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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Placed References
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By emiral on Aug 30, 2024 11:25 pm
Last Edited By Arthmoor on Nov 13, 2025 2:16 pm
Closed By Arthmoor on Nov 24, 2025 10:54 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.2.0.

Issue #34318: warehouse door 0017FEA7 opens through multiple objects - should be marked inaccessible

 
In cell 0000e094 (8, -4), on the waterfront, warehouse door 0017fea7 shouldn't be openable. it is blocked by numerous objects that would keep it from opening. It should be marked inaccessible.



Attached Files:

door_open.png
door_closed.png

Comments

6 comment(s) [Closed]
Arthmoor said:
 
Reopened due to occlusion issues with having swapped it to a functional door on the other side. Apparently someone at Bethesda really doesn't want people to change things and have them just work.

The door should be swapped to a static non-activatable version if available.

emiral said:
 
Why wouldn't you just toggle the Inaccessible flag? Wouldn't that keep it from being opened? If so, that would solve the initial issue and no need to change assets.

Arthmoor said:
 
No, and after discussing it with Ben (PRP dev) we concluded that since this ref is somehow involving itself in precomb issues without being listed as one in xedit, it's best if we just instead remove this edit entirely from the patch on our next update.

The way these things work, you can't have ANY edits to such a reference or they break the system. If it had been marked properly we'd never have touched it to begin with.

Comment #3 Apr 15, 2025 11:24 pm  Edited by Arthmoor on Apr 15, 2025 11:25 pm
emiral said:
 
Marking it as inaccessible does not cause visual errors or cause any other previs/precombine issues (toggling pre-culling works). But no worries, I'll just issue the fix myself.

emiral said:
 
I guess you left your fix in ... swapping the door model, so my published fix of reverting the model and just marking the door as inaccessible is still valid. Now to check how the latest PRP works with it, since that's built against UFO4P.
UPDATE - Visual issues are gone with latest PRP, but exist without it, using latest UFO4P (2.1.9a)

Comment #5 Nov 13, 2025 11:00 am  Edited by emiral on Nov 13, 2025 11:24 am
Arthmoor said:
 
It was only left in by accident. I've now removed it pending our next update, which is probably going to be sometime before the end of this month based on Bethesda's patch intentions.

Showing Comments 1 - 6 of 6