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WasteTheLand

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Qrsr

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About this mod

A bunch of fixes for Fallout 4.

Requirements
Permissions and credits
Changelogs
Focuses on fixes for Fallout 4 and restoration of Fallout 1-2-T content first and everything else last.

Overview

This file is meant to fix various oversights in Fallout 4 in a minimally invasive approach, as objective as possible. Duplicate records are merged, to increase overview on editor level, missing references are added, unfinished records completed. While some records have been added through reverse engineering based on what is available.

In the following a compact changelog and highlight of what this is all about:

General
- Missing pre-/suffixes on editor level (EDID) are constantly fixed to have a perfect clean working user end experience
- Typos have been changed in editor view and ingame view
- The game console can now be used while playing on Survival Mode
- Alot of references have wrong or unused data, these are now cleaned
- Some material swaps do not work or point to the wrong material/texture, these have been cleaned
- Faction tags have been removed from unneeded references and set to "No Crime" to disable the disturbing red naming in the UI
- The cell header was cleaned and now uses appropiate sky (from default region), music (many did not use any music at all), etc. Offset (for correct fake interior to exterior alignment, since almost ALL vanilla cells are just placed somewhere on the LOD without taking care of perfect alignment)
- Many interiors are not perfectly optimized and allow player char to see the void, missing statics have been added
- DLC weather points toward wrong texture path just like the vanilla weather (which was fixed by UFO4P), Example: "SkySky\GS01_d.dds" now "Sky\GS01_d.dds"
- Some items just like UFO4P did, have re-rendered havok applied, so do not float into the ground or air and should stick perfectly fine on ground
- Object preview in PipBoy, Container, Trading, etc. is now unified, objects should turn properly on xyz axis
- QASmoke "Tunnels" was extended and also covers the Far Harbor changes

Actors / NPCs
- NPCs should not trigger their own traps and mines anylonger
- Workshop Turrets cannot be target while using V.A.T.S.
- Robots in settlements should no longer affect Happiness (Affects: Ada, Graygarden, Workbench Robot)
- Tunneling for Bloodworm, Molerat, Rad Scorpion was disabled

Armor
- Armor, Underarmor, Clothes, Masks, all can now be merged and used based on what you see, wear a Helmet and a Gas Mask simultaneously
- Missing Power Armor instance naming rules have been added, this especially covers the Far Harbor Vim! armor mods
- Certain armor attachments like the Tesla Coil from the Oberboss Power Armor have been merged with the vanilla equivalent, and certain effects which were not present in the vanilla game like a legendary flag or else removed while effects work just like in-game before
- Power armor parts can be scrapped during workshop mod now
- Power armor now drains battery life based on type

Crafting
- Many crafting recipes lack proper unification and had their perk requirements missing, or wrongly applied which is especially true for almost all armor recipes vanilla and DLCs, this was fixed
- Missing or unclear description was added and/or extended

Loot
- The game holds many items twice or more, some of these can be swapped, such as the Big Cooking Pot, which was both a moveable static and a misc item in the worldspace for no reason
- Many PreWar items are still present in the PostWar environment, these changes should cover ALL misc items in exterior worldspace, and some in interiors same logic applies to Containers such as office desks, etc. here am taking a very detailed look on the setting and decoration of the cell so it should not disturb the player experience
- Few flora was "burried" under ground and thus unusable, this has been changed and the player can now use these
- Few leveled list and object modification now use appropiate objects, such as raider power armor (was T60 pieces) and Gunner dead drop (missing Dog Tags)
- Oil Lamps in settlements can be looted, as well as the surrounding light

Lighting
- Lights used during development have been merged with usable equivalents since many lights are equal in rgb and other settings
- Various lights had the "Never Fades" flag in interior cells, which was removed - NOTE: This should increase performance slightly
- Many lightboxes are unused, these are now truely unused and thus disabled
- The PipboyLightOverride_DO points now points to an PipBoy specific light
- The Power Armor headlamp now uses its own lens flare, this was a bug which caused the lens flare to disappear whenever the player used the pip boy light or any other light source with the same lensflare reference was used/activated

Sound
- Music now plays in interior cells which had no music attached
- Missing crafting and pick up/down sounds were added
- Missing ambient sound was added when possible, such as the missing waterfall sounds in the "Public Works Maintenence Area" (InstituteTunnel01)
- Some acoustic space referenced the wrong file, such as Weston Water Treatment Plant aspc

Weaponry
- Unarmed creature damage was fixed and missing references restored
- Projectiles which are everything but big, should no longer be affected by collision boxes and travel without explosion to invisible walls

Workshop
- Light sources and light, mist, etc. in workshops should be scrappable now
- Skeletons, Water, some Corpses should be scrappable now
- Power Armor parts can be scrapped now

Quests
- Quest spam of any DLC was disabled, the quests will work perfectly fine without, this was especially disturbing with the NG update

Bug Fixes
- Fixed Poison Bug for: Fog Crawler, Mirelurk Hunter, Stingwing, etc. caused by Med-X

For a complete list of all the details, click the changelog tab.

Compatibility

Unofficial Fallout 4 Patch - UFO4P by Arthmoor - before
Fallout 4 Fixes
↓ Every other mod, if you want compatibility use FO4Edit and/or ask for a patch

EPILOGUE

Fix is a big word in this regard, i do not know for certain if any of these changes are correct. I'm doing what feels right. If you come across any problems, issues, incompatibilities then please tell me, best with a solution. In any way, see it as inspiration for your own mod. Some changes i'm sure are valid for 4 eyes.

Credits

- Bethesda
- Nexus Community
- FO4Edit Team, for their invaluable tool
- VIitS for Automated Formlist generation
- Arthmoor for Unofficial Fallout 4 Patch - UFO4P
- robotized for Critical Effects On Death
- fadingsignal for Duffle Bag Sound Fix