[WIPz] Unofficial Fallout 4 Patch [UFO4P]

Post » Sun Nov 29, 2015 5:06 am

Unofficial Fallout 4 Patch


By the Unofficial Patch Project Team

The Unofficial Fallout 4 Patch is in the collection and planning stages. For obvious reasons, there is nothing to download yet, but we have begun collecting information in our tracker for any Fallout 4 bugs people may be encountering. Fortunately, at least so far, this game seems to have few major issues, a much smaller number of minor ones, and far less of the usual with typos and placement problems. We obviously still anticipate seeing bugs, but it doesn't look like nearly as many as with previous games.

Please report any issues you come across in as much detail as you can. If you have any screenshots, include those as well. Save games will likely be needed to be able to replicate some reported issues. When submitting a save game, please make sure it is somewhere close to where the bug will come up - submitting one where the bug has already happened probably won't be helpful as we will not be able to see what causes it. Papyrus logs can also be immensely helpful but may need to wait until some of the issues currently cluttering up the log get dealt with.

Please keep in mind this project is not for restoring cut content to the game or for making balance related tweaks or subjective preference modifications. Other mods exist for that purpose (or will anyway).

While Bethesda is still doing patches, please make sure to also post something about it to the bug reporting thread in the http://www.gamesas.com/topic/1544248-bug-report-index-pc/. The more they can patch up officially, the better it is for everyone.

We are not planning to begin generating a first copy of the patch until the official CK is out sometime next year. Folks have been asking if we were coming back this game though and we figured it was time to make it completely official even though we've had our stuff back up and running for a few days now.

As was the case with Skyrim, we encourage folks to submit any fixes they wish to have us include. User submissions save everyone time, but please understand we will still need to verify that they are in fact fixing the issues they set out to and that those issues really are bugs.

For those who may be inclined to ask, we will accelerate the process of any form of unified patch requiring all of the game's DLCs, but this will only be done once all of the DLCs are available and a "Game of the Year Edition" package is on sale. It has become fairly clear to us after Skyrim that the workload of maintaining individual patches for the base game and every DLC is an untenable position to hold for any longer than necessary. So we will not be polling opinion on it this time, just expect it to happen when the time comes and be prepared. We will of course issue a reminder when it becomes clear that no more DLCs are pending.

http://afkmods.iguanadons.net/index.php?/forum/350-unofficial-fallout-4-patches/
http://afkmods.iguanadons.net/index.php?/tracdown/categories/32-unofficial-fallout-4-patch/
http://afkmods.iguanadons.net/index.php?/topic/3865-visual-guide-reporting-bugs-with-tracdown/

User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Sat Nov 28, 2015 3:46 pm

Uh, welp, I guess I'm out of the job. I can't compete with a team of people. Here's my mod: http://www.nexusmods.com/fallout4/mods/2142/.

There's several bug fixes in Mo Betta Scrap as well.
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Sat Nov 28, 2015 9:48 pm

I'll do my best to document everything I've fixed on your bug tracker. When do you think you'll do your first release?

Edit: I have no way of adding to your bug tracker because it says I do not have permission.
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Sat Nov 28, 2015 6:13 pm

Added a link to the OP for how to use the bug tracker. It was written with Skyrim in mind, but the process is basically the same for FO4.

Yes, it's a slightly eccentric bug tracker, but it's the only one we know of that neatly integrates into the IPB forum structure that does what we want.

Can't provide an ETA on a first release as we're waiting for official tools first. So it'll be dependent on that.

User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Sun Nov 29, 2015 2:42 am

.
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Sun Nov 29, 2015 1:47 am

edit: nevermind figured out what I was doing wrong.

You have to select one of the green categories.
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Sat Nov 28, 2015 2:27 pm

Excellent! Happy to hear ya'll are on the case. Your mods from previous games have been top notch! Are you going to be fixing "bugs" like how the globe and wall maps use non-canonical political borders? How about things like how when you remove a fusion core from a generator in a building the lights still stay on? Or are you just looking for floating stuff and world gaps mostly?

THANKS FOR DOING THIS!!!

User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Sat Nov 28, 2015 6:01 pm

Awesome news that you're working on this once more. Always been a must have for me and not just because I seem to keep picking mods that require it hehe

Are the Fusion cores powering the building or are they charging from the building generators? Since not all buildings have a fusion Core loaded into the generators, yet the lights are on.

Not so sure that's a bug.. Might even be that the cores are just the backup rather than the mains.

User avatar
quinnnn
 
Posts: 3503
Joined: Sat Mar 03, 2007 1:11 pm


Return to Fallout 4