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Unofficial Patch (UFO4P) v2.2.0a for Fallout 4 0

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Unofficial Patch (UFO4P) v2.2.0a for Fallout 4
Category:
Fallout 4
Version:
v1.10.163+
Credits:
Unofficial Patch Project Team
Views:
2 440
Date added:
1-12-2025, 09:38

Unofficial Fallout 4 Patch - a comprehensive bugfixing mod for Fallout 4. The goal of the Unofficial Fallout 4 Patch (aka UFO4P) is to eventually fix every bug with Fallout 4 not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package.

Features Patch:
- Hundreds of gameplay, quest, NPC, object, item, text and placement bugs fixed.
- Created by the authors of the Unofficial Oblivion and Skyrim Patch series.
- No unsafe changes (such as deletions of stock objects).
- Designed to be compatible with as many other mods as possible.

Changes in v2.2.0a
- Attempting to approach the Electrical Hobbyists Club was causing the game to freeze. This has been confirmed to have been caused by the CK unknowingly scrambling the navmesh cover mapping data on every single navmesh the patch has edited up to this point. Reversing those navmeshes back to the state they were in for 2.1.9 resolved the issue.


Tested on game version v1.10.163+
Last edited by: admin - 1-12-2025, 09:38
Reason: Mod Updated to v2.2.0a
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Unofficial Patch (UFO4P) v2.2.0a for Fallout 4 Unofficial Patch (UFO4P) v2.2.0a for Fallout 4 Unofficial Patch (UFO4P) v2.2.0a for Fallout 4 Unofficial Patch (UFO4P) v2.2.0a for Fallout 4


Changes in v2.1.8:
UFO4P Fixes
  • A spliced line for the male player voice that should not have been edited has been removed. There is no way to resolve the difference between it and the female player voice and thus should have been left alone. (Bug #34905)
  • DLC01FortHagenSatelliteArrayQuest should not have been shut down when Headhunting [DLC01MQ04] completes because that control quest is managing unique items by way of the aliases - despite this being a poor way to accomplish that. (Bug #34763)
  • Changes to Barnacle radiation hazards have been reverted as they apparently cause the radiation effect to stick permanently. Reverts 22216. (Bug #34044)
  • Custom items were still not appearing as expected. As a result, the major overhaul of how custom items are spawned and potentially equipped on an NPC has been mostly reversed. The specific cases where an NPC needs to either add or equip a spawned item have been given delay timers to handle this now. This fix is only partially retroactive. Loose spawned items like The Gainer should appear where they belong, but items spawned to go into an NPC's inventory or a container cannot be addressed retroactively. This mostly reverts changes made in Bug #28982 and completely reverts changed made in Bug #30815. (Bug #34472) [Partially NR]
  • Changes made for plasma projectiles to penetrate geometry apparently don't work so they have been removed. (Bug #34002)
  • WorkshopParentScript: Beds could fail to be unassigned under certain conditions. The script function responsible for this has been corrected. (Bug #34401)
Actor Fixes
  • Andre Michaud was likely to show up as dead upon reaching Far Harbor. This was due to him having been set to have -84 Health in his Base Actor Value data. Since he only inherits 40 Health from his race data, he'd be in the negative. Nothing regarding how he's handled by the game requires that he have no Health, so the -84 penalty has been removed. This will obviously not revive him if he died in your game already. So long as you have yet to reach Far Harbor, he should be as alive as his circumstances dictate. (Bug #33107) [NR]
  • Leveled Molerats do not pick a proper variety for grouped encounters due to missing flags on the leveled list. [LCharMolerat] (Bug #35052)
  • Bill Sutton and Cedric Hopton should not be part of the WarwickHostile by default as this interferes with certain options in the quests they're involved in. (Bug #35088)
Animation Fixes
  • Injured female players will not behave as though they are crippled if their weapon is sheathed/holstered. [added: 07003F99:InjuredFemaleSubGraphData] (Bug #25326)
Item Fixes
  • Nuka Quantum Grenades don't have the correct VATS damage or effect settings for what they are. (Bug #31622)
  • Bowler hats should no longer get stuck on Codsworth or Curie. [AAHandyMobsterHat] (Bug #20345)
  • The formula for building the Relay Dish for the teleporter was missing a requirement for a Sensor Module despite all other notes, dialogue, and quest objectives saying you need one to build it. [workshop_co_MQ206RelayDish] (Bug #22213)
  • Psychotats lack a crafting recipe at the Chemistry Station. (Bug #35023)
  • The De-Capitalist power armor helmet had no repair recipe for the Power Armor Station. (Bug #35022)
  • Dog Armor and Heavy Dog Armor turn invisible for hostile dogs when they attack. They both had an invalid addon index value. [ClothesDog_ArmorMedium, ClothesDog_ArmorHeavy] (Bug #35024)
  • .308 Rounds and 5mm Rounds (non-playable version) are using the wrong ammo casing models. [Ammo308Caliber, CompanionAmmo308Caliber, Ammo5mm_NonPlayable] (Bug #35025)
  • "Suitcase" [Loot_Chargen_Suitcase_Clothes] erroneously contains the chargen version of the Women's Casual Outfit instead of the normal prewar version of the outfit. (Bug #35027)
  • The Lead Plating mod has unusually harsh crafting requirements because the formulas for it were copypasta from the Rad Scrubbers OMOD. [co_PA_Raider_Material_Rad, co_PA_T45_Material_Rad, co_PA_T51_Material_Rad, co_PA_T60_Material_Rad, co_PA_X01_Material_Rad, ccBGSFO4044_co_Hellfire_Material_Rad, ccBGSFO4115_co_PA_X02_Material_Rad, ccFSVFO4007_co_PA_DeCapitalist_Material_Rad] (Bug #35028)
  • .44 Pistols, Baseball Bats and Double-Barrel Shotguns do not have a chance to spawn as legendary versions in loot. [LL_44_Pistol, LL_BaseballBat, LL_DoubleBarrelShotgun] (Bug #35030)
  • Shank's outfit is mistakenly using an unplayable version of the Worn Fedora. [DLC04ShankOutfit] (Bug #35031)
  • Inactive Bear Traps and Bleeding Bear Traps are erroneously set up to explode when hit. These are not traps which utilize explosive devices. [DLC03_ThrowingBearTrapWeapon, DLC03_ThrowingBearTrapWeaponBleeding] (Bug #35032)
  • Boards incorrectly have a 1-Handed keyword attached even though they are 2-Handed weapons. [Board] (Bug #35033)
  • Disciples Blade is missing the added UFO4P keyword for knife weapons. This prevents it from being displayed on a weapon rack. (Bug #35035)
  • The Flare Gun is missing the WeaponTypePistol keyword. This prevents it from being displayed on a weapon rack and also blocks it from benefiting from the Gunslinger perk. [FlareGun] (Bug #35036)
  • Suggs' vendor chest incorrectly contains an entry for selling Power Armor Frames that should only be available in Goodneighbor. (Bug #35041)
  • The pre-war floor safe used in Fringe Cove Docks mistakenly used a bobby pin box directly instead of using the leveled list entry for bobby pins. [DLC03MQ06_Prewar_Safe_Floor] (Bug #35042)
  • De-Capitalist Unfinished Helmet is missing screen attachment points and object template data. [ccFSVFO4007_DecapitalistHelmet_NonPA] (Bug #35043)
  • De-Capitalist Helmet is using the wrong materials keyword, and is missing it's proper Power Armor lining keyword. This results in several OMODs which can't be applied properly as well as messing up the default red paint modifications. [ccFSVFO4007_Decapitalist_PAHelm, ccFSVFO4007_PA_DeCapitalist_Material_APSunRegen, ccFSVFO4007_PA_DeCapitalist_Material_Cold, ccFSVFO4007_PA_DeCapitalist_Material_Energy, ccFSVFO4007_PA_DeCapitalist_Material_Explosives, ccFSVFO4007_PA_DeCapitalist_Material_Rad, ccFSVFO4007_PA_DeCapitalist_Material_Titanium, ccFSVFO4007_PA_DeCapitalist_Material_ColorRed, ccFSVFO4007_PA_DeCapitalist_Material_ColorBlack, ccFSVFO4007_PA_DeCapitalist_Material_ColorBlue, ccFSVFO4007_PA_DeCapitalist_Material_ColorGreen, ccFSVFO4007_PA_DeCapitalist_Material_ColorOrange, ccFSVFO4007_PA_DeCapitalist_Material_ColorPurple, ccFSVFO4007_PA_DeCapitalist_Material_ColorYellow, Added: UFO4P_ccFSVFO4007_co_PA_DeCapitalist_Helmet_Color_Red] (Bug #35044)
  • De-Capitalist Helmet mods have a number of incorrect text entries as well as some missing keywords. (Bug #35046)
  • Bottlecap Mines and Piggybank Mines have incorrect explosion settings in their destruction data. (Bug #35034)
  • Hodges' outfit has conflicting entries which cannot be used together. [ccBGSFO4115_ResidentHodgesOutfit] (Bug #35089)
  • The Nail Gun uses the wrong data for its recon scope since the game has no x6 option for recon scopes. [ccSBJFO4004_mod_Nailgun_Scope_ScopeRecon, Added: UFO4P_ZM_Recon_Scope_x6] (Bug #35087)
  • Power Armor standard lining mods show up in the item inspections when they shouldn't. They had names attached that shouldn't be there. (Bug #35086)
  • Blood Bug death items are missing an entry for Blood Bug Meat, as well as having a spurious change on the Max Count to 2 when no other leveled list appears to change that field at all. [LLD_Bloodbug] (Bug #35082)
  • Several Power Armor mods have Kinetic Servos hooked up to their Kinetic Dynamo mods. This causes issues if the armor is later modified to have a pair of servos AND the dynamo. (Bug #35081)
  • Mines are only supposed to show up in vendor inventories 75% of the time instead of 100%. [LLI_Mine_Vendor_75] (Bug #35078)
  • The simple variant for Tire Irons is using the wrong filtering keyword. [LL_TireIron_Simple] (Bug #35077)
  • Psycho Jet should fortify AP by 40 points as its description claims. [PsychoJet] (Bug #35074)
  • Yellow Tesla Cannon projectiles are using the incorrect explosion effect. [ccBGSFO4046_TeslaCannonYellow] (Bug #35070)
  • Opal's vendor chest does not respawn, which will eventually result in her selling nothing. [DNFinancial_OpalVendorChest] (Bug #35069)
  • The Nuka-World Radio Amplifier does not have any pick-up or put-down sounds assigned. [DLC04workshop_co_RadioRaiderAmplifier] (Bug #35068)
  • Several ammo types lacking their pickup sounds. [AmmoPlasmaCartridge, AmmoFusionCell, DLC04_Ammo_AcidSoaker, ccSBJFO4004_AmmoNailgun] (Bug #35062)
  • 3 ammo types missing the ObjectTypeAmmo keyword. [AmmoGammaCell, AmmoAlienBlaster, AmmoFlareGun] (Bug #35063)
  • Colonel's Uniform does not have the ma_armor_lining keyword and its object templates are missing the mod_armor_Lining_Null modification. [ccOTMFO4001_ClothesColonelUniform] (Bug #35064)
  • RobCo Fun #5 is using the wrong transform preview for magazines. [PerkMagRobcoFun05] (Bug #35066)
  • T-51 Torso Lining B is missing the requirement for 6 aluminum like all the other T-51 B parts require. [co_PA_T51_Torso_Lining_B] (Bug #35067)
  • Several projectiles have incorrect "Penetrates Geometry" settings. [BroadsiderProjectile, ccSBJFO4003_FatManPiggyBankBombProjectile, DLC04_ThirstZapper_Cherry_Projectile, ccBGSFO4046_TeslaCannonProjectile, ccBGSFO4046_TeslaCannonProjectileYellow] (Bug #35071)
  • Several melee weapons which lack basic scrap recipes. [modScrapRecipe_NullMelee_Steel, modScrapRecipe_NullMelee_SteelLarge, WeaponsMeleeList, modScrapRecipe_NullMelee_Wood] (Bug #35072)
  • Several weapons which should be able to ignite fire traps are not actually set up to do so. [TrapExplOnHit] (Bug #35073)
  • Visionary's T-60 Helm and Exemplar's T-60 Torso incorrectly specify models in their names. [CustomItem_DoNotPlaceDirectly_BoSM04_KellsRewardArmorSentinel, CustomItem_DoNotPlaceDirectly_BoSM04_KellsRewardArmorPaladin, CustomItem_DoNotPlaceDirectly_BoSM04_KellsRewardArmorKnight, CustomItem_DoNotPlaceDirectly_BoSM02_KellsRewardArmorSentinel, CustomItem_DoNotPlaceDirectly_BoSM02_KellsRewardArmorPaladin, CustomItem_DoNotPlaceDirectly_BoSM02_KellsRewardArmorKnight] (Bug #35079)
Location Fixes
  • Navmeshes at Finch Farm were not properly finalized. 4 cells in Far Harbor complained about the same thing but the edits there were removed because nothing indicates why they'd been edited to begin with. (Bug #34273)
Mesh, Material, and Texture Fixes
  • The copper panels material file was incorrectly using the Normal Map instead of the Specular Map for the specular settings. [materials\Architecture\Buildings\CopperPanels01.bgsm] (Bug #34516)
  • T-51 Power Armor clips the player's neck when entering. [meshes\actors\powerarmor\characterassets\mods\PA_T51_Body.nif] (Bug #34966)
  • The Alien Blaster long barrel mod did not display the same glowing tube as the version in the load screen art. [meshes\weapons\alienblaster\Barrel01_1.nif] (Bug #31637)
  • Mirelurk Egg Omelette is missing its normal and specular map textures, resulting in them looking flat and shiny. [textures\SetDressing\FoodAndFoodware\mirelurkomelette_n.dds, textures\SetDressing\FoodAndFoodware\mirelurkomelette_s.dds] (Bug #24805)
  • Facegen data for Dr. Penske and Tina De Luca was corrupted with the NG Update. [meshes\Actors\Character\FaceGenData\FaceGeom\Fallout4.esm\0002A82A.NIF, meshes\Actors\Character\FaceGenData\FaceGeom\Fallout4.esm\0002A825.NIF, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A825_s.dds, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A82A_d.dds, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A82A_msn.dds, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A82A_s.dds, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A825_d.dds, textures\actors\Character\FaceCustomization\Fallout4.esm\0002A825_msn.dds] (Bug #35100)
Perk and Stat Fixes
  • Stingwing and Radscorpion poison should no longer restore an incorrect amount of Perception when the debuffs wear off. [StingwingPoisonEffectPlayer, RadscorpionPoisonEffectPlayer, StingwingPoisonEffectNPC] (Bug #32934)
  • Irradiated Food should not be considered as chems because it will erroneously trigger the Chemist perk. [DamageRadiationChem] (Bug #21292)
  • The hidden Pip-Boy perk for the Tesla Cannon DLC is not actually marked to be hidden in the UI and results in a blank entry displayed in the perks list. [ccBGSFO4046_GunnerPipboyPerk] (Bug #35039)
  • Kneecapper and Striker should no longer cause limb damage if the player has Adamantium Skeleton level 3. [LegendaryOnHitCrippleScript] (Bug #32961)
  • Robotics Expert 2 has an undocumented damage bonus that's not mentioned in its description. (Bug #35091)
Papyrus Fixes
  • Various scripts with removed properties have been addressed for the Tesla Cannon DLC. [ccBGSFO4046_GunnerPipboyPerk, ccBGSFO4046_BestOfThree] (Bug #34946)
  • RadioFailsafeScript: Previous UFO4P fix did not account for the fact that on a new game the scenes being handled here may not yet have their quests running when DNMasterQuest was first started. Instead of immediately trying to populate the array, it will instead start a short 2 minute timer to allow the script's normal handling loop to take over properly. (Bug #32548)
  • Hardcore:HC_ManagerScript: Fixed an issue with eating corpses bringing about Ravenous Hunger too soon due to a timer getting reset that shouldn't be. (Bug #34415)
  • Hardcore:HC_ManagerScript, MS19DiseaseScript: Incorporated the VATS Freeze Fix by JacobBruce. (Bug #28263)
  • DefaultEnableDisableTrigScript: Added sanity check for cases where this script is applied to an object that has no disable/enable properties set. (Bug #25572)
Quest and Dialogue Fixes
  • The random encounter that generates people killed by Pickman should only do so if Pickman is alive. [RESceneCC_DN101] (Bug #34935)
  • Taking Point [MinRecruit06] cannot be obtained if Red Rocket Truck Stop has not been unlocked by the player. The quest has no safeguard against choosing a location without a Boss NPC. (Bug #34855)
  • Best of Three [ccBGSFO4046_BestOfThree] never clears its final objective when shutting down. (Bug #34943)
  • To the Mattresses [RRR08] could select Quincy Quarries (later Vault 88 exterior) as a target but the NPCs would often be dead on arrival making the quest impossible to complete since the dead boss still holds the quest target. Quincy Quarries will no longer be selectable. (Bug #32596)
  • Cambridge Polymer Labs [DN015] should no longer incorrectly mark the objectives as failed if Molly pays out your reward. Also, if you actually fail the quest, it will now properly fail all the objectives for it. (Bug #24594)
  • The unmarked safety quest at General Atomics Factory should no longer play audio from the quest if you're no longer in the cell but left before completing it. [DN050TargetScript, DN050SafetyTriggerScript, DN050BabyTrigger, DN050BabyContainerScript, DN050BabyBottleScript] (Bug #20494)
  • The reward for When Pigs Fly [ccSBJFO4003_Quest, Suggs' Flakker] is set up with a bad property which attaches a receiver that uses a cut ammo type which cannot be obtained by the player. It will now point to a closely matching receiver type that has obtainable ammo. (Bug #35038) [NR]
  • Stage 40 of the Vault 118 clue tracking system [DLC03_V118_ClueTracker] attempts to enable a paint can reference that the game had set to a random fern in an unrelated location. Since the actual target object doesn't exist, this call is now disabled and the property for it cleared to stop it from reporting errors in the script log. (Bug #22133)
Settlement and Workshop Fixes
  • One of the hidden resource containers in Tenpines Bluff was not properly linked from the workshop object which would result in anything being added to that container failing to count toward settlement happiness like it should. This will be corrected via the retro script for the 2.1.8 update because directly editing the workshop object's linked lists is impossible due to an engine bug. (Bug #32848)
  • Clothing Emporiums have an incorrect happiness bonus that is the same as the previous tier. This is inconsistent with how every other happiness generating store is set. [WorkshopStoreClothing03, WorkshopStoreClothing03Counter] (Bug #35040)
Terminal Fixes
  • vault111CryoRoomSubTerminal02: The list of occupants for the Vault 111 cryo pods is incorrect. (Bug #35090)
Placement/Layout/Ownership and Other World Fixes
  • 000461C2, 000461C5, 000461C6, 000461CA, 000461DB: Power pole and attached splines sitting too far above the ground. (Bug #34886)
  • 001be760: Duplicate chair moved. (Bug #34884)
  • 001E479D: Frag Mine mistakenly set as owned by raiders. (Bug #34882)
  • FE00600F, FE00687C, FE00687F, FE006011, FE006012, FE006013, FE006014: Burning ash piles that should be disabled until the appropriate stage in Best of Three [ccBGSFO4046_BestOfThree]. Some of them were also floating above the ground. (Bug #34944)
  • 002321E3: Floating stew pot. (Bug #34575)
  • 001B59C9, 001B59D0: Floating picture frame and teddy bear. (Bug #34560)
  • 000346FE, 000346FF, 000394BF, 000394C0, 000346D6, 00034700, 000394BC, 00034A20, 000346BC, 000346BD, 000346C0, 000346C4, 000346D9, 000346D0, 00034A07, 00034A09, 00034A0B, 000346C9, 000346CB: Badly placed wire splines in Concord. (Bug #34544)
  • 000DE7B2: Door that doesn't fit properly in its frame. (Bug #34466)
  • 001BE40B: Dora's drinking bowl in Covenant should not be owned by the cat or it will attack the player. It also needs the disable havok script or the cat could be drinking from nothing. (Bug #32857)
  • 03008A19, 03008A1A: Cat markers that need to be disabled during the Last Plank attack sequence. (Bug #32734)
  • 07000E6E: The above cat drinking marker had no bowl to go with it. (Bug #32734)
  • 0700D57B, 0700D57C, 0700D57D, 0700D57E, 0700D57F, 0700D580, 0700D581, 0700D582: Ceiling arch pieces added to plug a major omission at the east entrance to Nuka-Town. (Bug #29847)
  • 001C5EC6: Port-A-Diner hatch ownership changed to prevent player from getting a bounty for accepting the reward from it. (Bug #33110)
  • 001A45ED: Fire barrel embedded into the floor. Note that the fire itself cannot have its position fixed due to being part of the barrel mesh. (Bug #32969)
  • 000C7372, 001B8FD2, 001B8FD3, 001B8FD4, 000C7370, 000C7371: Hanging raider bodies near DMPrimeBridge that were duplicated on top of each other. Separated them out, and then adjusted things so that they're less likely to clip through the wooden walls. (Bug #32764)
  • 0304FBA4, 0304FBA5, 0304FBA6, 0304FBA7: Notes in Last Plank that should not be respawned. (Bug #32524)
  • 000F1A90, 000F1A8F: Ken & Standish at Jamaica Plain added the disable havok script to prevent the corpses from being tossed about by heavy arms fire. (Bug #31544)
  • 00240b09: Chair rotated to keep the player from clipping through a wall when getting up. (Bug #29316)
  • 001F7A77: Disabled a floating elevator button that isn't used by anything. (Bug #35011)
  • 0019D6C1: Added Havok script to the large baby bottle in General Atomics Factory to prevent it from getting blown through the walls by robot explosions. (Bug #32890)
  • 000FD6BF, 000FD5BF, 000FD5CA, 000FD5CE, 000FD5CF, 000FD6AB, 000FD6C0, 001652AE, 001652B0, 001652B1, 001652B2: Items at Madden's in General Atomics Galleria owned by the wrong faction which would cause the player to incur a bounty once the quest there is completed. (Bug #32782)
Text Fixes
  • InstituteTunnel01: "Public Works Maintenence Area" -> "Public Works Maintenance Area" (Bug #34540)
  • holdupquest, HoldupStartScene [000F75E4]: "Whoa, whoa, whoa. Don't Shoot!" -> "Whoa, whoa, whoa. Don't shoot!" (Bug #34417)
  • MQ201 [0019ABA3]: "it is" -> "they are" - Subtitle doesn't match audio but cannot be properly fixed so changed text to be less offensive as people aren't an "it". (Bug #25510)
  • DLC04_Armor_Pack_Heavy_LegRight: "Pack Right Bone Leg" -> "Pack Bone Right Leg" (Bug #35026)
  • ccBGSFO4046_BestOfThree, Objective 6: Period at the end of the text removed. Quest objectives everywhere else lack periods at the end. (Bug #35037)
  • CustomItem_DoNotPlaceDirectly_BoSM01KellsRewardArmor: "BOS" -> "BoS" (Bug #35080)
  • RESupermutantRaidNoteGeneric: "Supermutant's Orders" --> "Super Mutant's Orders" (Bug #35065)
  • DN132_Note02: "Russell's note" --> "Russell's Note" (Bug #35065)
  • DLC03_POI_Note: "Gift card" --> "Gift Card" (Bug #35065)
  • MS17OfficeTerminalPassword: "Jacob's Password" --> "Jacob Orden's Password" (Jacob's Password already exists as part of Long Road Ahead, which is a completely unrelated quest) (Bug #35076)
  • Vault81OverseersRoomKey: "Overseer's Room key" --> "Overseer's Room Key" (Bug #35076)
  • DN120_ResidentKey: "Gladys's Room Key" --> "Gladys' Room Key" (Bug #35076)
  • DLC03_V118_Keycard_Player: "Vault 118 Keycard, # 3" --> "Vault 118 Keycard, #3" (Bug #35076)
  • DLC03_V118_Keycard_Santiago: "Vault 118 Keycard, # 4" --> "Vault 118 Keycard, #4" (Bug #35076)
  • DLC03_V118_Keycard_Spencer: "Vault 118 Keycard, # 6" --> "Vault 118 Keycard, #6" (Bug #35076)
  • DLC03_Adv004_EmmettsKey: "Douglas's Key" --> "Douglas' Key" (Bug #35076)
Download #1 | Download #2

Changes in v2.1.7:
  • UFO4P Fixes
    • The .esp and .ba2 files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. (Bug #34096)
    • UFO4P had an undocumented change to the X01 Torso Lining C OMOD that has now been removed. (Bug #34188)
    • Facegen files needed to be generated for EncWorkshopNPCMaleFarmer05 after fixing their duplicate appearace in 26842. (Bug #34378)
  • Item Fixes
    • The Baseball Launcher [ccSBJFO4003_BaseballLauncher] is incorrectly flagged as a VATS Long Burst weapon. The VATSWeaponLongBurst keyword should not have been applied. Removing this fixes several issues with the weapon. (Bug #34038)
  • Location Fixes
    • Navmesh in POIRJ13 (18,25) [Commonwealth worldspace] was added by the NG update. This navmesh did not take into account edits made by Far Harbor in the same area. This navmesh needed to be refinalized with all of the DLC loaded to ensure it has the correct cell connection data. (Bug #34300)
    • Vault-Tec Office [VaultTecOfficeExt01] is incorrectly assigned to the West Everett Estates location. It should be assigned to VaultTecOfficeLocation instead. (Bug #34368)
    • Navmesh in the farmhouse at Abernaty Farm is partially sunken below the floor, preventing the NPCs from navigating it properly. (Bug #34226)
    • Fort Hagen Satellite Array can't be cleared more than once because the boss NPC does not respawn. The assaultron next to her has been marked as a boss as well. [01007539] (Bug #34210)
    • The USS Riptide is not clearable because the eastern side of the barge is not included in the USS Riptide location data. (Bug #34168) [NR]
  • Mesh, Material, and Texture Fixes
    • The DLC banners for the Contraptions Workshop are incorrectly sized at 500x1024 instead of 512x1024, which can lead to the game crashing. [textures\interface\DLCBannerDLC05.dds, extures\interface\DLCBannerDLC05grey.dds] (Bug #34251)
    • The vault door in the Vault-Tec Workshop DLC had a misaligned polygon when the door plays its open animation. [Meshes\DLC06\Architecture\Vault\WorkshopVaultExteriorGearDoor01\WorkshopVaultExteriorGearDoor01.nif] (Bug #34303)
    • Bus Stop Benches have a pulled vertex on them that creates an unnatural sharp point. Note: This will only address the furniture version of this bench because the static copies are contained in previsbines. [Meshes\Furniture\BusStop\BusStop01.nif] (Bug #33114)
  • Quest and Dialogue Fixes
    • While "Best of Three" [ccBGSFO4046_BestOfThree] is active, it's possible that the perk which allows you to scan Gunner Pip-Boys will cause Virgil to become hostile during the MQ, which will break it. (Bug #34008)
  • Settlement and Workshop Fixes
    • Lucy's bed was isolated by a navmesh precut for nearby scrappable items that prevented her from being able to use the bed properly. (Bug #34226)
  • Placement/Layout/Ownership and Other World Fixes
    • 0017FEA7: Warehouse door which is set to the incorrect variant. (Bug #34318)
    • 085293D9: Fence Post added for unsupported chain link segment. (Bug #34263)
    • 0302F334: Ownership removed from Longfellow's bed to prevent issues with bed assignments for the workshop. (Bug #34227) [PC-Only]
    • 0852D82A: Pipe valves added to cover up exposed 90 degree pipe bend at Big John's Salvage. (Bug #34219)
    • 0006B9F3, 0006B9AF: Beds at Abernathy Farm that cause clipping through the wall when used. (Bug #34226)
    • 0020BC38: Unharvestable Glowing Fungus. (Bug #34111)
    • 00175b63: Floating elevator hatch removed. (Bug #34050)
 Download #1 | Download #2

Changes in v2.1.6d:
  • Fixed an issue that caused Hangman's Alley to fail to be completed properly due to an unintended edit that removed the Boss flag from one of the raiders.
  • Generated facegen files for Deidre, MQ302Minuteman02, and DLC04TraderMaleSandbox01. These NPCs all had faulty face morphs corrected in earlier versions but never got updated facegen files.
 Download #1 | Download #2

Changes in v2.1.6c:
  • The fix for DLC03:TrapBear was incomplete and has been corrected.
  • Merged another script fix in from DLC01MQ00 that needed to be brought in.
  • Fixed a missed error in one of the Nuka-World cells that would have broken previsbines.


Changes in v2.1.5:
UFO4P Fixes
  • The glow map texture for the glowing mutant hounds got corrupted again somehow. It has been fixed yet again. Hopefully for good this time. (textures\actors\FEVHound\FEVHound_g.dds)
  • The Graygarden workshop borders that were initially fixed in 23169 have been reverted and replaced with a direct mesh edit to properly indicate the borders instead. (meshes\Workshop\WorkshopBorderGrayGarden01.nif) (Bug #32583)
  • The edit for debris material needs to be removed because the affected file is in use by more than just the previously known references. Reverts Bug #32322 and deletes the material file in Materials\Landscape\Ground\DebrisGroundTile.BGSM (Bug #32691)
  • Several cells on Far Harbor end up with missing textures on XB1 due to a mismatch in the data sets for Previsbines in them. It doesn't matter what type of edits they were since the issue lies in the CELL record headers themselves. [AcadiaObservatoryExt02, FringeCoveDocksExt02, HarborGrandHotelExt03, NationalParkCampgroundExt, SouthWestHarborExt, DLC03POIDL02, DLC03POI14, DLC03POI55, DLC03POI02] (Bug #31597)
Actor Fixes
  • Amelia Stockton incorrectly had a synth component in her inventory that is instead supposed to be an on-death item. (Bug 32704)
  • Female "Child of Atom" corpses only identified as a generic corpse rather than one specific to them. This was due to mistakenly inheriting the base data from generic corpses. [Loot_CorpseChildrenOfAtomFemale] (Bug #32791)
  • Bullet's Minions remain gathered outside of Billy's house after the end of his quest because their package conditions would only make them follow Bullet as long as it was running. Since these minions only exist to support Bullet anyway, all conditions from the package have been removed. So where Bullet goes, his goons will follow. [MS01BulletMinionFollow] (Bug #19998)
Item Fixes
  • Seasoned Rabbit Skewers were missing a piece of wood in its recipe. All other skewered food requires one. [DLC03_co_food_SteakRabbit] (Bug #32739)
  • Vendor counters at Bunker Hill could be destroyed during the battle because the furniture objects had destruction data attached. Once destroyed, the vendors can no longer do their jobs and can't be reassigned either. Unfortunately the objects will not regenerate if they're already destroyed. [WorkshopStoreMisc03NoEditDinerCounter] (Bug #32727) [NR]
  • The Relentless modification had a NULL enchantment in its list. [mod_Legendary_Weapon_OnCritRefillAP] (Bug #32708)
  • Empty Lukowski's Potted Meat Trays should have been set up as Aluminum rather than steel. (Bug #32684)
  • The Workshop hamper was incorrectly set up to require wood scrap instead of the normal wood component. [DLC06Workshop_co_CleanFurn_Hamper_Empty] (Bug #32680)
  • LLM_HuntingRifle and LL_MiscMod_HuntingRifle had entries in their lists which should have been set to level 11 but were mistakenly set for level 111. (Bug #32672)
  • Nuka-Cide [DLC04_NukaCola_NukaCide] should provide a larger magnitude when the player has the Wasteland Survival 3 perk. The value checks on this were reversed. The boosted magnitude was also incorrectly set to 10 when it should be 11.25. (Bug #32671)
  • The Calibrated Powerful Receiver mod incorrectly references the scope attachment point instead of the gun casing attachment point. [mod_DoubleBarrelShotgun_Receiver_MoreDamage2_and_BetterCriticals] (Bug #32778)
Download #2 | Download #3

Changes in v2.1.4:
UFO4P Fixes
  • A sweep of the plugin has been made to remove lingering edits to references which are part of a previsbine. There should no longer be any remaining at this point.
  • 07026EF7: Forgot to set the enable parent to have this debris pile disable when the CIT explodes. (Bug #32441)
Audio Fixes
  • A PlayerVoiceMale01 recording in a scene between the Sole Survivor and Glory in DialogueRailroad didn't match the other recording or the subtitle. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\0009948A_1.fuz) (Bug #31297)
  • A PlayerVoiceMale01 recording in a scene between the Sole Survivor and Hancock in COMHancock didn't match the other recording or the subtitle. (Sound\Voice\Fallout4.esm\PlayerVoiceMale01\00168FB1_1.fuz) (Bug #31323)
  • DLC03MUSFactionChildrenOfAtom had no fade duration and was not set to cycle between the two tracks in its list. (Bug #31475)
Actor Fixes
  • DLC03MQ02_LCharMirelurkHunter had an unresolved reference in the list which has now been removed. There is insufficient information to determine what should have gone there. (Bug #32306)
  • Mutant Hounds did not drop the Viable Blood Sample because the leveled list with that item init was not included in their death drop. [LLD_MutantHound] (Bug #31434)
  • Mutant Hounds also did not drop extra meat after acquiring Wasteland Survival #9 because no leveled list to handle this had been created. [LLD_MutantHound] (Bug #31433)
  • Molerats did not drop extra meat after acquiring Wasteland Survival #9 because LLD_MoleratExtra was never added to the death drop list. [LLD_Molerat] (Bug #31291)
  • Old Longfellow is missing the 4 levels of Sneak and the Immunity to Radiation perks that every other companion has. (Bug #32430)
  • Nick Valentine was capped at a max level of 99. No other companions have a level cap, which strongly suggests Nick shouldn't have either. (Bug #32323)
  • DLC04TraderMaleSandbox01 had invalid face morph settings due to having been switched from female to male at some point during development. (Bug #32504)
  • The following preplaced Settler NPCs were all incorrectly set up as "Tripod Turret Class" instead of "Citizen" like they should have been. 
    • Farm01FemaleEvenToned
    •   
    • Farm01MaleBoston
    •   
    • Farm01MaleEvenToned
    •   
    • Farm02FemaleBoston
    •   
    • Farm02MaleRough
    •   
    • Farm03FemaleEvenToned
    •   
    • Farm03FemaleRough
    •   
    • Farm04MaleEvenToned
    •   
    • Farm04MaleOld
    •   
    • Farm05MaleRough
    •   
    • Farm06FemaleOld
    •   
    • Farm06MaleOld
  • Go home Todd, you're drunk! 3 child settlers in the same group of Farmers have also been incorrectly set to Turret class but should have been set to the Child class: 
    • Farm02MaleChild
    •   
    • Farm05FemaleChild
    •   
    • Farm05MaleChild
  • These settlers appear by default in Tenpines Bluff, County Crossing, and Nordhagen. Not that this likely will not fix them in an existing save, and definitely won't if any other settlers have been spawned from these base records. (Bug #31744) [NR]
Item Fixes
  • DN124_NoticeToSlocumsJoe: Note incorrectly flagged as a featured item. (Bug #31462)
  • PA_T60_Helmet_Headlamp_Bright and PA_T60_Helmet_Headlamp_RedTactical both pointed to the incorrect T45 variants for the OMOD objects. This led to the modifications screen previewing the wrong lamp. (Bug #23644) [This was actually fixed at some earlier date but somehow didn't get documented]
  • Cultivated Razorgrain is erroneously marked to be ignored as food by the survival settings. (Bug #26809)
  • Artillery Smoke Grenades, Plasma Grenades, Nuka Grenades, and Homing Beacon all have bad flight conditions that can lead to visual anomalies like them going up, stopping, and then falling straight to the ground after setting off the secondary effects. This is due to bad settings for their gravity and detonation time responses. (Bug #31625, 31623, 28537)
  • The Harpoon Gun [DLC03_HarpoonGun] incorrectly had the keyword to mark it as a type of Gatling Laser. This caused it to be included in the bonus for the Tesla And You perk. This weapon has multiple settings it shares in common with the Broadsider though, including it's preview model, so it should instead be marked as a Broadsider type. This will correctly remove it from the perk while still retaining the ability to mount it on a Heavy Weapon Stand. (Bug #31652)
  • Six of the legendary armor modifications included with Far Harbor lacked the +2 increase to damage and energy resistance. (Bug #31675)
  • Some of the Robot Factory armor modifications incorrectly reduce carry weight when their descriptions do not call for this. (Bug #31632)
  • Several Front Hydraulic Frames for robots are missing their expected enhancement +10 to carry weight. (Bug #31631)
  • Tarberry normally gives 1hp/sec for 10 seconds. Reading Wasteland Survival Guide #1 should boost that to 1.5hp/sec for 10 seconds but it was mistakenly set to a 5 second duration. (Bug #31743)
Location Fixes
  • Several navmesh nodes were buried underground at Finch Farm, causing Jack to get stuck and end up teleporting. (Bug #25288)
  • Four random wilderness cells [-7,21 / -7,22 / -8,21 / -8,22 ] were erroneously marked as being part of GeneralAtomicsGalleriaLocation when they're nowhere near that site. They should all have been in the default CommonwealthLocation instead. (Bug #31494)
  • Several locations in the Commonwealth incorrectly had dungeon music assigned which starts playing even when you're still outside the buildings and should still be hearing exploration music. All of the cells in these locations correctly have dungeon music assigned internally so they will not lose the proper music. (Bug #31476)
  • Cell 4,1 (near Bunker Hill, on the river) is mistakenly marked to disable water LOD. (Bug #31732)
  • Minor navmesh issues at Huntress Island that may have prevented enemies from entering one of the houses. A ramp [0738F5B5] has also been added to the back door as there was a significant gap between the doorway and the landscape outside that was large enough to impede the player as well. (Bug #32329)
Mesh, Material, and Texture Fixes
  • Several lights added by the Vault-Tec Workshop DLC cast their shadows and light cones in the wrong direction due to their light emmision nodes being in the wrong positions. [Meshes\DLC06\Workshop\DLC06_VltLight01FluorBox.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResHallHalfLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResHallLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResWallHalfLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight02FluorResWallLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight04SpotLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedGreenLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedRedLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight05UtilCage01MountedWhiteLit.nif, Meshes\DLC06\Workshop\DLC06_VltLight07UtilFluor.nif] (Bug #21071)
  • Due to a missing double sided flag on the material, roof sections on top of things like the bus stop at Shaw High School had invisible bottoms. [Materials\Architecture\Buildings\hightech\HitTechGlassExterior01NA.BGSM] (Bug #31804)
  • The Carlisle Typewriter variant had flat keys with no 3D definition on them like the common junk typewriter. [meshes\props\typewriter\typewriter.nif] (Bug #31671)
  • Debris piles have transparent holes in them where they don't belong due to a bad alpha setting on their material file. [Materials\Landscape\Ground\DebrisGroundTile.BGSM] (Bug #32322) [UFO4P 2.1.5]
  • The normal map for the Memory Lounger does not display because of a bad texture path in the material file. [Materials\SetDressing\MemoryLounge\MemoryLoungerGlass01.BGEM] (Bug #32064)
  • BeachFence_BrokenEnd_Left01, which is used in 52 places in the game, has no geometry within the mesh. This results in phantom collision being present. All of the blocks have been removed from the mesh to resolve the issue. [meshes\SetDressing\FencesGrates\BeachFence_BrokenEnd_Left01.nif] (Bug #32356)
Perk and Stat Fixes
  • Eleanor's Friendship gives out discounts globally instead of only with her as it was supposed to. (Bug #31345)

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