In order to make the Wasteland Imports patch work on existing saves you will probably need to restart the quest which handles Auto-Inject Stimpaks. The esp will add an ingestible item called "Restart Quest Potion" to the game but you'll have to use the console to add it to your inventory. Open the console and type "player.additem XX0090DF" where XX is the hex load order number for WI_auto-inject_fixer.esp, which can usually be found in your mod manager or with a tool like FO4Edit. Consume the Restart Quest Potion and let time pass in the game for a few seconds, then save and disable WI_auto-inject_fixer.esp but leave the patch installed because it overrides some files from Wasteland Imports.
NOTE: the same thing can probably be achieved by uninstalling Wasteland Imports and saving, then reinstalling it along with this patch, but you'll lose any items in your inventory from Wasteland Imports and risk breaking stuff in your save file.
Just a heads-up: UFO4P will introduce a change to HC Manager in the 2.1.8 update to fix a bug with Cannibal. The fix itself is very simple (commenting out one line), and it'd be a good idea to implement it in advance.
I believe the next version of UFO4P will include this fix because they asked for permission. I'll add that change you mentioned at some point since some people may still use this mod without UFO4P.
I never play fo4 in survival difficulty, but when i hit vats button sometime its randomly freeze on difficulty like easy, normal and hard , can this mod fix that too?
this mod doesnt fix slow down or freezing during vats. it simply fixes an engine bug that causes your game to crash when you sometimes enter VATS in survival
I have ported the latest version to Xbox since the original Xbox port by chucksteel hasn't been updated since 2017. Thank you for having open permissions for porting! <3
Sorry for the delay, couldn't think of anything but then I realized it might be because the F4SE functions are not known to the creation kit. A quick Google search pulled up a Reddit thread where the solution was described, hopefully it solves your issue:
Apparently F4SE installer doesn't unpack the sources under \Data\Scripts\Source\User. I downloaded the archive of F4SE instead of the installer, placed the sources under the directory, restarted CK and then everything was working.
I mean its one of the few mods that actually has manual installation instructions on the description page and its going right into the data folder like any other mod:
Installing
...install the mod manually by extracting the Scripts folder so it overrides the Scripts folder in your FO4 data directory.
Just drop the "scripts" folder you unzipped from the mod into the data folder to overwrite the existing scripts folder or add it as a new folder.
So if you are using Steam the finished folder path will be:"C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts" If you are using gog then do the same but into the folder path:"C:\Program Files (x86)\GOG Galaxy\Games\Fallout 4\Data\Scripts"
The installation instructions have other troubleshooting steps for issues running the mod and how to fix them.
I see this mod has been updated recently, but I'm playing a version from before the "next-gen" update. Will this mod still work on un-updated games, or if not, can I just use the most recent version before the last update?
Yes, it still works on the pre-update game version. The recent update to this mod was just a fix for a scripting oversight - nothing tied to the game version :)
I also use what we now call the OG version of Fallout 4 v1.10.163 so I am glad you answered this question but I wanted to make a suggestion for you so it will help reduce the chance you will have to answer this question again and again in the future.
In your PINNED STICKY message up top, you might want to include in bold capital letters that this version works for OG v1.10.163 and that should help if anyone comes to the comments section to ask.
Also, in the files tab if you state OG, NG or OG & NG Compatible that will help. After that, if someone still has to ask, well then what can we say about someone like that right? Obviously they are someone that DOESN'T READ! lol XD
It seems this mod no longer works. I don't know if this fix has ever worked before but it seems "VATSMenu" event is a scam. The script never triggers this event no matter what.
My bad. It's not really a scam. This fix certainly won't work with an old save because "VATSMenu" event won't be registered due to "bHardcoreIsRunning" variable. Not only that, it seems Init() function only get called once when you start the new game. That means "PotionQueue" is actually never properly created. That may be why many users here have their survival mode broken because no potion is consumed at all.
The mod description has instructions for re-starting survival mode in order to make it work with old saves. OnInit() should also be fired when restarting survival mode.
But you are definitely right about all the bug reports of survival mode being broken when using this mod, it's probably because they didn't start a new game and didn't restart survival mode.
EDIT: ok it seems like I might have been wrong, I thought the quest associated with survival mode would get reset when restarting survival mode, which would trigger OnInit, but that doesn't seem to be the case. I thought I would have checked that but apparently not.
Ok I just uploaded a new version of this mod which should fix the problem when installing this mod onto an existing save. You will still need to restart survival mode (disable and re-enable it) but now it should properly initialize the potion queue and solve the issue causing that bug. Thanks for your helpful comments, it's appreciated.
356 comments
In order to make the Wasteland Imports patch work on existing saves you will probably need to restart the quest which handles Auto-Inject Stimpaks. The esp will add an ingestible item called "Restart Quest Potion" to the game but you'll have to use the console to add it to your inventory. Open the console and type "player.additem XX0090DF" where XX is the hex load order number for WI_auto-inject_fixer.esp, which can usually be found in your mod manager or with a tool like FO4Edit. Consume the Restart Quest Potion and let time pass in the game for a few seconds, then save and disable WI_auto-inject_fixer.esp but leave the patch installed because it overrides some files from Wasteland Imports.
NOTE: the same thing can probably be achieved by uninstalling Wasteland Imports and saving, then reinstalling it along with this patch, but you'll lose any items in your inventory from Wasteland Imports and risk breaking stuff in your save file.
https://afktrack.afkmods.com/index.php?a=issues&i=34415
Xbox Download
If necessary I can post the whole error log but one is that it’s not flagged as a native file or something.
I know this is probably more a Creation Kit issue but I thought I’ll give it a shot here.
I just edited one line to try and fix a bug.
Apparently F4SE installer doesn't unpack the sources under
\Data\Scripts\Source\User
. I downloaded the archive of F4SE instead of the installer, placed thesources under the directory, restarted CK and then everything was
working.
Thank you for looking into this
Thanks
Just drop the "scripts" folder you unzipped from the mod into the data folder to overwrite the existing scripts folder or add it as a new folder.
So if you are using Steam the finished folder path will be:"C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts"
If you are using gog then do the same but into the folder path:"C:\Program Files (x86)\GOG Galaxy\Games\Fallout 4\Data\Scripts"
The installation instructions have other troubleshooting steps for issues running the mod and how to fix them.
In your PINNED STICKY message up top, you might want to include in bold capital letters that this version works for OG v1.10.163 and that should help if anyone comes to the comments section to ask.
Also, in the files tab if you state OG, NG or OG & NG Compatible that will help. After that, if someone still has to ask, well then what can we say about someone like that right? Obviously they are someone that DOESN'T READ! lol XD
But you are definitely right about all the bug reports of survival mode being broken when using this mod, it's probably because they didn't start a new game and didn't restart survival mode.
EDIT: ok it seems like I might have been wrong, I thought the quest associated with survival mode would get reset when restarting survival mode, which would trigger OnInit, but that doesn't seem to be the case. I thought I would have checked that but apparently not.