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WasteTheLand

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Qrsr

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About this mod

A bunch of fixes for Fallout 4.

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Permissions and credits
Translations
  • Russian
  • Mandarin
  • Italian
  • French
Changelogs
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