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: New
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Locations
Assigned To: Nobody
Platform: Windows PC
Severity: High
Votes: 0
Watching: N/A
Opened By VoodooChild on Apr 26, 2021 5:38 am
Last Edited By Sclerocephalus on Apr 30, 2021 8:14 am

Issue #30533: Various Bugs That I Have Collected With RefIDs

 
Fort Hagen Command Center, terminal won't open security door. Blank Screen: 9D29E (duplicate of #25728)
Trinity Tower, Safe marked Expert, but needs Master. 1 floor up from first elevator. FA55F
ArcJet Systems, Project Manager's Terminal is Master but marked Expert. Second section, jump up the walkway. 11B77B
Mutant Hounds render 1 meat instead of 2 when having the double meat magazine from Sunshine Tidings (not a bug, see comment)
Cabot House, Edward Deagen's safe marked unowned, yet Jack will go hostile. (listed again a couple of lines below)
Vault 114 elevator endless load screen on exiting the vault with and without FO4UP
Boston Police Station, and ready to board the vertibird for the first time, Danse gets stuck by the door. Dopes not respond and does not board the bir. Save and reload seems to get him out of this.
Backstreet Apparel, the missile launcher out front does not respawn, but the trip wire does. (duplicate of #28572)
Suffolk County Charter School terminal in main area as you walk in is blank: 19A804 (duplicate of #27222)
Hyde Park, There used to be a weapon set up for the trip wire on second floor (first floor flooded), but no longer exists. Trip wire is tied to nothing. Tripwire: 19C675
Edward Deagan's safe marked as not owned after Emogene Takes Lover, yet Jack gets hostile if you pick it: C1AE0
Hallucigen, bottom floor locker, Dirty Tan Suit can not be picked up without moving the mouse a ton of different directions: A4AB8, Door-894A2 (moved to #30554)
Mass Fusion Containment Shed, 2 spawning ghouls in center of room cannot be looted. (duplicate of #27565)
Hardware Town "Note" on counter in front cannot be looted: 16950E (duplicate of #28182)
Vault 81 Mole Rat in beginning of vault, right after the last turret, is dead but hanging half in and out of ground: 205A5E
Vault 81, player dorm, bobby pin box floats above bed about 2 feet: 19D9E2 (moved to #30553)
Killing Super Mutant Suiciders without them blowing up frequently renders no XP. (can't fix, engine issue)
Combat Armor: Sturdy Left Leg 5, Sturdy Right Leg 6.5 - Heavy Left Leg 7, Heavy Right Leg 9 (duplicate of #19682)
Deacon does the where's that play button twice with the patch for opening the security door to get Carrington's Prototype. Once going in and then on our way out.
Big Dig, last wall the need to be broken down by Sonya, still has issues with Mel conversation.
Devil's Due, holotapes cannot be removed from inventory after quest: 14.removeitem 1685DD, 1685DE
Lost Patrol, items cannot be removed from inventory after quest: B1DBF, B1DBE, B1DBD, B1DBC
USS Constitution, if player goes picks up Poseidon Radar Transmitter after quest, it cannot be removed from inventory: 9139E (duplicate of #29058)
Nuclear Option, cannot remove Institute Relay Targeting Sequence after quest complete: 17E1BF
Diamond City Blues, if talked to Trish about the security with charisma, then loots body, Trish's Note cannot be removed from inventory: 4427A
The Silver shroud, if you loot Northy's body too quick after killing him, it will not register. You can complete the quest if you know what you are doing and head back to Goodneighbor, but for new players that will be a stall point.

Far Harbor
When first travelling to Acadia with Longfellow, Mirelurk down by the water appears to be alive but is dead. Very hard to loot, must use openactorcontainer: 301A234 (invalid, see comment)
Islander's Almanac will fall through the floor if explosives used in Northwood Ridge Quarry. (moved to #30538).
Far Harbor Brooke's Head Lighthouse terminal blank. X027F6D (listed again a couple of lines below)
Fog Condenser just outside of FH 303FE21 does not respawn Condensed Fog on purpose because it was sabotaged by CoA that Allen Lee executes in the beginning of Far Harbor quest line. The UFO4P puts a jug back underneath it that she originally manipulated.
Vault 118 exiting still gives endless load screen on elevator so a script must be hanging.
Brooke's Head Lighthouse terminal on docks is blank: 3027F6D (moved to #30657)

-VC

Related Issues: 19682  25728  27222  27565  28182  28572  29058  30538  30553  30554  30657  

Comments

13 comment(s)
Sclerocephalus said:
 
Mutant Hounds render 1 meat instead of 2 when having the double meat magazine from Sunshine Tidings.

Read the perk description again. It nowhere says anything about double meat; instead it speaks of extra meat.
That makes a big difference because it means that you get one extra meat in addition to what the respective animal had in its inventory without the perk. This, in turn, is generated from a leveled list and may be one meat, a different item or nothing at all. Consequently, animals may have one or two pieces of meat in their inventoty with the perk.
So that's not a bug.

Combat Armor: Sturdy Left Leg 5, Sturdy Right Leg 6.5 - Heavy Left Leg 7, Heavy Right Leg 9

I suppose that you're referring to the weight values. These were fixed by UFO4P ages ago.

Comment #1 Apr 26, 2021 11:06 am  Edited by Sclerocephalus on Apr 26, 2021 12:22 pm
Sclerocephalus said:
 
Lost Patrol, items cannot be removed from inventory after quest: B1DBF, B1DBE, B1DBD, B1DBC


The quest will not end until you return the holotags, so this claim is wrong.
I suppose that you killed Brandis (because 000B1DBF is his holotag which you wouldn't have in your inventory otherwise), and in that case, you'll have to talk to either Paladin Danse or Captain Kells, depending on whether the Prydwen has arrived already or not.
If it has not, speaking to Paladin Danse will end the quest; during this dialogue, you give him the holotags. If it has arrived already, or if you wait for too long and it arrives in the meantime, Paladin Danse will be unresponsive in respect to this quest and you'll have to talk to Captain Kells to tunr it in. Again, the holotags are handed over during the dialogue.
If you do not kill Brandis, you usually give him the three remaining holotags, so that's that. The quest however still doesn't end here; you have to turn it in to either Danse or Kells, as outlined above.

Comment #2 Apr 26, 2021 12:19 pm  Edited by Sclerocephalus on Apr 26, 2021 12:22 pm
VoodooChild said:
 
Weight values for Combat Armor are different with UFO4P on a clean install, no other mods activated.

Mutant hound meat never gives 2, with or without patch. So, unless they render 0 meat all of the time, the magazine does nothing for those actors. Not a big deal, just figured I'd mention it in the list.

Complete Lost Patrol successfully before going to Prydwen or even Prydwen arriving which is what I usually do, and getting assigned the task. No killing Brandis and can charisma Brandis in to rejoining BoS after. Objects need to be removed manually. I might have just included Brandis' holotag from previous play throughs in my batch file as if you loot it from him while taking his Officer uniform, you get the same effect. But, no, you wouldn't normally get that handed to you unless you killed him. It's mainly the holotapes that will not become unlocked. Lock on inventory may be caused by Prydwen not arriving before completing the quest successfully, however, as I usually do that quest prior to Kellogg/Hagen.

VoodooChild said:
 
And, thank you so much for your hard work on the project. It makes things much easier to at least be able to complete quests because of your work.

VoodooChild said:
 
A word of mention, Fire Support still has issues with Danse conversation and remaining in battle even though there are no enemies. After all of my hours, about 6200 at this point, I've learned that as soon as I get close to that grid and I get the signal, I need to head there right away and take care of it. When I do, there are no issues. If I wait, say until the Prydwen arrives, he more than likely will get hung up. The way around it I've always used in the past was setstage bos100fight 1. For console players they have to wait until they go to see Virgil and have a specific conversation with Danse to remediate their issue. I belong to a lot of forums, so I know what people always run in to and that is one of them. At times I was able to TCL through the ground and find a ghoul, but that was sparse. My guess is one of the actors also has a route that he reverts to that is no where near the site if you wait too long.

VaultDuke said:
 
Regarding the Lost Patrol Holotags: I was able to reproduce the issue. IF! it is about the holotapes, not the holotags. The IDs refer to the holotapes, and those are the ones I could get stuck.

Here is how I played it

I got the Quest from Danse
I found Brandis before the arrival of the Prydwen
During the dialog with Brandis I handed over there holotags (to Brandis, which let him lower his gun)
I convinced Brandis to rejoin the brotherhood (This is where my current save file sits with this quest)
I went back the Danse to finished the quest (for testing purposes)
If I mention the Holotapes during the final dialog with Danse, they are handed over and removed.
If i don't mention them, they stay in my inventory and the quest concludes without them being removed. They still count as quest items and can not be dropped.
Danse will now only answer in one-liners when talked to and the holotapes can no longer be handed over
The Prydwen still has not arrived in this playthrough. I am not sure, whether there will be another opportunity to hand the tapes to someone at a later time.

Comment #6 Apr 26, 2021 2:34 pm  Edited by VaultDuke on Apr 26, 2021 2:36 pm
Sclerocephalus said:
 
When first travelling to Acadia with Longfellow, Mirelurk down by the water appears to be alive but is dead. Very hard to loot, must use openactorcontainer: 301A234


According to the game files, this mirelurk does start alive, so it must have been killed by something or someone. This means however, that his body can end up anywhere, so there's nothing we can do.

VoodooChild said:
 
VaultDuke Yes, you see what I mean. I do the peaceful ending most of the time, and even when I hung on to them, no conversation with Danse has anything to do with them. Further, I can hang on to them until I get on the Prydwen, and Kells wants to send me out to look for them. I tell him I already found them. Then I go get Brandis to rejoin BoS, and even after I get the laser rifle from Brandis when I see him on the Prydwen next time I arrive, the tapes are still locked.

A word of note for the patch team, I do mostly the peaceful ending. Pretty much the same exact steps and did a very comprehensive written peaceful ending walkthrough if that would help see my steps that get me to these bugs. I can reproduce them every playthrough.


Thanks team.

Arthmoor said:
 
These issues should have been filed separately so they can have a proper resolution chain to follow. Posting them all at once creates confusion and makes it harder to keep track of things in the future.

Please don't file things this way in the future.

VoodooChild said:
 
I am sorry. I am new here and was just gathering information for your team over the last few play throughs to try to help the community. That would have been a lot of new threads and figured you'd want it this way instead. That would have been about 34 new threads. My bad.

Comment #10 Apr 26, 2021 3:28 pm  Edited by VoodooChild on Apr 26, 2021 3:31 pm
BlackPete said:
 
Yeah, no need to worry about it this time (we're going to split them into new tickets, as needed). The work you went to in gathering the details for the bugs you reported is appreciated, but it would be better to have 34 or whatever tickets than the confusion caused by having one bulk ticket with issues that aren't all related to each other, like what Arthmoor was describing.

Comment #11 Apr 26, 2021 5:36 pm  Edited by BlackPete on Apr 26, 2021 5:42 pm
VoodooChild said:
 
No problem at all. I was thinking about it differently, to be honest. The Microsoft Exchange and Active Directory MVP diagnostic teams I'm part of, in the forums when someone splits up everything into separate posts we look at it as someone trying to get their post count up. Now I know guys. And, again, thank you for the hard work you guys put in.

There was one I forgot to mention, which I'll make a separate post about now that has to do with CTDs, which I know the answer, I just don't know how you would apply a fix.

Thank you,
-Harry

Sclerocephalus said:
 
Weight values for Combat Armor are different with UFO4P on a clean install, no other mods activated.

UFO4P changes the weight value of Armor_Combat_LegRight (ARMO:0011D3C4) from 4 (vanilla) to 2.
This fixes the left leg/right leg weight inconsistencies on all variants (i.e. light, sturdy heavy). If it's not working in your game, you have a mod conflict.

Killing Super Mutant Suiciders without them blowing up frequently renders no XP

That's handled at engine level. The script on the suiciders only handles the explosion.
Nothing we can do here.

Showing Comments 1 - 13 of 13