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Unofficial Fallout 4 Patch (UFO4P) takes an arrow in the knee.


Arthmoor

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Oh man, was already wondering why this happens. After 1.6 update, going to settlements where i already had outfitted my settlers showed them resetted to some random inventory. Now basically they change every few seconds if i'm at a settlement.

That means this will happen with mods or without mods? With UFOP and without???? What an EPIC FAIL Bethefta!

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On the upside, all I have to do is wander around a bit and all my settlers will get 5 or 6 complete sets of different armor, weapons, and ammo spawned into their inventory to go along with a face and body change.

 

I predict Bethesda will fix this within a few months of them fixing BethesdaBay..

 

 

BAWHAWHAWHAW - I ain't holdin' my breath. Better solution: uninstall Screwthesda's games and move on to something else.

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Uninstalled indeed, due to the game not starting anymore (had problems since a few days already, but always got it running until today). If this mess continues i'm really going to play something different.........

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The funny part for me is that even if Beth doesn't fix this, someone else will with F4SE. Probably someone already in the script extender team, as they have the most experience with things like this. Which means, of course, that Bethesda would be downfall of their own mod platform through sheer laziness.

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Ok, an update:

There was a fix made to the WorkshopSandboxRelaxation20x4 AI package. For reasons unknown, this change aggravated whatever the underlying engine issue is. After removing this from the UFO4P, settlers have stopped changing their physical appearance, gender, or race. They don't lose their inventories anymore either. They DO, however, still swap clothing on a pretty regular basis. That by itself isn't causing any harm though and it isn't happening while standing in the cell with them.

What this does not explain though is why compiling the unaltered vanilla scripts was leading to the very same problems. A true WTF moment if ever there was one. Teserak deserves credit for raising this as a possible issue.

So for now I've updated the UFO4P to remove the bulk of the problem.

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Might not be entirely related to the UFO4P, but it seems the new Fallout 4 patch has introduced another problem regarding a settlement. On new characters, the workshop area of the Starlight Drive-in is apparently restricted to the shed only now. You can't activate the workshop outside the shed by pressing [V], only by going to the workbench. When you open the workbench, you can still see the 'normal' boundaries but the moment you exit the shed, auto-exit starts and effectively closes the workshop :/ I can only hope Bethesda themselves will fix this in the next patch.

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Might not be entirely related to the UFO4P, but it seems the new Fallout 4 patch has introduced another problem regarding a settlement. On new characters, the workshop area of the Starlight Drive-in is apparently restricted to the shed only now. You can't activate the workshop outside the shed by pressing [V], only by going to the workbench. When you open the workbench, you can still see the 'normal' boundaries but the moment you exit the shed, auto-exit starts and effectively closes the workshop :/ I can only hope Bethesda themselves will fix this in the next patch.

have you brought this to their attention on the official forums? I really think ya should.

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It's not. That's a confirmed bug that came with Patch 1.6. Somehow they've done something to Starlight Drive-In and Jamaica Plain that on SOME games causes the buildable areas to get disabled.

 

Definitely something they should be told about, especially if you have a game that can reproduce the bug. I don't, and none of the extra test saves I've got for other things do either.

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Developer confirmation: https://community.bethesda.net/thread/53871?start=135&tstart=0 Post #145. God damn Jive and being able to link to specific posts sucks, but there it is.

We basically unearthed a Balrog :P

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