Welcome to the AFK Mods bug tracker. In order to report an issue, you need to have a VALIDATED account to post one. Once you have followed the link the registration email sent you, please select a project from the drop down menu below. Select “Open New Issue” and fill out the form with as many details as possible.

Please also consider sending your bug report to Bethesda if you are reporting on an issue with Skyrim Special Edition, Fallout 4, or Starfield. Doing so will help everyone on all platforms.

Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Placed References
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By kawaksallas on Oct 11, 2016 7:43 pm
Last Edited By BlackPete on Feb 4, 2018 6:58 pm
Closed By Arthmoor on Jun 25, 2022 7:30 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.4.

Issue #21288: Synths spawning mid-air in the institute crater

 
this is weird, I don't even know if locations would be the right place to report, if don't, excuse-me





after you destroy the institute, some synths spawn mid air in the crater of the explosion, then they fall to the water





managed to get some screens, and the id of one of those synths - 0019053f [PP]





http://i.imgur.com/4IjupS7.jpg





http://i.imgur.com/eQSB9T8.jpg

Related Issues: 19997  

Comments

3 comment(s) [Closed]
kawaksallas said:
 
Another screenshot for your viewing pleasure: http://i.imgur.com/CwJYghi.png

BlackPete said:
 
The spawn marker from the FormID you listed seems to placed okay in the CK. The others nearby do as well so I'm not certain what would cause this to occur.

Comment #2 Feb 4, 2018 7:00 pm  Edited by BlackPete on Feb 4, 2018 7:02 pm
Arthmoor said:
 
Suuuuuuper late on this one, but in examining what the particular synth form ID was associated with, it's part of the 5th attack wave when you arrive for the battle in the CIT Courtyard during Ad Victorium. There are 5 waves, each enabled during the progression by enabling an alias collection that spawns them.

Stage 1000 of DNPrime_BoS304 was set to disable the wave spawners once the battle was over but that script fragment was missing the call to disable the spawners for the 5th wave. So those continue to spawn Synths over the water long after the battle is over.

We've added the missing call to disable these spawners. Which unfortunately means it's a fix that cannot be reflected in the Playstation version of the patch.

Synths that have already been spawned will need to be killed though - disabling their spawners won't get rid of that.

Comment #3 Jun 25, 2022 7:30 pm  Edited by Arthmoor on Jun 25, 2022 10:07 pm
Showing Comments 1 - 3 of 3