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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Unofficial Fallout 4 Patch
Category: Quests & Dialogue
Assigned To: Sclerocephalus
Platform: All
Severity: Medium
Votes: 0
Watching: N/A
Opened By Sclerocephalus on May 2, 2021 12:03 pm
Last Edited By BlackPete on May 2, 2021 2:44 pm
Closed By Sclerocephalus on May 5, 2021 10:51 am
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.3

Issue #30815: Some unique items may be missing if a new game is started with UFO4P 2.1.2b installed

 
Unique items that are placed in the world directly (i.e. not on an actor or otherwise in a container) are created by the custom item quests in their startup fragment (i.e. at game start). The fix for bug #28982 modifies the workflow on these quests in that CustomItemQuestScript (which runs on all custom item quests) will no longer react to an OnStageSet event but only to a direct call of the item creation function (the ticket for bug #28982 explains why this had to be done). To accomplish this, both CustomItemQuestScript and the script fragments of the custom item quests had to be modified. This made this fix somewhat particular: most of the time, we fix single scripts with no hard dependency on other fixed scripts, but this time, we fixed two that depend on each other. When an UFO4P update is applied to a running game, any modified scripts will eventually switch to the new version once they are no longer in use. In this case however, we had to make sure that both scripts switch to their new versions at the same time because the quest will not work with only one script updated. While being enabled from game start game, the custom item quests are not permanently in use. They are called by other scripts every once in a long while, so the chances for both scripts updating at the same time are pretty high. They are not 100% however: if any of the quest scripts was in use when the game was saved, and the patch is subsequently applied to that save, there will be a chance that only one script updates instantly and whatever the quest was supposed to do will not work. Since there is no way to redict when the quests are in use, there permanently is a low chance to break something if this fix is applied to a running game.
To work around this, the vanilla code we actually wanted to replace was left in place on CustomItemQuestScript, and a hidden bool property was added to tell the script whether it should use the old (vanilla) code or the new (UFO4P) code. By default, this bool lets the script use the vanilla code. The bool can only be flipped by the startup fragments of the custom item quests, i.e. at the start of a new game when only new script versions are installed (and only then, the fixes actually work). Unfortunately though, the line toi flip this bool ended up in the wrong place: it should have been at the end of the fragment but sits now right at its start instead. This blocks the creation of those unique items that are placed in the game world directly (i.e. not in an actor's inventory or otherwise in a container).

This bug affects four items in the base game, one item at Far Harbor and one item at Nuka World.

The fix makes sure that all items are properly recreated (if required), so they will not be missing from the game entirely. If you had the bug in your game, just go back to the places where these items were supposed to be located and grab them.

Related Issues: 28982