Unofficial Fallout 4 Patch: Version History
By the Unofficial Patch Project Team
Bugs fixed by official Bethesda patches will be stricken through and the version of the game they are fixed in will be indicated in brackets.
Bugs introduced by the UFO4P (yes, it happens) that are corrected in later versions will be stricken through and tagged with the version of the UFO4P that fixes them. The correction will appear separately in the version where the correction takes place.
The UFO4P bug tracker numbers will be listed for bugs that have been recorded there when they are solved.
All fixes are retroactive unless indicated by an [NR] tag following the fix description.
To view a bug entry in our tracker, enter the bug number here:
v1.0.2 (2016-05-11)
Actor Fixes
- Ron Staples had the wrong vendor type assigned in his script properties. He should be set up as a bartender (type 3) but the properties had him set up as a Misc vendor (type 0). (Bug #20233)
Item Fixes
- Agatha's Dress incorrectly had the arm partitions blocked out despite literally being the same model as the standard sequin dress. This blocked the use of arm armors while wearing it. (Bug #20306)
Location Fixes
- Navmesh in the metal house at Greentop Nursery had a doorway too small for settlers to pass through without teleporting beyond it. (Bug #20315)
Perk & Stat Fixes
- The player should no longer be able to contract Mole Rat Disease in Vault 81 unless they are actually bitten by one directly. (Bug #20138)
- Live & Love #2 perk was not functional due to the ability which applies it incorrectly referencing magazine #3, which is for carry weight. (Bug #20346)
- Live & Love #9 perk was not functional for the same reason, and needed a new perk application effect to make sure it separates for robots because this one needs to check for magazine #9 and NOT #3 either. As a result, L&L 2 and 9 should cause robot companions to get this bonus to stack for effectively 10% damage instead of 5%. (Bug #20346)
- The Idiot Savant #3 XP bonus perk (IdiotSavantXPBoost) should not be displayed in the UI as it has no display assets or description text. (Bug #20321)
Quest Fixes
- The player continues to ask the Vault-Tec Rep if he wants to work for them due to an incorrect condition check in the recruitment dialogue. (Bug #20297)
- The player continues to ask Anne Hargraves if she wants to work for them due to an incorrect condition check in the recruitment dialogue. (Bug #20296)
- If the Railroad is destroyed, Tinker Tom's corpse should not have a MILA available for looting as he would not have given the quest out.
- Several Railroad quests appear to have become stuck in the journal at one point and later fixed by an official patch. If the Railroad has been destroyed, a one-time check against the quests will be run and any that need to be shut down will be. (Bug #20112, Bug #19814)
- Cait's infatuation idles meant to be run for the player were incorrectly conditioned to play only if Paladin Danse was currently the active companion. (Bug #20389)
Papyrus Fixes
- WorkshopScript: Further revisions have been provided for the DailyUpdate() function to eliminate remaining issues with thread locks and timer updates as well as potential early terminations due to bad reference checks. This is likely to have fixed a number of settlement related issues that were reliant on the DailyUpdate() call but manifested in ways that may not be obviously script related, such as population increases and happiness etc. It has been confirmed that these fixes also address the issue of bed counts not updating properly. (Bug #20295, Bug #19589, Bug #20289, Bug #20304, Bug #20160)
- AudioContainerNoAnimScript: Script has been corrected so that it only plays the open and close sounds on the container being opened or closed rather than spawning this event across every single container in the loaded area.
Terminal Fixes
- Accessing Phyllis Daily's terminal (DN036Terminal_SubJournal) after convincing her to tell the story of her grandson's death will no longer cause her to confront you and thus reset her dialogue into a broken state. (Bug #20208)
Placement/Layout/Ownership and other World Object Fixes
- 000727f3, 0007280b: Incorrect type of shack stairways at Outpost Zimonja. (Bug #20276)
- 001Ff252, 001f4253, 0010a7db: Objects in Bobbi's house repositioned to allow access to her terminal. (Bug #20310)
Text Fixes
- nativeProtectronTerminalPersonalitySubMenu: "paramenter" -> "parameter"
v1.0.1 (2016-05-06)
UFO4P Fixes
- Removed RadioDiamondCityReceiverOff, RadioFreedomReceiverOff, and RadioInstituteReceiverOff from the formlist of static scrap objects for radios. Adding these caused crafted radios to become unmovable once placed.
- All worldspace edits had to be removed and reconstructed in the CK due to a problem generated by a bug in xEdit that caused Vertibirds to fly through buildings rather than avoid them. (Bug #20277)
Actor Fixes
- Loot_DeadRaider01 and Loot_DeadRaiderFemale01 both respawn even though they are all used in situations where this should not happen. These actors are all set to be dead when the player finds them the first time. (Bug #20183)
- Deirdre's merchant faction setup was incorrect. A bad condition flag prevented her from selling anything, and her vendor container had none of the intended leveled items in it. (Bug #20203)
Item Fixes
- Several glass bottles had no pickup or drop sounds attached. (Bug #20161)
- The following alchoholic beverages did not have the proper duration set for the Live & Love perk benefit: BeerBottleStandard01_Cold, BeerGwinnettAle, BeerGwinnettAle_Cold, BeerGwinnettBrew, BeerGwinnettBrew_Cold, BeerGwinnettLager, BeerGwinnettLager_Cold, BeerGwinnettPale, BeerGwinnettPale_Cold, BeerGwinnettPils, BeerGwinnettPils_Cold, BeerGwinnettStout, BeerGwinnettStout_Cold, DN133_WineAmontillado, Rum, DirtyWastelander, Bourbon, Vodka, Wine, Whiskey, and MoonshineBobrov. (Bug #20149)
- Vertibird pilot outfits were incorrectly adding extra armor that blocked them from wearing their intended bomber jackets. (Bug #20147)
- Weapons dropped by NPCs who have been killed are never removed from the game world, which leads to save bloating and potentially running out of generated form IDs. Game setting iDeathDropWeaponChance has been set to 0 to prevent this. Weapons will still appear to fall away from the bodies, but clicking on them will instead open the corpse's inventory where you can then loot it. When the cell resets next and the bodies are removed, the weapons will get cleaned up with them, so you'll have plenty of time to return to loot a battlefield if need be. (Bug #20197)
Location Fixes
- The navmeshing along the cliffs on the north side of Croup Manor was poorly placed, causing settlers to fall off the cliffs and be unable to make their way back up to the settlement area. (Bug #20257)
Perk & Stat Fixes
- Combat Medic (CompCurieAvoidDeath) was miscalculating the health percentage and causing even slight damage to heal you instead of waiting for your health to hit 10% like it was supposed to. (Bug #20150)
- Trigger Rush (CompCaitAbility) was incorrectly triggering when action points dropped below 25 instead of when your health dropped below 25%. (Bug #20250)
- Gunslinger level 5 was incorrectly working for all guns due to a lack of weapon condition checks. (Bug #20151)
Papyrus Fixes
- MQ03QuestScript: Typo in UnregisterForAnimationEvent for the PipBoy. (Bug #20225)
- WorkshopScript: A thread lock in the DailyUpdate() function was not being handled correctly. This resulted in numerous instances of settler stats being listed incorrectly in the PipBoy. (Bug #20295)
Settlement & Workshop Fixes
- Settlers were not using the full buildable area in Hangman's Alley due to the sandbox marker not extending far enough to the east. (Bug #20180)
Quest Fixes
- The mailbox outside of Home Plate never gets set to owned by the player when the house is purchased. (Bug #20178)
- The player continues to ask Sheffield if he wants to work for them due to an incorrect condition check in the recruitment dialogue. (Bug #20266)
- Trader Rylee should no longer leave settlements to run random encounters in the wasteland if she has been recruited by the player. (Bug #20156)
- The player continues to ask Trader Rylee if she wants to work for them due to an incorrect condition check in the recruitment dialogue.
- Smiling Larry will no longer vanish from settlements once recruited. His random encounter quest lacked a check to prevent that.
- During Dependency (V81_03) if the player talks to Rachel after convincing Bobbi to get clean, but hasn't talked to Tina, the objective to talk to Tina will incorrectly complete. The quest is not broken, but the objective and quest marker are no longer displayed. (Bug #20236)
Terminal Fixes
- The Beantown Brewery terminal (DN006_EmployeeTerm) had 3 incorrectly set menus that would cause an infinite recursion the more you kept clicking into them, which in turn would require you to back out with as many clicks as you used to get in. (Bug #20153)
Placement/Layout/Ownership and other World Object Fixes
- 0009813d: Tire iron set to respawn that shouldn't. (Bug #20183)
- 0019e736: Unowned bed in Peabody House. (Bug #19743)
- 000d15aa: Dirt mound with exposed underside. (Bug #19816)
- 0014824e, 000148253, 00014824f, 000148252, 0001380bf, 0001380be: Series of misaligned railroad tracks. (Bug #20268)
- 0020B32A: Floating motorcycle. (Bug #20162)
- 0022fd46: Seams closed on bunker pieces surrounding this. (Bug #19881)
- 000A8D64, 000A8D66, 000A8CEE, 000A8CEF, 000A8D61, 000A8D65: Floating bushes in Diamond City. (Bug #20195)
- 00097AD4, 00097ADF, 00097B15, 00097B1C, 00097B1E, 00097B1F, 00097B20, 00097B21, 00097B22, 00097B23, 00097B25, 00097B38, 000A96C2, 001696C1: All parts of a misaligned building near Cambridge Diner. (Bug #20194)
- 0004BFF1, 0004BFF2, 0004BFF3, 0004BFF4: Misaligned water planes in Forest Grove. (Bug #20163)
- 001b0214: Land mine below the terrain. (Bug #20256)
- 0021a404: Z-fighting steal beam.
- 0100ebf6: Added additional numeral painted on the beam for Vitale Pumphouse to reflect the actual combination to the nearby puzzle. The other numerals were shifted down to make space for it. (Bug #20283)
- 0014b99b, 0014b996, 0014b99a, 0014b995, 0014b999, 0014b994, 0014b99c, 0014b997: Disabled unused lights that were in the cell for no apparent reason. (Bug #20291)
- 001d20c4, 001d20c1: Yao Guai incorrectly set to be guarding a Deathclaw nest. (Bug #20262)
- 001d20c9: Gunner corpse buried underground, inaccessible. (Bug #20262)
- 0100f391: Rock placed to cover up gap in landscaping. (Bug #20164)
- 00193aa5, 00193aa3, 00193aa4: Collision blocks poorly aligned making it difficult or impossible to get out of the Forgotten Church. (Bug #20165)
Text Fixes
- DN151_WhiteConclusion: "For a farm like this?" -> "For a place like this?" (Bug #20269)
- Misc Item Collander: "Collander" -> "Colander" [It's misspelled] (Bug #20239)
- FFGoodneighbor07::Hellos: "Well, look who it is?" -> "Well, look who it is."
v1.0.0 (2016-04-18)
Actor Fixes
- The follower version of Curie does not have the standard selection of sneak perks or the Companion Inspiration perk like all of the others do. This was due to an improper inheritance from her nested templates. (Bug #19664)
- EncRadscorpion03AmbushLegendary and EncRadscorpion03Legendary were not set to use the skin for the Glowing Radscorpion like their normal counterparts. (Bug #19843)
- Preston Garvey, MacCready, Curie, Cait, and Dogmeat were never given the Live & Love magazine perks. (Bug #19672)
Item Fixes
- Combat Armor left leg weight did not match the weight on the right leg. Both should weigh 2 based on their value and where they fit in the progression. (Bug #19682)
- It was not possible to remove added armor linings from Synth Armor due to a missing ma_armor_lining keyword on the arm, leg, and torso pieces. (Bug #19708)
- Construction recipes were missing for "Glow Front Sight Ring" on Combat Shotguns and Rifles, as well as "Tuned Receiver" for Pipe Revolvers despite these weapon mods being available in the UI. The result was that the actual mods produced were non-functional. (Bug #19679)
- John & Cathy's House Key (DmndJohnKey) was incorrectly labeled as "John & Jessica's House Key". (Bug #19753)
- The Clean Black Suit (ClothesSuitClean_Black) was missing the keyword to allow Ballistic Weave to be inserted. (Bug #19911)
- Leveled list LLI_Vendor_PowerArmor_Mods_Unique had a bad entry for an object reference that the game would treat as a 10mm pistol. (Bug #20131)
- Clean Vault 111 suit was not using the correct material swaps for first person. (Bug #20146)
Location Fixes
- The Prydwen has a settlement icon on the map even though there is no workshop listed for it and there is never any possibility to send settlers to it. (Bug #19905)
Mesh Fixes
- The combat shotgun stock has a gap in it. (meshes\weapons\combatshotgun\stockshort_1.nif) (Bug #20069)
- The female heavy leather armor model is pointing to the wrong material. (meshes\armor\leather\f_arm_heavy_r.nif) (Bug #20137)
Perk & Stat Fixes
- Level 3 & 4 of Chemist incorrectly list Intelligence of 5 as a requirement instead of 7. (Bug #19585)
- Levels 1 & 2 of the Ninja perk did not properly account for 2-handed melee weapons. (Bug #19667)
- Level 3 of Idiot Savant was mistakenly checking for Intelligence of 6 twice, which left out 5, and the effectiveness chance was off by 1% as well. The Intelligence 8 condition also had unnecessary weapon type conditions that should not have been there. (Bug #19676)
- The Tesla Science magazine perk was not providing the bonus described due to the use of an incorrect keyword. (Bug #20139)
Papyrus Fixes
- AOAliasBailOutScript: Prevented timer event bailout from filling the script logs with errors due to the lack of a check for the alias reference being NONE. (Bug #19591)
Settlement & Workshop Fixes
- Settlers assigned to scavenging stations walk around everywhere with their weapon drawn, often pointing it at things for no reason. This was due to the AI package WorkshopScavengeSandbox7x14 having the "Weapon Drawn" flag set when it doesn't need to be. (Bug #19652)
- Provisioners, Pack Brahmin, and Caravan Guards were retaining their names after reassignment due to a missing "Clears Name When Removed" flag on the aliases in the Workshop Parent quest. (Bug #19653)
- The High Tech Desk [Dirty] (workshop_co_HighTechDesk01_Dirty) was using the incorrect component type for the wood. (Bug #19680)
- Aluminum Oil Cans (OilCan01_PreWar) were scrapping for steel instead of aluminum. (Bug #19598)
- Lead Pipes incorrectly call for steel when upgrading to Heavy Lead Pipes. (Bug #19596)
- Lead Pipes incorrectly get scrapped into steel rather than lead. (Bug #19596)
- BranchPile02 is listed in the wrong formlist for scrapping branches. (Bug #20132)
- The following scrap recipes were producing their component parts instead of proper scrap material: workshop_co_ScrapBathroomSink, workshop_co_ScrapBathroomToilet, workshop_co_ScrapBrokenVendingMachine, workshop_co_ScrapFurniturePatioChair, workshop_co_ScrapLoot_AmmoBox, workshop_co_ScrapLoot_Medkit, workshop_co_ScrapLoot_Prewar_Cooler, workshop_co_ScrapLoot_Prewar_Safe, workshop_co_ScrapLoot_Prewar_Suitcase, workshop_co_ScrapLoot_Prewar_Toolbox, workshop_co_ScrapLoot_Safe_Floor, workshop_co_ScrapLoot_ToolChest, workshop_co_ScrapLoot_Woodcrate, workshop_co_ScrapLunchPail, workshop_co_ScrapOxygenTank, workshop_co_ScrapRadio, workshop_co_ScrapTricycle01, workshop_co_ScrapUtilitySink, workshop_co_ScrapVaultcrates, workshop_co_ScrapWoodVerySmall. (Bug #20114)
- MacCready's wooden toy soldier was incorrectly listed as being made of ceramic instead of wood. (Bug #20115)
- Several radios are not in the scrap list that controls radio scrapping. (Bug #20130)
- Player housing ruined stove is not correctly labeled to allow it to be built in the workshop UI. (Bug #20133)
- Lightboxes are incorrectly filed under the Misc category in the workshop UI. They should be listed with the other lights. (Bug #20134)
- Aluminum Tray (LukowskisPottedMeatUnfilled) should scrap to aluminum, not steel. (Bug #20135)
Quest Fixes
- Strong should no longer begin his response dialogue when asked about his relationship status with the player before the player has actually finished speaking. (COMStrongTalk) (Bug #19657)
- At the end of Dependency (V81_03), if the player convinced Bobby to get clean, talking to Tina will abort after convincing her to join a settlement due to an unfilled property in the scene that was supposed to bring up the settlement selection window. If you succeeded in convincing her but never got the menu, you will get a pop-up menu upon running the patch which will ask you where you want to send her. (Bug #19581)
- When completing Dependency (V81_03) Bobby, Tina, and Rachel do not have their essential status removed because the stage 1000 fragment calls stop too soon and ends up clearing the aliases before the quest is done. (Bug #20142)
- Cambridge Polymer Labs (DN015) leaves undroppable quest items in your inventory even if the puzzle quest (DN015Puzzle) to make the armor is completed. DN015 was not stopping DN015Puzzle in stage 100. (Bug #19586)
- When negotiating with Deb at Bunker Hill for Traffic Jam (FFBunkerHill02) the rewards given are incorrect due to checking the wrong set of quest stages for the negotiated payment. (Bug #19710)
- The Order Up quest (DialogueDrumlinDiner) does not clear aliases for the dead bodies, resulting in them staying in the game forever and respawning their loot. The quest is also not stopped if everyone at the diner has been killed, or if the player aggro'd them all and they're all hostile. (Bug #19720)
Terminal Fixes
- The Faculty Terminal at Shaw High School (DN020_StaffMemosSubTerminal) is incorrectly named as Principal Tanner's Terminal and incorrectly returns back to Tanner's personal terminal instead of the proper Faculty Terminal main menu. (Bug #19876)
- The Dean's Terminal at University Point (DN088_DeansSubTerminalMail) has a mail relay submenu with incorrect dates. It is talking about events from 2077 but is dated 2285, which is incorrect. (Bug #19741)
Texture & Material Fixes
- The material swaps for Covert Operations 7 (CustomMaterialSwap001D1FEA) and Covert Operations 8 (CustomMaterialSwap001D1FF1) were switched and caused them to display the wrong artwork when dropped in the world. (Bug #20009)
Placement/Layout/Ownership and other World Object Fixes
- 00080812: Arcjet Systems elevator sticking up through the building roof. (Bug #19724)
- 0020c29f: Floating chem box. (Bug #19659)
- 001772d6, 0019e420: Floating tires. (Bug #19688)
- 00175d71: Test tube clipping other objects. (Bug #19697)
- 00055583, 00055590: Floating trash cans. (Bug #19697)
- 00175e7e: Coffee cup standing on its handle. (Bug #19697)
- 00219d74, 00238C3B: Floating bottles. (Bug #19697, Bug #19878)
- 0023f428, 0023f429: Baseball grenades clipping desk. (Bug #19697)
- 00193ffc: Object stuck behind collision. (Bug #19718)
- 00087D9D, 00087D9C: Floating benches. (Bug #19878)
- 0020C2A0: Floating cap stash. (Bug #19878)
- 0017FD4F, 0017FD54: Floating frag mines. (Bug #19879)
- 000C7382: Frag mine buried under terrain. (Bug #19879)
- 00186BFC: Useable bench buried in mud - changed to non-useable static. (Bug #19882)
- 0021543E: Z-Fighting rug. (Bug #19883)
- 00165111: Separated duplicate coffee mugs. (Bug #19883)
- 000edc14: Pallet clipping with pole. (Bug #19883)
- 001F2DCD: Picture, frame, and nuka-cola machine clipping with a wall. (Bug #19883)
- 0003B67D: Cooler buried and inaccessible. (Bug #19883)
- 00043214: Floating skeleton. (Bug #19913)
- 000516a3: Floating tree branches. (Bug #19712)
- 001bf692, 001bf691: Misaligned bridge pieces. (Bug #20129)
Text Fixes
- ConcentratedFire02: "In V.A.T.S. every attack on the same body part gains +15% accuracy." -> "In V.A.T.S. every attack on the same body part gains +15% damage." (Bug #19671)
- Loadscreen PerkLoneWanderer: "Prefer to go it alone? With the Lone Wanderer perk, you'll take less damage and be able to carry more equipment when you adventure without a companion or dog." -> "Prefer to go it alone? With the Lone Wanderer perk, you'll take less damage and be able to carry more equipment when you adventure without a companion." (Bug #20118)
- BoS_DN017_CEOTerminal: "wander passed security" -> "wander past security" (Bug #19723)
- RR102_200_Deacon_At_Sympathizer, Action 6: "He, or she, has intel on the base." -> "He, or she, has information on the base." (Bug #19723)
- RR102_400_Deacons_Plan, Action 8: "That's my read, too." -> "Yeah, that's my read, too." (Bug #19723)
- RR102 - Shared infos: "So we go in through the escape tunnel." -> "So we're goin' in through the escape tunnel." (Bug #19723)
- RR102_400_Deacons_Plan: "Doesn't everyone have an escape tunnel?" -> "What, doesn't everyone have an escape tunnel?" (Bug #19723)
- DialogueDrumlinDiner - Greetings: "Did you need anything?" -> "Do you need anything?" (Bug #19723)
- MelonWild: "Melon blossom" -> "Melon Blossom" (Bug #20145)
- MelonWildGS: "Ash blossom" -> "Ash Blossom" (Bug #20145)