Technical Issues

This article collects technical issues which are acknowledged by Horizon's author but most might not going to be fixed due to engine limitations.

## Bug Reports

If you want to report a bug in Horizon, you can do it at the;

* Horizon Discord or
* unofficial bug tracker.

Please make sure that you don't have any mod conflicts or outdated patches!

* Possible crashes? (could be related to broken meshes from new items)
* Missing textures? (i.e. purple textures)
* Missing meshes? (i.e. invisible objects)
* Utilities not working at all? (Possibly missing script files?)
* Did shooting a specific enemy cause a crash? (an exact NPC name is needed!)
* Any weird debug messages popping up?
* Recipes that seem "wrong"? (i.e. way too cheap, or don't seem correct at all)
* Weapons that use the new receiver upgrades that seem incorrect compared to other weapons?
* Factory schematics that don't match their requirements or ingredients?
* Weapon/armor attachments/recipes that seem broken?
* Power armor attachments/recipes that seem incorrect or broken?
* Weapon sights that are aligned incorrectly when the scope zoom is set on different zoom levels?
* NPCs with helmets who have no damage/energy resistances (I need specific npc names and locations!)
* NPCs without helmets who have damage/energy resistances (I need specific npc names and locations!)
* NPCs with errored names or other obvious problems?
* Are feral ghouls not attacking often enough? (they should be slower, but not TOO slow)
* Report any workshop crafting recipes that use more than 5 ingredients
* Report any workshop recipes (settlement building) that use more than 8 ingredients
* Clean or Dirty items that don't match a specific environment? (I need specific locations!)

### Bug Reports on Human NPCs

Humanoid NPCs have undergone a major overhaul in regards to armor and defense. If you notice any NPC that seems to have the wrong type of defenses for what their appearance is, note:

1. What is the exact full name of the NPC?
2. Where did you find the NPC?
3. What level are you?
4. Are you sure this is a standard FO4 enemy and not something a mod added?
5. Are you sure your load order is correct and another mod isn't changing NPCs?

Any reports on NPCs are invaluable!

## Known Issues

* Some NPCs may not be fully updated for the new armor balancing
* The new "armor shattering" system requires more testing
* The updated community system for settlement progression is still a work in progress
* The PreCombines for the Enhanced Settlements addon are not all implemented yet
* There is no PreCombines for Concord in the first version of the Site Claiming addon (this may cause lights to not appear properly, as well as reduced framerate in Concord)

## Marked Articles

This section lists all articles marked using the `{{TI}}` template, some articles may contain the same content. The content is transcluded from the respective section *Technical Issues* of the specific article. Changes to the notes below must therefore be made in the article itself. The section name links to the respective article.

### Ammunition

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* The gatling laser still shows a fusion core when reloading the weapon.
* Ammo swap, not all 40mm shells are visible in the "Weapon Kit table". Swapping shells is not a problem but it might be deceptive.

### Architect

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### Armor And Clothing

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* When using a power armor (frame only), the "Vault MK2 suit" appears blue (default color). Added color item mods do not work in a power armor suit.

### Armor Workbench

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* Corpse Targeting HUD: A mutated or poisoned enemy is not highlighted with e.g. red, blue, white. The mutation aura and/or poison aura overshadows the Corpse Targeting HUD effect.
* Augments that don't cost anything to use, "X+" is a Bug in Horizon 1.8. Dropping the augment on the ground and picking up again will solve the issue.
* Vanilla: X+ bug as with any loose mod attachment

### Combat Pet

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* Attack Dog: The low-res textures will look really bad up close, but I'm not sure if this is for LOD or for low quality video settings?
* Mirelurk Spawns: Sometimes the corpses of the spawns look like they are still alive. Its probably based on vanilla engine.
* Combat pets are defined as "Followers", whereas "Companions" are not defined as "Followers" in terms of their navigation in the Field Kit.

### Companion

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### Difficulty

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### Dynamic Encounter

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* Ambush Warning from Awareness 1 doesn't work.
* The script of the dynamic encounter AI is programmed (very agressive) in such a way that the NPC targets/sees the player at all times. As a result, objects won't stop the AI from losing sight. The "Caution" status only disappears when the player moves far enough away from NPC(s).
* Occasionally spawns appear close to vanilla FO4 random encounter locations, or near a, not yet cleared location inhabited (or re-populated) by NPCs. As a result, the AI fights against each other, but the XP for killed "dynamic encounter" is credited to the player.

### Dynamic Trap

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* Very rarely it can happen that mines "spawn" in the air. As with spawns, things may not always be placed in good spots, or be easily visible.
* The dynamic trap system cannot be disabled via the Holotape

### Economy

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### Empire

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* Empire breaks precombines, and optimized locations plugin might not solve all the resulting issues with FPS.

### Enemies

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* Protectrons are in a somewhat experimental phase. I'm trying to make leg damage very vulernable to being crippled, but not be a high source of damage. Unfortunately, the engine doesn't seem to allow me to do exactly what I want, so it's still being tweaked.
* Pure "Scavenger" enemies drop multiple clothing items (chest) of the same type and never give any XP.
* BoS NPCs can drop enormous amounts of 5 mm cartridges (1000+ rnds) (Desolation Mode).
* Deployed Synth (Gen1) in Concord went hostile after settlement was claimed. It looks like the game is flagging them as residents and using the "hostile script"?.
* Corpse Targeting HUD: A mutated or poisoned enemy is not highlighted with e.g. red, blue, white. The mutation aura and/or poison aura overshadows the Corpse Targeting HUD effect.
* Bullet sponges, enemies such as super mutants can have very high damage resistance at some level and may require alot of bullets to drop
	+ Bloatflies can have very high health pools, this is a vanilla bug.
* Gunners, Raiders, etc. can drop multiple firearms (e.g. 1x scoped rifle, 1x pipe rifle) around level 20.

### Field Scrapping

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* Corpse Scrapping: May interfer with oder mods beside Horizon and its Addon's. The feature can be disabled via console command: "`set Z_Arc_Setting_SalvageCorpsesAutoOutfit to 0`"
* Corpse Scrapping: "Salvage Auto-Loot > Quality and Common Items" this option doesn't auto-loot all items. Items such as handcuffs, certain grenade types, bottlecaps, dirty water, etc. can't be auto-looted and must grabbed manually.
* Corpse Scrapping: Scrapping Ghouls and Super Mutant corpses is disabled on purpose because there was weird problems with super mutant regenerating loot after scrapping from them.
* Corpse Scrapping: Ash Piles can't be used with this system but can be disable in the Horizon Holotape.
* Corpse Scrapping: Cannibal perk may interfer with this system.
* Corpse Scrapping and Field Scrapping: Not all clothing items can be scrapped automatically and must be scrapped manually via an armor workbench and/or the shredder.
* Corpse Scrapping and Field Scrapping: Scrapped weapons schematics for the ZX-1 Experimentation Lab will be stored in a "cache container" to allow them to be catalogued later. The cache container might be emptied at some point, thus scrapped weapons can't be catalogued. Its cause is unclear.

### Field Kit

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* Crafting, although the player owns Wilson, he is unable to access items in a settlement.
* Follower Menu, is not able to navigate companions.
* Transfer Key (Follower/Settler): seems to be broken for followers, can't be used consistently. Workaround: it doesn't work on companions until you dismiss/rejoin with them.
* Doesn't show an appropiate "assignment icon" when bound to a hotkey.
* Scrapping Nuka-World DLC weapons is impossible via the Field Kit. Weapons such as: Acid Soaker, Baseball Bat (Pack), Board (Pack), Commie Whacker, Disciple Revolver, Disciples Blade, Handmade Rifle, Sledgehammer (Pack), Western Revolver will move the weapon back to the player inventory
* Scrapping Settler weapons such as "Pipe Pistol (Settler) [Standard]" or Settler armor is impossible via the Field Kit. Since the player cant mod them and hardly use them hiding this form from the player would make sense.

### Food

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* All crafting actions in the cooking station give +0.01 Survival Skill,no distinction is made here! Technically, the player can increase survival skill by crafting and disassembling glass bottles.
* Heavily inhabited and built-up settlements that are close together can provoke a so-called display bug, food is then not displayed exactly or not directly updated in the statistics. Autoplanter which require power suffer the most. If the production is directed to a manageable container, e.g. the production storage, the attentive player can easily follow this phenomenon.
* When sleeping with 288 hunger points per day the player character will not experience periodic damage. Thus, sleeping indefinitely is possible.

### Guide/Cell Respawn

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* Hunger 288 and Thirst 192 does not yield periodic damage when sleeping. Its possible to sleep and survive indefinitely and pass as much time as desired without needing to worry about needs

### Home Plate

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* Although, Provisioners are fine to use (Supply Line), they just will not work with Home Plate properly. Even regular settlers/companions will sometimes have trouble walking to home plate, because its not originally designed as a settlement. It's recommended to use a Cargo Bot Supply Line instead.

### Icon Library

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* In order to allow for item sorting "loose files" must be enabled manually (user end) via text editor.
	+ Many player miss these steps and report about seeing weird text modules ingame, such as: `[JUNK] FOLDER{{{PACKING MATERIAL}}}`

### Junk

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### Lock Breaching

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* Upon breaking into doors that zone into other areas, the act of animating the door automatically zones you inside (same as normal lockpicking). I may try to see if there's a way around this, without losing the door animation. I never liked how even normal lockpicking does that too.

### Player Threat Level

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* Horizon Holotape: If Revival Mode is turned off, "player threat" might not work. This needs testing.
* If the player is aware of the item "threat" values, the system can be easily circumvented. Instead of high quality medical treatment items such as e.g. "first aid kits", "bandages" can be easily carried along. A simple solution to not manipulating the player threat would be to use the actual character level, this cannot decrease.
* If the player doesn't carry any medical items with them and instead always runs to the doctor (out of role-playing conviction), the threat drops significantly.
* The same applies to any food items, these can be taken in a settlement and also deported there, there is no obligation to carry them, no food items in the inventory, no player threat increase.

### Power Armor

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* Vanilla FO4, Power Armor frames change their appearance to a fully equipped power armor, even if it is not or only partially equipped with pieces..
* The "Vault MK2 suit" always appears blue (regardless of the selected color) when using a power armor (frame only). other colors of that suit do not work in a power armor suit.

### Production

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### Resource Station

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* Courier Trading: Myrna and Percy offer the same range of items. However, their inventory is not linked even though its equal. Items sold to Myrna don't show up on Percy and vice versa.
* Courier Trading: Percy's inventar can't be accessed during night-time using the courier trading service.

### Loot Respawn

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* It's unknown if changing the cell respawn timer will work until the cell has respawned. A cell respawn may only be safely triggered if the player triggers the changes in an "interior cell", reloads the game and then enters an exterior cell.
* Some cells may work different than others even if global parameters have been changed. Entering a cell can cause its timer to start over.
* Respawning cells what is technically supposed to happen after day X also seems to depend on the distance travelled. I.e. time seems relative when the player covers very large distances per day or over days.
* Fusion generators aren't supposed to "turn off" when extracting empty cores or malfunctioning cores.
* Corpses are defined as "Containers" too, that means; special NPCs that remain lying around also renew their inventory. E.g. if the player kills Wolfgang and Simone both replenish their inventory after X days.
* A cell respawn may place turrets, e.g. those of the gunner outposts, in a different place, far next to their original position. This might not be related to the respawn addon itself and may based on vanilla Fo4 behavior. Needs testing!

### Salvaging

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### Save Options

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* It's recommended to delete old saves if you've accumulated over 100.
* Saving in workshop mode, Pip-Boy menu, any crafting menu open, while using scopes, etc. is not possible! Although "saving game" appears as a message.
* Auto-saves (via Holotape, Beds, etc.) can lead to a CTD which is very likely a vanilla engine bug. It may work without hesitation for the first few minutes of the game, but after 1 to 2 hours at the latest, the game CTD. The game save file, however, is not destroyed:
	1. Reload the save file,
	2. save it afterwards as a hard-save file,
	3. reload that hard-save file.
* Hard-saves or real-saves are save to use anytime and should be prefered! The Horizon holotape setting "Auto-Save Stagger" after X minutes + OFF or Console Command is save to use anytime.

### Scrap Cleanup Station

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* Scrapping settlement objects such as Leafs or Trees will yield to lag and FPS loss over time. Since those objects are "Static" objects which in turn are almost always PreCombined objects. The Scrap Cleanup Station and the Settlements Enhanced addon allow to scrap these objects which in turn decrease performance over time. Strictly speaking, both the Scrap Cleanup Station and the Enhanced Settlements cause FPS issues, performance issues, as long as those cells are not recombined.
* Certain settlements contain junk items that are not automatically picked up by the "Scrap All Categories Below" command. The player has to scrap them manually.
	+ Example: Home Plate (almost all container, etc.), ...
	+ Same applies to containers, or complex scrap (which cannot be removed on purpose).
* Strictly speaking, corpses are defined as "containers" by the game, and they also follow this logic. Thus corpses not looted manually will remain in the settlement when "Remove All Corpses" is activated, vice versa, when looting corpses before using "Remove All Corpses", corpses should disappear appropriately. Its possible to "Remove Corpses" when leaving the settlement cell and re-enter it though.
	+ Some corpses may not auto-scrap due to quest triggers1.8.0.BETA-1:237.
* Settlement objects scrapped by the station do not always have the identical scrap, that the player receives, when scrapping by hand. That's partly how it's meant to be.1.8.0.BETA-1:237
* The "Scrap Shrubs, Plants, Vines, and Leaves" selection will scrap sometimes more settlement objects than expected.
* "Scrap All Categories Below" may break navmesh (AI navigation points) thus AI seek cover behind scrapped trees, AI also wander around weirdly at day-/night-time and group at certain key points in a settlement.
* Sanctuary Hills: If the entire settlement is scrapped, the contents of the trash can containing the 2 grenades will disappear. This might be valid for other settlements. Needs testing.
* Sanctuary Hills: choosing: "Scrap Shrubs, Plants, Vines, and Leaves" will Scrap the big Tree also.

### Settlement

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* Display bug: Settlement statistics may not be displayed temporarily, corectly, depending on amount of script (lag). This leads to insufficient power, which in turn makes power dependend buildings that produce goods temporarily unusable.
	+ Since power is tied to and a whole range of statistics, they are all equally affected, i.e. they are not displayed correctly. Display is the keyword, the function of the mechanics that is tied to the retrieved statistics should work. Whether this is a pure vanilla Fo4 bug is unclear.
* In Vanilla FO4 and Horizon, having more than 21 settlers in every settlement starts to cause extra lag and other workshop problems. This can currently be avoided with Tenants, Leased Utility Buildings, setting Settler Recruitment to 15 settlers per settlement (Recruitment Staion), etc.
* Communities aren't finish yet. A community unlocks a mission slot, etc., but its use is currently limited.
	+ Recreational Community requirements are almost impossible to achieve.
* The Advanced Settlement Statistics system, e.g. Stability, Wellness, Sanitation, Sewage Treatment, Heating, Refrigeration, is not complete yet. Some of these statistics aren't fully used, but are planned to be in upcoming patches.
* The Charles River usually includes no seawater. The river flows against the ocean. Egret Tours Marinas has the ability to place a Seawater Extractor which logically shouldn't be possible. Finch Farm instead is connected to the ocean but not considered to in Horizon as of version: 1.8.0-BETA7.
* Navmesh: Settler may stand around during night-time, without finding their way to a bed, this is a navmesh issue.
* Settlement attack: It is possible to store damaged settlement objects in workshop mode and rebuild without paying any repair cost.

### Settlements Enhanced

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### Precombines and Previs

Any bracketed object e.g. `[Placed Object]` which even exists in a new record will brake pre-combines.

Contrary to the author's quote:

It's also worth noting, that any exterior cell is attached to 9 cells, namely those surrounding the current cell. Thus even if only one cell is modded any cell around will be affected too. This may lead to stuttering and other performance issues. It depends on the situation though. Heavly instable cells such as Hangman's and Jamaica Plain may lead to more noticeable effects since they are by Vanilla default already very instable concerning FPS.

### Settler

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### Skill

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### SPECIAL Charisma

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### SPECIAL Endurance

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### SPECIAL Intelligence

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### SPECIAL Perception

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* Awareness: Ambush warnings don't work.
* Locksmith: Typo, in-game description says Lockpicking 80. This Information is incorrect. It is 60.

### Specialization

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### Structure Management

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* Known: Rotate left/right is not working. The controller object must be re-placed manually in order to rotate the structure. This issue is known but it will most likely not be fixed much more the selection will disappear from the menu.

### Supply Line

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* Deployed Synth Settlers are unable to setup a supply line.
* Provisioners may have trouble reaching Home Plate.

### Synth Settler

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* Have an added tweak that should stop them from randomly disappearing.
* Settler Outfitter: Wearing some types of clothing will have texture issues on the arms and other areas1.5.4:5.
* Can sleep in personal beds.
* Can't be selected for a Settler Supply Line.

### Tech Lab

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### Texture Pack

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* Missing textures: Lamp posts, some street signs, red pipes/valves (these objects are noticeable in concord)
* Bug, missing texture near USS constitution. probably a vanilla terrain bug.
* The Texture Pack has a variety of sizes. The memory increase is slightly higher than vanilla, (avg 4-5 GB). For 6 GB card or higher it'll be fine. NOTE: using high resolution texture usually doesn't reduce performance, because Fo4 automatically downscales textures. The problem is, some texture may look like garbage randomly.

### Trailblazer

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### Traveling

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### Vendor

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* When killed their bodies will remain indefinitely (similar to caravan merchants) at their death location and will, refresh with random appropriate loot based on respawn cycle.

### Water

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* Heavily inhabited and built-up settlements that are close together can provoke a so-called display bug, food is then not displayed exactly or not directly updated in the statistics.
* When sleeping with 192 thirst points per day the player character will not experience periodic damage.

### Weapons

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* Melee weapons, the damage scaling of "Sharpened, Hardened, Enhanced" is not + 25/50/75/90%, this is more +10 per tier. The damage scaling is not as described in the changelog?
* Shovel: Item Mod upgrade (Bladed, Spiked) does NOT require any components.
* Micro Sledge: Item Mod "Material" leads to "Paint Job".
* Shishkebab: scrap is incomplete, Steel 3 and Liquid Fuel 1 is missing (the scrap should correspond to the "power fist"?)
* Killing enemies with energy rifles will vaporize them into ash piles which interfers with the Field Scrapping mechanic. In order to use field scrapping, ash piles should be turned off in the Horizon Holotape.
* Slow movement? "Walk Speed Bug" or "Dual Grenade Bug", occasionally the game equips more than 1 grenade, mine or similar causing the player to slow down, in rare cases this leads to a CTD. This is not a Horizon bug, as it is more common it is listed here. Solution: select the equipped grenade or similar (multiple times) until it is unequiped.
* Typo: "Lever Action Rifle" should read, "Lever-Action Rifle".
* Tracking down Weapons tied to Skills, Perks, Specialization might be difficult at some point. The Documenation Menu doesn't list all weapons (double checked in xEdit). "WeaponType" keywords itself give correct data. Instead of "Weapon Type" X being tied to skill Y, damage multipliers could be part of universal skills which apply to more streamlined weapon categories.
* Player's repeatedly reported aiming through scropes and/or sights might be off target, no matter if condition was 100% and accuracy close to max. Could be a problem with range itself though. Needs testing!
	+ Especially the VICE gauss rifle might be affected. Unclear is if its a problem based on type of scope or sight (reflex). Could be a mod is interfering with user reports. Requires in depth testing here!

### Weapon Kit

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* Ammo Swap: Ammo swapping can be circumvented by having the player switch weapons when the animation occurs.
* Doesn't show an appropiate "assignment icon" when bound to a hotkey.

### Weapons Lab

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### Weapons Workbench

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* Enhancements such as "Sharpened": Damage increase differ from patch notes to in-game description!
* If weapon mods are available, they are not displayed as available in a weapon workbench, i.e. the available item mods are not marked as a number, e.g. (1).

### Wilson

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### Workshop Level

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### ZX-1 Experimentation Lab

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* Crafting Menu: There may be a few cases where some display information is not accurate when use the back key.
* Deathclaw Gauntlet is marked as "blunt" even though its a "blade" weapon.
* Ripper is unavailable in the ZX-1 lab
* Not all weapons are available to reverse engineering
* Reverse Engineering: "0" may be displayed even though the player can catalogue new weapons. This issue might be connected to the "Display Bug" tied to the Field Scrapping cache (see below).
* Reverse Engineering: Although scrapped weapons should be cataloged (moves the item to a cache container) via "field scrapping" and/or a "weapons workbench", they disappear after time (the cache container is not recognized properly) and can't be cataloged. Unclear is, what causes schematics to disappear from the cache container.
	+ "field scrapping" puts scrapped weapons in the cache container, the "weapons workbench" does not put the scrapped weapons in the cache container. needs further testing.
	+ "field scrapping" the cache container should work properly, but doesn't update the ZX-1 display properly. "New Unlocks Found" will show a "0" although if the player clicks on "Reverse Engineer All Weapons" the amount of "Total Unlocks" may increase.
	+ Scrapping weapons on a weapons workbench in the field (not in a settlement) causes schematics to disappear from the cache container.
	+ Scrapping weapons in a settlement on a weapons workbench closely followed by "reverse engineering" allows proper cataloging, and doesn't cause schematics to disappear from the cache container.
* Reverse Engineering: Might display something like: `<Token.ValueInt.EPoints>` and `<Token.ValueInt.CPoints>` which might happen when you have too many weapon mods.

## Gallery

1. ↑ https://discord.com/channels/436824471295361025/436824471295361027/962875592846479380
2. ↑ https://forums.nexusmods.com/index.php?/topic/5698852-how-to-do-a-cell-reset-that-really-works/
3. ↑ https://www.carls-fallout-4-guide.com/loot-resets.php
4. ↑ https://youtu.be/RuIWJ-X2Zls?t=638
5. ↑ https://discord.com/channels/436824471295361025/436824471295361027/950725737499996200
6. ↑ https://discord.com/channels/436824471295361025/436824471295361027/958416778709590076
7. ↑ https://discord.com/channels/436824471295361025/436824471295361027/514965612318162955
8. ↑ https://discord.com/channels/436824471295361025/436841076909932545/956185961245585510
9. ↑ https://discord.com/channels/436824471295361025/661794313025617950/956362646179938364
10. ↑ https://discord.com/channels/436824471295361025/661794313025617950/956363632755761232
11. ↑ https://forums.nexusmods.com/index.php?/topic/4757870-horizon/page-3249
12. ↑ https://fallout.fandom.com/wiki/Weathers\_(Fallout\_4)#Notes
13. ↑ https://steamcommunity.com/app/377160/discussions/0/496881136911866170/#c458605613405476193
14. ↑ https://www.reddit.com/r/Fallout/comments/g3ocal/walk\_speed\_bug\_very\_slow\_on\_1\_of\_my\_4\_characters/
15. ↑ https://steamcommunity.com/app/377160/discussions/0/496881136910811514/?ctp=3#c154645299386767791
16. ↑ https://gamefaqs.gamespot.com/boards/164592-fallout-4/76604940
17. ↑ https://discord.com/channels/436824471295361025/436824471295361027/957799760708894750
18. ↑ https://discord.com/channels/436824471295361025/436840996517707777/798836234113384519
19. ↑ https://discord.com/channels/436824471295361025/436824471295361027/831237567210586132
20. ↑ https://discord.com/channels/436824471295361025/436840996517707777/925529319558754304
21. ↑ https://discord.com/channels/436824471295361025/436840778635935754/822506822098354176
22. ↑ https://discord.com/channels/436824471295361025/436824471295361027/916814213417168956
23. ↑ https://discord.com/channels/436824471295361025/436824471295361027/916817108581617684
24. ↑ https://discord.com/channels/436824471295361025/436840996517707777/958344847251628092
25. ↑ https://discord.com/channels/436824471295361025/436840996517707777/911816376375726100