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sattyre

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sattyre

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About this mod

This is a repository for any patches I make for FO4. I will be adding to this as time goes by and I make new patches. there are currently 3 patches for Fortaleza Armor and Armorsmith Ext. and 1 for Lux-o- home and SS2. Additional patches are being added as time goes by.

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Permissions and credits
Changelogs
Lux'O'Home- A Vault-Tec Mobile Vault Player Home by MrColonelMustard  conflicts with Sim Settlements 2 as SS2 replaces Davidson's Terminal.  This means that any other mod edits to the original terminal are lost.  This patch adds the edits by the Lux'O'Home to the new Terminal so both mods function correctly.  It will probably break Lux'O'Home if SS2 isn't present.

Fortaleza Armor - CBBE - Bodyslide
I made 3 patches for Armorsmith Extended. 1 each for the MK1, MK3 and MK6 versions.  They are based on the AE Patch By Sacremas but are for
the individual armors.   Armorkeywords, Armorsmith extended, and of course the base rfortaleza2.esp and the (rfortaleza2-Mk*.esp.  ie the one or ones you are using.  1, 3 or 6.)  The base parts of the suits all share the same formids so they can be merged.  Only the actual different armor pieces will use different formids.  i.e.  the gloves, belts, bodysuits etc are common to all versions.  Pauldrons are not included.

Critters Can't open doorsThis is a patch I made for my game, so dogmeat, any other dog or cat or critter can't go opening doors you've closed.  It always annoyed me when they did so.  It's a very simple edit in xedit.  It is simply flagging their race record to not allow them to open doors.  Now includes all DLC critters.  Be aware that this could cause issues with the main quest to find Kellog and could require you to use the moveto player console command for any scenes requiring dogmeat to load through a door.
There is now a version that doesn't include Dogmeat.

No Mechanical Menace Quest.  This is a simple patch that should stop the Mechanical Menace Quest from initializing.  It simply eliminates all the objectives in the quest.  This hasn't been tested and while it should work without any issues, please use at your own risk.  This needs to load after any other record that affects the DLC01MQ01 quest as it needs to overwrite all iterations of that quest to work.  Load very late or last.

America Rising 2 - Lima Detachment - Better Location Damage patch.  This patch is based off of TomSkele's Lima Detachment - America Rising 2 Integration 1.1 patch.  I simply added in the vault71 faction as an ally and some Better Location Damage edits to the NPCs. 
There is also an optional patch Lima Detatchment Keys.esp that puts the access cards on a dead army NPC in power armor for those who don't like to pick pocket their allies.

No Jet in vault95  Simply removes the jet that shouldn't be in vault 95, since jet didn't exist prewar.

Run and Breath Underwater with Power Armor  A patch to allow this mod to work with the new updated content Power Armor.  The new CC Hellfire and XO2   (requires Run and Breath Underwater with Power Armor )

Nuka Cola products Mofam Vis-G patch.  Matches the weights of other bottled ingestibles in the MOFAM mod list.  Ever notice as time goes by you seem to be able to carry less.  That's because Nuka cola products are 1lb each and they tend to collect in your inventory.  This fixes that.  It gives them a weight of 0 so you don't have to constantly remove them or search through your inventory to find out what is weighing you down.  Found and added some extra drink items  This patch should integrate into Mofam's Vis-g merged patch or simply into the rest of the Vis-G esps.  Like almost all of my patches, this one has the esl flag.
Most of this is covered in the latest Mofam and overwritten by the IAF patches and only really has value if you still use an older MOFAM build like I do.  It does still work with the newest mofam, but it mostly duplicates what is already there with a few exceptions.  Since the IAF patches are meant to overwrite it, I wouldn't recommend it for the newest mofam version.

The Unofficial Fallout 4 Modders Patch:  (
see perms)
I wasn't originally going to make this patch, but the disappearance of the FATE patch by TheSoundOfSnow, really made me rethink that stance.  The Community Fixes Merged Patch by Ungeziefi is another good example of a community patch that is comprehensive and doing really well, and honestly, I would currently recommend that patch over this one.
So why did i make this patch?  Partly because making these patches is a learning process that teaches some lessons, and because like it or not, some mod authors just simply delete their mods from the Nexus/internet and they are gone.  Having alternatives isn't a bad thing.  Hopefully that won't happen with The Community Fixes Merged patch.
So what is included into the UFMP patch?  I looked through my various modlists and found all the fixes I thought had value and open enough perms that I didn't need to specifically ask for permission.  I looked at The Community Fixes Merged patch and read through their own list of open permed resources and used that as well.  I recreated a few fixes from scratch that didn't necassarily have open perms, but were easily replicated in Xedit.  What I ended up with was 64 different fixes combined into a single esm that I will build off of over time.  I'm not trying to compete with Community Fixes Merged, and I don't know if I will ever actually give UFMP it's own dedicated page. 
This patch has a few things that the Community Fixes patch does not, but That mod has much more to offer then this mod currently does, and most of this mod simply replicates what has already been done in Community Fixes.  If you already use that mod, I wouldn't recommend using this as well.
I will put the changelog into an articles tab so you can see what this mod contains.