2. Yes, the required game version is mandatory. We often have to absorb official updates into our fixes so that everything continues to work properly. Because of this, we will NOT provide older versions of the patch for any reason. Update your game.
3. Removal of mods is not supported by Bethesda. DO NOT deactivate this patch even if you suspect it of causing some kind of problem. You WILL fubar your game and in doing so, you forfeit any support from us.
4. Do not unpack the BA2 assets. Doing so forfeits any support from us. Use the mod as distributed.
5. There is no such thing as a clean save. See #3. Do not follow advice from others claiming this to be true, because it is not, and never will be.
6. If you send me a PM asking about something that's been covered in the readme, sticky posts, or the description of the mod, I will summarily delete the message without a response. All of the information you need is readily available. Read it.
7. We do not support Fallout 4 VR on PC or console. Please do not ask. The data files for the game on VR are not identical to the standard PC version and thus we cannot guarantee compatibility and cannot provide support for anyone trying to use it on VR.
8. We also do not provide patch support for Creation Club DLC. This would require additional expense that few if any team members are willing to put out. Any bugs in this content should be reported directly to Bethesda so they can fix it at the source.
9. Do not post asking about why the DLC is required, simply accept that it is. No, we will NOT provide you a special non-DLC patch or combinations suited only to certain DLCs. We unified for a reason. Required mean REQUIRED. Any posts on this subject will be summarily deleted without a response, along with any replies from other users prior to us noticing them. This is not a democracy. You don't get a vote. Repeat offenders who don't take the hint will be blocked without notice.
Provided by BenRierimanu:
10. Object flicker is not usually the fault of the unofficial patch, please see if your precombine and or previs patch solution is in the correct spot for your load order. For PRP, there's a very big and obvious image on the mod description for what to do there and typically applies to any variant of it, if it doesn't fix the issue, bother me on the respective mod page.
Starting to get why other mod authors have a wall of stickies about stuff like this now, but:
This mod thread is not a general troubleshooting area. We are here to provide support for the use of UFO4P in your games, not to provide general support for every tangentially related thing in your games. We have been noticing lately that these types of posts coming here are leading people to the false conclusion that this patch is responsible for those problems and then they tell others elsewhere and all context is lost. This ends now.
From now on, any post not having something directly to do with the UFO4P itself is not permitted here. Go and use the general forums for your general troubleshooting. Nexus has plenty of people who frequent those areas, and so does Reddit. Please go and use those. There are also a number of mod support chat rooms on Discord you could use as well.
Posts violating this will be locked, removed, and the posters possibly blocked as well.
As was mentioned in other posts, the 2.1.1a update only adds Canary support to help with efforts to track down a potentially lethal engine bug (lethal to your saves that is).
You'll also need to install that in order for the support to be of any value. So please consider doing so. The more people who install this and play with it running, the sooner the cause can be found and presented to Bethesda for a proper fix.
If you are getting messages in Vortex that the archives in UFO4P are not valid, please update to the new Vortex stable version. It has been updated to properly read the new archive headers.
You should be on 1.11.3 or greater for this error to go away.
I would like to point out again, for the umpteenmillionth time though, that this "error" is only an "error" to the mod manager. The game will not have any issues loading the archives. Ignore it if you don't want to update Vortex for whatever weird reason.
A verifiable test case for the stuttering issue has been created by Glitchfinder. As predicted, it wasn't due to anything WE did, but rather something Bethesda themselves needs to fix. I have the files myself and will link them somewhere in the morning for anyone who wants to verify this themselves.
The tl;dr of it though is this: ANY mod which makes an edit of ANY kind to an NPC WILL contribute to the issue. It makes absolutely no difference what kind of edit it is, but the issue was introduced with the NG Update. Not by anything we did to the patch.
EDIT: Here are the files to replicate the test: https://www.afkmods.com/StutterTest.7z
Use a save in Sanctuary Hills next to the workshop. Install the no overrides version first. Run from there to downtown Concord. You should encounter an FPS hit, but no major hitching or stuttering and by the time you get there all the NPC should have been spawned.
Exit the game and switch to the file with the overrides. Reload the Sanctuary Hills save. Run to downtown Concord again. You should notice the difference immediately once you've reached where the 2 bloodbugs usually spawn by the car, and it will become increasingly worse as you continue. Assuming your game doesn't crash, you should eventually be able to reach the spawning area and still see raiders dropping in from above. The stuttering should be VERY obvious.
BIG EDIT: Perchick71, of CK Fixes fame, has produced an F4SE plugin that cures the facegen issues listed above. It's called X-Cell Fallout 4 and is highly recommended to use until BGS fixes their bugs.
Greetings, well I'm sorry but here I come with the dumb question: I made a fresh install of Fallout 4 on Steam. I used the downgrader exe, so my game version is 1.10.163 and F4SE version 0.6.23 rel 25. As far as I understand, I have the next-gen update content, but with my exe retro-patched.
So, can I use the last and upcoming UFO4P versions as I may have the required next gen content, or shall I stick forever to the old file (2.1.5)?
I'm really sorry for asking such things, but this roll back thing is such a mess. Thank you for the patience and answering me.
There's two levels of downgrading. There's just the executable level (which is desirable right now, despite I think only one remaining F4SE plugin having a NG equivalent?), and then there's the full level (GOG users already have this, and FOLON's downgrader makes you do this though it's really unnecessary, as the only reason people actually care is for F4SE support.)
If you did just the EXE and supporting dll files, then you can use the latest UFO4P and any dependent mods with no issue (aside from known Far Harbor crashes and other issues if you bought the game on EGS or Gamepass due to differences in the DLC's files, it's an on going issue), full downgrades would put you at the 2.1.5 release. The main indicator of which version to use if you have the NG CC addons installed or not.
I just realized my game doesn't work great.. until I removed the pre-installed CC content, aka pip-boy and other sh*ts.
Now everything works fine, but loading any CC content breaks my game. So, no 2.1.5+ for me. Anyway, I got 30-40 FPS on my system with that fresh downgrade compared to NG update setup I had before.
Based on past comments I read here, seems like UFO4 doesn't have specific patches for CC content. But what happens if I install the patch alongside Bethesda paid mods? I can have serious issues or is just a matter of missing fixes?
If I remember right, there's a few minor conflicts that the CC content cancels out fixes for.
Maybe I should put together a small package of the ones I already addressed for my own game. Seems like if nothing else, that minimal bit would be useful to others.
A quick look at my local repository of the CC, 22789B (Pint Slasher), 16FCD9, 16FDDC, 16FDDD, 16FDDE, 16FDEF, 22F15F, 22F192 and 22F730 (all in Neon Flats) are the ones that currently conflict with UFO4P 2.1.8 (just position forwards, a few of which have XMarkers from the Neon Flats ESM. All other changes are already handled by PRP (through precombines or dynamic disables of the refs based on CC plugin existence)
Edit: The CR plugin I ship with PRP handles the xmarker part of the record forwards already that would apply to UFO4P. (ppf-neonflats-cr.esm)
I didn't upgrade my Fo4 installation to the next gen and probably never will... I guess I shouldn't try to use this version but then will the UFO4P only available for next gen version exclusively?
If you didn't upgrade, and don't plan to (or have the GOG version of the game), use UFO4P version 2.1.5 listed under Old Files. You won't get all the new fixes, but otherwise it will work.
GOG never got the update that brought those over so you'd be fine for that, just don't expect any support for it. Be glad we're not inclined to just remove these posts outright.
Help, The mod manager is broken, other games have highlighted links to the required mods but here it's all gray therefore i have to manually search for the 3 required mods that's not official DLC...Enclave Remnants, Makeshift Weapon Pack, Halloween Workshop. Please link these or post their full mod names via copy paste format along with mod creators handle so there can be no mistake. Thank you!
During the quest "Emergent Behavior," if you choose the "Further Science" option when speaking to Doctor Amari, the Sole Survivor says "Curie has a lot of Pre-War research data, but she can't continue her important work as a robot," but the subtitles say, "Curie has a lot of Pre-War research data, but she can't continue her important research as a robot."
(EDIT; this mod is Not to blame for any of the following statements) so is this why my game went to hell again. fps dropped like a (*insert nasty comment here*) and the pipboy doesn't work half the time. i realize it may take a few days in game time for all the bs to settle. but this is nuts. and i also know it 'might' not be the fault of this mod. i have had no trouble with the NG updates for that last couple months and now it is worse than ever. more crashes than boeing lately... seriously, is this mod to blame for all the crap in my game suddenly? versus what 'good' it is supposed to do? i don't want to point fingers or blame because my game acts up i always blame Bethesda with their coding for All the game problems but still.
Been using this mod for years along with the skyrim version and never had any of the updates to either versions cause slow downs or crashes. It is 100% another mod, or your hardware, or any modified ini settings if any.
thank you, i'll keep looking... uhmm... would it make a difference if i said i had just carpet bombed the airport with mini nukes than ran and jumped in the water and swam to 'downtown boston' right after updating??? and was stuck downtown and can no longer fast travel?? when trying to resetinputenablelayer for layer 1 to fix the "[ms19 (00022a0a)].ms19.script.freeze() - line ?:" i can't fast travel nor reset and have not gone close to vault 88 for 'hole in the wall' (00022a0a) i am sorry but i don't know where else to get help... and with this much stuttering, walking to the other side of the map is not happening. EDIT: i have fixed the issue without finding the cause. i simply deleted 2 weeks of saves (about 20) to before the upgrade and have not done the same as before. my guess is corrupted files with my movements in downtown while a 'major' update integrates. a 'common' oversite many of us make impatient to play instead of allowing an update to integrate to the mess many of our game are. thanks anyway.
You're on NG, thats the problem. Bethesda left F4 in a worse state than it previously was. Correct me if im wrong, but even the script extender team finds the game highly unstable and can't guarantee the script extender is gonna work properly.
thanks for your input. but i won't say the NG is to blame. Yes Bethesda IS to blame. i have never had a 'stable' game. about every major mod fix has stated at one time or another that 'Bs' is to blame. it's the modders that fix B's errors, and just because the current problems have not been tracked down or identified doesn't mean the NG is to blame for B's messed up game codes. ( i believe the NG was issued just because the game was 'almost clean', and B felt the need to exert mayhem ) i will not say the NG is good either, i did the roll back and like i said all B's games are messed up. but they are worth playing because of independent modders that over time get the games playable by fixing B's coding errors. i am no troubleshooting genius, i barely get by using the tools and knowledge shared here.
"i believe the NG was issued just because the game was 'almost clean', and B felt the need to exert mayhem"
That's complete nonsense. Bethesda messes up a lot, but it's ridiculous that the hate for them has gotten so bad that people accuse them of sabotaging their own game for shits and giggles.
i never said 's#*! and giggles'. "mayhem" it is about Control. they could have added in the CC content, that was based on popular Enclave mods here on Nexus. but they didn't, they dramatically changed code. why?!? or did they change code to exert control and throw in CC mods to disguise it? i don't know...mayhem. 🤔🤔🤔 you are free to be offended on B's behalf, that is your privilege. just use an open mind to see how the world works and big corporations' manipulation of consumers.😮🤐😯🤑 i don't hate Bethesda. i think they are simply doing a half-assed job because it saves them money. and they can get away with it.
Maybe. never said it wasn't. i don't want to argue. i have already stated i have not the answers, just a lot of questions and nobody that can answer Why B did or does these things. you obviously have far more knowledge and experience than i, and are trying to do something about the problem. for which i am grateful. along with the hundreds or thousands of other modders who work to make B's games better. yet ... Why are there so damn many problems with B's games?? Arthmoor, i am also sorry for cluttering up Your mod page with this mess. i just think people are too complacent with mediocrity when promised greatness. when FO4 was being promoted, it was to be the 'greatest thing since sliced bread', the game of the future. with life like graphics, blah blah blah. yet what we got was a mess that for most could not be played for almost a year till, Yourself and others identified problems and began to implement fixes. Why? 😕 nor will i be mad or hold bad feelings if you choose to delete this whole line of entries. it's your mod page.
The NG Update delivered what they said it would. Yes, it's unfortunate that something they did harmed performance with facegen data. They know about it. Whenever they update the game again I'm sure they'll address it. For all we know it might have been as simple as a compiler optimization that didn't do what they expected, and would never have caught in their own QA because they don't QA with mods of any sort installed. I wouldn't call it mediocrity without knowing how their internal processes work.
A lot of other games have problems that go above and beyond anything we've had happen with BGS games. It's just that we're all hyperaware of every little thing because of how moddable their games are.
10207 comments
1. This was created with the official CK.
2. Yes, the required game version is mandatory. We often have to absorb official updates into our fixes so that everything continues to work properly. Because of this, we will NOT provide older versions of the patch for any reason. Update your game.
3. Removal of mods is not supported by Bethesda. DO NOT deactivate this patch even if you suspect it of causing some kind of problem. You WILL fubar your game and in doing so, you forfeit any support from us.
4. Do not unpack the BA2 assets. Doing so forfeits any support from us. Use the mod as distributed.
5. There is no such thing as a clean save. See #3. Do not follow advice from others claiming this to be true, because it is not, and never will be.
6. If you send me a PM asking about something that's been covered in the readme, sticky posts, or the description of the mod, I will summarily delete the message without a response. All of the information you need is readily available. Read it.
7. We do not support Fallout 4 VR on PC or console. Please do not ask. The data files for the game on VR are not identical to the standard PC version and thus we cannot guarantee compatibility and cannot provide support for anyone trying to use it on VR.
8. We also do not provide patch support for Creation Club DLC. This would require additional expense that few if any team members are willing to put out. Any bugs in this content should be reported directly to Bethesda so they can fix it at the source.
9. Do not post asking about why the DLC is required, simply accept that it is. No, we will NOT provide you a special non-DLC patch or combinations suited only to certain DLCs. We unified for a reason. Required mean REQUIRED. Any posts on this subject will be summarily deleted without a response, along with any replies from other users prior to us noticing them. This is not a democracy. You don't get a vote. Repeat offenders who don't take the hint will be blocked without notice.
Provided by BenRierimanu:
10. Object flicker is not usually the fault of the unofficial patch, please see if your precombine and or previs patch solution is in the correct spot for your load order. For PRP, there's a very big and obvious image on the mod description for what to do there and typically applies to any variant of it, if it doesn't fix the issue, bother me on the respective mod page.
This mod thread is not a general troubleshooting area. We are here to provide support for the use of UFO4P in your games, not to provide general support for every tangentially related thing in your games. We have been noticing lately that these types of posts coming here are leading people to the false conclusion that this patch is responsible for those problems and then they tell others elsewhere and all context is lost. This ends now.
From now on, any post not having something directly to do with the UFO4P itself is not permitted here. Go and use the general forums for your general troubleshooting. Nexus has plenty of people who frequent those areas, and so does Reddit. Please go and use those. There are also a number of mod support chat rooms on Discord you could use as well.
Posts violating this will be locked, removed, and the posters possibly blocked as well.
For details on what exactly that means, see Kinggath's mod: https://www.nexusmods.com/fallout4/mods/44949
You'll also need to install that in order for the support to be of any value. So please consider doing so. The more people who install this and play with it running, the sooner the cause can be found and presented to Bethesda for a proper fix.
You should be on 1.11.3 or greater for this error to go away.
I would like to point out again, for the umpteenmillionth time though, that this "error" is only an "error" to the mod manager. The game will not have any issues loading the archives. Ignore it if you don't want to update Vortex for whatever weird reason.
The tl;dr of it though is this: ANY mod which makes an edit of ANY kind to an NPC WILL contribute to the issue. It makes absolutely no difference what kind of edit it is, but the issue was introduced with the NG Update. Not by anything we did to the patch.
EDIT: Here are the files to replicate the test: https://www.afkmods.com/StutterTest.7z
Use a save in Sanctuary Hills next to the workshop. Install the no overrides version first. Run from there to downtown Concord. You should encounter an FPS hit, but no major hitching or stuttering and by the time you get there all the NPC should have been spawned.
Exit the game and switch to the file with the overrides. Reload the Sanctuary Hills save. Run to downtown Concord again. You should notice the difference immediately once you've reached where the 2 bloodbugs usually spawn by the car, and it will become increasingly worse as you continue. Assuming your game doesn't crash, you should eventually be able to reach the spawning area and still see raiders dropping in from above. The stuttering should be VERY obvious.
BIG EDIT: Perchick71, of CK Fixes fame, has produced an F4SE plugin that cures the facegen issues listed above. It's called X-Cell Fallout 4 and is highly recommended to use until BGS fixes their bugs.
So, can I use the last and upcoming UFO4P versions as I may have the required next gen content, or shall I stick forever to the old file (2.1.5)?
I'm really sorry for asking such things, but this roll back thing is such a mess. Thank you for the patience and answering me.
Cheers
So I guess we must stick on this one..
If you did just the EXE and supporting dll files, then you can use the latest UFO4P and any dependent mods with no issue (aside from known Far Harbor crashes and other issues if you bought the game on EGS or Gamepass due to differences in the DLC's files, it's an on going issue), full downgrades would put you at the 2.1.5 release. The main indicator of which version to use if you have the NG CC addons installed or not.
Now everything works fine, but loading any CC content breaks my game. So, no 2.1.5+ for me. Anyway, I got 30-40 FPS on my system with that fresh downgrade compared to NG update setup I had before.
Hm.. what a mess to understand the stuff.
Maybe I should put together a small package of the ones I already addressed for my own game. Seems like if nothing else, that minimal bit would be useful to others.
Edit: The CR plugin I ship with PRP handles the xmarker part of the record forwards already that would apply to UFO4P. (ppf-neonflats-cr.esm)
Halloween Workshop. Please link these or post their full mod names via copy paste format along with mod creators handle so there can be no mistake. Thank you!
This is probably something you should report to Bethesda instead so they can fix it at their level.
try this, boss, https://www.nexusmods.com/fallout4/mods/65677, hope that helps
seriously, is this mod to blame for all the crap in my game suddenly? versus what 'good' it is supposed to do?
i don't want to point fingers or blame because my game acts up i always blame Bethesda with their coding for All the game problems but still.
i can't fast travel nor reset and have not gone close to vault 88 for 'hole in the wall' (00022a0a)
i am sorry but i don't know where else to get help...
and with this much stuttering, walking to the other side of the map is not happening. EDIT: i have fixed the issue without finding the cause. i simply deleted 2 weeks of saves (about 20) to before the upgrade and have not done the same as before. my guess is corrupted files with my movements in downtown while a 'major' update integrates. a 'common' oversite many of us make impatient to play instead of allowing an update to integrate to the mess many of our game are. thanks anyway.
That's complete nonsense. Bethesda messes up a lot, but it's ridiculous that the hate for them has gotten so bad that people accuse them of sabotaging their own game for shits and giggles.
you are free to be offended on B's behalf, that is your privilege. just use an open mind to see how the world works and big corporations' manipulation of consumers.😮🤐😯🤑
i don't hate Bethesda. i think they are simply doing a half-assed job because it saves them money. and they can get away with it.
Arthmoor, i am also sorry for cluttering up Your mod page with this mess. i just think people are too complacent with mediocrity when promised greatness.
when FO4 was being promoted, it was to be the 'greatest thing since sliced bread', the game of the future. with life like graphics, blah blah blah. yet what we got was a mess that for most could not be played for almost a year till, Yourself and others identified problems and began to implement fixes. Why? 😕
nor will i be mad or hold bad feelings if you choose to delete this whole line of entries. it's your mod page.
A lot of other games have problems that go above and beyond anything we've had happen with BGS games. It's just that we're all hyperaware of every little thing because of how moddable their games are.