP_Electrical_Arc_Fire_##.wav" for no reason
- Fixed wrong Fog Max entry in FNAM in DLC03_ClearWeatherFast [WTHR:03045F6F] was 85 is supposed to be 0.85
- Fixed unused imagespace and weather entries
- Removed weather sound from region DLC03ExtFarHarborCoastAUDIO [REGN:03044170], DLC03ExtFarHarborGlowingSeaAUDIO01 [REGN:0304DFEB], DLC03ExtFarHarborGlowingSeaAUDIO02 [REGN:03053D1B], DLC03ExtFarHarborInlandAUDIO [REGN:0304DFE9], those sounds are played by the weather anyway, there is no need to have them part of an exterior worldspace record
- Removed unnecessary weather entries in region records for; DLC04AmphitheaterBorder [REGN:06054151], DLC04AudioExtNukaWorldInnerGalactic [REGN:06032965], DLC04AudioExtNukaWorldInnerKiddie [REGN:0603B51A], DLC04AudioExtNukaWorldInnerNukaTown [REGN:06040D50], the reason for this is simple half of the rest of the "inner world" small worldspaces such as Safari and Wester do not use these and thus do not magically force a weather swap
Added missing "Override" flag for CoastalRegion [REGN:001CFDBE], NorthernFoothills_Main01 [REGN:000B25CA], DLC03AcadiaMistBorder [REGN:0305D0C5], DLC03LODRegion [REGN:0303B3EE], DLC04NukaBorderDUPLICATE000 [REGN:0600B907]
- Removed "Pause During Menus (Fade)" for AudioCategoryAMBweatherNoFade "AudioCategoryAMBweatherNoFade" [SNCT:001EB8C0], which in turn will duck the current SFX slightly when using the PipBoy menu or else like it was meant to be
- Moved the leveled list referenc to the 25 and 50 variants which most of the time is skipped for no reason
- General
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Version 041
- General
- Removed "Aluminum" to "Aluminium" change it now reads "Aluminum" again (Special thanks to xyloritus for all the force)
- Fixed wrong carry weight reduction for DLC01EnchBot_ReduceCarryWeightProtectron_Legs "EnchBot_ReduceCarryWeight20" and DLC01EnchBot_ReduceCarryWeightSentry_Legs "EnchBot_ReduceCarryWeight20"
- Fixed chance for LL_Component_Glue [LVLI:000A0F8F] to 0 was 60
- Removed "Eye" first person flag for "DC Guard Helm" [ARMO:000AF0F6] and "Hunter's Hood" [ARMO:030540FC]
- Fixed wrong dog whistle reference for "Dog Whistle" [MGEF:0019814B] was WPNRifleRailwayWhistle [SNDR:000DBDEE] is now NPCHumanWhistleDog [SNDR:0016BAE9]
- Disabled TrapBarnacle01 "Barnacle" [ACTI:0011E7AC] in DLC03DaltonFarmExt04 [CELL:03000CCC] (Special thanks to kahrnivor for the report)
- Added liftetime 30 to BarnacleRadiation "Strong Radiation" [HAZD:00128C71] equal to car explosion since otherwise the hazard object would persist forever
- Added missing value modifier for mod_armor_Custom_GrognakArmor "Grognak's Loin-cloth" [OMOD:00225AEE], DLC03_mod_Custom_Armor_DiverSuit "Diver Suit" [OMOD:0305D371], DLC03_mod_Custom_Armor_InquistorsCowl [OMOD:0305D372], mod_Custom_GrognakAxe "Grognak's Axe" [OMOD:00225AED], DLC04_mod_Custom_NukaGirlOutfit_Description [OMOD:0604BDA7]
- Fixed function type for mod_Legendary_Weapon_TwoShot "Two-Shot" [OMOD:001CC2AD] to actually allow the correct number of projectiles to apply
- Removed duplicate "Value" entry for mod_PipeSyringer_Scope_SightReflexGlow "Glow Reflex Sight" [OMOD:0022BA97]
- Fixed hit behavior for mod_PlasmaGun_BarrelPlasma_Flamer "Flamer Barrel" [OMOD:0005E6D2] was set to "No Dismember/Explode"
- Removed empty entry in mod_SubmachineGun_Receiver_Automatic1 "Standard Receiver" [OMOD:0015B044]
- Fixed incorrect value for certain misc mod attachments
- Fixed wrong door reference for [REFR:00068F7D], now places BunExtDoor01 [DOOR:0018E97E] in USAFSatelliteExt [CELL:0000DD36]
- Fixed sound file leftover in BoSVertibirdGrenadeProjectile "Smoke Flare" [PROJ:00056918] and ArtillerySmokeFlareProjectile "Smoke Flare" [PROJ:000A1337], did play FXProjectileBulletBy [SNDR:0001D565] for no reason
- Added missing attach point "Legendary" to "Mr. Handy Buzz Blade" [WEAP:010020F8]
- Added missing ObjectTypeWeapon [KYWD:000F4AEA] to "Fragmentation Mine" [WEAP:000E56C2] and "Bottlecap Mine" [WEAP:0010771F]
- Added missing "Cycle Tracks" flag to faction music
- Added missing DLC04MUSExploreInner01 [MUST:06030EE2] to DLC04MUSExploreInner [MUSC:06030EE4]
- Removed MUSzCombatHigh07 [MUST:002496B4] in MUSzCombat [MUSC:0001ED18] since 07 is using an unfinished record which in turn uses 05 sample
- General
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Version 040
- General
- Added missing ESL flag (Special thanks to DavoS1001001 for the report)
- Fixed typo in name for EncMinutemen01Template [NPC_:001BF0B7] to "Minutemen" was "Minuteman"
- Fixed typo in name for EncTurretStanding## to "Machine Gun Turret" was Machinegun Turret" - NOTE: The correct naming is already used for all Bubble Turrets by vanilla
- Fixed wrong inventory for EncTurretTripodMounted02 and 03 both use inventory of 04 TurretTripodMachineGunMkVII "Turret Machine Gun Explosive" [WEAP:001B5EDD]
- Added missing Keyword LinkTerminalTurret [KYWD:000F9E1A] to EncTurretStandingCart01Template [NPC_:00116002]
- Cleared leftovers from the Root folder in the Body Part Data record for; Ant Swarm, Cat, Gorilla, Super Mutant Behemoth (Special thanks to Glitchfinder for the great talk!)
- Added password GoodneighborHotelRexfordPassword "Hotel Registry Password" [KEYM:001C3AF0] and optional hacking requirement for [REFR:001C3AEF] (places GoodneighborHotelRegister "Hotel Registry" [TERM:001C3AEE] in GoodneighborHotelRexford "Hotel Rexford" [CELL:00022683]) (Special Thanks to Zeke2323 for the report)
- Added key DmndDugoutKey "Dugout Inn Key" [KEYM:000E4510] for [REFR:00139628] (places UtilMetalDoor01 "Door" [DOOR:0002279B] in DmndDugoutInn01 "Dugout Inn" [CELL:00001E5D]) (Special Thanks to Zeke2323 for the report)
- Added correct LL to RaiderDogOutfit [OTFT:00187AFD] and split dog armor light, medium, heavy
- Fixed missing Gunner faction for EncAssaultron01Gunner "Gunner Assaultron" [NPC_:0022CDF7] and EncSentryBot01Gunner "Gunner Sentry Bot" [NPC_:0022CDF3] and patched 02,03,(04)
- Added HC_IgnoreAsFood [KYWD:00249F52] to DLC03_Blight "Blight Fungus" [ALCH:03044042]
- Fixed many wrong consuming sounds for all kind of ingestibles, NPCHumanEatGeneric [SNDR:000B9B61] is supposed to be a "Crunchy" sound file, the NPCHumanEatChewy [SNDR:000BB044] is the correct "Generic" sound file ...
- Added correct DN079TheodoreOutfit [OTFT:00096A79] to TheodoreCollins "Theodore Collins" [NPC_:0003D834] record and replaced the clothing with the correct vanilla one
- Fixed the wrong Gunner00 01 template references for the trapper stats
- Added missing LLD_TurretTripod [LVLI:000C5363] death item for EncTurretStandingCart01Template, 02,03,04
- Fixed raw meat discrepancies across food standard and high HC mechanic, it is supposed to be "Standard" as the majority of items are setup
- Removed DogmeatNoVisualsOnRetrieve [KYWD:0007820B] for some of the raw meat items
- Added missing "Food Item" flag to "Angler Meat" [ALCH:0301C714] and "Raw Fog Crawler Meat" [ALCH:0301C710]
- General
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Version 039
- General
- Removed BunExtDoor01Load "Door" [DOOR:03028808] for [REFR:0004914A] (places UtilMetalDoorLoad01 "Door" [DOOR:00022785] in GRUP Cell Persistent Children of [CELL:00018AA2] to fix the terminal cannot control door bug
- Added correct sound to DLC03_AmmoHarpoon "Harpoon" [AMMO:03010B80] ((Special Thanks to Zeke2323 for the report)
- Added missing Keyword to DummyNoEdit_FusionCore [MISC:00041ED0]
- Added missing PreWar Keyword to many more misc items
- Fixed Bandana no equip bug due to armor addon changes
- Fixed issues with the armor addons (Special Thanks to kahrnivor, keyzen97, yarrmateys for the report)
- Swapped Armor_Army_Helmet "Army Helmet" [ARMO:00023432] to Armor_Army_Helmet_postwar "Dirty Army Helmet" [ARMO:0019CBB1] records and made updates to the LL
- Fixed typo for DN075_DuffleBag_Cash "Duffel Bag" [CONT:0010274D] to "Duffle" was "Duffel"
- Removed "Hodded Rags" from DLC04TravelerOutfits [LVLI:06051C5B] since it would clash with the Hat items and the NPC can appear naked ingame
- Added missing CaptiveFaction "faction for captives - friends with everyone" [FACT:0003E0C8] and else to many factions
- Fixed damage mult for ccOTMFO4001_EnclaveTurretTripodBodyPartData [BPTD:FE008503] was 1 is now 0.5 which is used for vanilla and DLC Turrets by default
- Added missing "Severable" flag to head for RaiderDogBodyPartData [BPTD:001A94C5]
- Fixed missing or incorrect pre and suffixes for misc mod attachments for armory and weaponry
- Fixed typos
- Fixed oversights
- General
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Version 038
- General
- Added missing GlowingLootDrop "Glowing Loot Drop" [SPEL:0021C007] and crGlowing [KYWD:001F31B7] entries for many actors
- Changed AssaultronBodyPartData [BPTD:000DF255] "to hit chance" for Combat Inhibitor was 70 is now 40 %
- Added missing Prewar drugs to LL_Chems_Prewar [LVLI:0011B475] and LL_Chems_Prewar_Same [LVLI:001957A7]
- Fixed wrong gender for REObjectRJ02_Preacher "Preacher" [NPC_:001AC748] and REObjectRJ02_FarmerM "Settler" [NPC_:001AC749] (Special thanks to RJG3263827 for the report)
- Fixed oversights
- General
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Version 037
- General
- Fixed an oversight with the previous update in 036, which caused many Scavengers to behave, look and appear differently as supposed to be, now it should work as intended by the base game without any LChar circulation - Actors / NPCs / Race / Body Part Data
- Fixed remaining Lvl to LChar template fixes for DLC content
- Fixed missing death loot for DLC01EncRoboBrain01Template "Robobrain" [NPC_:01001121]
- Fixed missing Stimpack loot (LL_Stimpack_15 [LVLI:0004E351]) on Enclave Soldiers
- Fixed duplicate ammo loot for ccOTMFO4001_EncEnclave_PowerArmor_BigGun_Template "Enclave Soldier Template" [NPC_:FE008019]
- Fixed missing plasma ammo loot for ccOTMFO4001_EncEnclave_PowerArmor_Semi_Template "Enclave Soldier Template" [NPC_:FE00801A] and ccOTMFO4001_EncEnclave_Semi_Template "Enclave Soldier Template" [NPC_:FE00807C]
- Fixed wrong actor refrence in [CELL:0000E7B0] and 0000E7D0, supposed to be Deathclaws, was Molerats
- Added missing owner to Molerat corpses in LongneckLukowskis01 "Longneck Lukowski's Cannery" [CELL:0003B6ED] - Effects
- Removed CommonwealthMisty [WTHR:001CC186] from VertibirdWeather_DO [DFOB:002489A2] - Misc Items / Junk / Loot
- Fixed duplicate loot for certain actors
- Fixed material leftover in VaseVintage01a_DirtyFlowersDeadSwap [MSWP:000AC8C4] - Name / Description / Capitalization / Typo / Grammar
- Fixed "Cab0t" in CabotHouseJackTerminal "Terminal" [TERM:001E5E5F] it now reads "Cabot" - Quest
- Fixed very minor typo in MS09 - Sound
- Fixed missing RobotBleep voice for DLC01 actors - Weapon / Object Modification / Ammunition
- Fixed missing LOS check for Lorenzos telekinesis abilities
- General
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Version 036
- General
- Fixed leftovers, ITMs, etc.
- Fixed broken ba2 archive / ba2 archive contains obsolete files dont be confused, the only real requirement is the Dufflebag soundfile fix
- General
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Version 035
- General
- Plugin name changed, reads now "Fixer"
- Fixed wrong layer for Clouds, Mists, etc.
- Added FXLayer [LAYR:00184D92] as parent to FX related layers
- Swapped Lvl template to correct Lchar template for all actors to remove non working stats and other unneeded object cycle - Alignment / Position / Rotation / Misplaced
- Fixed position for [REFR:0600D00D] (places BobbyPinBox "Bobby Pin Box" [MISC:0008FCA8] in DLC04BradbertonsOffice01 [CELL:0600CF63])
- Disabled misplaced [REFR:000E5F3F] Water1024IntPondDark and [REFR:0018E38C] DN028_PAAnnouncementsRadio in DBTechHighSchool01 [CELL:0003AC6D] - Actors / NPCs / Race / Body Part Data
- Swapped Enc prefix to Lvl prefix in Vault111Cryo, WestRoxburyStation01
- Disabled V118SpencerRef [ACHR:030338FE] in DLC03Vault118 "Vault 118" [CELL:030054D9] since the actors is not used by the game
- Fixed default template layer references, if 01 is used by 02, 03, etc. there is no need to cycle through all before 01
- Fixed wrong spell reference for many glowing actors, this was true for legendaries, which most of the time never glow as originally intended by game design
- Fixed Lvl to Lchar discrepancy, many Leveled actors used Lvl prefixed actors instead of the correct Lchar reference
- Removed level scaling from top-tier monsters which was used for only few actors without any sense nor logic
- Fixed circular EncSynth02 to 01 and vice versa reference, 01 is the real template, 02 was probably accidentally used.
- Added missing actor type ActorTypeSuperMutant [KYWD:0006D7B6] to super mutant templates
- Added missing GlowingLootDrop "Glowing Loot Drop" [SPEL:0021C007]
- Added missing keywords
- Added LcharRobotAll reference, it was leading to Assaultron Lchar reference
- Fixed wrong leveld Lchar legendary order, legendaries are supposed to spawn with a base 00/01 template at level 1
- Added DLC01RaiderFaction "DLC raider faction" [FACT:01004385] to RaiderFaction "Raiders" [FACT:0001CBED] and vice versa
- Removed Armor_Raider_Underarmor "Road Leathers" [ARMO:000AF0E2] from Hancocks inventory and used it for the OTFT reference instead
- Added missing race keyword to Gatorclaws
- Added missing ActorType keyword to GnatSwarm spawn script
- Fixed double death loot for raider, Example: EncRaider01Template "Raider" [NPC_:0003183A] adds LLD_Raider for death item slot and LLD_Raider as part of the inventory for no reason, so twice the loot by default/vanilla. - Crafting
- Removed duplicate records in workshopScrapRecipe_Ceramic "Ceramic" [FLST:00019357]
- Adding missing radios to workshopScrapRecipe_Radio "Radio" [FLST:002462E3] - Cell Header
- Fixed water reference for DBTechHighSchool02 to IntPondDarkGreenWater [WATR:0014E504]
- Removed wrong reference in: workshopRecipe_PlayerHouse_Ruin_Rugs "Rug" [FLST:001B4AD2], workshopScrapRecipe_Cleanrugs "Rug" [FLST:0023ACA7] - Effects
- Blanked the XWEM – Water Environment Map entry for all worldspaces except Nuka-World which defaults to blanked entry - Misc Items / Junk / Loot
- Disabled unreachable objects in DLC03NucleusCommandCenter01, Vault81
- Removed cap reward from any synth
- Added missing Scrounger and Fortune Finder flag to Coursers
- Removed LLD_Deathclaw [LVLI:0002EF6C] loot from Behemoths
- Fixed TurretTripodMachgineGunMkX for EncTurretTripodMounted02 and 03
- Fixed and unified some of the container loot based, technical documents were missing, some perk restrictions were off, etc. - Name / Description / Capitalization / Typo / Grammar
- Renamed "ROBCO" to "RobCo" for terminal entries
- Fixed capitalization; "enc" to "Enc" and "lvl" to "Lvl" for EditorID, this has no gaming effect but is handy in Creation Kit
- Renamed Settler Guard to "Settler Guard" was "Settler", changed Base Data reference
- Renamed Malden Center to Malden Center Station
- Renamed workshopScrapRecipe_ScrapBathroomSink "Toilet" [FLST:001C776D] to "Sink" - Sound
- Fixed duplicate random music reference for region; MapDistrictFinancial [REGN:0018DFD6], MapDistrictTheater [REGN:0018DFD5] - Display / User Interface / UI / HUD
- Fixed Void issue in; CharlestownHouse01, GwinnettBrewery01, Waterfront02 - Weapon / Object Modification / Ammunition
- Fixed ammo count for Cryolator "Cryolator" [WEAP:00171B2B], it has a default ammo of 200 when taking out of the cryo box in V111, there is only single tank – NOTE: Do the math ...
- General
-
Version 034
- Alignment / Position / Rotation / Misplaced
- Fixed many more door rotation for load doors - NOTE: If a certain door is turned 90° off the game still uses the previous spawn position, once the cell respawns the door should turn properly mid-game.
- Fixed [REFR:0004A086] (places MilkBottleEmpty "Empty Milk Bottle" [MISC:0003B55B] position in "Malden Center"
- Fixed Distant LOD for interior cells, any interior cell now orinetates to the correct LOD, North Marker and LODClipVolume has been changed and/or added - Display / User Interface / UI / HUD
- Switched door model to correct model, Example 1: Bunker door no longer uses Industrial (blue) door, and uses the Bunker door instead, Example 2: Cabot House used a detoriated on the exterior side and an intact wooden door on the inside ... - FX
- Added missing FX "Layer" to various Beams, Mist, etc. very handy for doing work in the CK - Lights
- Fixed a myriad of missing or incorrect FXRegion## references for mist, light, window glow objects – NOTE: This covers hunderds of edits and its crazy that these have never been properly implemented by the core game.
- Swapped sunlight light sources to correct white light source
- Fixed lighting template for various cells and removed lighting templates of RoomMarkers - Name / Description / Capitalization / Typo / Grammar
- Fixed capitalization for DLC04GZVaultTec01 was "the" is now "The"
- Renamed (Lexington) Laundromat to "Faded Glory Laundromat"
- Renamed certain doors which read "Door" to specific name such as "Boxcar"
- Replaced "Open/Close" for ladder type doors with "Climb" - Sound
- Added more pickup/down sounds for various misc items
- Fixed wrong misc item sounds (due to previous changes), especially empty BottleUp/Down sounds which sounded like full bottles
- Alignment / Position / Rotation / Misplaced
-
Version 033
- General
- Swapped material file, paint for various doors - Alignment / Position / Rotation / Misplaced
- Fixed misplaced lights in DLC04GrandchesterMansion01
- Fixed load door rotation many were off 180° - Lights
- Fixed missing Blue Fungus light in ListeningPostBravo01
- Added missing EnableParent to ListeningPostBravo01 for certain misc items - Sound
- Fixed wrong pickup/down sound for empty glass bottles
- Added Tool pickup/down sound for Pipe Wrench, Tire Iron, etc.
- Added more pickup/down sounds for certain junk items
- General
-
Version 032
- Alignment / Position / Rotation / Misplaced
- Replaced bunker door in DLC04GZNukaGalaxy01 with static equivalent since the interior lead to the void of the cell
- Fixed wrong position for LvlRaider in "Office Building" [CELL:000A603B]
- Fixed wrong position for DN137DrinkingBuddyCommentMarker [REFR:00183062]
- Fixed position and else for many CameraAttachDustBig [ACTI:001471CD]
- Fixed missing havok for Skeleton in IrishPrideShipyard01 - Actors / NPCs / Race / Body Part Data
- Fixed Robot faction to Gunner faction in DLC04BottlingPlant01
- Fixed missing NavMesh generation flag for OilLamp## statics - Cell Header
- Removed Show Sky flag and Region for "Malden Center" [CELL:00038C8C], "Sentinel Site Prescott" [CELL:0012653A], "Old Gullet Sinkhole" [CELL:0003A870] since it is not a weather region - Effects / Lights
- Fixed wrong FOV for QuantumLight01NSCaustics [LIGH:0601E859] in DLC04BottlingPlant01
- Fixed wrong GOBO reference for DLC03IndCatLight01NSGobo## - Name / Description / Capitalization / Typo / Grammar
- Renamed "CIT Rotunda" to "C.I.T. Rotunda", renamed "The Institute" to "Institute Concourse" - Sound
- Fixed wrong take up/down sound for DN053_VirgilsSerum [MISC:000B254D]
- Fixed missing Synth footstep sounds for Gen2 referenced Synth – NOTE: The Institute Synths use the proper sound file, any other Synth encounter for whatever reason not.
- Fixed acoustic space in exterior worldspace for ExtRedRocketInteriorA [ASPC:001F4261], IntGenericA [ASPC:001FFC20], IntGenericB [ASPC:001FFC23], IntGenericC [ASPC:00238CD3], IntGenericWoodLarge [ASPC:00238D03] – NOTE: IntGeneric# is a less optimized version of the Brick, Metal, Wood and else ASPC records
- Removed "Weather Attentuation (dB)" for True Interior Acoustic Space - Display / User Interface / UI / HUD
- Added proper material swap for DLC04GZNukaGalaxy01 HiTechDoors, DLC04Gauntlet_UtilityRoomTerminal,
- Fixed ownership for V81RoomOwnershipPenske [FACT:00245D22] in DLC04GZVaultTec01
- Alignment / Position / Rotation / Misplaced
-
Version 031
- General
- Fixed various missing Layer references on editor level
- Fixed missing structure which caused view into void of the interior cell - Alignment / Position / Rotation / Misplaced
- Fixed position for [REFR:0012A1D2] SparksIntermittentOmni02NS in "Institute Reactor" [CELL:000B36AE]
- Fixed metal barrel z-position in MaldenCenter01 "Malden Center" [CELL:00038C8C]
- Fixed wrong position for [REFR:0009BFB3] (EmergencyLightAnim01 [ACTI:0009AC40]) in Yangtze01 "Yangtze" [CELL:0002B12D])
- Removed duplicate lights in; ConcordMuseum01, IrishPrideShipyard01
- Fixed burried Frag Mines in DLC04Gauntlet01
- Fixed Eyeglasses and Trilby Hat position in DLC04Gauntlet01 - Actors / NPCs / Race / Body Part Data
- Fixed Enc to Lvl in DLC04Gauntlet01 "Nuka-World Access Tunnels" [CELL:0600B46A]) for [ACHR:0602E1E2]LvlRadscorpionAmbushLegendary [NPC_:002499C0] - Lights
- Replaced Fire light with Warm light in TheaterMassBayMedicalCenter01 "Mass Bay Medical Center" [CELL:00186CC2] since it is part of a HighTechLamp - Name / Description / Capitalization / Typo / Grammar
- Renamed Gamma Round to Gamma Cell
- Renamed Plasma Cartridge to Plasma Cell
- Renamed Saw Blade to Sawdisk - Display / User Interface / UI / HUD
- Added proper material swap for InstDoorReactorToAdvSysREF [REFR:001D0E2D]
- General
-
Version 030
- General
- Fixes was split from tweaks and fixes now is a standalone plugin counting as an update to Unofficial Fallout 4 Patch
- Details can be seen in FO4Edit, anything else would bloat the changelog ...
- NOTE: The changelog for version 001 up 029 contains many tweaks which will be removed in future to only contain true fixes.
- PLEASE REPORT any tweak leftover there might be references missing separation - Armor / Clothing / Outfit / Armor Addon / Object Modification
- Fixed missing Enclave Paint reference for ccBGSFO4044_miscmod_Hellfire_Material_Enclave "Hellfire Prism Shielding" [MISC:FE00084C]
- Restored and added missing power armor paint jobs
- Added DLC04HasProjectCobalt [GLOB:06053884] as requirement to craft X01 quantum paint - Crafting
- Swapped crafting station for PreWar food from Chem to Cooking station for DLC02 - Misc Items / Junk / Loot
- Fixed misplaced "Brain" for Robobrain death loot table - Name / Description / Capitalization / Typo / Grammar
- Raider Power Armor no longer is called Raider T-51, any change on this was moved to the Tweaks plugin
- Changed "Raider Power Headlamp" to "Raider Power Armor Headlamp"
- Renamed ccSBJFO4003_AmmoFatManPiggyBankBomb "Piggy Bank Launcher Bomb" [AMMO:FE0070F6] to "Piggy Bank Bomb"
- Added "Grenade" suffix to 40mm ammo
- Changed EDID for DLC03_co_chem_FerretDrink [COBJ:0304B5F9] to "DLC03_co_food_FerretDrink"
- Changed EDID for co_food_CuttingFluid [COBJ:000657FC] to "co_chem_CuttingFluid"
- Renamed "Mole Rat" specific ingestibles, "Molerat"
- Renamed steakBrahmin "Ribeye Steak" [ALCH:0004695A] to "Brahmin Steak"
- Renamed SteakDog "Mutt Chops" [ALCH:00046940] to "Dog Meat Chops"
- Renamed Meatdog "Mongrel Dog Meat" [ALCH:000330FB] to "Dog Meat"
- Renamed DLC03_MeatRabbit "Rabbit Leg" [ALCH:03056A49] to "Rabbit Meat"
- Renamed MelonWarwick "Melon" [ALCH:001A0042] to "Melon Warwick"
- Renamed Thistle "Thistle" [ALCH:0009F24B] to "Thistle Flower"
- Renamed "Blossom" specific ingestibles, "Flower"
- Renamed DLC03_Blight "Blight" [ALCH:03044042] to "Blight Fungus"
- Renamed steakMirelurkSoftshell "Cooked Softshell Meat" [ALCH:00046942] to "Cooked Softshell Mirelurk Meat"
- Renamed "Queen Nukalurk" to "Nukalurk Queen"
- Fixed Optional prefix in Quest dialogue for DN015 "Cambridge Polymer Labs" [QUST:000284BC]
- Fixed "Dogmeat found something." to "Dog found something." - Sound
- Fixed wrong sound reference in Endangerol [ALCH:00058AF2], RadscorpionVenom [ALCH:00058B0C] - Display / User Interface / UI / HUD
- Added Ammobox [TRNS:0007B9C1] to ccSBJFO4004_AmmoNailgun "Nails" [AMMO:FE007205]
- Fixed preview transform for DLC03MirelurkJerky "Mirelurk Jerky" [ALCH:03032C2E], DLC03_SteakWolf "Wolf Ribs" [ALCH:03048400], SteakMirelurk "Roasted Mirelurk Meat" [ALCH:00046941]
- Swapped image space reference for CroupManor01, TrinityChurch01, USSConstitution01, Wattz01 - Weapon / Object Modification / Ammunition
- Set weapon damage to 0 for any grenade and mine since these object case damage based on projectiles, explosions, enchantments - Workshop
- Added missing light to Starlight workshop cage light scrap list
- Added lightbox to starlight lighthouse interior
- Added snap points to door frame in; StarlightDriveIn
- General
-
Version 029
- General
- Cleaned and removed tweaks to initialize the split to tweaked and fixed version in 030 - Actors / NPCs / Race / Body Part Data
- Removed previously added actor abilities, which added additional (obsolete) spells, resist, etc.
- Added AbLegendaryCreatureItem [SPEL:001CCDA3] to AlienRace, BrahminRace, CatRace, DLC04_BrahmiluffRace, EyeBotRace, TurretBubbleRace, TurretTripodRace,
- Added Caravan function to Supervisors at Graygarden
- Added "Defense" [AVIF:00000333] to Dogmeat and Ada
- Added "Bonus Happiness" [AVIF:0012722C] to Dogmeat
- Set head damage mult to 2 for DLC04_CaveCricketBodyPartData [BPTD:0600AB01], BrahminBodyPartData [BPTD:0002047F]
- Set DLC01Bot_Paint_Mechanist [OMOD:0101103C] to DLC01Robot_BaseUnpainted [MSWP:0100FE64] - Misc Items / Junk / Loot
- Added missing robot loot to Graygarden robots
- Swapped DLC01LLD_MechBot [LVLI:01001A82] by LLD_Assaultron [LVLI:0001B34D]
- Swapped DLC01LLD_MechBot [LVLI:01001A82] by LLD_MrHandy [LVLI:0001B34B]
- Swapped DLC01LLD_MechBot [LVLI:01001A82] by LLD_Protectron [LVLI:0001B344]
- Swapped DLC01LLD_MechBot [LVLI:01001A82] by LLD_SentryBot [LVLI:0001B34C]
- Fixed wrong material swap for CustomMaterialSwap000AC8E6 [MSWP:000AC8E7] and CustomMaterialSwap000AC8BE [MSWP:000AC8C4], set different vase texture
- Fixed wrong NIF diretory for VaseVintageCleanFlowers01a [MISC:000AC8E6], VaseVintageDirtyFlowers01a [MISC:000AC8BE], "...Flowers02a.nif" was set to "...Flowers01a.nif"
- Reduced components for "Lantern" similar to the workshop crafting recipe "Oil Lamp" - Name / Description / Capitalization / Typo / Grammar
- Added missing "Paint" suffix for CC content
- Fixed DLC01Bot_Paint_Mechanist "Yellow Paint" [OMOD:0101103C] to Bot_Paint_Mechanist_DLC01 "Mechanist Paint" [OMOD:0101103C] - Perk
- Added missing condition to DLC03_LoneWanderer04 "Lone Wanderer" [PERK:030365F8] - Quest
- Removed unneeded entries in DLC04MQ00 "All Aboard" [QUST:06000800] - Weapon / Object Modification / Ammunition
- Fixed preview transform for; Ammo5mm "5mm Round" [AMMO:0001F66C], DLC04_Ammo_ThirstZapper_Water "Squirt of Water" [AMMO:0604C0E4]
- General
-
Version 028
- Actors / NPCs / Race / Body Part Data
- Fixed wrong template reference for EncEyeBotBoS "EyeBot" [NPC_:0015E64C], EncEyeBotMM "EyeBot" [NPC_:0015E647], EncGunner01AutoTemplate "Gunner" [NPC_:0023D8CC], EncGunner01MeleeTemplate "Gunner" [NPC_:0023D8CD], EncMirelurkSpawnHatchlingAmbush "Mirelurk Hatchling" [NPC_:001B829C], EncRadRoachAmbushLegendary "Legendary Radroach" [NPC_:002499C4], EncRadRoachLegendary "Legendary Radroach" [NPC_:0016CA41], EncRadRoachGlowing "Glowing Radroach" [NPC_:0016CA42], EncSuperMutantTemplateAutoBoss [NPC_:0024754B]
- Added missing Stats template reference for; DLC03_EncGulper03Legendary "Legendary Glowing Gulper" [NPC_:0303FE27], EncAssaultron02Legendary "Legendary Assaultron Invader" [NPC_:00249AEC], EncAssaultron03Legendary "Legendary Assaultron Dominator" [NPC_:00249AED], EncRaider02bMelee [NPC_:001E742B], EncRaider02Melee [NPC_:000EB30F], EncSentryBot##(*)Legendary
- Removed Damage/Energy Resistance from EncGunner##, EncTriggerman## since there is no Resistance for other human and equal actors by default
- Set Head damage mult to 1.0 for BrahminBodyPartData [BPTD:0002047F]
- Swapped actor value LeftMobilityCondition "Left Leg" [AVIF:00000370] to EnduranceCondition "Torso" [AVIF:0000036D]
- Added DLC04_EncCaveCricketBlack "Cave Cricket Black" [NPC_:0603B512] to DLC04_LCharCaveCricket [LVLN:060138BC] - Name / Description / Capitalization / Typo / Grammar
- Renamed "Sap" to "Sap Bottle" - Weapon / Object Modification
- Added missing function "HasRepeatableSingleFire" to mod_MissileLauncher_TubeBarrel_Triple "Triple Barrel" [OMOD:001AC257]
- Actors / NPCs / Race / Body Part Data
-
Version 027
- General
- Cleaned plugin from leftovers of previous testing - Effects / Lights / Explosion
- Fixed missing IMAD for pulseGrenadeExplosion [EXPL:0015B07E] - Name / Description / Capitalization / Typo / Grammar
- Fixed spelling for DLC01 Automatron; Automatron is now properly named "Robot", there was only one semi-correct record calling it "Bot" sSelectBotToMod [GMST:01002EAC] namely - Perk
- Added missing ConcentratedFire02 perk condition for ConcentratedFire01 "Concentrated Fire" [PERK:0004D890]
- Added missing ConcentratedFire02 and 03 perk condition for ConcentratedFire02 "Concentrated Fire" [PERK:001D2459] - Quest
- Fixed/removed BoS support frequency leftover, the BoS message in Cambridge district nevered appeared otherwise - Sound
- Removed player voice mute/silent change – NOTE: Player voice is now back again due to many people complaining. - Weapon / Object Modification / Ammunition
- Added ccBGSFO4046_CritTeslaCannon [SPEL:FE006827] to Tesla and Lighting Gun weaponry
- Fixed Preston's Laser Musket damage and made it equal to default weaponry
- General
-
Version 026
- Actors / NPCs / Race / Body Part Data
- Removed ActorTypeRobot [KYWD:0002CB73] from Synth type actors (Special thanks @SimplyBearnado for the hint)
- Removed zTestGoreDebris [DEBR:0003E24C] in mirelurkHunterBodyPartData [BPTD:00064C61], MirelurkKingBodyPartData [BPTD:000B7F94], MirelurkQueenBodyPartData [BPTD:000E12AA],
- Added missing flag "Cannont Use Playable Items" to RACE; Alien, Hermit Crab
- Fixed LCharSuperMutantMinigun [LVLN:0010924C] and LCharSuperMutantMinigunBoss [LVLN:00117D86] to allow to spawn Minigun wielding Super Mutants from the start – NOTE: Im beginning to think more and more the entire level scaling and leveled list system is not done either ... - Armor / Clothing / Outfit / Armor Addon / Object Modification
- Added Tesla Coil specific enchantments to T60 tesla armor, description was fixed aswell
- Added missing lining armor mod option, to armor-clothing-bashed objects - Display / User Interface / UI / HUD
- Restored ZMarkersLayer [LAYR:001C26C3] map markers (+50 new map marker) - Gore
- Added "Severable – Explosion" GoreInsectSmallExplosion [EXPL:000824EF] for Bloatfly
- Added BloodSprayImpactSetPus [IPDS:0007D6AE] to RoboBrainBodyPartData [BPTD:01003DEA] head - Misc Items / Junk / Loot
- Removed components from quest specific misc items, forcing these to appear in the misc tab and keep quest progression as high as possible
- Fixed ModScrapScalar values, added ModScrapScalar_Common to "Bone" component – NOTE: The entire scrap system is most certainly not finished, there are various leftovers leading to components which yet have no reference, such as Adhesive and Oil. I find you should get more rare materials back on chance but some not at all like one-time users like Adhesive.
- Added Plasma gun to DN133MinutemanGeneral "General McGann" [NPC_:000BAF8C] since there is no sense in having Plasma cartridges without appropiate firearm in inventory - Name / Description / Capitalization / Typo / Grammar
- Extended description for Four Leaf Clover perk
- Added "Can" Suffix to Paint cans - Magic Effect / Object Effect / Spell / Perk
- Fixed ConcentratedFire02 "Concentrated Fire" [PERK:001D2459], should grant +15% Accuracy
- Added missing conditions to DLC03_LoneWanderer04 "Lone Wanderer" [PERK:030365F8] - Sound
- Fixed sound for GoreInsectSmallExplosion [EXPL:000824EF], was FXExplosionLimb [SNDR:0006E59E] is now FXExplosionBug [SNDR:000AC7B7] - Weapon / Object Modification / Ammunition
- Fixed "No Upgrades" omod to "No Tesla Coils"
- Removed weapon Out Of Range fix in CC plugin
- Actors / NPCs / Race / Body Part Data
-
Version 025
- Name / Description / Capitalization / Typo / Grammar
- Renamed PipeSyringer "Syringer" [WEAP:0014D09E] to "Pipe Syringer" since it is a pipe type of firearm/gun
- Renamed "Lever Action Rifle" to "Lever-Action Rifle"
- Removed CC content in main plugin in INNR - Sound
- Fixed wrong sound file for BulletIncendiaryFleshImpact [IPCT:0021C3DA] - Weapon / Object Modification
- Added missing DLC weaponry to WeaponsMeleeList [FLST:00021AD2]
- Name / Description / Capitalization / Typo / Grammar
-
Version 024
- Armor / Clothing / Outfit / Armor Addon / Object Modification
- Added missing/oversight AA_Dog_ArmorLight [ARMA:001B5AC9], AA_Dog_ArmorMedium [ARMA:001B5ACA], AA_Dog_ArmorHeavy [ARMA:001B5ACB] was expected to be included in v019 (Special thanks @grandvil for the hint) - Display / User Interface / UI / HUD
- Added unused HC_IconColor_Orange [KYWD:00249FE7] to level 4 and HC_IconColor_Yellow [KYWD:00249FE8] to level 2, 3 HC debuffs - Magic Effect / Object Effect / Spell / Perk
- Fixed AbPerkNuclearPhysicist "Nuclear Physicist" [SPEL:0022E2FC] does now work in increments of 0.25, 0.50, and 1.00 like said in the description - Name / Description / Capitalization / Typo / Grammar
- Changed "Brotherhood of Steel Holotag" to "BoS Holotag" - Sound
- Swapped FXMeleePunchMediumImpactSet [IPDS:000AF640] by WPNzUnarmedImpactSet [IPDS:000C190F] for UnarmedFeralGhoul [WEAP:000C2C2C], UnarmedGlowingOne [WEAP:001C403B] – NOTE: The default setting caused any hit on metal surface to be very silent, Human characters in turn used the correct sound file.
- Added missing impact sound for; FXMeleeBiteLargeImpactSet [IPDS:000D398B], FXMeleeClawMediumImpactSet [IPDS:0001F272], FXMeleePunchMediumImpactSet [IPDS:000AF640] - Workshop
- Added Power Armor Station (Small) to workshop crafting menu
- Armor / Clothing / Outfit / Armor Addon / Object Modification
-
Version 023
- Actors / NPCs / Race / Body Part Data
- Added ImmuneToRadiation [PERK:000A2775], ImmuneToPoison [PERK:000A2776], etc to Synth and Fake Human actor templates – NOTE: This will have a neat passive effect on fake humans who will not disintegrate on death upon crit hit by energy weaponry, also, not all Race abilities are automatically applied if the race is set to "Human" for fake Human actors. Therefore manual edits were needed. - Armor / Clothing / Outfit / Armor Addon / Object Modification
- Fixed Value 2 – Int entry in PA_T60_Torso_Lining_B "Model B" [OMOD:00180FD6] - Crafting
- Fixed Tesla Coil Blacksmith perk to Armorer - Misc Items / Junk / Loot
- Added LLD_Synth [LVLI:002483DF] to DN017_EncSynthVoice01 "Synth Strider" [NPC_:00248270]
- Added T-45 Nucleostrictive power armor to Cambdrige Polymer Labs quest which is the only power armor ingame with decreased Fusion Core drain by default - Name / Description / Capitalization / Typo / Grammar
- Fixed Headlamp description was "Adds" is now "Default"
- Added missing Headlamp color for CC description
- Added missing DeCapitalist non PA color instance naming rule keyword to OMODs
- Actors / NPCs / Race / Body Part Data
-
Version 022
- Actors / NPCs / Race / Body Part Data
- Added missing Outfit to DLC04PackFightsViciousDog "Pack Dog" [NPC_:06056067]
- Fixed incorrect actor CLASS, for example: EncRaiderDog02Vicious [NPC_:001E23A5] had Citizen "Citizen" [CLAS:0001326B] applied, fixed to viciousDogClass "Vicious Dog" [CLAS:0005F96D] - Armor / Clothing / Outfit / Armor Addon / Object Modification
- Fixed wrong EMP cloak reference for Hellfire, Raider Overboss, X-01, X-02 power armor OMOD, was mod_Lining_FieldGen_EMP_CloakEnchantment_4 "Field Gen EMP 4" [ENCH:000BA46C] is now pa_mod_Lining_FieldGen_EMP_CloakEnchantment "Field Gen EMP 4" [ENCH:00249D6B]
- Added missing PA_KineticServos_AV [AVIF:0022B646] for X02 Torso
- Fixed wrong value for most X02 misc power armor mods - Crafting
- Added missing perk requirement for CC Power Armor pieces
- Disabled ScrapRecipe reference for DLC03_mod_ScrapRecipe_Cloth [COBJ:030423A9] since its a duplicate reference for DLC03_Clothes_Fisherman_Hat01 "Fisherman's Hat" [ARMO:0300914B]
- Unified Tesla Bracers and Coils recipe concerning perk requirement - Misc Items / Junk / Loot
- Added missing LLD_Gunner leveled list for EncGunner01Template "Gunner" [NPC_:000FD39B] and all other gunner templates - Name / Description / Capitalization / Typo / Grammar
- Fixed PerkBobbleheadRepair "Repair Bobblehead" [PERK:00061683] description - Quest
- Added unforced "BoS Fire Support" quest – NOTE: The quest will trigger first when listening to the Radio message if not as usual when helping Paladin Danse with the Feral ambush. - Sound
- Added missing PHYGenericMetalLargeH [SNDR:0005CEF9] for power armor pieces to all CC records
- Actors / NPCs / Race / Body Part Data
-
Version 021
- General
- Fixed Dogmeat Bandana bug (Special thanks @xerath1031 for the hint) - Armor / Clothing / Outfit / Armor Addon / Object Modification
- Added missing ma_PA_Material [KYWD:0018DFCB] to X-01 Quantum armor
- Replaced ccBGSFO4044_ma_PA_Hellfire_Material [KYWD:xx000810] and ccBGSFO4115_ma_PA_Material [KYWD:xx001A4F] with ma_PA_Material [KYWD:0018DFCB] since any previous DLC used the vanilla game Material Keyword. - Crafting
- Restored ccBGSFO4115_co_PA_X02_Material_VaultTec [COBJ:FE001885] the OMOD was missing
- Disabled crafting reference for: ccBGSFO4044_co_Hellfire_Material_Null [COBJ:xx0008B6] and ccBGSFO4115_co_PA_X02_Material_NoMaterial [COBJ:xx001A76] to account for the swapped ma_PA_Material [KYWD:0018DFCB] records - Name / Capitalization / Typo / Grammar
- Renamed "pa_comp_" to "miscmod_PA_"
- Fixed "miscmodmod_" to "miscmod_mod_" – NOTE: Technically "miscmod_mod_" is wrong aswell, but fixing it to "miscmod_" would cause hunderds of misc items to be changed ...
- Fixed "miscmod_mod_InstituteGun_" to "miscmod_mod_InstituteLaserGun_"
- Fixed "miscmod_mod_RollingPin_Spikes" to "miscmod_mod_melee_RollingPin_Spikes" - Sound
- Added missing pickup/down sound for CC holotag
- General
-
Version 020
- Crafting
- Added crafting requirement to Vim! and Institute paint
- Added default paint job recipe to missing recipes, Hot Rodder, Abraxo, Sugar Bombs, etc.
- Added description details to "Blood Cleanser"
- Unifed crafting recipe for prefixed cobj "_Explosion1" to Armorer 2 and Demolition Expert 1 – NOTE: "_Explosion2" uses Armorer 3 and Demolition Expert 2
- Unifed crafting recipe for prefixed cobj "_Lighter" armor to Armorer 2, "_Lighter2" armor to Armorer 3, "_Lighter3" armor to Armorer 4 – NOTE: "_Lighter2" uses Armorer 3 all others are all over the place
- Added missing Armorer 1 perk to all Material 1 armor types
- Unifed crafting recipe for prefixed cobj "_LessStagger" armor to Armorer 4 (default) and Rooted (Nuka-World default) - Armor / Clothing / Outfit / Armor Addon / Object Modification
- Removed duplicate ColorRemappingIndex for PA_T60_Material_VaultTec "Vault-Tec Paint" [OMOD:001979AB] - Name / Description / Capitalization / Typo / Grammar
- Renamed mod_melee_BoxingGlove_ExtraHeavyHead "Lead Lining" [OMOD:00187A26] to "Heavy" – NOTE: Like any other modded melee weapon - Weapon / Object Modification / Ammunition
- Renamed "Tri" to "Triple"
- Renamed "Gatling Laser Receiver" to Standard Capacitor
- Restored template damage for mod_Flamer_Receiver_TankNapalm "Napalm Tank" [OMOD:00147B01]
- Crafting
-
Version 019
- General
- Added Nick's special race to all armor mods
- Renamed certain armor and clothing objects based on the editor naming for more simplified, immersive experience
- Cleaned added items, removed items injected by version 018 or lower
- Added a myriad of missing armor keywords to armor and clothing items - Actors / NPCs
- Cleaned Audio Template records
- Unified Robot Race ability for all robot type races, except synth - Crafting
- Removed the RailroadClothingArmorModAvailable [GLOB:0020DE47] requirement from mod_armor_Railroad_ClothingArmor1 "Ballistic Weave" [OMOD:0020DE3F] crafting objects
- Recuded some of the misc lining crafting recipes to compensate for the overall armor and clothing changes
- Added Enclave Paint recipe requirement ccOTMFO4001_CreationChecker [QUST:FE0080FC] to actually hide the recipe as long as there is no quest progression
- Added attachment points to; Cage/Spike Armor (+Helmeted), Gage's Armor, Hunter's Pelt Outfit, Kellogg's Outfit, Mechanist's Armor, Minutemen General's Uniform
- Swapped Institute paint requirement from PA_Global_Material_Institute [GLOB:0023AD12] to PlayerBeenToInstitute [GLOB:000D3CB8]
- Restored missing paint jobs for X02 power armor
- Removed paint loose mods reference since most of vanilla paint jobs had no loose mod at all, this will mostly affect PA paint jobs - Effects / Lights
- Swapped DefaultLightGreenFungus01NS [LIGH:00164393] to DefaultLightGreen01NS [LIGH:00098FFF] in HalluciGen01 - Armor / Clothing / Outfit / Armor Addon / Object Modification
- Swapped PreWar armor and clothing references in outfit object class
- Fixed missing Biped Body Template underarmor fix for DLC armor and clothing
- Added missing races to armor addons, such as DogFeral, DogRaider, Synth, Nick, etc.
- Added SynthGen2RaceValentine "Gen 2 Synth" [RACE:002261A4] to armor mod – NOTE: Nick uses its own race, which will conflict with almost all other armor mods, not it should work to allow Nick to wear other armor and clothing items.
- Added humanoid, synth races to AACritSkeleton [ARMA:001E327A]
- Added missing armor keywords such as ArmorBodyPartEyes [KYWD:0010C419], ArmorBodyPartHands [KYWD:0010C417], etc.
- Added missing scrap recipe for Bandana, Super Mutant armor, etc.
- Added missing Tesla PA parts to scrap list
- Unified Synth underarmor playable and non-playable
- Unified Ballistic Weave attachment for all armor and clothing objects
- Added CombatArmorGunnerDecalAndColor [MSWP:001943AD] to default Gunner armor – NOTE: The Minutemen star is the default decal used, also on the Minutemen General armor, which obviously is wrong for the Gunner faction armor.
- Swapped attachment point material to paint for BoS Combat Armor and removed rediation resistance value
- Unified Carry Capacity recipes to match vanilla CW defaults for NukaWorld and else and added Armorer 1 to Pocketed armor mods
- Fixed incorrect ARMA in DLC04_Armor_Disciples_Heavy_ArmLeft_A "Disciples Metal Left Arm" [ARMO:06026BC1]
- Added UnscrappableObject [KYWD:001CC46A] to Pip-Boy variants - Misc Items / Junk / Loot
- Added Armor_Synth_Underarmor "Synth Uniform" [ARMO:0012B91D] to death item list – NOTE: To allow PC to actually loot any synth uniform since the base game has split it for no reason AND to enable the missing Synth Component item.
- Fixed LL_Component_Oil [LVLI:000B365A], was c_Oil is now LL_Component_Vendor_Oil
- Added missing Synth Component to synth actors
- Added Mr. Handy Fuel to Mr. Gutsy/Handy - Name / Description / Capitalization / Typo / Grammar
- miscmod_PA_T60_Leg_Lining_F "T-60f Leg Lining" [MISC:00182098] fixed capitalization
- Replaced "And" with "&" for all armor and clothing items
- Fixed namespace for DLC01Bot_Paint_Null "No Paint" [OMOD:0100FE6F]
- Renamed Military Cap to Beret and MacCready's Hat to Military Cap
- Renamed "Prism" to "Prismatic" - Sound
- Added DLC04AMBExtMetalCreakingWindmillmarker to RaiderWindmill## objects – NOTE: This was exclusively used for the ZephyrRidgeCampExt cell before.
- Added missing pickup/down sounds to armor and clothing items
- Added missing ITMChemsStimpakUp [SNDR:00249C47] to AmmoSyringer
- Added missing ITMBottleUp [SNDR:000AE46B], ITMBottleDown [SNDR:000AE46C] to DLC04_Ammo_Nukatron_Cherry, DLC04_Ammo_Nukatron_Quantum - Weapon / Object Modification
- Extended UFO4P bleed damage to bladed, saw type weaponry for especially robot actors
- Fixed mod_Legendary_Weapon_TwoShot "Two-Shot" [OMOD:001CC2AD] receiver to actually double the amount of bullet like its supposed to do – NOTE: Interestingly, the template file uses t he correct MUL+ADD function type.
- Fixed and swapped dn_HasNightVision [KYWD:000E8CC5] to dn_HasScope_NightVision [KYWD:00163054] for Night Vision Hunting Rfle scopes - Workshop
- Swapped Bed furniture in SunshineTidingsExt## to metal frame
- General
-
Version 018
- General
- Unified Lock Level Novice to Novice 1 (was Novice 25 for many records) (See MISC file download section)
- Disabled CC/NG quest spam when starting a new game - Alignment / Position / Rotation / Misplaced
- Fixed MistLargeRoundDustyDimmer #001C7CA0
- Fixed position for DefaultLightGreenFungus01NS in DLC06VaultWorkshop, DunwichBorers01
- Fixed misplaced flora, mist and light in DLC03KyeBunker01
- Disabled #001C7CA0 MistLargeRoundDustyDimmer [MSTT:001C9080] - Actors / NPCs / Race / Body Part Data
- Added/created missing/correct actor class for some actors - Cell Header
- ExtMurkyWater [WATR:001BDDB6] was added to ThicketExcavationsExt05 [CELL:0000DD98] - Effects / Lights
- Fixed #00212EDF, #00224C2F, #00148FAC, #00148FAE, #00148FB4 to DefaultLightGreenFungus01NS [LIGH:00164393]
- Fixed #0019CCC2 to DefaultLightGreen01NS [LIGH:00098FFF]
- Swapped DefaultLightGreenFungus01NS [LIGH:00164393] to DefaultLightGreen01NS [LIGH:00098FFF] in DLC04HubPackLair, HalluciGen01
- Fixed lighting in DLC01Lair01
- Added missing Brain Fungus light to DLC04POIJS02 - Loot
- Added robot loose mods as part of the death loot lists - Name / Capitalization / Typo / Grammar
- Fixed vanilla typo "Random Pitsol" in PipeGun "Pipe Gun" [WEAP:00024F55] (Thanks to SimplyBearnado for the hint)
- Fixed CC actor name capitalization - Workshop
- Added Phyllis and Ledger Terminal to scrap list
- Disabled NPCStandHammerVertical [FURN:000D96C9] in SanctuaryExt
- General
-
Version 017
- General
- Fixed missing ESL/ESM flag
- Fixed EDID changes
- Fixed UFO4P oversight - Effects / Lights
- #0022173C, is DefaultLightGreenFungus01NS [LIGH:00164393] - Weapon
- Added missing "-1.0000" damage for "Damage – OutOfRange Mult" to unarmed weapons
- Added "1.0000" damage for "Damage – OutOfRange Mult" to firearms of all kind
- Fixed Railway Rifle references for Non-Playable robot records
- Added CritLaserLtBlue [SPEL:001E4506] to TurretMountedLaserGunLtBlue "Turret Laser Gun" [WEAP:001262F3], DLC04_TurretMountedLaserGunSpaceBlue "Turret Laser Gun" [WEAP:0604BEFC]
- Unified weapon damage, Example: Combat Rifle damage player equals Combat Rifle damage for robots, turrets, etc.
- General
-
Version 016
- Alignment / Position / Rotation / Misplaced
- Wrong place; #0021692C, #00204305, #00214D89, #00247622, #001EBF7A, #001EBF5D, #001EBF59, #001EBF62, #001EBF55, #001EBF5B, #001EBF5C, #001ED5E3, #001ED5DE
- #000CCE03 disabled - Effects / Lights
- #0604F215, #060528CC, #002475D5 is DefaultLightBlueFungusNowGreen01NS [LIGH:00171600]
- #060534B3 is BounceAmbGreen - Weapon
- Removed Secondary Damage overrides (was 0, should be 6)
- Alignment / Position / Rotation / Misplaced
-
Version 015
- General
- Fixed race entries, these caused Human Synth NPCs to appear with no body
- Removed secondary weapon damage overrides (was 0, should be 6), to restore bash damage for certain weaponry
- General
-
Version 014
- General
- Fixed missing Faction tag on CambridgeMonsignorPlazaExt frag mines
- Ported the Ownership Fixes of Mod:62127 into Fixer
- Removed HC sleeping restriction for sleeping bag and tent - Actors / NPCs
- Added DLC01PlayerCanRepairKit [KYWD:01004F13], ActorTypeRobot [KYWD:0002CB73], perkRoboticsExpertImmune [KYWD:00225DBC] to Synth and Robots to allow them to be repaired by Robot Repair Kits
- Added new SynthGen2Human fake race to Curie, Sturges, Paladin Danse, and all carrying a Synth Component or having LL_SynthDeathItem [LVLI:001357E6] attached – NOTE: This will allow to fix and treat these actors as actual robots when needed.
- Added VATSRestrictedTargetKeyword [KYWD:00123DD4] to Curie
- Overhauled unarmed actor damage, based on Bloatfly template, size, etc. – NOTE: Base damage is 8 rads per punch while glowing creature deal doubled or more damage - Armor / Object Modification
- Revert the leveled list changes for DLC03 and DLC04 power armor
- Added appropiate lining (vanilla oversight) to power armor parts, lining F applies to Nuka-Cola and Lining E to Nuka-Cola Quantum power armor – NOTE: This was never properly implemented, for whatever reason, since DLC are late game, Lining A/B does not sound appropiate.
- Removed UnscrappableObject [KYWD:001CC46A] of all remaininng DLC power armor parts - Misc Items / Junk / Loot
- Added Angler Stalk / Lure Weed to leveled list
- Fixed missing DLC01LLD_RoboBrain [LVLI:0100D25D] leveled list reference for all Robobrain actors (in DLC01 and DLC03) – NOTE: The DLC01 in turn used DLC01LLD_MechBot [LVLI:01001A82] as Robobrain reference ... - Name / Description / Capitalization / Typo / Grammar
- Renamed Lure Weed to Angler Stalk
- Added BoS prefix to missing armor and clothing items
- Added DC prefix to "Athlethic Outfit" which now reads "DC Guard Outfit" - Sound
- Added AMBSanctuaryHouseRuinCreakAmarker to scrap list for workshop_Res01ModernRubble02B, etc. – NOTE: This should disable the ruined house sound creak once the structure was scrapped. - Workshop
- Added WorkshopEditorCP03 [STAT:001F1ED1] marker to Sanctuary Door frames
- Added missing components to workshop scrap lists, reduced loot for few recipes
- Fixed CMPO with MISC for scrap recipes
- General
-
Version 013
- General
- Restored various Cut Content
- Fixed wrong xyz axis rotation for many preview transform records
- Races now use keywords formerly applied to the actor, this should perfecetly cover vanilla changes - Actors / NPCs / Race / Body Part Data
- Added missing factions to "give disease to player" list
- Added missing faction reference to actors
- Added keywords from NPC_ to RACE to unify actor abilities
- CriticalCryoNoFreeze [KYWD:00249D7A] was added to all robot and turret races
- ImmuneParalysis [KYWD:000F23C5] was added to all insect, bugs, robot, turret races
- NoDisintegrate [KYWD:0022DB8F] was added to all robot and turret races
- NoAttackDogHold [KYWD:002243AB], NoAttackDogCripple [KYWD:002243AA], NoStagger [KYWD:001C5020], was added to all robots, deathclaws, etc. In general larger races
- Codsworth can be modified on an Automatron workbench
- Robots in settlements should no longer affect/lock happiness – NOTE: This will probably only work for the robots ingame and all using the WorkshopNPCFaction [FACT:000337F3] set to 0 and have the RobotFaction [FACT:00058304] disbled/removed instead. - Armor / Clothing / Outfit / Armor Addon / Object Modification
- Finished Chest Piece, Helmet, etc. naming
- Removed FeaturedItem [KYWD:001B3FAC] from Tesla T-60 power armor
- Fixed aluminum oversight in "co_PA_T51_Torso_Lining_B [COBJ:00176ACA]"
- Added instance naming rule for T51 Vim power armor - Misc Items / Junk / Loot
- Added more creatures to Blood Sample leveled list – NOTE: Feral Ghoul was removed since they drop Glowing Blood already.
- Added missing "MeatExtra" item lists for Ant Swam, Cat, Mirelurk Queen, Mutant Hound, Nukalurk Queen
- Fixed Jet Pack value for T45, T60, X01, X02, Hellfire to 100/200/250
- Added missing ObjectTypeLooseMod [KYWD:00135C17] to all ccFSVFO4007_miscmod_DeCapitalist_Paint_####
- Added the option to scrap power armor pieces and many more objects formerly set to UnscrappableObject [KYWD:001CC46A]
- Added missing loot for QASmoke test level containers - Magic Effect / Object Effect / Spell / Perk
- Molerat disease now only affects actors without poison immunity, and no longer affects (companions, fixed by UFO4P aswell), power armor users, robots or else
- Bloodbug health drain effect should no longer affect Power Armor users
- Added missing Rad Hazard effect for Fat Man Explosion
- Bleed damage was referenced to correct magic effect, and actor type restriction was set
- Power armor users should no longer be affected by bleeding damage - Name / Capitalization / Typo / Grammar
- Mutated Fern is now named "Fern"
- Fixed "Mk.#" naming to "MK #"
- Fixed typo in ccBGSFO4115_PA_TeslaCoils_Effect [MGEF:FE001A4D] - Sound
- Added PickUpPutDown sounds to certain misc items
- General
-
Version 012
- General
- Split damage types / elemental damage
- Added elemental damage to weapon and damage resistance effect, etc.
- Added missing objects and unified count for QASmoke containers
- Complete the "Pass Through Small Transparent" projectile changes
- Added missing DLC content concerning concerning "Chest Piece" to "Torso"
- Unified preview transform for ingestible/ALCH items/objects - Magic Effect / Object Effect / Spell / Perk
- Fixed Poison Resist bug for Stingwing, Radscoprion (Thanks to VaultDuke, dphile and Sranger for all the Research it was finally caused by PoisonResist [AVIF:000002E4] on the Perception debuff magic effect, which was removed since there is no point in having it applied)
- Added poison shader effect to crBloodbugBloodSpitEffect02 [MGEF:00032569]
- Removed "Hide In UI" flag from crBloodbugBloodSpitEffect02 [MGEF:00017036]
- Remvoed "Hide In UI" flag from crBloodbugBloodSpitEffect03 [MGEF:0003256A]
- Added DamageRadiationWeapon "Radiation Damage" [MGEF:000DCDFA] to dtStaggerEnchYaoGuai "Stagger" [ENCH:000550B0] (Which was missing and an vanilla oversight just like all the other weapon enchantment oversights, details see the weapon list) - Name / Description / Capitalization / Typo / Grammar
- Changed armor mod naming from "[Piece] Armor" to "[Piece] Lining" for all lining specific armor mods
- Fixed naming convention for shock, frost and else; cryo = frost, electricity = shock, etc.
- Added name to, renamed static light fixtures
- Fixed typos and EDID naming for loose mods, armor mods, omods
- Added, unified unarmed actor weapon name - Sound
- Added UICookingIngredientsMeat [SNDR:0011286F] for meat, steak specific ingestibles
- UICookingIngredientsWater [SNDR:00112871] was added to WaterInstitute
- UICookingIngredientsSnow [SNDR:00112870] was added to plant type items such as; Corn, Flowers, Fungi, Gourd, etc. - Weapon
- Added missing "Radiation Damage" to Ant Swam, Bloodworm, Brahminluff, Brahmin, Cave Cricket, Deathclaw, Fog Crawler, Gulper, Hermit Crab, Mirelurk Hunter, Molerat, Rad Rat, Vicious Dog, Wolf
- Added missing Shishkebab effect to Shishkebab [WEAP:000FA2FB], DLC01BotMeleeShishkebabLeft [WEAP:0101010E], DLC01BotMeleeShishkebabRight [WEAP:0101010F]
- Disabled "Secondary Default Damage" 6 for Cryolator and Flamer type weaponry (vanilla oversight)
- Added missing RightArmFlamer damage for Protectron02RightArmFlamer "Flamethrower" [WEAP:0015B0DB]
- General
-
Version 011
- General
- NOTE: some of the changes below, like the instance naming rules, will apply first in a new game.
- Finished Enable/Disable attach ref for workshop lights – NOTE: This should allow people mid-game to have lights disabled when the main reference was already scrapped.
- Removed unused Cell Header references
- Fixed DN096_OfficeDesk01_WithPassword "Desk" [CONT:00247516] swap in NationalGuardTrainingYard01 "National Guard Recruitment Office" [CELL:000532B6] which replaced the quest container by mistake (Thanks to KCDoang for the report!)
- Added new PA paint jobs to Instance Naming Rule
- Added missing HasMaterial keywords for Vim! colored PA and created new Instance Naming Rule
- Added "Pass Through Small Transparent" to projectiles since otherwise the collision boxes would cause the ammo to explode for no reason
- Added Nuka-Cola, Quantum, Vim Green/Red, Raider Power and Overboss Power armor to QASmoke creator level - Actors / NPCs / Race / Body Part Data
- Added XP offset to Scavenger - Armor / Clothing / Outfit / Armor Addon / Object Modification
- Swapped Armor and Underarmor preference for most armor – NOTE: Any armor which looks far from being protective is now considered "Underarmor" [U] every armor piece, part, outfit which looks protective is considered "Armor" [A] - Example: Kellogg's armor is now protective concerning armor slots on the left hand side, everything else can be equipped with armor parts.
- Added unused military paint to power armor T45, T51, X01
- Added missing standard naming for T-45 and Raider PA
- Added VimGreen, VimRed, NukaCola and Quantum paint to vanilla PA and replaced DLC PA pieces with vanilla PA pieces - NOTE: This is nothing more than a paint job, there is no need to include new PA pieces. Open for discussion is, NukaCola is Lining F while Qunatum is lining E by default but the leveled list is A. So what is correct? Obviously the leveled list is bugged and a preset LL was used during development without taking care of the correct Keyword)
- Added option to unattach DLC power armor paint
- New instance naming rule (prefix) for raider power armor and raider overboss power armor
- Restructure of the EDID to unify the power armor naming on editor level
- Mama Murphys clothing can be worn (This special pajama clothing will grant 100 % immunity to deathclaw damage ... not.)
- Fixed missing target OMOD keywords
- ObjectTypeLooseMod [KYWD:00135C17] was missing in "T-60 Winterized Coating" [MISC:00185D50], "T-51 Lead Plating" [MISC:0017A5C9], "T-60 Military Paint" [MISC:00185D2C]
- Added Loose Mod for Overboss Tesla Coils – NOTE: The legendary flag was removed, since non of the Tesla Coils is legendary in the base game, the effect is equal to vanilla No Hit Event. The armor mod can be used with any Raider power armor.
- Fixed bug which is also kept in UFO4P PA_Legendary_Any_Unbreakable "Almost Unbreakable" [OMOD:001F1E0C] say to quadruples the durability / health, health ≠ value, thus it was fixed to 4x the health as it says ;) - Misc Items / Junk / Loot
- Super Mutant armor will drop on super mutant corpse - Name / Description / Capitalization / Typo / Grammar
- Renamed any armor which reads "Chest Piece" to "Torso" – NOTE: The name applies to all Editor IDs, the Instance Naming Rule, to the Description and its probably a huge oversight in the game design.
- Fix for "Child of Atom Long Rags" to "Child of Atom Long Rags", "DB Tech Varsity Uniform" to "D.B. Tech Varsity Uniform"
- Fixed Instance Naming Rule, BOS = BoS, etc.
- Renamed Mk.I to Mk I – NOTE: Interesting in this regard, the UFO4P has one armor mod exactly named this way.
- Prefixed reading logic for Paint type material mods – NOTE. This is based on "Headlamp [Type]" and "Model [#]"
- Fixed description for various power armor pieces which read "increased"
- General
-
Version 010
- General
- Fixed ITMs
- Cleaned errors due to latest merge
- Started to add EnableDisable reference to workshop lights
- General
-
Version 009
- General
- Fixed UFO4Patch oversights
- Swapped Preview Transform for Calmex and XCell - Effects / Lights
- Added missing workshop / settlement light scrap references, almost all settlement lights should now be scrappable
- Created new scrap recipes for light sources (lamps, bulbs, flora, etc.) non of these light sources is attached to precombined, previs list
- General
-
Version 008
- General
- Swapped PostWar to PreWar objects
- Cleaned vanilla regions, blanked color for FX region/weather (Not visible/noticable on player view)
- Added PreWar to PostWar terminal swap - Effects / Lights
- Disabled Video_FakeClouds [LAYR:002112B1], 4x mist in Sanctuary
- Swapped FXConcordSky [REGN:00074BB5] references to FXLightRegionSunlightOffAtNight [REGN:00029BB7]
- Swapped FXConcordSkyOffatNight [REGN:00076A59] references to FXLightRegionSunlightOffAtNight [REGN:00029BB7]
- Swapped FXDiamondSky [REGN:00017AAA] references to FXLightRegionSunlightOffAtNight [REGN:00029BB7]
- Removed shadow caster light in GreaterMassBloodClinicExt [CELL:0000E479] (Thanks to 5HeadPlay)
- Swapped misplaced Hemi suffixed lights in; CabotHouse01, CoastGuardPierExt02, DmndRadio01, EgretToursMarinaExt, GreaterMassBloodClinicExt, MedTekResearch01, Vault114, etc.(Thanks to 5HeadPlay for the trigger)
- Addded option to scrap workshop lights sources with light in; Sanctuary, RedRocket
- Swapped DefaultLightWhite01Hemi [LIGH:0009A701] to DefaultLightWhite01NSFlicker [LIGH:00061F29]
- Swapped DefaultLightWarm01Hemi [LIGH:0008939A] to defaultLightWarm01FlickerNS [LIGH:0014C75C]
- Swapped RandomOmni02NS [LIGH:0000100E] to ElevatorLightNoShadow [LIGH:000A7417] – NOTE: Exclusively used in the elevator interior transition cells.
- Swapped RandomOmni04NS [LIGH:00022DCE] to 1defaultLightCool02NS [LIGH:00056723]
- Swapped RandomOmniNS [LIGH:00034611] to DefaultLightWhite01NS [LIGH:000517B0]
- Swapped RandomSpot02 [LIGH:0000100D] to DefaultLightWhite01Spot [LIGH:00054467]
- Swapped RandomSpot03 [LIGH:000245F4] to DefaultLightWhite01Spot [LIGH:00054467]
- Swapped RandomSpotCool01 [LIGH:00071DC3] to DefaultLightWhite01Spot [LIGH:00054467]
- Swapped shadow caster lights which had next to no visual effect (no visible shadow casting due to light placement overload) - Misc Items / Junk / Loot
- Swapped Clean/Dirty variants; Broom, CigarBox, CigaretteCarton, EnamelBucket, Globe02, Hammer01, MetalBucket, Microscope, PepperMill, SaltShaker, TeddyBear, TinCan, Toaster, ToyCar, ToyTruck, Typewriter, Wonderglue
- Swapped Lit/Off variants; Cigar, Cigarette
- Added OilLamp01 to workshop scrap list – NOTE: This will allow to scrap the oil lamp and surrounding light in some of the settlements. - Sound
- Swapped elevator interior acoustic space to IntElevator [ASPC:0009FE54]
- Merged elevator ambient sound to elevator acoustic space
- General
-
Version 007
- General
- Revert the misc file override edits which were initiated with version 006
- Split file of version 006 into OG and NG version (OG = Main, NG = Optional files)
- General
-
Version 006
- General
- Fixed some oversights, cleaned leftovers, fixed missing UFO4P overrides
- Renamed Editor ID for better maintenance on editor view, this currently affects container and misc objects
- FensKenmoreStation, disabled duplicate objects (FXFire and Mist, was placed twice)
- Swapped various prewar objects to postwar counterparts such as PlayerHouse_Lamp01Off "Pre-War Lamp" [MISC:00078309] to PlayerHouse_Ruin_Lamp01 "Broken Lamp" [MISC:0007830A]
- Swapped Clean/Dirty variants; Ashtray01, Camera, CigarettePack, CoffeeCup01, CoffeeTin01, Clipboard01, DeskFanOffice01, Glass_Generic, Lamp01, NapkinClean to DishRag01, OvenMittClean, PlateCeramic02_Red_Clean, Umbrella01, UmbrellaStand01
- Fixed havok/alignment for all swapped objects – NOTE: By enabling havok in the Creation Kit some very rare moments showed that certain objects were duplicates, example: 02012171 CoffeeCup01, these objects have been moved so both can be seen at the same time
- Disabled unused, unavailable objects
- Cleaned and fixed all non-precombined references tied to TempArtSwap [MSWP:0007E24B]
- Added Loot_Prewar_Suitcase_Clothes "Suitcase" [CONT:00064A3C] in SandyCovesHome01 [CELL:000252BF] as replacer to the static suitcase object
- OfficeDesk## and OfficeFileCabinet## was properly swapped to either vault (prewar) or postwar, beige and steel variants equal in design to vault and are leftovers/duplicates without proper suffix in some of the worldspaces
- MistGround01Dim [MSTT:00077773] which used TempArtSwap [MSWP:0007E24B] now uses its material swap GroundMistDim [MSWP:00204254]
- General
-
Version 005
- Actor / Race
- Added VATSRestrictedTargetKeyword to TurretWorkshopRace - Cell Header
- Fixed Distant LOD, North Marker and LODClipVolume for wrong aligned vanilla interior/fake exterior cells; BostonPublicLibrary02, GeneralAtomicsGalleria01, SandyCovesHome01, SuffolkCountyCharterSchool01, SuperDuperMart01, TiconderogaStation01 – NOTE: This will require a manual patch via FO4Edit
- Fixed LocationCenterMarker for OldNorthChurch01 "Old North Church" [CELL:00066EF3] was MistWaterSteamLong01Half [MSTT:00094222]
- Fixed/Swapped BunkerHillWorkshop [REFR:00019956] center marker - Light
- Fixed wrong light usage, DefaultLightFungusGreen was swapped to RandomGreenLight01NS, etc. when no fungus was present
- Fixed wrong light usage, FXBlightLight01 was swapped either DefaultOrangeBlight01NS or defaultLightFire01NSFlicker – Note: FXBlightLight01 was named FXFireLight01 in vanilla some of these lights were used for fire or mist with fire emmitance, these have been swapped to defaultLightFire01NSFlicker.
- Actor / Race
-
Version 004
- Alignment / Position / Rotation
- Fixed Glowing Fungus alignment in RedRocket01, TheBigDig01 - Gameplay
- Set bEnableConsoleMenuDuringSurvival to True
- Fixed Frag Mine and Trap faction tag so enemies laying their own traps are no longer affected to walk into them
- Swapped unarmed Frag Mine to armed Frag Mine in CambridgeCampKendallExt
- Swapped "Woodfire_Doused" to WorkbenchCookingFire "Cooking Station" (Woodfire_Doused is a static object, the equivalent to cooking fire which is a furniture) - Display / User Interface / UI / HUD
- Set "No Crime" to various traps and mines so the UI will not show red text for enemy traps anymore
- Added "Hide In UI" flag to RAD-X ingestible resistance magic effect, so it does not display twice "Rad Resist"
- Added missing image space to CommonwealthDusty [WTHR:001F61A1] (Note: This weather is unused but for completeness) - Misc Items / Junk / Loot
- Fixed LLD_Gunner level flag to "ALL" therefore Stimpak and Dog Tags will drop always - Name / Description / Capitalization / Typo / Grammar
- Fixed flora and ingestible typos such as; BloodLeaf now reads Blood Leaf, HubFlower now reads Hub Flower, Wild Melon plant now reads Wild Melon Vine, Wild Corn plant now reads Wild Corn Stalk, etc. (Note: The reason for all these changes in this is how those objects are called in various other places or for other objects, and all of these names are also used in the developer mesh, texture, material path)
- Fixed typo for Cooking Station it now reads Cooking Fire/Ground Pot/Spit – like its equivalent "Cooking Stove" in vanilla already does.
- Alignment / Position / Rotation
-
Version 003
- General
- Fixed DLC04NukaWorldClear [WTHR:06007E3B] "Fog Distance" entries
- Removed all "Hidden from Interior Cell List" except the duplicate ones for DLC04WWMineCart01 (Thanks to BenRierimanu for the hint)
- General
-
Version 002
- General
- Added ESL flag to plugin
- Added/fixed DefaultInteriorRegion [REGN:001A65EF] for EsplanadeChurch01, GoodneighborWarehouse01, GoodneighborWarehouse02, GoodneighborWarehouse03, MaldenDrainage01, MedTekResearch01, PickmanGallery01, PrydwenHull02, TrinityChurch01
- Removed Show Sky/Region for InstituteOldRobotics01, MaldenCenter01, Switchboard
- Added DefaultInteriorWeather for Far Harbor and Nuka-World interior cells, added "Show Sky" flag if missing
- Added fitting ImageSpace [IMGS:0019731B] also used for Corvega etc. to "Wattz01" - Music
- Added music MUSDungeonA [MUSC:0002D4C2] for CharlestownDrugDen, MS10ElevTrans, CambridgeChurchGraveyard01, WestEverettEstates01, InstituteFEVlab, DLC04ColaCars01, DLC04NWJunkyardUFO01, DLC04Nukacade01, DLC04TransitCenter01, DLC06VaultWorkshop
- Added music MUSzPublic [MUSC:0008B1D0] for GoodneighborTheThirdRail, GoodneighborTheMemoryDen, DmndPlayerHouse01
- Added music MUSzFactionInstitute [MUSC:000C9FD4] for InstituteCave, ElevTransHiTechInstitute
- Added music MUSDungeonVault111 [MUSC:000A743D] for Vault81Entry, - Acoustic Space
- IntIndustrialWestonWaterA [ASPC:001B2CE4] now uses AMBWaterInteriorWestonA2DLP [SNDR:001B2383]
- IntIndustrialWestonWaterB [ASPC:001B2CE6] now uses AMBWaterInteriorWestonB2DLP [SNDR:001B2CE3]
- IntNauticalRoomsSmall [ASPC:00238A71] now uses AMBIntNauticalBedALP [SNDR:000F0502]
- General
-
Version 001
- General
- Wrong references were cleaned
- Some replacer object were set to hide unwanted view into the Void of the cell
- Wrong faction tag references cleaned
- Flora such as "BloodLeaf" was renamed "Bloodleaf"
- RadX "Rad-X" [ALCH:00024057] now cures ingestible and exposure to radiation like it was meant ingame, but the spell changes in FO4 did not work
- Some DLC weather still used "SkySky\GS01_d.dds" for no reason, it was fixed to "Sky\GS01_d.dds"
- Fixed various typos in editor mode fixed - Alignment / Position / Rotation
- Various plants/flora have fixed position, some were unuseable, "burried" under ground - Cell Header
- Sky/weather from region was fixed to default weather based on region – NOTE: This only impacts the default interior region, weather, imagespace which is all setup in vanilla
- Some test cells were set "Hidden from Interior Cell List" – NOTE: This is handy for doing work in the CK. - Misc Items / Junk / Loot
- LvlPowerArmorFurnitureRaider "Power Armor" [FURN:00153392] now included the correct raider power armor parts instead of T60 power armor for no reason
- Gunner now drop MilitaryDogTags "Dog Tags" [MISC:00060EBF] upon death
- Swapped Pot_EmptyLarge "Large Pot" [MSTT:000FFE0D] with BigPot "Stew Pot" [MISC:00059A7A] - Effects / Lights / Explosion
- FXConcordSkyOffatNight [REGN:00076A59] was replaced by FXLightRegionSunlightOffAtNight [REGN:00029BB7] (this affects Mist and Light objects)
- PackInLightKitCoolNS [LIGH:00037374] was replaced by HighTechKitCoolNS [LIGH:00049541] (both share equal rgb the latter is the correct one to use)
- Unused lightboxes were set to "Initially Disabled" and resized to 0
- Various lights had the "Never Fades" flag in interior cells, which was removed
- DN135_GwinnettBreweryTerminal1 "Brewery Terminal" [TERM:0018DF7D] linked to Lightbox now links to [REFR:000D944E] (places IndMetalDbDoor01 "Door" [DOOR:00018C7F]
- The PipboyLightOverride_DO points to a power armor default object: defaultPowerArmorHeadlampLight [LIGH:000B48A0] which is now fixed to an PipBoy specific light
- PA lights now uses its own lens flare - Sound
- Missing waterfall sound was added to "Public Works Maintenence Area" (InstituteTunnel01)
- General
-
Focuses on fixes for Fallout 4.
Overview
This file is meant to fix various oversights in Fallout 4.
In the following a compact changelog and highlight of what this is all about:
General
- Missing pre-/suffixes on editor level (EDID) are constantly fixed to have a perfect clean working user end experience
- Typos have been changed in editor view and ingame view
- The game console can now be used while playing on Survival Mode
- Alot of references have wrong or unused data, these are now cleaned
- Some material swaps do not work or point to the wrong material/texture, these have been cleaned
- The cell header was cleaned and now uses appropiate sky (from default region), music (many did not use any music at all), etc. Offset (for correct fake interior to exterior alignment, since almost ALL vanilla cells are just placed somewhere on the LOD without taking care of perfect alignment)
- Many interiors are not perfectly optimized and allow player char to see the void, missing statics have been added
- DLC weather points toward wrong texture path just like the vanilla weather (which was fixed by UFO4P), Example: "SkySky\GS01_d.dds" now "Sky\GS01_d.dds"
- Some items just like UFO4P did, have re-rendered havok applied, so do not float into the ground or air and should stick perfectly fine on ground
- Object preview in PipBoy, Container, Trading, etc. is now unified, objects should turn properly on xyz axis
- Certain interior now display the correct name such as the Lexington Laundromat, which is now called "Faded Glory Laundromat"
- Missing or wrong Distant LOD aka Fake Interior LOD was fixed and interiors now display the correct exterior LOD
- QASmoke "Tunnels" was extended and also covers the Far Harbor changes
Actors / NPCs
- NPCs should not trigger their own traps and mines anylonger
- Workshop Turrets cannot be target while using V.A.T.S.
- Robots in settlements should no longer affect Happiness (Affects: Ada, Graygarden, Workbench Robot)
- Death items, such as Synth Components, Dog Tags, etc. have been added to their proper Actor templates, alot were missing
- Few actors which are true "Enc" are now "Lvl" encounters, this covers mostly Rad Roaches and Feral Dogs
Armor
- Armor, Underarmor, Clothes, Masks, all can now be merged and used based on what you see, wear a Helmet and a Gas Mask simultaneously
- Missing Power Armor instance naming rules have been added, this especially covers the Far Harbor Vim! armor mods but also adds missing prefixes to Nuka-World PA
- Certain armor attachments like the Tesla Coil from the Overboss Power Armor have been merged with the vanilla equivalent, and certain effects which were not present in the vanilla game like a legendary flag or else removed while effects work just like in-game before
- Missing Keywords have been added like "CA_ObjType_PrewarItem", "ArmorBodyPartHands", or AnimHelmetCoversMouth, etc. tag
- Ballistic Weaves can now be attached to all missing armor and clothing items, Ballistic Weave was removed from any head item
Crafting
- Missing or unclear description was added and/or extended
Gore
- Missing severable and explodeable effect was restored for all races
Loot
- The game holds many items twice or more, some of these can be swapped, such as the Big Cooking Pot, which was both a moveable static and a misc item in the worldspace for no reason
- Many PreWar items are still present in the PostWar environment, these changes should cover ALL misc items in exterior worldspace, and some in interiors same logic applies to Containers such as office desks, etc. here am taking a very detailed look on the setting and decoration of the cell so it should not disturb the player experience
- Few flora was "burried" under ground and thus unusable, this has been changed and the player can now use these
- Few leveled list and object modification now use appropiate objects, such as raider power armor (was T60 pieces) and Gunner dead drop (missing Dog Tags)
Lighting
- Lights used during development have been merged with usable equivalents since many lights are equal in rgb and other settings
- Various lights had the "Never Fades" flag in interior cells, which was removed - NOTE: This should increase performance slightly
- Many lightboxes are unused, these are now truely unused and thus disabled
- The PipboyLightOverride_DO points now points to an PipBoy specific light
- The Power Armor headlamp now uses its own lens flare, this was a bug which caused the lens flare to disappear whenever the player used the pip boy light or any other light source with the same lensflare reference was used/activated
Sound
- Music now plays in interior cells which had no music attached
- Missing crafting and pick up/down sounds were added
- Missing ambient sound was added when possible, such as the missing waterfall sounds in the "Public Works Maintenence Area" (InstituteTunnel01)
- Some acoustic space referenced the wrong file, such as Weston Water Treatment Plant aspc
- Feral unarmed attack to Power Armor users now sound like an attack, similar to any Human attack
- Missing Synth footstep sounds are now added to all Gen 1 and 2, before it was only used by The Institute specific Synth not the ones present in the Commonwealth
User Interface / HUD
- Faction tags have been removed from unneeded references and set to "No Crime" thus Raider mines are no longer considered "Crime" and
highlighted "Red" in the UI
- Disabled, cut map markers have been restored
Weaponry
- Unarmed creature damage was fixed and missing references restored
Workshop
- Light sources such as Oil Lamps, mist, etc. in workshops should be scrappable now
- Skeletons, Water, Corpses, Ahs Piles, etc. should be scrappable now
Quests
- BoS Fire Support will appear first when PC listening to Scribe Haylen's radio message
- Quest items cannot be scrapped and appear in the "Misc" tab in Pip-Boy
Bug Fixes
- Fixed Poison Bug for: Fog Crawler, Mirelurk Hunter, Stingwing, etc. caused by Med-X
- Power Armor light and any Spotlight share equal Lens Flare, this was fixed since it could bug out the effect to appear, re-appear
- Fixed missing dog armor pieces on actor corpse (like The Pack dogs)
For a complete list of all the details, click the changelog tab.
Compatibility
This mod works with both, the Old- and Next-Gen Update.
Every other mod later, if you want compatibility use FO4Edit and/or ask for a patch
Installation
This mod can be in/-uninstalled anytime and does not requires a new game to work.
The plugin is ESL-flagged, don't count against normal ESP/ESM limit.
This mod does not affect PreCombined meshes or Pre Vis data.
EPILOGUE
Fix is a big word in this regard, i do not know for certain if any of these changes are correct. I'm doing what feels right. If you come across any problems, issues, incompatibilities then please tell me, best with a solution. In any way, see it as inspiration for your own mod. Some changes i'm sure are valid for 4 eyes.
Credits
- Bethesda
- Nexus Community
- FO4Edit Team, for their invaluable tool
- VIitS for Automated Formlist generation
- Arthmoor for Unofficial Fallout 4 Patch - UFO4P
- robotized for Critical Effects On Death
- fadingsignal for Duffle Bag Sound Fix