Rethrain Posted July 13, 2016 Share Posted July 13, 2016 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 :tongue: So the foe is beyond any of you. You dug too deep and too greedily. Sorry getting a flashback. But yeah, I was kinda guessing it would attract a Dev by reading the first post over there since it seemed thorough. Link to comment Share on other sites More sharing options...
pra Posted August 3, 2016 Share Posted August 3, 2016 I'm confused now. Is this now a bug on UFO4P's or Bethesda's side? That post sounds like UFO4P set a flag which it shouldn't have. And then there is this in the Bethesda thread: Update: The issue was identified (post 145) and we have removed the offending package from the UFO4P. Version 1.0.4c is safe to use. The scripts are NOT the problem here. Any other issues you are having with your settlers is unrelated to this and should be discussed elsewhere.So, what now? Can I just upgrade to F4 1.6 and UFO4P 1.0.4c and everything will be allright? PS: you can link to specific posts, in a way: https://community.bethesda.net/thread/53871?start=145 Link to comment Share on other sites More sharing options...
Arthmoor Posted August 3, 2016 Author Share Posted August 3, 2016 It was a bug on Bethesda's side. They had "old code" embedded in an AI procedure routine that was exposed to the CK and we managed to stumble over it. We were told what the issue was and removed our AI pack as a temporary measure. They have since fixed the underlying cause with beta 1.7 so there is no further issue to be had should someone else end up stumbling over it. 1.6 and 1.0.4c are perfectly safe to use together (and we made that quite clear). Link to comment Share on other sites More sharing options...
Recommended Posts