DirtyOldShoe
Some kind of lucky
Depends.Are ESP mods enough for bug fixes or is FO4 that broken?
Bugs that can be fixed on PS4:
Piper has a syntax error in one of her sentences.
Gap in a wall needs to be covered up.
Curie's perks re-added.
Anything that changes in-game and in engine by changing a flag, writing words or re-positioning.
Bugs that can not be fixed on PS4:
UVmaps
Missing textures
Fixed meshes
Sound linked incorrectly.
Missing lines of dialogue.
Proper lip sync.
Quest fixes that involve changing Bethesda's code.
Any companion like/dislike/affinity fixes.
Most AI packages are scripted now so any fix to them.
Scripted spawns.
Cleanup corpse scripts.
Think surface and core. PS4 can get fixes for most the surface stuff, but none of the core issues like broken quests.
These things will need to be removed from the F4 patch
http://afkmods.iguanadons.net/Unofficial Fallout 4 Patch Version History.html
Papyrus Fixes
Papyrus Fixes
- SentryBotOverheatFXScript: Added OnUnload event to stop infinite loops in the overheating check if the bot unloads before it's done overheating. (Bug #20912)
- DN134CombatZoneLoadedScript: Disabled function call to cut content that was referencing a non-existent property. (Bug #20911)
- PowerLiftMiniCartScript: Missing checks to validate loaded objects, missing sanity checks for unconfigured buttons. (Bug #20781, Bug #20605)
- LegendaryItemQuestScript: No validation for spawned items, resulting in numerous errors while not actually generating anything. (Bug #20755)
- LegendaryItemQuestScript: Spawned items were not being enabled before being sent to the items that called for them. (Bug #20584)
- MirelurkAmbushArtScript: Lack of validation for missing furniture markers. (Bug #20722)
- QF_DN133_000AE9A7: Lack of validation for the companion alias in the stage 500 fragment. (Bug #21020)
- Default2StateActivator: Further fixes to reduce or eliminate errors being generated. (Bug #20646)
- DialogueCovenantScript: Fixed a never ending timer loop condition that would cause the game to forever try to run 2 scenes which can't do so if you're not near Covenant. (Bug #20777)
- WorkshopNPCScript: Out of index array check when unassigning actors from workshops. (Bug #20870)
- WorkshopObjectScript: Crops which are not assigned to a Workshop should not be run through Workshop related updates. (Bug #21028)
- WorkshopObjectScript: Bad handling of damage helpers for crop damage calculations leads to invisible crops and other problems. (Bug #21039)
- WorkshopObjectScript: Damage helper objects are not properly disposed of if crops are transferred to the settlement's workbench. (Bug #20495)
- WorkshopObjectScript, WorkshopParentScript: Thread collision issue when calculating resource damage. (Bug #20972)
- WorkshopParentScript: Fixed improper handling when a companion is dismissed for the first time into a settlement. (Bug #20810)
- WorkshopParentScript: Bad handling of the first element of the Workshop arrays due to checking >0 instead of >=0. (Bug #21014)
- Hardcore:HC_ManagerScript: Lack of sanity checking for non-existent effects to dispel. (Bug #20604)
- WorkshopNPCScript, WorkshopParentScript, LegendaryItemQuestScript: Merged updates from official patch 1.7.
A new property and function call were added in Patch 1.6 for workshop exclusions when selecting a settlement for a new NPC to go to. These changes have now been merged with our edits.
- Invalid properties cleared on WorkshopRadioBeaconRecruit. (Bug #20778)
- Invalid properties cleared on quest DN035. (Bug #20772)
- Invalid properties cleared on quest BoSM01. (Bug #20752)
- Two invalid properties on quest BoSM01DistressSignals have been set to their correct values. (Bug #20751)
- Invalid properties cleared on quest DN049. (Bug #20733)
- Invalid properties cleared on quest RETravelKMK12. (Bug #20732)
- Invalid properties cleared on quest RETravelKMK09. (Bug #20720)
- Invalid properties cleared on quest REAssaultSC01_DN123SkylanesAssault. (Bug #20718)
- Three invalid properties on quest RESceneCC_DN101 have been set to their correct values. (Bug #20714)
- Invalid properties cleared from random encounter quest REAssaultSC03. (Bug #20683)
- Quest DN058 had a property referencing a static object that should be referencing a scene on the quest instead. (Bug #20682)
- Random encounter quest RESceneSC02 did not have the properties for raider notes filled as expected. (Bug #20677)
- inst305RadioRackSlotScript: Script never unregisters events on the radio in Diamond City once the Institute quests have advanced past needing them. (Bug #20143)
- DefaultCollectionAlias: Lack of sanity check in OnAliasShutdown event leads to numerous errors in the logs. (Bug #20521)
- RadioFailsafeScript: Lack of sanity check on scenes leads to repeating errors. (Bug #20484)
- Fragments:Quests:QF_DNMasterQuest_000AEC4F: Incorrect syntax in script call from starting stage led to passing NULL through to RadioFailsafeScript. (Bug #20484)
- RelayTowerQuestScript: Lack of sanity check on scenes leads to repeating errors. (Bug #20503)
- RadioSilverShroudQuestScript: Lack of sanity check on scenes leads to errors. (Bug #20504)
- DeaconUnloadScript: Lack of sanity check for a valid quest property. (Bug #20479)
- DefaultDisableHavokOnLoad: Generates numerous errors when objects are picked up by the player. (Bug #20475)
- WorkshopScript: Further work done to resolve deadlock issues due to bad thread management which caused settlement statistics to report incorrectly. (Bug #20295)
- WorkshopScript: Even more work done to resolve possible threading issues when calling the WorkshopParentScript. (Bug #20581)
- WorkshopNPCScript: Operator typo in the OnInit event that caused a companion registration call to fail. (Bug #20575)
- WorkshopParentScript: Out of bounds array index check which leads to numerous errors when harvesting plants that aren't inside settlements. (Bug #20567)
- WorkshopParentScript: Brahmins could be added to a settlement as synths which would then instigate combat despite this being impossible for Brahmins to do. (Bug #20456)
- WorkshopParentScript: Event Actor.OnLocationChange was spawning too many reset events when it shouldn't have, causing severe degradation in performance for the entire settlement reset system. (Bug #20576)
- WorkshopParentScript: Event Location.OnLocationCleared was sending Minuteman recruitment notices multiple times after the location was cleared intially, which it should not be doing. (Bug #20669)
- WorkshopParentScript: Resolved deadlock in DailyUpdate(). (Bug #20775)
- WorkshopObjectScript: No sanity check against an invalid workshop value when NPCs activate objects. (Bug #20668)
- WorkshopObjectScript: Lack of sanity checking when new settlers are recruited in unloaded cells. (Bug #20580)
- BirdSpawnerScript: Not waiting for the bird perch to be 3D-loaded before attempting to spawn the birds. Net effect: You should now actually see the intended number of birds spawning in the world. (Bug #19593)
- BirdCritterScript: Bad variable names called for animations. (Bug #20614)
- Hardcore:HC_ManagerScript: Bad message call due to an incorrectly formed if/else block. (Bug #20606)
- Default2StateActivator: OnReset event does not wait for 3D to load before processing. (Bug #20602)
- Default2StateActivator: SetDefaultState needs to have thread locking in place to prevent competing calls from OnLoad and OnReset from screwing things up. (Bug #20646)
- SpotlightScript: Several 3D errors fixed that prevent spotlights from reconfiguring properly during cell loads. (Bug #20641, Bug #20636)
- SpotlightScript: Animation state checks needed to be added to prevent multiple threads from toggling the spotlight into the wrong state. (Bug #20723)
- SpotLightTriggerScript: Errors generated when trying to shut down a spotlight before it has been fully initialized. (Bug #20640)
- PlayerSleepScript: Added sanity check for workshop beds so that the player well rested bonus works properly with them. (Bug #20635)
- ProjectorScript: Fixed out of bounds array checking. (Bug #20634)
- QF_V81_00_Intro_000B8464: Attempting to set an invalid objective in stage 400. (Bug #20686)
- REScript: Missing sanity checks in remote alias checks leading to numerous errors. (Bug #20676)
- securityBarScript: Sanity check for attempting to play an invalid sound instance. (Bug #20693)
- TrapThistleScript: Not waiting for 3D to load during OnReset which then fails to process the remainder of the event properly. (Bug #20691)
- TrapBreakableWalkway: Missing check for active sound instance. (Bug #20626)
- SimpleElevatorMasterScript: Improper check for 3D loading resulting in animation call errors. (Bug #20624)
- FusionGeneratorSCRIPT: Lights linked to the generator remain on after power is cut upon removing the fusion core. This should not be the case as the intent on subesequent visits to the same generator is that it will be off and no longer providing power for that. (Bug #20529)
- OxygenTankScript: No check to be sure 3D is loaded before trying to apply Havok. (Bug #20524)
- TrapTrigTension: OnLoad event had its sanity checks in the wrong order, resulting in errors. (Bug #20632)
- TrapTripwire: No 3D check in OnReset event. (Bug #20633)
- RobotSelfDestructScript: Effect initialization did not set variables needed by scripts that extend it. (Bug #20597)
Several Railroad quests appear to have become stuck in the journal at one point and later fixed by an official patch. If the Railroad has been destroyed, a one-time check against the quests will be run and any that need to be shut down will be. (Bug #20112, Bug #19814)
- WorkshopScript: Further revisions have been provided for the DailyUpdate() function to eliminate remaining issues with thread locks and timer updates as well as potential early terminations due to bad reference checks. This is likely to have fixed a number of settlement related issues that were reliant on the DailyUpdate() call but manifested in ways that may not be obviously script related, such as population increases and happiness etc. It has been confirmed that these fixes also address the issue of bed counts not updating properly. (Bug #20295, Bug #19589, Bug #20289, Bug #20304, Bug #20160)
- AudioContainerNoAnimScript: Script has been corrected so that it only plays the open and close sounds on the container being opened or closed rather than spawning this event across every single container in the loaded area.
- MQ03QuestScript: Typo in UnregisterForAnimationEvent for the PipBoy. (Bug #20225)
- WorkshopScript: A thread lock in the DailyUpdate() function was not being handled correctly. This resulted in numerous instances of settler stats being listed incorrectly in the PipBoy. (Bug #20295)
- The combat shotgun stock has a gap in it. (meshes\weapons\combatshotgun\stockshort_1.nif) (Bug #20069)
- The female heavy leather armor model is pointing to the wrong material. (meshes\armor\leather\f_arm_heavy_r.nif) (Bug #20137)
AOAliasBailOutScript: Prevented timer event bailout from filling the script logs with errors due to the lack of a check for the alias reference being NONE. (Bug #19591)