
In “Boston After Dark” quest now completes properly when waiting for Old Man Stockton.Fixed issue in “Mankind Redefined” to prevent the player from getting stuck in elevators while in Mass Fusion Building.Fixed an issue where a Companion would become stuck walking and unable to run.

#Fallout 4 patxh notea update#
The update already released on PC version of Fallout on the fifth of July, but no announcement date was set for when it would come to consoles.Ĭheck out the full patch notes just below: New Features: This prevents several issues, where workshop scripts could get locked.For those still trekking the wastelands of Boston in 2287, Bethesda’s just rolled out patch 1.16 for Fallout 4.Īnnounced via Twitter post, and available on Xbox One first (although quickly uploaded onto the PS4), the update adds a new ExitSave feature, which causes the game to create a temporary save file when you exit to the main menu, a handy feature for players that tend to forget to save when exiting the game. This includes cutting the 1 single and super slow quest for running the settlements for dozens of smaller quests. It fixes a bunch of issues, which UFO4P do not want to address. If you want the best service, then toss in this one as well. You can search release notes for information that might be more relevant for yourself. However, fixes are plenty and go far beyond Workhsop system. I took the Workshop system as example, because it is the most buggiest and forum gets a lot of questions from that. Fixed settlement target locations, preventing bugs and issues in certain quests (like Mercer safe house getting messed up, due to wrong information between Outpost Zimonja and Abernathy Farm.).Short wait period for resource calculation, to avoid resource detection bugs in settlements.This solves both thread locking and performance issues. WorkshopAttackScript: Prevent a settlement from calling its workshop reset while it is under attack.WorkshopObjectScript: Initial workshop setup is called twice but does not need to be since it will reset when the player visits for the first time anyway.WorkshopParentScript, WorkshopScript: The current workshop tracking variable should now be updated properly when visited, and when the player leaves.This also required minor modifications to WorkshopScript and WorkshopObjectScript. This greatly helps in reducing the number of threads that are alive on WorkshopParentScript at the same time and makes script lag issues that could still occur after the reset had finished running less likely. The resource assignment procedures however, which run in regular intervals while the player stays at a workshop and also are called every time a resource object is built are more than 90% faster now.

Workshop resets are now 25% faster, on average, which is significant but admittedly only a minor improvement for overly large workshops. WorkshopParentScript: To improve performance, the ResetWorkshop() function and the "core functions" that handle actor and object assignment have been completely rewritten. This thing, which managed to reduce the lag significantly for settlement builders, including modded processes:.

