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Unofficial Fixes - Fallout London - German - Deutsch
Category - Mods for Fallout 4 London
5
Mod version:0.57
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod
Translation for unofficial Fixes Mod fashion for Fallout London, compatible with my German translation for Fallout London.
Original mod is mandatory!
Crafting:
- Fixed an issue where some crafting recipes used different items instead of components.
- By disposing of items containing steel, players will now receive steel instead of aluminum.
- Loss of range is reduced when a silencer is added to a submachine gun to avoid combo mode, which reduces * range to zero.
Technical Design Changes:
- The door opposite the GOG door at the beginning of the game (the one that leads to Atta-bout, not the one that stays locked until you take the torch!) was opened by default, as it could easily be missed in the dark. However, it now leads to a lighted corridor that shows players where to go.
- [Optional] Disable the first three rats in the British Museum, as they slightly spoil the initial segment.
Locations:
- Abandoned restaurant: corrected incorrect spelling of the name (Resturant).
- Laboratory of Angel: Added the "No respawn" flag to the last door area in case someone wants to return this way later.
- Arlington School: Fixed a door that should not be accessible.
- Croydon bath: Removed the "Unavailable" flag from the inside door to match the working outside door.
- British Lion Headquarters: A little bit of cooking space was turned so that players or NPCs could not get stuck in the wall.
- Bromley Pindar: Add the No Rebirth flag to the front door, locked by the terminal, so that it is not locked again after the cell is reborn.
- Building to the west of Holy Trinity Church: Door that should be inaccessible.
- Cyberfox: Courser jackets and Institute lab gowns are removed from the Institute's reusable lockers.
- Camden TV Station: Added "No respawn" flag to the doors that unlock during Kira's quest to keep them unlocked.
- Catacombs: Add the No Resspawn flag to the door behind which John Strutter can be found.
- Chain home radar: Adjust the exterior door so that it matches the interior, so that players cannot see through the building. Minor menu items on one of the terminals have also been fixed.
- Children's Hospital: Add the missing glass to the window on the second floor to hide the blind emptiness outside the window.
- Docklands Light Railway: Removed the empty BIMT IntraMail option from the terminal and moved to the welcome text, and the original welcome text is now the title, but slightly abbreviated as the original text did not fit on the screen.
- Door in open building north of Kempharm offices: Position corrected to avoid rendering problems.
- Cafe At Emelio (the player's home in Camden): Ammunition and weapons production stations have been slightly modified and scaled to allow for their use without going too far into walls.
- FOLINTCroydonHouse10: Removed the "Unavailable" flag from both exits to match the working exterior doors.
- FOLINTCroydonHouse05: Replace the exit door with a normal loading door as the original door opened on a blank wall before players could exit the building.
- Cottage north of the Biggin Hill Airport marker: a door that should not be accessible.
- Imperial War Museum: Blocked a set of gates that used to lead into unfinished parts of the map. And although they could serve as the second entrance to the museum, they were not installed properly, so I walked past them.
- Islington Public Library: a door that should have been inaccessible.
- Kempharm Offices: Door that should be inaccessible.
- King Herods: Place the XHeading and card markers closer to the actual entrance to the building, as players initially slept on the other side of the building where there are no working doors.
- London City Airport: A set of doors that should be unavailable. And a building that should not be accessible to the northwest of it.
- Mansion House: Players move quickly through it and now find themselves in front of doors rather than in front of a wall.
- Trafalgar Square Medical Clinic: Fixed a small gap in one of the exterior doors.
- Monument: Added a "No respawn" flag to the locked story to prevent the rebirth of the chain and make the second door inaccessible, which can cause problems if players leave the building before the quest is completed and return only after the cage is reborn.
- National Portrait Gallery: a door that should be inaccessible.
- Exit North of the Glades (second floor): Removed the "Unavailable" flag from the inside door to match the working outside door.
- Old Royal Naval College: a temporary workaround for one of the exits that is not working properly has been implemented. Maybe there's a grid collision problem that I can't fix, because the door won't work properly until it's far enough away from the wall. Not the best solution, but it is the only way to make the door work without using the tcl command. [Still needs to be properly fixed by the developers].
- Old Royal Naval College: Turn the cooking station 180° so players can't be stuck in the wall for a moment.
- One Canada Square: Added missing quest conditions for Black's Terminal, which contains player activity reports that are clearly intended for different quest exits, but instead displayed all at once.
- Processing plant: two doors must be locked to fit the surrounding doors.
- Repeater tower maintenance: Added "No Rebirth" flag to puzzle-locked doors.
- Research and Information Technology Division: Add the missing "Has Water" flag to the camera.
- Royal Armory: Remove the password of the Arcjet Project Manager from the closet as it is not for London.
- Samurai Garden: A door that should be inaccessible.
- Science Museum: Shrunk the incredibly long thorax panel, which extended far beyond the top and bottom of the screen. Also removed unnecessary spaces in the human skull panel. In addition, the doors that should not be accessible are removed.
- Skylanes Flight 1984: Move multiple enemies and their associated markers in areas that are truly navigation.
- St Thomas' Hospital: Disable the radioactive isolation password as it serves no purpose in London.
- Tennis Museum: Replace two static construction fences with ones that can be broken. There are many other items that cannot be disposed of, such as pieces of garbage, but some of them can at least be deactivated. But I don’t care enough about building settlements to get rid of them.
- Thames Haven Market: several doors that should be inaccessible. And I added the "no respawn" flag to the door where the players first meet a ferry man.
- Dome: Replaced two booths with four booths with two booths (which still look like this) so that the NPC could not pass through the wall and fall into the void.
- Landfill: Move the Idle Move marker on the right side of the caravan door to the other side, otherwise the door passes directly through the NPC using the marker.
- Klyachi: Replaced the useless terminal with a broken one.
- The Plumbers Hands: Two doors that should be inaccessible.
- Wolf and Port: Some chairs have been replaced with static ones to hopefully prevent the NPC from passing through walls and falling into the void. In addition, some other usable chairs were moved closer to the bar for the same reason.
- Tobacco dock: Fixed some typos in Bruce's terminal and made some minor changes to make it more meaningful.
- Tower Hamlets Pindar: Replaced the terminal with a different model, as the original did not display anything.
- Tower of London: Removed external diary containing message for new FOLON developers, which obviously should no longer be in the game.
- Tower of London: Removed a holoband of an audioguide on a railing that could not be recorded. However, several copies of the same goloband can still be found in the area.
- Trafalgar Square: The respawn flag has been removed from the leg box involved in Alana's side quest, because when I returned many hours later to open it was completely empty, which does not correspond to the quest dialog.
- Water & Power Syphon: Added the "No respawn" flag to the door that opens on the internal connection during "Water Woes".
- Yes! Toy Factory: Replace one of the exterior doors with a normal loading door so that players cannot see the empty interior of the building.
- Yes! Top floor of the toy headquarters: replaced by a useless terminal and a door it was supposed to open with broken versions. Why? Because I didn't want to add a terminal whose only contents is the "unlock" button, and because you can easily get into a room outside the door through a gaping hole in the ceiling.
Map token:
- Camelot [Optional]: Added a second token to the outside of the card and lowered the range of the original token so that players can't go around locked doors and get straight into Camelot. Why not just move the XMarkerHeading of the original card token? Because it's also used for what appears to be an important quest packet, and moving the token outside Camelot is likely to break something. And if someone really wants to get into Camelot early, it's enough just to get up.
- Charing Cross Station: Move the XMarkerHeading in front of the station, not in front of the fence that players have to pass.
- Peckham Inn: The marker was renamed "Land's End Inn" to match the real name of the inn.
- Church of St. Alphaeus: Move XMarkerHeading outside buildings so players don't get stuck.
- R.A.F Chapel: added missing XMarkerHeading to keep players from getting stuck in the building.
- Royal Armaments Silo: Add the missing XMarkerHeading so players don't fall directly into a flooded bunker. Also lifted loading door to prevent mass damage by radiation.
Items not available:
- 005 Comic #3: Moved to a nearby tool box.
- Echoes of a Broken Kingdom Holoband: Moved from the top of the drawer to the adjacent counter.
- Eastminster Chronicles Part 1 Holoband: Moved from the top of the drawer to the adjacent post.
- Charo Miami #7: Added a path to the top floor of the Gutter so players can reach the magazine.
- Anarchy Times #2: Added a way to reach the magazine, as it is hidden on top of a building in Lewisham, although it is impossible to reach the roof.
- Anarchy Times #5: Moved from under the floor, where he could not even be seen, to a nearby warehouse.
- Wild Animal #3 Cigarette Card: Moved a little closer to the front edge of the table where it lies, making it easier to lift.
- Cigarette Card Wild Animal #5: Moved closer to the center of the table so that if it falls (as someone mentioned), it just lands on the floor and doesn't require a tcl command to get it.
Objects that should not be reborn:
- Cigarette Cards
- Svithulu Dolls
- Keys
- Perk magazines
- Recordings
- Gate of the checkpoint
- Locked doors
NPC Changes:
- Decrease the Archie multiplier from 5 to 1 to match all other companions.
- The "TeammateDontUseAmmoKeyword" keyword was removed from Archie, as none of the other pets have it, and he still does not fight.
- Replaced the hippopotamus' spawn near the Dump with Geenna. Then I replaced the basic dataset of this hippopotamus, because after replacing the spawn I still found the corpse of the hippopotamus.
- Replaced the four spawns of Deathclaw with the corresponding versions of Womble.
- Fixed the legendary NPC template "Folon_LvlFamished", which was configured to the Radscorpion list instead of the Famished list.
- Lady Apaula's Biscuits: Removed the "Treasured Store" key from her inventory, as it does not serve London.
- Folon_NPC_TowerHamletsResidentMale02B: Removed the "House of the Covenant" key from his inventory, as it serves no purpose in London.
- Isambard: Removed the Sogus Roof key from his inventory as it serves no purpose in London.
- Theo: Removed the Abbot's House key from the inventory because it serves no purpose in London.
Privileges:
- Contrader: changed the flag "playable" to "true" and the flag "hidden" to "false" to make the reusable bobblehead perks fit the new perks.
- Chemistry expert: added the missing animation, which is used by all other perches of the stand.
- Combat Coaster: added missing melee weapon conditions.
- Street Hedgehog (Archie's companion's perk): Fixed an issue where Archie refused to open master locks, despite this being one of the advantages of perk.
- Beer Lid Language: Fixed an issue where he mostly did nothing by adding a list of bonus tickets to every trader's box, except those that already had a list with extra tickets. And I've corrected the description of the perch so that it actually says "tickets."
Quests:
- Nilson and Maeve: established "consistency" as the QC complains that they are not permanent.
- Arms Race: Removed the "Finish the Scene" flags from Ledikiller/Shershez La Famm conversations with Valentina and sent players back into the dialog tree, which is more logical than finishing the conversation. I also added the "Say Once" flag to both options.
- A View to Kill: Removed the "Enable Parent" flag from the bomb and its activator, as they clearly shouldn't be visible before players start a quest that has nothing to do with the original parent. However, shutting down a static bomb may not work in retrospect.
- A View to Kill: some changes were made to the driver's packages after the quest so that he really disappeared after reporting the good ending results (instead of chasing players until they killed him). However, I had a problem when he was bleeding for unexplained reasons, so I changed the flags in the scene, which allows him to continue speaking even if he is sitting on the ground. He'll miss the phrase he just uttered, but it's still better than completely destroying the whole scene.
- A View to Kill: The sewer gates, which open only when completing the "Mean Imperialist" quest, now open after talking to the messenger. Otherwise, in my opinion, players will never be able to get inside, which will make it impossible to complete the quest "Edith Trumpet".
- Barrel change: Fixed the situation where the questor Alain was called Allen.
- Colonial's Finest: Fixed an issue where the quest could only be completed by force, since only the status of the quest was checked for a violent solution, not the players' literacy. The forcible decision, on the other hand, did not lead back to the questor.
- Direct action: Added a trigger field in the living room that starts the first scene as soon as players enter it. If that doesn't happen, just leave the room for a moment!
- Mod "Terrorism": Greta added several missing "End Current Scene" flags to her dialog, as players could both annoy her and get a dialog about the agreement.
- Folon_Demo_SmytheFate: Incorrect properties were removed, although the name suggests that this mod may no longer be used.
- Going for Gold: The roof protector of the National Historical Museum is off during part of the quest, so as not to interrupt the scene.
- Gone Gourd: Fixed the substitution of dialog options ("What can you tell me about Eastminster?" just ends the conversation, as the actual question is one option below) and blocked one of two identical options, ending the conversation.
- Gordon's Alive: Blocked several nearly identical responses, added missing stages to the scene and renamed the optional "Report Gordo" section to "Ask Gordo how to get through a locked door", which seems more appropriate and clarifies that this section fails once players open the door.
- Heavenslayer: one of the quest's objectives has been changed to clarify that the Bank of England can only be reached via the Monument subway station.
- Isle of Dogs: Added a condition to Gaunt's speech at the end of the quest that prevents him from delivering the same speech again if players have time to speak to him before Winston starts talking.
- It Rises in the East: Fixed an erroneous "Cargo" quest, in which neither persuasion led to the receipt of the cargo, and hidden the cargo for an alternative quest solution (since it was previously simply visible and for some reason was not marked as property, despite the fact that the plugin claimed otherwise). I also fixed the problem that appeared in the first patch, when the cargo could never be delivered.
- It Rises in the East: The Good Samaritan dialog has been changed so that it can be completed without console commands. Now there is an official fix for this, but mine still works a little better.
- Seraph Lands: The gate that you open with the push of a button has a "no rebirth" flag added, so that it will remain open if you choose not to sail on the boat (perhaps because you are not strong enough to survive the trip). And although it might seem strange to lower the faucet without pressing a button, I added the same flag to the faucet.
- Lay of the Land: Changed the guard's AI package at the gate so that he (hopefully) does not wander accidentally behind the gate, which makes it impossible to get to him after fights with the cavalry.
- Lost & Won: Fixed a faulty cell boundary on the bridge, which caused all quest NPCs to be sent to a nearby hospital instead of following to their actual destination, which prevented the quest from completing. However, the next stage may still be slightly delayed if the leader's path is blocked.
- Sid's Memories: The conditions for Phase 85 have been changed to allow Gaunt to actually speak to the player. The quest token now also points to its location.
- Revenge, Thy Name Is Fury: added the keyword "unscrappable" to Wayfarer's Tramp Hat, as players must wear it during several conversations in this quest.
- Revenge, Thy Name Is Fury: Added the keyword "ObjectTypeWeapon" for Flower Power Staff, Thamesium Goo, and Trigger Mine so that they are actually removed during the Aeneid sequence. But why the script ignores Molotov cocktails that are outfitted is unclear to me. It doesn't work the same way as grenades.
- Scylla: A workaround is implemented that triggers the quest as players return to the Thames Haven market after completing Seraphim Lands. It might not have been necessary after the first update, but I still needed it, so I added it just in case. And if the quest was started correctly, the workaround still won't work.
- Stranger in a Strange Land: The respawn flag has been removed from enemies associated with Archie's quest, as they clearly must not appear more than once.
- Syndication: Introduced a security measure that causes Level 35 to start as soon as players approach a barricaded door on the second floor, as I couldn't force it to start even after several attempts, despite the fact that there was no one else to kill.
- The Sneering Imperialist: Add the "no respawn" flags to the sewer gates that unlock during this quest so that they are not locked again later.
- The Sneering Imperialist: Simplified the conditions check for the "Emil's Uniform" quest by moving all multi-variant uniforms to the same form list. Instead of 6 conditions, which must be placed in a certain order, there are now only 3 that can be placed in any order.
- Water Woes: Prevents the player from moving to the next stage of the dialog with Polly when players mention who sent her, as the next question is meaningless without the answer that Mr. Gray mentions.
- Water Woes: Fixed the final dialog with Palmyra, where all three questions led to the question of Ariel Rotten, which is mentioned only in one of them.
- Welcome to the Vagabonds: Fixed the main quest of Bullettooth Anthony, in which Gaunt had to give almost the same answer when returning the Gaunt token.
Other:
- Replaced 27 skeletons dressed as Vault with other skeletons.
- Removed plastic component from Wild Animal Cigarette Card No. 16 so that the card is not listed as scrap.
- Removed scrap components from several quest items, and just in case marked as not stained.
- Added the missing IsTimeSpanNight clause to the general line "Look at this doughnut wandering at night" to make sure it only plays at night.
- Renamed all 10mm pistols to 9mm, as FOLON is converting them to 9mm cartridges, and the gun could still appear in the game.
- Edited several terminals to remove the headline "Raider Radar Terminal. Get the hell out of it," which appears to have been copied from the Chain Home Radar terminal, where the text is the only one that makes sense.
- Locked a line that plays an infinite alarm in the LBF headquarters report's holoband (something like an alarm is still being heard, but this one is really stopping), and assigned the correct speaker for the last line. However, there is still no voice file in the latter, and I can't fix it.
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