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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Papyrus
Assigned To: Sclerocephalus
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By cn2r3e4b3m on Jun 7, 2023 10:16 am
Last Edited By Sclerocephalus on Apr 19, 2024 7:41 pm
Closed By Arthmoor on Apr 24, 2024 4:37 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.6.

Issue #32995: Three broken spotlights at CambridgePDExt02

 
All 3 spotlights are invisible which I think it's meant to be I think something activates them, I believe their tied to a terminal that's supposed to be in the garage eventually I'm not sure, but all 3 still show the Lense flare before that while invisible and 2 show the light itself like in the screenshot on issue 23891 I tested this on Xbox. These are the spotlights 00190B5E 00190B5B 00190B58

Related Issues: 23891  

Comments

10 comment(s) [Closed]
cn2r3e4b3m said:
 
Forgot to set the category sorry about that, Im not sure what it would be anyways, placed references?

cn2r3e4b3m said:
 
One more thing i mislabeled sorry, This only appears to be happening with ufo4p installed

VoodooChild said:
 
Looks like UFO4P removes the parent DN130_60_ActIIIEnableMarker 001096A0 from SpotlightSpot01NS 00110028 in references 00190B57, 00190B5A, & 00190B5D, but not the corresponding SpotLightDetect01 0009F983 references you listed. I have the patch, but mine seem to be working fine. Have you reached Act III and progressed enough with BoS?

cn2r3e4b3m said:
 
Oh I maybe did something wrong when getting the ids I'm still very new at this.. I have not progressed and reached Act III yet I tested that on a new save file, In vanilla the spotlights are all completely invisible no light no spotlight model visible but with UFO4P 2 of the spotlights are lit prior to reaching Act III and all 3 show lense flare despite being invisible, but this does not appear to happen for me in vanilla I would assume this is unintended right? Ill attach some images below that I just took, maybe it will help explain better, Image 1 shows the 3 spotlights positions in the ck, image 2 shows the spotlight on the left of image 1 and how it appears for me in game before act 3, image 3 and 4 show the spotlight in the middle of image 1 and mostly is there to show the lense flare that appear on all 3 but I dont think the light is active, I don't see it cast on anything and Image 5 shows the spotlight on the right of image 1 and how its also lit before reaching Act III



Attached Files:

1.png
2.png
3.png
4.png
5.png

VoodooChild said:
 
Seems to me the reason would definitely be because of the parent being removed from the SpotlightSpot01NS references. I was already into Act III when I checked. I'll check on my new playthrough and add the parent back to them to test in my fix file once I reach the location. If those get their parent back, they should not be lit until Act III when the spotlights actually show. Not sure what the team removed them for, but I'm sure they'll explain.

VoodooChild said:
 
Seems this is where the issue was but is not working as initially desired. My guess is the script will need to be modified along with the parent being removed. With a parent over top, the script can't disable the light source because the parent (the spotlight housing) is still enabled and moving. This would be a caveat with the way the script works, if you can understand what I'm trying to say.
https://afktrack.afkmods.com/index.php?a=issues&i=25541

VoodooChild said:
 
A word of mention, this would be different than most spotlights because of the fact that Act III is the time parent AND there's a terminal linked to them. I don't recall something like that in other places of the game, but I could be mistaken. The Boston Airport spotlights have a parent, but no terminal link to them if I recall. This is going to probably need a custom script if I'm looking at it correctly.

cn2r3e4b3m said:
 
I think just barely enough to understand... well thank you for the explanation hopefully it will get fixed haha

cn2r3e4b3m said:
 
Interesting you mention that, I was going to make a bug report on one of those spotlights at boston airport too tho its a vanilla bug i think, the one upstairs? on top of one of the seats 00090876 would take you to the object in the ck but Its also got a lense flare on it while invisible i was going to report that one too but just haven't yet

Sclerocephalus said:
 
As already explained on the ticket for issue 23891, the enable state of the light source is controlled by the spotlight script. That scirpt decides whether the light source should be enabled or not: it enables the light source on first load if the spotlight is enabled or disables the light source if the spotight is not. It also enables or disables the light source when commanded to do so via a terminal and disables the light source when the spotlight gets destroyed. If the light source is enable-parented, this does no longer work. Enable parents always have priority: enable states of objects with enable parents cannot be modified in any other ways, not even by a script (papyrus will throw an error if you try it anyway). To put it short: enable-parenting the light source breaks the spotlight

Both the spotlights at Cambridge PD and at Boston Airport are disabled at game start and will not get enabled until the BoS arrives in Act 3. To handle this, enable markers are used in both cases, but the setups are different:
- At Boston Airport, the light sources are not enable-parented, and the spotlights are fully functional once they get enabled.
- At Cambridge PD, the light sources are enable-parented, and the spotlights are permanently broken once they get enabled: the light source always remains enabled, even when the spotlight gets destroyed. Disabling it via terminal doesn't work [NB: I don't remember whether there is a terminal to control them, but this actually doesn't matter: it wouldn't work].

Enable-parenting the light sources is not even necessary, because the spotlight script is supposed to handle that (after all, that's what it is conceivec for). Suprisingly though, it's missing code to handle this if the spotlight is disabled (and that's a vanilla bug).
Alternatively, one could flag all the light sources as initially disabled (they will be handled properly when the spotlights get enabled), but the script modification is preferrable.

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