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Quazzy has done to improve the gaming [HOST]'s just that I've not seen Quazzy. Fallout 2 unofficial patch change log. Stole the key, took the items, even found the hidden room and tried to investigate things, nothing happened. Over 3, tooltips reviewed with hundreds of fixes and improvements to ensure accuracy and clarity.

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Broken, broken, broken game. Until then, here's an unofficial changelog. Fallout 2 Patch Installation Order? - Fallout 2. Also bloated Papyrus log to infinity, 1, 5mbs in under a minute, which means practically every character save has been screwed.

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Messaging app with speed and security enhancements. Microsoft is set to launch the Windows 10 Creators Update next week, on Tuesday, on April 11, at which time we'll have all the official details about. Credits for changes in this updated version of the unofficial patch: Benwah & Hairylegs (Tommy) Tommy is the bug fixing and merging expert of the operation, having done the overwhelming majority of update work including merging in tons of his own prior bug fixes and those of many others in the community. Fallout 3 fix free download.

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Fallout 2 Restoration Project combines these fixes with major modifications and additions and is closer to mod than patch. EDIT: Ok, something got seriously problematic with the new Unofficial Patches. Windows Vista support Forum. A summary of changes the Anno Venice Unofficial Patch makes to create a flawless English localization: Over 21, lines of text reviewed to fix over 1, grammar issues, spelling mistakes, and typos.

Unofficial Fallout 2 Patch – Final Version - Gaming News

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I wonder if anyone knows what it's called, and if there are other games that use it? Week that Trump will order military officials to cut the number of troops in Afghanistan from 4, 500 to 2, 500 and the number of forces in Iraq from. Of course: we must still remember that the first chapter is where it all started, but certainly in the second, is where everything has been continued in a great way. After spending hours on this, disabling them allows the game to load.

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Unofficial but Comprehensive Bug Roundup - Weapons

Rebuilding the original dated Page and the other "Specific" pages, and will keep it maintained with updates for each Patch regarding new bugs and fixed bugs.


Notes:
Due to the Character Limit on Reddit / BethNet I'm going to do by "Type" Bug Roundups and then link them to a main thread.
Due to the volume of issues that need to be reported (and my limited time) this page will be getting updates as I gain more information and time.

General:

#Heavy Weapons
Issue: Old Heavy Weapon Spinup Bug is back, with a new twist....
The barrels spin up but the gun does not shoot until you release and pull the trigger again.
If you Aim down the sights while spinning up the Weapon will never fire.
Gatling LasePlasma forgets the Fusion/Plasma core is loaded, resulting in EXCEPTIONALLY high core usage rate again.
Fix:
Reinstate the old Heavy weapons fix the seems to have been rolled back.
Issue: All Ranged Weapons, Especially Heavy Weapons, will completely miss at point blank range.
Not sure which patch this crept in, but it's gotten more noticeable since heavy weapons had enough durability to Justify their use.
At Point Blank range the gun will effectively shoot "Through" the hostile NPC's, completely missing.
The only exception are "Flamer" style weapons, and it seems to occur less with Pistols than Rifles.
Fix:
Unknown
Issue: "Damage Bug" is back, especially effecting the Tesla Rifle
DLC01LightningGun "Tesla" [WEAP:0010F0EC]
Previously fixed some weapons are seeing the Damage bug creep back in Patch 8.0 (Damage either refuses to apply or heals the target until the player logs out)
Seems to occur with greater frequency on the Bloodied Double, Quad and TwoShot versions.
Example 01, 02
Fix:
Unknown
Issue: Energy Weapons Damage equal to other weapons.
The first Rebalance was done, however non-Legacy Energy Weapons, especially Laser's are still significantly sub-standard, in large part due to the fact "Anti-Armor" Like effects (perks, Legendary, etc) have no impact on "Energy Resistance".
CUT_LaserMusket "Laser Musket" [WEAP:0001DACF]
LaserGun "Laser" [WEAP:0009983B]
GatlingPlasma "Gatling Plasma" [WEAP:0001EC47]
GaussRifle "Gauss Rifle" [WEAP:000D1EB0]
GammaGun "Gamma Gun" [WEAP:000DDB7C]
GatlingLaser "Gatling Laser" [WEAP:000E27BC]
Flamer "Flamer" [WEAP:000E5881]
AlienBlaster "Alien Blaster" [WEAP:000FF995]
PlasmaGun "Plasma" [WEAP:00100AE9]
DLC01LightningGun "Tesla" [WEAP:0010F0EC]
DLC01AssaultronHeadCharging "Salvaged Assaultron Head" [WEAP:0010FAA7]
RadiumRifle "Radium" [WEAP:00110D41]
Cryolator "Cryolator" [WEAP:00171B2B]
UltraciteLaserGun "Ultracite Laser" [WEAP:00186171]
Ultracite_GatlingLaser "Ultracite Gatling Laser" [WEAP:002EF66E]
Enclave_PlasmaGun "Enclave Plasma" [WEAP:002FD97A]
Fix:
Rebalance all Energy Weapons, by either adding the "ER" Reduction mechanic to the Game Engine or bump the base damage by a minimum of an additional 15% - 20%.
*Edit:*
Partially Added in Patch 13, waiting for more information.

#Ammo:

Issue: Weight Reduction perks not calculating properly on object in a corpse / bag before it's brought into the inventory .
Affects all related Perks, Weight Reduction is not be calculated in the bag, resulting in lost items / equipment.
Example would be 1,000 Missiles, in inventory they weight 0.2 (200 Pounds) but when dropped into a bag they cannot then be picked back up because they weight 2,000 pounds.
The Older issue of being unable to pick up Stacks of Ammo Was fixed in Patch 7.0.
Fix:
Unknown
Issue: Broadsider's Ammo is effected by the wrong Ammo Perks
Broadsider "Broadsider" [WEAP:000FD11B]
AmmoCannonBall "Cannonball" [AMMO:000FD11C]
Broadsider is an Explosive heavy weapon, however the Cannon Balls are flagged as Ballistic
Fix:
Switch the AmmoTypeBallistic [KYWD:003896DE] keyword for the AmmoTypeExplosive [KYWD:003896DF] (or just add the second keyword as it is a niche weapon and this would make it more viable)

#Ballistic:

Issue: 10mm Submachine Gun only Scraps for Steel.
10mmSMG "10mm Submachine Gun" [WEAP:0010DB0F]
Fully Upgraded SMR's only scrap for Steel.
Fix:
All of the Curve Tables inside the CoBJ's start with the CT_ which I assume stands for "Cut" which explains why nothing beyond steel is every gained from Scrapping.
Change to Functional Curve Tables.
Issue: Black Powder Blunderbuss is not on any Legendary Tables.
Blackpowder_Pistol_Blunderbuss "Black Powder Blunderbuss" [WEAP:00003AAD]
Besides only really being on 3 rare leveled lists it's not available as a Legendary even with all 5 Legendary Attachpoints, unlike many of the STILL PRESENT Legendary weapons that have ZERO or ONE Legendary AP.
Fix:
Add it to the same Legendary tables the other 3 Black Powder weapons are on, and the Purveyor.
Issue: Crossbow Default Receiver missing a COBJ.
Crossbow "Crossbow" [WEAP:00055463]
mod_Crossbow_null "Standard Frame" [OMOD:0032CEDC]
Crossbow's Standard Frame (Receiver) is Missing a COBJ, so it can't be converted back from "Prime"
Fix:
Create a COBJ In line with the rest of the weapons
Issue: Harpoon Gun does appear to Benefit from "Lock and Load".
DLC03_HarpoonGun "Harpoon Gun" [WEAP:001109CF]
LockAndLoad01 "Lock and Load" [PERK:00320168]
The reload animation is faster but you just stand there and can’t fire until after a long pause.
Fix:
Unknown
Issue: Syringer is missing Legendary AP_ Keywords.
PipeSyringer "Syringer" [WEAP:0014D09E]
BETA Age issue, It is missing the Legendary Attach Points, which for example for the Drill, results in it dropping without any Legendary effect since the BETA, frustrating the community this easy fix has yet to be made.
Fix:
Add the missing 5 Legendary Attachpoints
Issue: Syringer, when fired locks, out the ability to switch weapons or attack for 4 seconds.
PipeSyringer "Syringer" [WEAP:0014D09E]
Once you fire it, there is a 4 second delay before you can use any other weapon. This 4 second delay times exactly with how long the fire and reload animation takes on the Syringer.
Steps to reproduce are simple, fire Syringer and then hotswap to another weapon. You will be unable to attack until the four seconds are up.
Fix:
Unknown
Issue: The Western Revolver's Severe Receiver does more Damage than the Hardened or Prime.
DLC04_Revolver "Western Revolver" [WEAP:00113D6A]
DLC04_mod_Revolver_Receiver_Damage-CritDMG "Severe Receiver" [OMOD:0052708D]
Reported a couple times, people noticed the Western Revolver's Severe Receiver was more powerful than the Hardened and Prime, thinking they were under-powered the request was made to look into it.
It turns out the Severe Receiver has a Legacy Entry that wasn't removed, a Multiply+Add Damage float entry, plus the Generic Template Damage Increase.
Fix:
Remove the Extra Damage Entry on the Severe Receiver.




#Energy:

Issue: Alien Blaster is unavailable as a Legendary.
AlienBlaster "Alien Blaster" [WEAP:000FF995]
Besides being exceptionally (laughably) under powered which disappointed the heck out of people, not having a Legendary versions make this nothing more than a gimmick, many people choosing to sell it to NPC vendors vs keeping one in their stash.
A shameful end for such a core Fallout weapon.
Fix:
Add it to the rare Ranged Legendary lists.
LL_Weapon_Ranged_All_Restricted [LVLI:0014EAF2]
LL_Weapon_Ranged_All_Above20 [LVLI:00437B88] (Though this appears to be a "Dead-End" leveled list, and is not used.
Issue: Cryolator uses wrong ammo model for reload, uses yellow fusion cells instead of blue cryo cells.
Cryolator "Cryolator" [WEAP:00171B2B]
Cryolator uses wrong ammo model for reload, uses yellow fusion cells instead of blue cryo cells
Fix:
Unknown
Unable to open related nif's and animations.
Issue: Crystallizing Barrel projectiles have a delayed impact/damage on targets.
Cryolator "Cryolator" [WEAP:00171B2B]
Cryolator Crystallizing Barrel projectiles have a delayed impact/damage on targets, similar to the problems Plasma weapons had on release
Fix:
Unknown
Issue: Enclave Plasma is not craftable.
Enclave_PlasmaGun "Enclave Plasma" [WEAP:002FD97A]
As an exceptionally rare weapon, drop wise, not being able to craft and scrap it makes it nearly impossible to learn.
Many of the Enclave Weapons and Armor seems unfinished (COBJ's, scrap learning, etc) but people are still very excited to be able to use these items.
Fix:
Add a a Plan and maybe add it as a rare event reward.
Issue: Enclave Plasma missing from Legendary Tables.
Enclave_PlasmaGun "Enclave Plasma" [WEAP:002FD97A]
Appears to be missing from the Legendary table and not present on any standard tables (even the rare drop like Treasure maps)
More than anything there is no way to protect it from accidental scraping.
Fix:
Add it to the same lists as the Ultracite Laser Pistol.
LL_Weapon_Ranged_All_Restricted [LVLI:0014EAF2]
LL_Weapon_Ranged_All_Above20 [LVLI:00437B88] (Though this appears to be a "Dead-End" leveled list, and is not used.
And Add to the following leveled list.
Add it to one of the Treasure map pools found under LL_TreasureMap_Reward [LVLI:001A7220], specifically LL_Weapon_Ranged_All_Restricted [LVLI:0014EAF2]
Issue: Enclave Plasma "Hit" Bugs.
Enclave_PlasmaGun "Enclave Plasma" [WEAP:002FD97A]
Ongoing issue with Hip firing, especially at close targets, and no hits registering, as the projectile passes through the NPC.
Fix:
Unknown. Not enough decoded and time spent with the '76 weapons and related game files to understand it fully.
What I can see.... is 2 possible fixes.
Comparing the Fallout 4 PlasmaProjectileLarge [PROJ:01125C9B] to the Fallout 76 ProjectilePlasmaLarge [PROJ:00125C9B] the noticeable difference is the "Type" of Projectile. In Fallout 4 it is a "Missile" and in Fallout 76 it's a Beam.
As the effect isn't a Beam, and Beams and Missiles are handled differently, limited testing in Fallout 4 suggests switching it to a Beam "seems" to suffer from a similar Miss-Rate issue, but I invested only 30 minutes into testing.
Switching the Projectile type to "Missile" and either putting live or doing extensive in house testing to replicate my findings could be a good start.
The other result was leaving it as a Beam, but making sure the Perpetrates Geometry Flag is selected, seems to resolve the issue.
Issue: Enclave Plasma Uses the wrong Preview Model.
Enclave_PlasmaGun "Enclave Plasma" [WEAP:002FD97A]
Enclave Plasma weapons have the wrong preview model: when you 'inspect' them, they appear like normal Plasma/Laser weapons, but when equipped you can see they have different color schemes (Reported by ZanthirEAS)
Fix:
Add Material swap to the Weapon record on the Model MODS - Material Swap.
Enclave_plasmaReceiver [MSWP:002FD97C]
Issue: Gatling Plasma Ammo Counter bug is back.
GatlingPlasma "Gatling Plasma" [WEAP:0001EC47]
Returning in Patch 9.5.
When you first equip it, it shows the ammo count on your first core as equal to the number of cores currently being carried. So for example if you are carrying 8 cores, you will show 008/008 instead of 302/008 (or however much a full core ends up being for you). Reloading immediately after equipping the weapon fixes this, but since the reloading animation takes approximately 13 days, this is sub-optimal.
Fix:
Add back the previous update's fixes.
Issue: Gatling Plasma appears to have taken a durability hit.
GatlingPlasma "Gatling Plasma" [WEAP:0001EC47]
In Patch 9 we are seeing multiple Reports of a Durability hit on some weapons.The Gatling Plasma, with Perk cards equipped appears to have gone from roughly 8 full cores before breaking to 3 cores.
Issue seems worse for "Legacy" Explosive Variants.
Fix:
Tweak or Roll back the changes to the Durability, seeming linked to Explosive Weapons.
Issue: Gatling Plasma is not fully exhausting cores.
GatlingPlasma "Gatling Plasma" [WEAP:0001EC47]
As awesome as this is for crafting Ultracite Plasma Cores, it can be troublesome considering the weight of 99% empty cores.
Fix:
Unknown
Issue: Gatling Plasma Using the wrong ammo during reload..
GatlingPlasma "Gatling Plasma" [WEAP:0001EC47]
Plasma Cores still incorrectly use the Fusion Core model, the model is visibly different when reloading the Gatling Plasma
Fix:
Unknown.
Issue: Gamma Gun Audio Loop.
GammaGun "Gamma Gun" [WEAP:000DDB7C]
Both the "Static" and "Firing" sounds will occasionally get stuck in a loop.
Fix:
Possibly a Legacy issue from Fallout 4, honestly don't know
Issue: Gamma Gun Not effected by Weapon Perks.
GammaGun "Gamma Gun" [WEAP:000DDB7C]
Not effected by any weapon / pistol perks. (Reported by Stumbles_Actual)
Fix:
Add the Following Keyword.
WeaponTypePistol [KYWD:0004A0A0]
Issue: Gauss Rifles "Charge" Cycle is easy to interrupt.
GaussRifle "Gauss Rifle" [WEAP:000D1EB0]
The Rifles Charging can be interrupted or "Fizzed" by a reload while scoped in, using the PipBoy, Stagger, Switching Weapons, etc, which appears to have started around patch 9.0's based on reports.
Before that you could switch away and back to the Gauss Rifle and it would have retained the Charge.
Fix:
Unknown
Issue: Gauss Rifle Damage is inconsistent. (Ticket Submitted on 06-27-2019)
GaussRifle "Gauss Rifle" [WEAP:000D1EB0]
You can hit enemies dead on and both of the damage numbers will be -0-.
The Projectile clearly hit but for some unknown reason no damage is registered.
This appears independent of whether it is a fully charged shot or a tap, and also seems to be different from the infamous damage bug because the game registers a hit yet enemies simply take no damage, not heal it back.
Frequent issue while in VATS.
Fix:
Unknown
Issue: Gauss Rifle "Hit" Bug.
GaussRifle "Gauss Rifle" [WEAP:000D1EB0]
The Gauss Rifle seem to suffer from "Hip Fire" / "Snap-Fire" accuracy issues, beyond what would normally be expected.
Firing at large targets, outside of "IronSights" or "Scoped" it seems to miss much more than one would expect, to say nothing of smaller Targets.
Fix:
Unknown.
Not enough decoded and time spent with the '76 weapons and related game files to understand it fully.
Issue: Gauss Rifle is still suffering from "Pass-through" issues.
GaussRifle "Gauss Rifle" [WEAP:000D1EB0]
The exceptionally heavy weapon is still suffering from all to frequent failure to connect..
We can watch the round either directly strike or pass through NPC's doing ZERO damage.
Fix:
Unknown
Issue: Plasma Gun "Hit" Bugs.
PlasmaGun "Plasma" [WEAP:00100AE9]
Enclave_PlasmaGun "Enclave Plasma" [WEAP:002FD97A]
Ongoing issue with Hip firing, especially at close targets, and no hits registering, as the projectile passes through the NPC. The Fact this is effecting all the Plasma weaponry I think it might be projectile related.
Fix:
Unknown. Not enough decoded and time spent with the '76 weapons and related game files to understand it fully.
What I can see.... is 2 possible fixes.
Comparing the Fallout 4 PlasmaProjectileLarge [PROJ:01125C9B] to the Fallout 76 ProjectilePlasmaLarge [PROJ:00125C9B] the noticeable difference is the "Type" of Projectile. In Fallout 4 it is a "Missile" and in Fallout 76 it's a Beam.
As the effect isn't a Beam, and Beams and Missiles are handled differently, limited testing in Fallout 4 suggests switching it to a Beam "seems" to suffer from a similar Miss-Rate issue, but I invested only 30 minutes into testing.
Switching the Projectile type to "Missile" and either putting live or doing extensive in house testing to replicate my findings could be a good start.
The other result was leaving it as a Beam, but making sure the Perpetrates Geometry Flag is selected, seems to resolve the issue.
Issue: Tesla Rifle suffers from the Damage Bug again.
DLC01LightningGun "Tesla" [WEAP:0010F0EC]
Around Patch Patch 7.0 the Damage Bug returned, it's easier to replicate with an Optimized Bloodied Build and a Bloodied Tesla Rifle and multiple low ER NPCs.
Fix:
Unknown
Issue: Ultracite Laser Uses the wrong Preview Model.
UltraciteLaserGun "Ultracite Laser" [WEAP:00186171]
Ultracite LaseEnclave Plasma weapons have the wrong preview model: when you 'inspect' them, they appear like normal Plasma/Laser weapons, but when equipped you can see they have different color schemes (Reported by ZanthirEAS)
Fix:
Add Material swap to the Weapon record on the Model MODS - Material Swap.
CustomMaterialSwap0001812ADUPLICATE000 [MSWP:0039CBA2]
Issue: Ultracite Laser will not function while in Power Armor using the 3rd Person mode.
UltraciteLaserGun "Ultracite Laser" [WEAP:00186171]_PARENT_mod_WEAPON_Grip_Stock "TEMPLATE: Stock" [OMOD:0043B769]
Ultracite Laser laser in Pistol and Rifle configuration will sometimes not function in 3rd person while wearing Power Armor.The cause I can't easily figure out, as the Power Armor Race has the keywords for animations configured correctly, as do the "Grips" on the Ultracite Laser gun, they appear configured the same.
The only thing that appears different is all of the Ultracite stocks are missing the default template listed above.
Fix:
Unknown
Issue: Multiple Ultracite Laser Rifle mods are reverting it to a Red laser. (Ticket Submitted on 09/22/2019)
mod_UltraciteLaserGun_Barrel_Super_HipAccuracy "True Sniper Barrel" [OMOD:00312A8E]
mod_UltraciteLaserGun_Barrel_Super_Recoil "Stabilized Sniper Barrel" [OMOD:00312A90]
mod_UltraciteLaserGun_Barrel_Super_Recoil-HipAccuracy "Aligned Sniper Barrel" [OMOD:00312A91]
_PARENT_mod_WEAPON_Lasergun_Sniper "TEMPLATE: Lasergun Sniper" [OMOD:00471917]
_PARENT_mod_WEAPON_LasergunUltracite_Sniper "TEMPLATE: Lasergun Sniper" [OMOD:00471F4E]
Small but frustrating bug, as the ReSkin and different Beam color are supposed to indicate a new weapon.
(3) of the Sniper OMOD's are configured incorrectly and need the "Sniper" template switched with the Ultracite version linked to the "Standard Sniper" barrel.
Fix:
Swap FormID 00471917 for 00471F4E in the (3) Sniper Barrels.



#Explosive Weapons:

Issue: Auto Grenade Launcher does not have a functioning INNR.
AutoGrenadeLauncher "Auto Grenade Launcher" [WEAP:00182634]
dn_CommonGun [INNR:002377CF]
ma_AutoGrenadeLauncher [KYWD:00053214]
B.E.T.A. Age issue and is a simple fix.
Fix:
Add the Common Gun INNR entry to the weapon and keywords to the INNR.
Issue: Broadsider's Base DMG is comically low.
Broadsider "Broadsider" [WEAP:000FD11B]
Issue since Fallout 4, and true of many of the Niche Heavy weapons, but doubly so for the Broadsider.
Between the Exceptionally High weight of the Ammo, Weapon, the low durability, etc. It is at the present completely unusable outside of a "Gag" weapon.
Fix:
At the very least increase the base Damage and Durability by 75%, Test and modify from there.
Issue: Broadsider's Ammo is effected by the wrong Ammo Perks.
Broadsider "Broadsider" [WEAP:000FD11B]
AmmoCannonBall "Cannonball" [AMMO:000FD11C]
Broadsider is an Explosive heavy weapon, however the Cannon Balls are flagged as Ballistic
Fix:
Switch the AmmoTypeBallistic [KYWD:003896DE] keyword for the AmmoTypeExplosive [KYWD:003896DF] (or just add the second keyword as it is a niche weapon and this would make it more viable)
Issue: Fatman's Base DMG is low enough to be nonviable .
Fatman "Fat Man" [WEAP:000BD56F]
Issue since Fallout 4, and true of many of the Niche Heavy weapons, and just like the Broadside it is an issue.
Between the Exceptionally High weight of the Ammo, Weapon, the low durability, etc. It is at the present completely unusable outside of a "Fun" weapon.
Fix:
At the very least increase the base Damage, Area of Effect and Durability by 50%, Test and modify from there.
Issue: Missie launcher's 's Base DMG is low enough to be nonviable.
MissileLauncher "Missile Launcher" [WEAP:0003F6F8]
Issue since Fallout 4, and true of many of the Niche Heavy weapons, and just like the Broadside it is an issue.
Between the Exceptionally High weight of the Ammo, Weapon, the low durability, etc. It is at the present completely unusable outside of a "Fun" weapon.
Fix:
At the very least increase the base Damage, Area of Effect and Durability by 50%, Test and modify from there.

#Grenades:

Issue: Fragmentation Grenade MIRV uses the wrong ICON.
DLC04_FragGrenadeMIRV "Fragmentation Grenade MIRV" [WEAP:00113849]
Quick use Icon shows as a weapon and not a grenade, caused by lacking any UI_Keyword.
Fix:
Add the following keyword to the weapon record.
UI_WeaponTypeThrown "ThrownWeaponIcon" [KYWD:003CFD86]
Issue: Nuka Quantum Grenade uses the wrong ICON.
DLC04_NukaQuantumGrenade "Nuka Quantum Grenade" [WEAP:00113D0F]
Quick use Icon shows as a weapon and not a grenade, caused by lacking any UI_Keyword.
Fix:
Add the following keyword(s) to the weapon record.
UI_WeaponTypeNukaGrenade "NukaGrenadeIcon" [KYWD:003CFD7C]
WeaponTypeRanged [KYWD:0033A7C8]
WeaponTypeNukaGrenade [KYWD:0021968C]
Issue: Nuka Quantum Grenade does a fraction of the damage of the Nuka Grenade. (Ticket Submitted on 02-10-2019)
DLC04_NukaQuantumGrenade "Nuka Quantum Grenade" [WEAP:00113D0F]
uses the projectile
ProjectileDLC04_NukaQuantumGrenade "Nuka Quantum Grenade" [PROJ:00113D13]
Which uses EExplosionFragGrenade [EXPL:000E574F] instead of ExplosionNukaGrenade [EXPL:000E5752]
Only has a "Gravity" of 0.5 (vs. 3.5)
Additionally ExplosionDLC04_NukaQuantumGrenade [EXPL:00113D12] has the following settings which appear to be an error.
Outer Radius 50.00 (vs 400.00 for a NukaGrenade)
IS Radius 200.00 (vs 780 for a NukaGrendade)
Vertical Offset Multiplier 650.00 (vs 5000.00 for a Nuka Grenade)
1/8 the size of a standard Nuka Grenade explosion (50 units vs 400 units)
The Damage is actually much higher than a NukaGrenade, however the Area of Effect Radius is microscopic in comparison, which means unless the Target is holding the Grenade when it goes off, it won't effect the target.
Fix:
Align the DLC04_NukaQuantumGrenade with the NukaGrenade in both the Projectile and Explosion links, for Radius, Height, etc, to resolve this.

#Melee Weapons:

Issue: Bowie Knife does not show Blood FX.
BowieKnife "Bowie Knife" [WEAP:000311DE]
Knife does not appear to show the "Blood FX" when attacking an Organic NPC. (Reported by RebelOfWar)
Unable to Open the weapon Nif, but in Fallout 4 when this occurred it was due to a missing or improperly configured Blood overlay mesh inside the Nif.
Fix:
Check and Fix the Bowie Knife Nif.
Issue: Bowie Knife Missing the ma_Knife Keyword.
BowieKnife "Bowie Knife" [WEAP:000311DE]
Legendary Template includes the generic Knife upgrades, but it’s missing ma_Knife [KYWD:00187A0B] and non-legendary versions will spawn with upgrades, but they cannot be applied. It has a ma_BowieKnife [KYWD:0048D801] but no linked OMODS.
Fix:
Add the missing ma_Knife [KYWD:00187A0B keyword.
Issue: Chainsaw Does not benefit from any Melee Perks.
Chainsaw_76 "Chainsaw" [WEAP:0004DF01]
It's missing any keywords that would link it to 1H, 2H or Unarmed (It clearly should be 2H)....
Fix:
Add the following Keyword.
WeaponTypeMelee2H [KYWD:0004A0A5]
Issue: Chainsaw is missing from all Tables, Especially Legendary.
Chainsaw_76 "Chainsaw" [WEAP:0004DF01]
Only present on the LL_Weapon_Melee_Chainsaw_76 [LVLI:001EB9C3] list, which feeds into LPI_Weapon_Melee_Chainsaw_76 [LVLI:003B81B8].
It is on ZERO Leveled lists that allow for random world spawns for NPC usage or looting.
Fix:
Add it to the same lists as the Ultracite Laser Pistol.
LL_Weapon_Ranged_All_Restricted [LVLI:0014EAF2]
LL_Weapon_Ranged_All_Above20 [LVLI:00437B88] (Though this appears to be a "Dead-End" leveled list, and is not used.
And Add to the following leveled list.
Add it to one of the Treasure map pools found under LL_TreasureMap_Reward [LVLI:001A7220], specifically LL_Weapon_Ranged_All_Restricted [LVLI:0014EAF2]
Issue: Chainsaw is missing Legendary AP_ Keywords.
Chainsaw_76 "Chainsaw" [WEAP:0004DF01]
Besides adding it to the Legendary drop table, it is missing the Legendary Attach Points, which for example for the Drill, results in it dropping without any Legendary effect since the BETA, outraging the community.
Fix:
Add the missing 5 Legendary Attachpoints
Also Add the MODCOL to the Legendary Template.
modcol_Chainsaw_Bar [OMOD:003986EE]
Issue: Chainsaw's "Dual Bar" does not appear to increase Damage.
Chainsaw_76 "Chainsaw" [WEAP:0004DF01]
mod_Chainsaw_Bar_Dual "Dual Bar" [OMOD:0004DEFF]
Does not appear to effect damage, OMOD has the dmg type being changed as secondary.
Chainsaw "secondary" damage is 1.00 so increasing secondary damage means 0.5 added damage.
Fix:
Tweak Damage type to Primary and Test in game, it should now correctly add 50% more damage.
Issue: Chainsaw is level Locked.
Chainsaw_76 "Chainsaw" [WEAP:0004DF01]
Since the BETA it is locked at a fix level.
This results in a weapon that will not scale with the players, and is already not very viable becoming worthless.
Fix:
Unknown, not enough of the engine is decoded(that I am aware of) to determine a quick fix.
Issue: The Chainsaw is no longer "Viable" with the Patch 9.0 Over Repair Fix.
Chainsaw_76 "Chainsaw" [WEAP:0004DF01]
This entire line of Weapons (Buzz Blade, Ripper, Drill, ChainSaw, etc) was only viable as a weapon when over-repaired to 200%.
Compared to other weapons, specifically melee they under perform to a serious degree, and the continuous damage is very easy to "break" when fighting tougher creatures, and the reset time for the weapon linked to it makes any standard swing melee weapon clearly superior, damage issue aside.
Fix:
Just like the Drill, WE WANT to love this weapon, WE WANT TO USE THIS WEAPON!
Completely ignoring the fact this weapon is locked, the weapon damage for the chainsaw is low, considering what a Chainsaw will do in Real life.
An Accident with one is almost always fatal unless treatment is immediate, and if not fatal leaves horrific dismemberment and scaring, make the chainsaw as awesome as it should be.
For the Chainsaw the Damage needs to be increased by 100% at the very minimum for it to be considered a reasonable.
Personally I'd start with a 150% DMG increase and test it in comparison with other melee weapons to see how it performs, then adjust from there.
Issue: Commie Whacker Bladed Mod is improperly named (Ticket Submitted on 02-07-2019)
DLC04_miscmod_mod_melee_DLC04_CommieWhacker_BladesLarge "Bladed" [MISC:001148FF]
The MiscMod is name "Bladed" making it nearly impossible to figure out what it attaches to.
Fix:
Change the name to "Bladed Commie Whacker"
Issue: Combat Knife has an "Invisible" Blade
Knife "Combat Knife" [WEAP:000913CA]
ap_Weapon_Model_Replacement "Customization" [KYWD:0032CD06]
mod_melee_Knife_Model_Null "No Customization" [OMOD:00416227]
The Additional "No Customization" Option under the secondary Keyword is missing the Default base model, so if applied will make the Knife vanish
Image:
Example Post 01
Fix:
Add the Model path of the Default Combat Knife "Null" upgrade, "Weapons\Knife\Blade.nif"
Issue: Cultist Dagger Missing the ma_Knife Keyword.
CultistDagger "Cultist Dagger" [WEAP:0008E015]
Legendary Template includes the generic Knife upgrades, but it’s missing ma_Knife [KYWD:00187A0B] and non-legendary versions will spawn with upgrades, but they cannot be applied.
Fix:
Add the missing ma_Knife [KYWD:00187A0B keyword.
Issue: Drill is missing Legendary AP_ Keywords.
Drill "Drill" [WEAP:00081DD5]
It is missing the Legendary Attach Points, which for example for the Drill, results in it dropping without any Legendary effect since the BETA, outraging the community.
This is a very easy fix, and would be an awesome addition.
Fix:
Add the missing 5 Legendary Attachpoints
Issue: Drill is level Locked.
Drill "Drill" [WEAP:00081DD5]
Since the BETA it is locked at a fix level.
This results in a weapon that will not scale with the players, and is already not very viable becoming worthless.
Fix:
Unknown, not enough of the engine is decoded(that I am aware of) to determine a quick fix.
Issue: The Drill is no longer "Viable" with the Patch 9.0 Over Repair Fix.
Drill "Drill" [WEAP:00081DD5]
This entire line of Weapons (Buzz Blade, Ripper, Drill, ChainSaw, etc) was only viable as a weapon when over-repaired to 200%.
Compared to other weapons, specifically melee they under perform to a serious degree, and the continuous damage is very easy to "break" when fighting tougher creatures, and the reset time for the weapon linked to it makes any standard swing melee weapon clearly superior, damage issue aside.
Fix:
WE WANT to love this weapon, WE WANT TO USE THIS WEAPON!
Completely ignoring the fact this weapon is locked to level 20, the weapon damage for the drill is comical at best, but completely insulting (no offense intended to any staff) when you consider the hundreds of thousands of drills looted from Legendary creatures over the 6+ Months of the games life.

For the Drill the Damage needs to be increased by 200% at the very minimum for it to be considered a reasonable.
Personally I'd start with a 350% DMG increase and test it in comparison with other melee weapons to see how it performs, then adjust from there.
Issue: Mr. Handy Buzz Blade is no longer "Viable" with the Patch 9.0 Over Repair Fix.
DLC01MrHandyBuzzBlade "Mr. Handy Buzz Blade" [WEAP:0010EC97]
This entire line of Weapons (Buzz Blade, Ripper, Drill, ChainSaw, etc) was only viable as a weapon when over-repaired to 200%.
Compared to other weapons, specifically melee they under perform to a serious degree, and the continuous damage is very easy to "break" when fighting tougher creatures, and the reset time for the weapon linked to it makes any standard swing melee weapon clearly superior, damage issue aside.
Fix:
Each weapon would need to be tested separately, but for the Buzz Blade's Damage needs to be increased by 70% - 100% for it to be considered a reasonable, even with the weapons single upgrade included.
Issue: The Ripper is no longer "Viable" with the Patch 9.0 Over Repair Fix.
Ripper "Ripper" [WEAP:000FA2F6]
This entire line of Weapons (Buzz Blade, Ripper, Drill, ChainSaw, etc) was only viable as a weapon when over-repaired to 200%.
Compared to other weapons, specifically melee they under perform to a serious degree, and the continuous damage is very easy to "break" when fighting tougher creatures, and the reset time for the weapon linked to it makes any standard swing melee weapon clearly superior, damage issue aside.
Fix:
Each weapon would need to be tested separately, but for the Ripper the Damage needs to be increased by 100% to 150% at the very minimum for it to be considered a reasonable.
Personally I'd start with a 250% DMG increase and test it in comparison with other melee weapons to see how it performs, then adjust from there.
Issue: Shovel Benefits from neither 1H or 2H Melee Perks.
Shovel "Shovel" [WEAP:004E2E20]
Thank you for adding to to the Legendary vendor, we would love to see it on the General tables, however one major problem remains, it's missing the keywords to link it to a weapons perk set.
Fix:
Add the missing 2 handed Keyword, WeaponTypeMelee2H [KYWD:0004A0A5]
Issue: Sledgehammer has an "Invisible" Head.
Sledgehammer "Sledgehammer" [WEAP:000E7AB9]
ap_Weapon_Model_Replacement "Customization" [KYWD:0032CD06]
mod_melee_Sledgehammer_Model_Null "No Customization" [OMOD:004ECBA4]
The Additional "No Customization" Option under the secondary Keyword is missing the Default base model, so if applied will make the Sledge Head vanish
Fix:
Add the Model path of the Default Sledge "Null" upgrade, "weapons\sledgehammer\mod_sledgehammer_standard.nif"
I know this means if someone has an Upgrade on the hammer (Rocket for Example) it would make it revert to the "Default", but that is better than an "stick" IMHO.


#Thrown Weapons:




#Legendary:

Durability
Issue: Weapons do not appear to drop with the "Durability" Legendary Effect
mod_Legendary_Weapon3_Durability "Durability" [OMOD:0037F7D9]
Personally tracking more than 5,000 Legendary weapon drops, all other combos appear to drop, however the "Durability" Legendary does not appear to with any frequency at all.
Fix:
Unknown
Resilient
Issue: Resilient (+250 DR While Reloading) Breaks most Primary effects on many Weapons and Armor
mod_Legendary_Weapon3_Guns_ResistReload "Resilient" [OMOD:004F5777]
Known issue, existing since the B.E.T.A., it breaks Beserker's, Bloodied, Furious, etc, will sometimes bug armor as well, it would seem based on the total calculation sticking, and the only real work around is switching and firing/crouching weapons.
Fix:
Unknown
Vampire's
Issue: Weapons appear with an Extra space in the name
mod_Legendary_Weapon1_Vampire "Vampire's" [OMOD:00527F84]dn_CommonGun [INNR:002377CF]
'Vampire's' affix has one extra space after it, ex: "Vampire's--Ripper" vs "Vampire's-Ripper" (Reported by ZanthirEAS)
Fix:
Edit the INNR to remove the space after Vampire's in the dn_CommonGun INNR

V.A.T.S.:

#Melee
Issue: VATS melee unable to target flying enemies.
Issue that was fixed but has been re-introduced, Melee Character's cannot V.A.T.S. "Flying" NPC's like the Bloatfly.
Example post 01,
Fix:
Unknown

#Quality of Life: (QoL)

Issue: Ultracite Gatling Laser Missing from Legendary Tables.
Ultracite_GatlingLaser "Ultracite Gatling Laser" [WEAP:002EF66E]
It is available now from the Legendary Vendor, but we would love additional chances to find it.
Fix:
Add it to the same lists as the Ultracite Laser Pistol.
LL_Weapon_Ranged_All_Restricted [LVLI:0014EAF2]
LL_Weapon_Ranged_All_Above20 [LVLI:00437B88] (Though this appears to be a "Dead-End" leveled list, and is not used.
And Add to the following leveled list.
Add it to one of the Treasure map pools found under LL_TreasureMap_Reward [LVLI:001A7220], specifically LL_Weapon_Ranged_All_Restricted [LVLI:0014EAF2]
Issue: Ultracite Laser (non-Legendary) is exceedingly uncommon.
UltraciteLaserGun "Ultracite Laser" [WEAP:00186171]
Very limited on the leveled lists it can be found.
With the understanding this is supposed to be a very rare item, maybe adding them to the Treasure map pool?
Fix:
Add it to one of the Treasure map pools found under LL_TreasureMap_Reward [LVLI:001A7220], specifically LL_Weapon_Ranged_All_Restricted [LVLI:0014EAF2]
Issue: Weapons do not Scrap for Springs or Screws
A break from Fallout 4, and resulting in what many think is unneeded extra work to "grind" Springs and Screws, no weapon regardless of INT or Perk, yields those two precious resources.
Fix:
Make the yield low, but atleast give us a chance based on INT, Agility, etc to net a return.
Issue: Rifles lack a "Perk" to reduce their weight
Every other weapon type has a related set of Perk cards to reduce the weight of said weapon type.
Considering how "Unbalanced" many of the Rifles weights are when upgraded (a 25 pound "handmade", aka AK-Class weapon, is insane, no offense to anyone, and unrealistic based on RL numbers.) this really should be a high priority.
Fix:
Clone one of the other Perk Cards, change the conditions, Add it to the available perk table.
Endurance might be a fun place for this one, but just a personal opinion, as carrying a Rifle is about Strength and Endurance, and STR already has a few Weapon Weight Reduction Perks.

"Tin Foil Hat", Stealth Nerfs and Theories:

#Legendary Effects
Issue: "Double" Legendary Effect was removed from the available effects.
zzzmod_Legendary_Weapon1_Guns_AmmoCapacity2x "Never Ending" [OMOD:004392CD]
Mentioned by many, I looked into it, and it turns out the "Double" Legendary Prefix has been removed from the available Legendary options, effectively making them Legacy items, and no longer available in game.
Fix:
Add Back to the Possible Legendary drops, maybe as a Primary (Secondary AP) Legendary Table if it was deemed not powerful enough.

Please add bugs and suggestions that have been missed.

Unofficial but Comprehensive Bug Roundup - Armor & Underarmor
Unofficial but Comprehensive Bug Roundup - Weapons
Patch Based
Unofficial but Comprehensive Bug Roundup | Patch 10.0 | 06/10/209 Nuclear Winter
Unofficial but Comprehensive Bug Roundup | Patch 9.5 | 05/21/209 Wild Appalachia - Project Paradise
submitted by Aten_Ra to fo76

Unofficial but Comprehensive Bug Roundup - Armor & Underarmor

#General:

Issue: "Muffled" Limb Upgrade branch has a legacy FO4 Bug.
The Muffled line appears on both the Arm and Leg MODCOL's (leveled lists for Items) however only has the Keywords for Leg usage.
This seems to prevent it from working properly, and additionally prevents it from being added to Arms at a later date.
It effects the following OMOD's.
mod_armor_Trapper_Lining_Limb_ReducedDetection "Muffled" [OMOD:00110877]
DLC03_mod_armor_Marine_Lining_Limb_ReducedDetection "Muffled" [OMOD:00110961]
mod_armor_Leather_Lining_Limb_ReducedDetection "Muffled" [OMOD:0018E569]
mod_armor_Metal_Lining_Limb_ReducedDetection "Muffled" [OMOD:0019408E]
mod_armor_Combat_Lining_Limb_ReducedDetection "Muffled" [OMOD:00194416]
mod_armor_RaiderMod_Lining_Limb_ReducedDetection "Muffled" [OMOD:001957D4]
mod_armor_EnclaveScoutUniform_Lining_Limb_ReducedDetection "Muffled" [OMOD:0034ED74]
mod_armor_Robot_Lining_Limb_ReducedDetection "Muffled" [OMOD:0051C6E7]
Fix:
Edit remove this upgrade from the "Arm" MODCOL's or switch the "Leg" keyword for the correct "Limb" Keyword.

#Armor

##Enclave Scout Armor - Forest

Issue: Material and Misc slot Mods are unable to be crafted
Armor_EnclaveScoutUniform_ArmLeft_Forest "Forest Scout Armor Left Arm" [ARMO:002E46B1]
Armor_EnclaveScoutUniform_ArmRight_Forest "Forest Scout Armor Right Arm" [ARMO:002E46B3]
Armor_EnclaveScoutUniform_LegLeft_Forest "Forest Scout Armor Left Leg" [ARMO:002E46B5]
Armor_EnclaveScoutUniform_LegRight_Forest "Forest Scout Armor Right Leg" [ARMO:002E46B7]
Armor_EnclaveScoutUniform_Torso_Forest "Forest Scout Armor Chest Piece" [ARMO:002E46AC]
All Misc Mods (Pocket Etc) Are unable to be crafted because the COBJ's are "broken" and lack any way to be learned (Book, Breakdown from Armor, etc which is standard)
Fix:
Correct the COBJ's and maybe add the Plans as a rewards for Enclave events.
Issue: Scout Mods insufficiently named
The Scout mod are too numerous to detail here (See Comments) but all of them are insufficiently named lacking the Identifier on the MiscMods detailing what Body/Limb they are linked with.
It's understood some of these can only be for the Arms, Legs or Torso, but without the details new players won't understand why X can't be Applied to X.
Fix:
Rename the Scout miscmods, adding the Limb names.
Issue: Slot usage prevents use with any Helmets
Headwear_EnclaveScoutUniform_Mask_Forest "Forest Scout Armor Mask" [ARMO:002E46AF]
The Slot 46, headband is conflicting with all head-ware. (Reported by Archeal_27)
Fix.
Remove Slot 46 from the Slot Usage on the Armor Record, leave ArmorAddon Untouched.
Fixed in Patch 13
Issue: Mask Removed from Leveled lists and very challenging to obtain
Headwear_EnclaveScoutUniform_Mask_Forest "Forest Scout Armor Mask" [ARMO:002E46AF]
LL_Armor_EnclaveScoutUniform_Mask_Forest [LVLI:0034ED5B]
LL_Armor_EnclaveScoutUniform_Forest_Set [LVLI:0034ED5D]
Previously available from the Enclave Vendors and a reward for some of the Enclave Quests both masks have been gutted from dropping.
They sit on the "Mask" leveled list, feeding into the specific set, but that set has been removed from all other lists.
Currently the only way to obtain them is an exceptionally rare chance in the Savage Divide.
Fix.
Add them back to the Rewards tables for Enclave Quests and the Enclave vendors


##Enclave Scout Armor - Urban

Issue: Right and left Arms have Different DER Values
Armor_EnclaveScoutUniform_ArmLeft_Urban "Urban Scout Armor Left Arm" [ARMO:002E46A2]
Armor_EnclaveScoutUniform_ArmRight_Urban "Urban Scout Armor Right Arm" [ARMO:002E46A4]
CT_Armor_Enclave_Arm_DR [CURV:0004282B]
CT_Armor_Combat_Arm_DR [CURV:00149F41]
The Left Arm for the Urban Scout armor does not match the other 3 limb in DR and ER, Looking at the ESM it's clear 3 of the 4 Arms use the same Curve Table for it's stats, the Urban left arm being the exception.
Fix:
Replace the "Odd man out" (ending with F41) with the matching Curve table the other 3 arms use.
Fixed in Patch 13
Issue: Material and Misc slot Mods are unable to be crafted
Armor_EnclaveScoutUniform_ArmLeft_Urban "Urban Scout Armor Left Arm" [ARMO:002E46A2]
Armor_EnclaveScoutUniform_ArmRight_Urban "Urban Scout Armor Right Arm" [ARMO:002E46A4]
Armor_EnclaveScoutUniform_LegLeft_Urban "Urban Scout Armor Left Leg" [ARMO:002E46AA]
Armor_EnclaveScoutUniform_LegRight_Urban "Urban Scout Armor Right Leg" [ARMO:002E46A8]
Armor_EnclaveScoutUniform_Torso_Urban "Urban Scout Armor Chest Piece" [ARMO:002E46A0]
All Misc Mods (Pocket Etc) Are unable to be crafted because the COBJ's are "broken" and lack any way to be learned (Book, Breakdown from Armor, etc which is standard)
Fix:
Correct the COBJ's and maybe add the Plans as a rewards for Enclave events.
Issue: Scout Mods insufficiently named
The Scout mod are too numerous to detail here (See Comments) but all of them are insufficiently named lacking the Identifier on the MiscMods detailing what Body/Limb they are linked with.
It's understood some of these can only be for the Arms, Legs or Torso, but without the details new players won't understand why X can't be Applied to X.
Fix:
Rename the Scout miscmods, adding the Limb names.
Issue: Slot usage prevents use with any Helmets
Headwear_EnclaveScoutUniform_Mask_Urban "Urban Scout Armor Mask" [ARMO:002E46A6]
The Slot 46, headband is conflicting with all head-ware.
Fix.
Remove Slot 46 from the Slot Usage on the Armor Record, leave ArmorAddon Untouched.
Fixed in Patch 13
Issue: Mask Removed from Leveled lists and very challenging to obtain
Headwear_EnclaveScoutUniform_Mask_Urban "Urban Scout Armor Mask" [ARMO:002E46A6] LL_Armor_EnclaveScoutUniform_Mask_Urban [LVLI:0034ED5A]
LL_Armor_EnclaveScoutUniform_Set [LVLI:0034ED5C]
Previously available from the Enclave Vendors and a reward for some of the Enclave Quests both masks have been gutted from dropping.
They sit on the "Mask" leveled list, feeding into the specific set, but that set has been removed from all other lists.
Currently the only way to obtain them is an exceptionally rare chance in the Savage Divide.
Fix.
Add them back to the Rewards tables for Enclave Quests and the Enclave vendors

##Leather Armor

Issue: Leather Material Swaps have Errors in the pathing
The following Material Swaps have incorrect slashes in the pathing, Example of armoleather\Shadowed.bgsm
LeatherArmorBlack [MSWP:001C9A73]
LeatherArmorBoiled [MSWP:001C9A76]
LeatherArmorGirded [MSWP:00179C13]
LeatherArmorLacquered [MSWP:001C9A75]
LeatherArmorShadowed [MSWP:00179C06]
LeatherArmorStitches [MSWP:001C9A74]
LeatherArmorStudded [MSWP:00179C12]
LeatherArmorTreated [MSWP:00179BE3]
Fix:
Update the Material file paths and double check the textures.
Issue: "Girded Leather" Upgrade using the wrong Material Swap.
The following Upgrades for the Leather Armor are not properly displaying the material swaps
mod_armor_Leather_Arm_Material_2 "Girded Leather" [OMOD:00182E60]
mod_armor_Leather_Leg_Material_2 "Girded Leather" [OMOD:00182E61]
mod_armor_Leather_Torso_Material_2 "Girded Leather" [OMOD:00182E62]
Fix:
Update OMOD's to use the correct material files and double check the textures.
Issue: "Studded" Upgrade missing the Material Swap.
The following Upgrades for the Leather Armor are not properly displaying the material swaps
mod_armor_Leather_Arm_Material_4 "Studded Leather" [OMOD:00182E66]
mod_armor_Leather_Leg_Material_4 "Studded Leather" [OMOD:00182E67]
mod_armor_Leather_Torso_Material_4 "Studded Leather" [OMOD:00182E68]
Fix:
Issue: "Studded" Upgrade missing the Material Swap.
The following Upgrades for the Leather Armor are not properly displaying the material swaps
mod_armor_Leather_Arm_Material_4 "Studded Leather" [OMOD:00182E66]
mod_armor_Leather_Leg_Material_4 "Studded Leather" [OMOD:00182E67]
mod_armor_Leather_Torso_Material_4 "Studded Leather" [OMOD:00182E68]
Fix:
Examining the records there are (2) Errors that need to be addressed.
  1. The OMOD's in question are missing the correct Material Swap, likely cut due to it not working properly, LeatherArmorStudded [MSWP:00179C12].
  2. The Second might be a red herring, as I cannot open open the '76 nif's to verify, but assuming the configuration is the same as in Fallout 4, correct the slash usage in the material file, in all instances the first listed material swap is structured as armoleather\xxxxxx and the slashes must align to function.

##Marine Armor

Issue: Marine "Dense" armor plan Misnamed
recipe_DLC03_miscmod_mod_armor_Marine_Lining_Torso_Explosion2 "Plan: Dense Combat Armor Torso" [BOOK:00437029] is Misnamed as "Plan: Dense Combat Armor Torso"
It is impossible to tell the difference between the Marine armor and combat armor.
Fix:
Rename to "Plan: Dense Marine Torso"
Fixed in Patch 11
Issue: Marine "Deep Pocketed " armor plan Misnamed
recipe_DLC03_mod_armor_Marine_Lining_Torso_ImprovedCarryCapacity2 "Plan: Pocketed Marine Armor Chest" [BOOK:000218C6] is misnamed as Plan: Pocketed Marine Armor Chest (Reported by jchamlin)
Fix:
Rename to Plan: Deep Pocketed Marine Armor Chest
Fixed in Patch 11

##Metal Armor

Issue: Unable to craft the "Lighter" Torso Option
co_mod_armor_Metal_Lining_Torso_Lighter [COBJ:00194437] No Unlock or Skill book available, so unable to craft, unlock or add.
Fix:
Add in the Scrapping unlock function and or a Skillbook to be found and or Purchased.
Edit:
Duplicate COBJ's with slightly different names.
Issue: "Lighter Torso" Miscmod not on any leveled lists
miscmod_mod_armor_Metal_Lining_Torso_Lighter "Metal Armor Lighter Build Torso Mod" [MISC:0019443A] is missing from any leveled lists, combined with the Above issue of no proper unlock it makes it impossible to find.
Fix:
Add into the LLS_Mods_Armor_RegionToxicValley [LVLI:001EAF4B] or resolve the lack of a functional COBJ
Issue: Unable to craft the Material 0 for the Legs
mod_armor_Metal_Leg_Material_0 "Standard" [OMOD:00184019] lacks a COBJ or Miscmod, so unable to craft it / downgrade the armor.
Fix:
Create a COBJ in line with the other Armor types.
Issue: Unable to craft the Material 0 for the Torso
mod_armor_Metal_Torso_Material_0 "Standard" [OMOD:00184022] lacks a COBJ or Miscmod, so unable to craft it / downgrade the armor.
Fix:
Create a COBJ in line with the other Armor types.

##Raider Armor

Issue: Unable to craft the Material 0 for the Legs
mod_armor_RaiderMod_Leg_Material_0 "Standard" [OMOD:0018B16E] lacks a COBJ or Miscmod, so unable to craft it / downgrade the armor.
Fix:
Create a COBJ in line with the other Armor types.

##Robot Armor

Issue: Plan(s) Misnamed giving the impression they are for one limb only
Mis-named, gives the impression it's Right arm only.
recipe_Armor_Robot_Heavy_Arms "Plan: Heavy Robot Right Arms" [BOOK:004385FD]
recipe_Armor_Robot_Medium_Arms "Plan: Sturdy Robot Right Arms" [BOOK:004385FB]
Fix:
Renamed in line with other Skill Books / Plans.
Issue: Arm "Mod" cannot be applied after unlocking or learning them
This effects the following mods: (Reported and Isolated by jchamlin)
mod_armor_Robot_Lining_LimbArm_BetterBlocking "Braced" [OMOD:0051C6EA]
mod_armor_Robot_Lining_LimbArm_Brawler "Brawling" [OMOD:0051C6EB]
mod_armor_Robot_Lining_LimbArm_IgnoreArmor "Weighted" [OMOD:0051C6EC]
mod_armor_Robot_Lining_LimbArm_ReducedPowerAttack "Aerodynamic" [OMOD:0051C6ED]
mod_armor_Robot_Lining_LimbArm_Stabilized "Stabilized" [OMOD:0051C6EE]
Fix:
Add the missing keyword ma_armor_Lining_Robot_LimbArm [KYWD:00508D83] to both the Robot Arms.
Armor_DLC01_Robot_ArmLeft "Robot Left Arm" [ARMO:0010F375]
Armor_DLC01_Robot_ArmRight "Robot Right Arm" [ARMO:0010F373]
Issue: Cannot Apply the Enameled upgrade to the Torso
The OMOD is available in the MODCOLS, however mod_armor_Robot_Torso_Material_2 "Enameled Metal" [OMOD:0051C6FE] is missing a COBJ.
Fix:
Create a COBJ in allignment with the other upgrades.

##Trapper Armor

Issue: Trapper Torso Clips through all Outfits. (Ticket Submitted on 09-11-2019)
Armor_DLC03_Trapper_Torso "Trapper Chest Piece" [ARMO:00110899]
DLC03_AAArmorTrapperTorso [ARMA:0011161D]
Although I personally like having some armor clip through (it makes for some awesome outfit combos) and would love a chance to discuss it with someone in the Atomic Shop this is a rogue edit that needs to be cleaned.
Credit to u/caligula___ and this post
Fix:
Remove Flag 54 from the ArmorAddon
Issue: Unable to craft the Material 0 for the Legs
mod_armor_Trapper_Leg_Material_0 "Standard" [OMOD:00110861] lacks a COBJ or Miscmod, so unable to craft it / downgrade the armor.
Fix:
Create a COBJ in line with the other Armor types.

##Wood Armor Armor

Issue: Wood Armor Missing four of the Legendary Attach Points.
B.E.T.A. Age Bug we have BEGGED to be fixed as 3* Legendary NPC's have dropped 1* Wood Armor since the B.E.T.A.
With the Introduction of the Legendary Purveyor there is no longer an excuse to overlook this as people are getting 3* Wood armor that reverts to 1* upon logging out or swapping Servers.
This is a 90 second fix, please make it a priority.
Armor_Wood_ArmLeft "Wood Left Arm" [ARMO:0012C3B0]
Armor_Wood_ArmRight "Wood Right Arm" [ARMO:0012C3B2]
Armor_Wood_LegLeft "Wood Left Leg" [ARMO:0012C3C2]
Armor_Wood_LegRight "Wood Right Leg" [ARMO:0012C3C3]
Armor_Wood_Torso "Wood Chest Piece" [ARMO:0012C3CB]
ap_Legendary2 [KYWD:004E89A8]
ap_Legendary3 [KYWD:004E89A9]
ap_Legendary4 [KYWD:004E89AA]
ap_Legendary5 [KYWD:004E89AB]
Fix:
Add the (4) Missing Keywords to the Five pieces of Armor.
Fixed in Patch 10
Issue: Unable to Scrap for any Returns
If a pencil can give me (1) Scrap wood, a Wooden Torso should give me a dozen.
Armor_Wood_ArmLeft "Wood Left Arm" [ARMO:0012C3B0]
Armor_Wood_ArmRight "Wood Right Arm" [ARMO:0012C3B2]
Armor_Wood_LegLeft "Wood Left Leg" [ARMO:0012C3C2]
Armor_Wood_LegRight "Wood Right Leg" [ARMO:0012C3C3]
Armor_Wood_Torso "Wood Chest Piece" [ARMO:0012C3CB]
Fix:
Add All wood Armor pieces to the modScrapRecipe_Null_Cromponent_Wood [FLST:001CF58E] form list.
Add the proper curve tables to the scrapping.

##BackPacks:

Issue: You can exceed 90% Spoilage Reduction with the "Refrigerated" Mod. (Ticket Submitted on 05-21-2019)
mod_BackPack_Effect_Refrigerated "Refrigerated" [OMOD:0042E519]
GoodWithSalt01 "Good With Salt" [PERK:00524159]
GoodWithSalt02 "Good With Salt" [PERK:0052415B]
GoodWithSalt03 "Good With Salt" [PERK:0052415C]
Introduced with 9.0 and not yet fixed.
The Perk Exclusions included appear to be Rank 1 mentioned Twice and Rank 3, with Rank 2 not included correctly.
Fix:
Replace the Duplicate Rank 1 with the Rank 2 version.

##HeadGear:

Issue: Wrapped Cap has incorrect and excessive Slot Usage (07/01/2019)
Headwear_Raider_Hood "Wrapped Cap" [ARMO:000787DB]
AA_Headwear_Raider_01_Helmet_Hood [ARMA:000787CE]
Wrapped Cap is using the 47[Eyes], 48[Beard] and 49[Mouth] slots and it should not be.
Fix:
Strip these Slots from the Headgear.


##Outfits:

Issue: Brotherhood Officer Underarmor missing material swap in some instances
Armor_BoS_Officer_Underarmor "Brotherhood Officer Suit" [ARMO:00134294]
BosKnightUnderarmor [MSWP:00134292]
Looking a the record The 1st Person models are missing the material swap
Fix:
Apply the correct Material Swap to the AAArmorBoSKnightUnderarmorOfficer 1st person models.
Issue: Engineer's Uniform has incorrect Slot usage.
Clothes_BoS_Engineer_Scribe "Engineer's Uniform" [ARMO:000DEDE7]
Has visible clipping on the hands / arms.
Fix:
On the ArmorAddon Record below add the listed flags
AAClothesBoSEngineerScribe [ARMA:000DEDE6]
34 - L Hand
35 - R Hand
Unannounced Fix in one of the Patches
Issue: Engineer's Uniforms Fuel Tank clips through backpacks
Clothes_BoS_Engineer_Scribe "Engineer's Uniform" [ARMO:000DEDE7]
Visible clipping, community is decided how "bad" this bug is.
Fix:
Split the Fuel Tank into a separate Nif and ArmorAddon, sharing the same slot Rendering as the Backpacks
In theory would be roughly an hours work to edit and test.
Issue: Hooded Rags has incorrect Slot usage.
Clothes_Resident6 "Hooded Rags" [ARMO:000B3F4E]
Acts like a "Hazmat Suit" and unequips all Armor, making it a non-viable Outfit.
Fix:
Remove the following Slot Usage errors
41- [A] Torso
42 - [A] LArm
43 - [A] RArm
44 - [A] LLeg
45 - [A] RLeg
Issue: Radstag Hide Outfit has bone weighting issues on the hands with UnderArmor also equipped.. (Ticket Submitted on 06-16-2019)
Clothes_Wastelander_01_GlovesA "Radstag Hide Outfit" [ARMO:00034595]
ArmorWastelanderGloveAA [ARMA:00034593]
ArmorWastelanderTorsoAA [ARMA:00034592]
In the attached link you'll see the warping that happens on the fingers due to some odd with the Bone Weighting, honestly this is a new one.
Fix:
*Edit*
Looking closer at the Flags, this outfit is missing a Flag on the hands, "No UnderArmor Scaling", this is known to cause issues, and it's one of the few gloves that does not have this flag.
Issue: Raider Waster Underarmor is using the Casual UnderArmor Keywords. (Ticket Submitted on 09-25-2019)
ATX_Armor_Underarmor_RaiderAdvanced "Raider Waster Underarmor" [ARMO:005576CF]
ma_UnderArmor_Casual [KYWD:0016EC04]
ma_UnderArmor_Raider [KYWD:0016EBDC]
mod_armor_UnderArmor_Casual_Mk1 "Standard Lining" [OMOD:0016E990]
mod_armor_UnderArmor_Raider_Mk1 "Standard Lining" [OMOD:0016E88F]
And it's also using the Casual OMOD's.
As this is a Raider Outfit people paid actual Money for, we would like to see this corrected ASAP.
Fix:
Replaced the Casual MA keyword with the Raider MA Keyword, swap all 5 Casual OMOD's with the Raider OMODS.
Issue: Roadtripper Blouse and Capris have an "issue" with the Feet.
ATX_Clothes_1950sCasualStylish "Roadtripper Blouse and Capris" [ARMO:003EC600]
The shoes on Roadtripper Blouse and Capris are unusually large, especially compared to other similar Outfits.
The "Toe" of the show is either too far foward or the foot didn't get adjusted properly.
For some, this is a "Deal breaker", making it so they are unwilling to purchase and use it.
Photo to highlight the difference
Fix:
Adjust the feet on the Nif.
Issue: Stalkers Outfit is missing the Gloves in First Person.
ATX_Clothes_PrepperTrapper_2 "Stalker Outfit" [ARMO:00405835]
ATX_AAClothesPrepperTrapper_2 [ARMA:00405834]
The Stalkers Outfit has a 1st person file listed in the ArmorAddon showing the glove, the 3rd person also shows the gloves but for some reason it's using the NakedHands Armor Addon.
Fix:
Create a new 1st person Model including the gloves or Edit the Existing 1st person model in the original ArmorAddon and removed the NakeHands Armor Addon
Issue: Surveyor Outfit uses the wrong *.GO model (Preview).
Clothes_Resident5 "Surveyor Outfit" [ARMO:000B3F4C]
A couple reports and confirmed in game, looking at the Outfit in the ESM it's clear the *GO.nif model is pointing at the wrong model, the Outfit uses the "5Suit" line and the model is pointed at "7Suit".
Fix:
Replace the clothes/residents/7suitgo.nif with clothes/residents/5suitgo.nif
Issue: Tattered Mole Outfit has a small issue with the Boots while wearing UnderArmor.
Clothes_MoleCostume_Tattered "Tattered Mole Outfit" [ARMO:0000739F]
As in the Picture, the Boots flare out showing empty invisible space.
Fix:
Tweak the boots size or do a "fold over"
Issue: Tattered Rags is acting as a "Full Suit" and stripping armor vs. Acting as a "Outfit"
Clothes_Tattered "Tattered Rags" [ARMO:0011609B]
AAClothesPrisoner [ARMA:0011609A]
Reported and confirmed this was a bit of a headscratcher, it appears to use the correct slot (57) and it should act as a "Outfit"
Looking deeper and examining the ArmorAddon Record, this is the sole Outfit I could find that is using the Bone Data.
Having done more work in Fallout 4 on Outfits and Armor than I'd like to admit to, I know the Bone data can cause odd interactions in game, including morphology issues, I can't say with certainty this is the Root cause, but I'd start by stripping the Bone data and testing in game.
Fix:
Strip the Bone Data from the ArmorAddon and Test with Armor.




##Legendary Effects:

Issue: Legendary Ammo Weight Reduction Stops working with 4 pieces
mod_Legendary_Armor3_WeightAmmo "Reduced ammo weight" [OMOD:0052BDB4]
With Related Perks (Ammo Weight Reduction) the benefit gained caps at 4 pieces of armor, which is odd because some ammo will still be at 0.2LBS where others have dropped to 0.001, so it doesn't appear to be a decimal cap.
This is only true with Ammo Perk Cards Maxed out and equipped.
Fix:
Unknown
Issue: Legendary Ammo Weight Does not work on All Ammo Types (Specifically Explosive)
mod_Legendary_Armor3_WeightAmmo "Reduced ammo weight" [OMOD:0052BDB4]
Tested by Dropping 10, then 100 of each ammo type, with Weight Reduction Perks off, then Armor on, then off to determine lost weight each time.
The Following Ammo does not benefit from the Weight Reduction Effect.
AmmoGrenadeLauncher "40mm Grenade Round" [AMMO:001CF27D]
AmmoCannonBall "Cannonball" [AMMO:000FD11C]
AmmoFatManMiniNuke "Mini Nuke" [AMMO:000E6B2E]
AmmoMissile "Missile" [AMMO:000CABA3]
Fix:
Add the Missing Actor Value for Explosives to the Legendary Effect.
STAT_WeightReductionExplosives "Explosives Weight Reduction" [AVIF:0052BD9C] or create a new AVIF for Explosive ammo and add it to (not replacing) the effected Perks, Legendary Effects, etc.
Issue: Legendary Chameleon effect not always triggering while crouched with Weapon Drawn.
mod_Legendary_Armor1_Chameleon "Chameleon" [OMOD:00524146]
ench_LegendaryArmor_Chameleon [ENCH:001F4D16]
Multiple Reports of the Chameleon Legendary effect, even with multiple pieces, not triggering while crouched with a weapon drawn.
In the B.E.T.A. and after this often occurred with the Marine Armor set, but mostly resolved itself, however it appears to be an issue beyond that specific armor set.
Intermittent as the issue is, it's proved hard to replicate and troubleshoot.
Fix:
Unknown
Issue: Legendary Food, Drink and Chem Weight Reduction does not work/stack with Perk Cards.
mod_Legendary_Armor3_WeightFoodDrinkChems "Reduced food/drink/chem weight" [OMOD:0052BDB5]AbReduceWeightFood "Effect" [MGEF:0052BDA7]AbPerkThruHiker "Thru Hiker"
[SPEL:0052BDB1]AbReduceWeightChems "Effect" [MGEF:0052BDA3]
STAT_WeightReductionFood "Food Weight Reduction"
[AVIF:0052BD94]STAT_WeightReductionDrink "Drink Weight Reduction"
[AVIF:0052BD95]STAT_WeightReductionChems "Chem Weight Reduction" [AVIF:0052BD96]
Tested Extensively, in short the Legendary Effect does not work / stack with Perk cards, making it an either / or situation.
Fix:
Adjust the legendary effect and perks to line up with the Ammo and Weapon weight reduction effects
Issue: Legendary Rad Resist is not adding the Bonus
Effecting all the Legendary Armor drops, the Rad-Resist Bonus on the Secondary (Major) Legendary effect is non-functional on most armor.
mod_Legendary_Armor2_RadResistance "HazMat" [OMOD:00527F6F]
Fix:
Not all of the engine is decoded, but using what I can see, and using Fallout 4 I replicated the combination in that environment and I think there is a fix.
Nearly, if not all of the "Sizes" have a possible flaw in their Design. (As I can test and replicate)
They use a "Set" in the place of an "Add", which prevents additional changes from being made, or at the least results in erratic behavior in game.
This effects not just the Rad-Resist but Energy Resist is also incorrectly configured.
There are way to many "Size" OMOD's to list reasonable, but it is a fix that should take no more than 10 minutes total, but here is a practical example.
mod_armor_Robot_Torso_Size_C "Heavy Armor" [OMOD:0050972A]
FormID,Float
SET
DamageTypeValue
dtEnergy [DMGT:00060A81]
Now with more of the Engine decoded it clear a curve table is added, so I'd like to test changing that "Set" to "Add" for both the dtEnergy and dtRadiationexposure.
If that fails I'd want to see if changing the order of OMOD get attached by changing the "Priority" (NAM1) value of said mods.
Fixed in a Patch between 11.x and 13.0
Issue: Legendary Weightless Effect is not calculating properly
mod_Legendary_Armor1_Weightless "Weightless" [OMOD:00529A14]
In game many of the armor's either "break" (and begin registering their full weight) or end up weighting significantly more than they should after an upgrade. This is doubly true on Multi-Star Legendary items.
Fix:
The only other thing, when comparing the "Ultralight" vs the Legendary effect, which are for all intents and purposes the same, is the "Priority" value of 100 (NAM1).
Just a guess, but wondering if a higher priority in sorting OMOD's is causing the calculation of the weight to be "Off" in some instances and completely break in others (25 pound, Reduced Weight Missile Launchers for example)
Issue: Legendary Armor Effects Cluster on Specific Limb "sides" and other oddities
Sample size was more than 2*+ 3,000 legendary armors collected since beta started, with 6,023 pounds of Legendary Armor (after perks). Recording ended in the middle of December 2018.
Disproportionally high Light (and Medium Armor) drop rates post level 50.
A full 3/4ths was Light or Medium… 2/3rds of that being Light Armor. This affects Combat and Raider more than Metal and Leather.
Once I broke level 250 (End of December) the rate balanced a bit.
Left Limbs drop a full 20 to 50% more frequently than right for some sets, and the inverse on others (like Combat Armor).
Specific Legendary Prefixes were exceptions however, for Example Mutants and Nocturnal, I saw the inverse happen, almost no left limb drops, but 20 Mutant arm rights.
This becomes an issue with 2* & 3* Legendary items.
Fix:
Unknown, could be RNG gods frowning on the 4 people who worked with me on this study,

#QoL:

Issue: Military Fatigues lacking a CoBJ.
Armor_Casual_Underarmor_MilitaryFatigues "Military Fatigues" [ARMO:0016892C] is one of the few common outfits without a COBJ.
Fix:
Add a Plan / Unlock option
Issue: Stacking of Identical Outfit items Disabled in December
Clothes / Fashion items no longer stack, bloating the length of the apparel menu.
Fix:
Please Revert the Change, it bloats the Apparel menu needlessly.

Please add bugs and suggestions that have been missed.

Unofficial but Comprehensive Bug Roundup - Armor & Underarmor
Unofficial but Comprehensive Bug Roundup - Weapons

Patch Based
Unofficial but Comprehensive Bug Roundup | Patch 13.1 | 09/17/2019 - Hotfix after QoL on “Public Events.”
Unofficial but Comprehensive Bug Roundup | Patch 13.0 | 09/10/2019 - QoL on “Public Events.”
Unofficial but Comprehensive Bug Roundup | Patch 12.0 | 08/20/209 Vault Raids
Unofficial but Comprehensive Bug Roundup | Patch 10.0 | 06/10/209 Nuclear Winter
Unofficial but Comprehensive Bug Roundup | Patch 9.5 | 05/21/209 Wild Appalachia - Project Paradise
Unofficial but Comprehensive Bug Roundup | Patch 9.0 | 05/07/2019 Wild Appalachia - Pioneer Scouts
Unofficial but Comprehensive Bug Roundup | Patch 8.5 | 04/22/2019 (Wild Appalachia)
Unofficial but Comprehensive Bug Roundup | Patch 8.0 | 04/03/2019 (Wild Appalachia)
Unofficial but Comprehensive Bug Roundup | Patch 7.0 | 03/13/2019 (Wild Appalachia)



The Following will be Rebuilt as new and maintained pages.
Unofficial but Comprehensive Bug Roundup - Armor & Underarmor - Feb 2019
Unofficial but Comprehensive Bug Roundup - NPC's - Feb 2019
Unofficial but Comprehensive Bug Roundup - Perks - Feb 2019
Unofficial but Comprehensive Bug Roundup - Power Armor - Feb 2019
Unofficial but Comprehensive Bug Roundup - Quests - Feb 2019
Unofficial but Comprehensive Bug Roundup - UI, Display and Graphics - Feb 2019

Info Pages:

Fallout 76 Armor Resistances
Fallout 76 legendary effects
submitted by Aten_Ra to fo76

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