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 v2.1.8:
UFO4P Fixes
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)
- 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)
- Injured female players will not behave as though they are crippled if their weapon is sheathed/holstered. [added: 07003F99:InjuredFemaleSubGraphData] (Bug #25326)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- 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)
- vault111CryoRoomSubTerminal02: The list of occupants for the Vault 111 cryo pods is incorrect. (Bug #35090)
- 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)
- 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)
Fallout 4 version 1.10.163 or greater.
Official Automatron DLC.
Official Wasteland Workshop DLC.
Official Far Harbor DLC.
Official Contraptions Workshop DLC.
Official Vault-Tec DLC.
Official Nuka-World DLC.
After installing the mods, the following general load order needs to be followed:
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCWorkshop02.esm
DLCWorkshop03.esm
DLCNukaWorld.esm
DLCUltraHighResolution.esm (OPTIONAL)
Unofficial Fallout 4 Patch.esp
[Everything else you have installed]
DO NOT extract the contents of the BA2 files into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Fallout 4 is intended to load BA2 files alongside their ESM/ESP files. Circumventing this causes issues which we will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.
Official Automatron DLC.
Official Wasteland Workshop DLC.
Official Far Harbor DLC.
Official Contraptions Workshop DLC.
Official Vault-Tec DLC.
Official Nuka-World DLC.
After installing the mods, the following general load order needs to be followed:
Fallout4.esm
DLCRobot.esm
DLCworkshop01.esm
DLCCoast.esm
DLCWorkshop02.esm
DLCWorkshop03.esm
DLCNukaWorld.esm
DLCUltraHighResolution.esm (OPTIONAL)
Unofficial Fallout 4 Patch.esp
[Everything else you have installed]
DO NOT extract the contents of the BA2 files into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Fallout 4 is intended to load BA2 files alongside their ESM/ESP files. Circumventing this causes issues which we will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.
Tested on game version v1.10.163+