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The Community

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Ungeziefi

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About this mod

A collection of fixes made by the community over the years, with open permissions.

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Mods Included with Open Permissions

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  • Mesh Bounds Fix
  • Fortune Finder 4 Fix (Basic version)
  • Female Cage Armor Pocket Fix
  • Ash Be Gone (Removed 2 unnecessary changes)
  • Cats Dora and Maisie Happiness Fix (Default version, fixed the bAllowMove flags thanks to HautdenLukas. Also improved by using a scripted method instead, thanks to Glitchfinder)
  • CryoFix
  • Cryo Freeze Effect Supplemental Fix (Improved thanks to DankRafft)
  • Fatman MIRV Projectile Fix (Without subjective changes)
  • Junk Jet Projectile Invulnerability Fix
  • Handmade Rifle Long Welded Barrel Projectile Node Fix
  • Melee Weapon Impact Sound Fix
  • Billboards Transparent and Fade Fix
  • Assaultron Left Hand Hydraulic Frame Arm Mesh Bug Fix
  • Power Armor Chassis Buttplate Fix Redux
  • Swan's Pond Flicker Fix
  • Toothpick Mouth Morph Fix (Vanilla version)
  • Workshop Lightbulb Emittance Fix
  • Duffle Bag Sound Fix
  • Space Sentry Leg Fix
  • Fast Travel Target Fix
  • Female Rear Head Clipping Fix
  • Dead Settlement Brahmin Despawn
  • Institute Radio Repeat Glitch Fix
  • Plugging A Leak after Tradecraft (Patched for UFO4P thanks to Enesore)
  • X-01 Helmet neck and minor light FX fix
  • Poisoned Wine Fix and Deadly Poisoned Wine - Simple (Fixed the bleed out syringe being affected by the fix thanks to Enesore)
  • Institute Bottled Water Survival Thirst Fix
  • Gauss Rifle Charging Anim Fix
  • Legendary Radroach Fix (Without subjective changes)
  • Floating Guard Fix
  • X-01 Institute Power Armor Helmet Fix
  • Fix Automatron Headlight and ShockClaw effects (Excluding files already covered by UFO4P)
  • Handmade Rifle Suppressor Fix
  • Creation Club Assault Rifle Drum Mag Fix
  • Bathroom Effects Fix (90 FOV)
  • Flop Out Cylinder Fix
  • BOS Flag - Fix
  • Creation Club Tesla Cannon Unofficial Patch (Bug Fix Only)
  • Creation Club Hellfire Buttplate Fix
  • Reload Speed Fix
  • Basher Rank 2 and 3 Fix
  • Mirelurk King Fix - Mesh - UV - Glow Map
  • Mirelurk Razorclaw Mesh Fix
  • Misc anim tweaks and fixes
  • Assault Marine Armor Boot Fix
  • Floating Super Mutant Chain Fix
  • Nucleus Decontamination Arch Fix
  • Remove Far Harbor Quest Items From Inventory


  • Mods Included with Closed Permissions

    These mods do not have open permissions, but their changes are not unique in any way and thus cannot be claimed - some of these simply cannot be implemented any differently. This has been confirmed by a moderator already.

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  • Weston Water LOD Fix
  • Vault 81 - GOAT Sequence Patch
  • Radio Tower Transparency Fix (Recreated the fix by editing the vanilla material and applying the Alpha Testing flag)
  • Nuka World Novatron Assaultron Torso Fix (Recreated the fix by editing the vanilla material and correcting the normal map path from arms to torso)
  • 3rd Person Beard Fix (Recreated the fix by editing the vanilla material and correcting the alpha test reference from 90 to 60)
  • Vault Doorway Endcap Snap Fix (Remade the fix from scratch with correct offsets, and added a fix for Utility endcaps that weren't covered by the mod)


  • Fixes by Enesore & from User Reports

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    • Fixed a large number of issues with next-gen's integrated CC content.
    • 40mm Frag Grenades can now be picked up if they're dropped with a quantity of 1 (courtesy of Diacute). Their ammo box had to be reasonably downsized to accomplish this.
    • Added a missing painting to the list of buildable decorations. Unlike other cut settlement items, which generally have issues, this one was likely omitted by mistake, as there's nothing wrong with it.
    • All fire damage over time (DoT) effects are now blocked by Asbestos Lining, instead of only a tiny subset.
    • All lobber projectiles (grenades, mines etc.) now correctly interact with VATS.
    • Atomic Roller Ball now has value, weight and components (based on the crafting recipe) specified, for consistency with Hoop Shot Basketball.
    • Automatron and Nuka-World random encounters should no longer overtake regular encounters. Note that this has no effect with Random Encounter Framework, which resolves this issue in a different manner.
    • Bloody Mess 4 no longer causes the player to grunt as if taking damage when dismembering something nearby.
    • Boards and Sledgehammers now come with the Unpainted mod from Nuka-World by default, instead of having an unpopulated material slot.
    • Pack-specific Boards are now correctly considered to be two-handed weapons.
    • Bowling Ball Launcher modification now renames Fat Man accordingly.
    • Caged House Cats can now be transferred between settlements.
    • Cars are now far less likely to kill the player when sprinting into them.
    • Chameleon legendary effect no longer uses visual and sound effects meant for the Stealth Boy Power Armor modification.
    • Charred Feral Ghouls and Charred Painted Ghouls are now set to respawn, as they're not unique enemies.
    • Chemist no longer affects the duration of non-chem induced paralysis effects (mostly relevant for mods).
    • Commanded animals, creatures and humans that have broken free will no longer get automatically re-commanded after a short time, courtesy of ov2k.
    • Corrected effect magnitudes on a few Nuka-Cola variants.
    • Corrected errors on a large number of descriptions and item names.
    • Corrected the S.P.E.C.I.A.L. buff order for Unyielding, and their conditions now use the dedicated GetHealthPercentage function instead of running GetValuePercent on Health.
    • Cryo Mines are now worth the same as Cryo Grenades, at 125 caps, instead of only 50 caps.
    • Deezer and Dora (the house cat) are now marked as Protected, as they're the only Covenant inhabitants that don't turn hostile when forcefully taking over the settlement. Because Covenant is intended to be obtained by force when siding with Honest Dan, this change cannot be applied to its other inhabitants, so they can still die during attacks after a peaceful acquisition.
    • Deliverer no longer ejects two casings when fired in first person (courtesy of Diacute).
    • DoT effects are now hidden from the UI, as they cannot be displayed accurately.
    • Drastically reduced the frequency of VATS melee attacks getting rapidly canceled on uneven or unsteady (e.g. Libertalia) terrain, particularly when using NG game executables where this bug is most prevalent.
    • Effects that reduce the player's chem addiction chances back to normal (used by items that cure addictions) no longer have their magnitude reduced to 10% in Survival, and their descriptions no longer state "HP" (relevant for mods that use the effects by themselves).
    • Far Harbor's flora is no longer considered food in Survival. There's no real explanation as to why regular Bloodleaf isn't food, but Black Bloodleaf is.
    • Firefighter Protectron and Protectron Medic now have proper names instead of just being called Protectron.
    • Fixed Fever Blossom's Ingredient Production values, which are supposed to be 100 for all flora and seasons.
    • Fixed a few consistency issues with headlamps.
    • Fixed a number of NPC keyword issues.
    • Fixed a number of NPCs that drew their stats from incorrect templates.
    • Fog Crawler Meat and Angler Meat are now correctly considered to be food items.
    • Foreknowledge perk now has UI graphics.
    • Gas Canisters, Condensed Fog and Jugs can no longer explode endlessly.
    • Ghoulish 4's script now only runs if the player actually has any Rads to remove, reducing the strain on Papyrus VM.
    • Giant Hermit Crabs are no longer vulnerable to radiation. This was very likely a mistake, since there's no explanation given as to why an enormous mutated creature constantly exposed to the Fog would have less radiation tolerance than a raider.
    • Giant Hermit Crabs are now set to respawn. It's been reported that the lack of a respawn flag may cause issues with Deadliest Catch, and it's also not consistent with other "boss" creatures like Mirelurk Queens and Behemoths, both of which can respawn.
    • Glowing Bloodbugs now use the correct radiation cloak.
    • Grilled Nukalurk now correctly increases max AP by 10 instead of 12.
    • Heavy Gunner and Party Girl now use the correct UI sounds at higher ranks.
    • Ice Cold Nuka-Cola Dark is now correctly assigned an addiction type.
    • Impact Landing in Power Armor no longer turns neutral NPCs hostile, as it's not supposed to damage them anyway.
    • Increased the weight of Firework Shells from 0.08 to 0.1, as the UI is not set up to correctly handle sub-0.1 weight on non-ammo items.
    • Kill animations that previously specified humans can now be executed on non-feral ghouls.
    • Legendary Mongrels now have appearances matching their regular counterparts.
    • Legendary Raiders and Gunners now properly display their rank instead of having a generic name across all variations.
    • Made some corrections to incendiary bullet impacts on wood surfaces.
    • Maisie (the house cat) and Clarabell (the brahmin) in Abernathy Farm are now marked as Protected, as they're unique animals similar to Gene's Junkyard Dogs, which are also Protected.
    • Missing mod warnings are now more descriptive, and emphasize on the dangers of removing mods on existing saves (courtesy of Glitchfinder).
    • Moldy Food is now considered food by settlements.
    • Mole Rat and Bloodworm meats/roasts now have chewy eating sounds instead of generic ones.
    • NPCs and creatures that are immune to radiation will no longer take direct radiation damage, such as damage from Atom's Judgement.
    • Nuka-Cade Prize Terminal now correctly gives out 100 Paddle Ball String instead of 1. The dispensed item now acts similarly to a Bobby Pin Box, giving 100 Paddle Ball String when picked up.
    • Nuka-Ray and Nuka-Rush are now affected by Wasteland Survival 3.
    • Opal and Trader Rylee are now marked as Protected, as they're unique friendly NPCs outside of a major settlement.
    • Overdrive now makes the player exclaim like Psycho and Fury do.
    • Party Boy/Girl 2 can no longer be acquired while the player character is under the influence of alcohol, since doing so causes permanent stat damage.
    • Party Boy/Girl and Live & Love 5 Luck bonuses now have correct durations.
    • Pipe Bolt-Action Gun's Short Scope is now correctly considered a scope for the purpose of perks.
    • Plasma Mines are now worth the same as Plasma Grenades, at 135 caps, instead of 100 caps.
    • Populated a few FormID lists that were previously missing entries.
    • RadAway no longer benefits from Chemist, as it's already eligible for Medic.
    • Raider and Trapper arm mods no longer massively increase their item's value. It's likely that a wrong template was used when copying stats, since leg and torso mods are far less valuable.
    • Recruitable NPCs that are initially located in safe areas are now marked as Protected for consistency with regular settlers and recruitable roving merchants, which are Protected by default.
    • Reduced certain loading screen rates (including ones from Automatron) to prevent them from overtaking other loading screens.
    • Reduced the length of short names for a few ammo types that were unnecessarily long.
    • Repair Bobblehead and Nuclear Physicist now work for any weapon with a Gatling Laser keyword, instead of only the Gatling Laser itself, and no longer use a mix of setting and multiplying values, using pure multiplication instead.
    • Removed Jet Pack's "1 AP" effect from the UI, as it didn't mean anything.
    • Removed a glitched workshop mattress from the Decorations list that appears with Buffout NG.
    • Removed a malformed poison resistance perk entry from Pack Alpha that didn't do anything.
    • Removed a non-functional accuracy bonus from Wolf Ribs, and rewrote the description to properly match their effects.
    • Removed the stagger effect from Gwinnett Lager, as it didn't work properly.
    • Removed unused Cryo and Fire resistances from all NPCs that had them, as they were displayed by Awareness despite doing nothing.
    • Renamed Alien Blaster Pistol to Alien Blaster, since it's referred to as such by all in-game sources, and the original name was likely an oversight related to naming rules.
    • Renamed several items that previously had duplicate names.
    • Restored missing coloration options for Painted Ghouls.
    • Reweighted some meats to match the cooking recipes, which previously generated extra mass out of nowhere.
    • Ricky Braxton now has a Double-Barrel Shotgun on his body instead of a loose mod for it.
    • Roasted Bloodworm now restores more health than its raw counterpart.
    • SCAV! - Pugilistic Propensities now uses the more common WeaponTypeUnarmed keyword instead of WeaponTypeHandToHand.
    • SCAV! - Villainous Virtuosity now correctly increases speech challenge odds by 10% instead of 1.1%.
    • SCAV! magazine pick-up messages now use the correct UI graphics.
    • Sacrificial Blade and Weaponized Nuka-Cola Quantum Ball are no longer flagged as legendary mods. The former's description is unfit for being displayed out front, and the latter is just an upgrade over Nuka-Cola and Nuka-Cherry balls.
    • Sergeant Lee and Private Hart's holotapes no longer get permanently stuck in the player's inventory.
    • Sneak 5 now only triggers while in Caution or Danger.
    • Swapped Combat Rifle's .38 Receiver and Powerful Automatic Receiver around, since .38 and higher caliber receivers are generally grouped together in the crafting menu.
    • T-60 Tesla armor's naming rules now support Creation Club paint jobs.
    • Tesla Bracers and Tesla Coils' effects are now correctly classified as energy damage, meaning they're affected by Tesla T-60 Armor.
    • Tesla Coils no longer activate during brawls.
    • The Captain's Feast no longer has a disease risk in Survival, as it's not raw meat.
    • Trish's Note is no longer flagged as a quest item, since the related quest (Diamond City Blues) never shuts down due to external dependencies, rendering the note permanently unremovable.
    • Unique items like Big Jim no longer spawn in pairs due to a flawed retroactive UFO4P 2.1.8 fix.
    • Vault 81 Cure, Curie's Healthpak, Glowing Blood Pack and X-111 Compound no longer benefit from Medic. This also prevents Curie's Healthpak and X-111 Compound from becoming ineffective due to Medic 4 reducing their duration to zero.
    • Vault 81 Molerat Disease is now hidden from the perks list, as it has no UI graphics associated with it.
    • Vim! and its variants now heal for correct amounts with Wasteland Survival 3, and the healing effects are no longer duplicated in the UI.
    • Wastelander outfits are now more varied, instead of only using 3 clothing items due to one of UFO4P's fixes.
    • You're SPECIAL! book now checks against the player's unmodified stats. Considering that the original check could prevent the player from increasing a stat that wasn't maxed out yet, it's improbable that this was a deliberate design choice.


    Recommended Mods

    You can follow The Midnight Ride for more mods to go along with CFM.


    FAQ

    Is it safe to update from 3.x.x to 4.x.x on an existing save?
    Yes, although you may need to restart Survival Mode (if your difficulty is set to Survival) by doing the following:
    • Set the difficulty to Very Hard,
    • Open the console with the tilde ( ~ ) key,
    • Type cgf "Game.IncrementStat" "Survival Denied" -1 and press Enter,
    • Set the difficulty back to Survival.
    Make sure you also download the latest UFO4P.

    Can I suggest a fix?
    You can recommend mods to add in the posts section of this page, but only send mods that have fully open permissions or no claimable fixes (DP doesn't matter, as it's not enabled for CFM). Keep in mind that audio fixes, most dialogue edits and F4SE plugins are not eligible for inclusion in CFM, regardless of their permissions. Object placement fixes are also unlikely to be included, and your best bet would be to report them on the UFO4P tracker.

    Can I use this on an existing save?
    Yes, although some fixes might not apply retroactively.

    Why does my game crash on startup?
    If you're on Steam, update your game and download the latest UFO4P. If you're on GOG and thus can't update, use version 2.6.0 found under Old Files. Depot downgrading (or simply preventing Steam updates) is not supported, and it will cause issues with mods, including CFM and UFO4P.


    Credits

    All of the authors of the mods listed above.
    Glitchfinder for the help with scripting.
    Diacute for mesh fixes.
    Enesore for the feedback and his personal collection of fixes.