Fallout 4 Bugs

Weapon mods

 * When having the Long Finned Barrel mod on a Pipe Revolver pistol, if the mod is removed by using a workbench it will display as "Pipe Bolt-Action Long Finned Barrel".
 * When you want to Modify/make a weapon/armor/item but you don't have the perk, you can build the previously available mod/item then quickly move the mouse of the next mod. If done successfully, the information popup following the crafting of the mod will display the lower level mod, however upon confirmation the higher level mod will be placed onto the weapon.
 * When trying to craft a weapon mod, the game will display the notification telling you that you lack the necessary items, even though it shows you have the right perks and a sufficient amount of crafting materials.
 * Pistol grips add 100 more range then rifle grips.

Using the console
To access the in-game console, press the tilde (~) key usually located on the top left of the keyboard, this may differ depending on the system language however, see Fallout 4 console commands for methods of accessing the console with different system languages.

Crashing, freezing and other hardware- or software-related issues
Firing a weapon does no damage to your target. Enemy fire doesn't do damage to you either. Only Melee attacks do any kind of damage.
 * When walking slightly past the East Boston Preparatory School in the direction of the Boston Airport, the game crashes to desktop.
 * Upon returning to the game window after tabbing out, the screen may turn black. Audio can be heard but the game is otherwise unresponsive and requires a restart.
 * When talking under water the game crashes.
 * When using multiple monitors with Nvidia SLI, the lower half of the view will have a dark band.
 * Custom resolutions for multiple monitor setups require editing Falloutpref.ini file.
 * Disabling "Windowed" mode in settings with NVidia SLI enabled and using multiple monitors will cause crash on loading screen.
 * After exiting terminals, the player MAY be stuck and will only be able to turn their head. This occurs whenever the frame rate exceeds 120fps during the exit animation. Capping framerate manually or enabling V-Sync may help.
 * Note that the in-game, vsync implementation (iPresentInterval) is inaccurate, and will occasionally exceed its sync limit (eg. with a 115Hz screen mode, the frame rate can still briefly spike above 120). One workaround is to press TAB rapidly after exiting from the terminal, to bring up the Pip-Boy. This will skip the "terminal exit" animation.
 * When accessing a terminal on a desk, the camera will sometimes move forward too much and cause the player to clip through the terminal and stare at the inside of the machine. Exiting the terminal will resolve this.
 * During conversations (particularly if wearing power-armour) the camera will be inside the player, making the conversation impossible to see
 * When picking up legendary items you already have an exact duplicate of in your inventory, the 'showcase' screen will not appear (When picking up multiple legendary items, only one 'showcase' screen is shown)
 * Glow-sighted weapons sometimes activate the same 'target tracking' as a recon scope if the enemy is sighted down it at close range
 * If the player shoots a super-mutant suiciders bomb (or bomb-arm), killing several other enemies, no additional XP is gained for these kills
 * If you use 'pick pocket' to look at an NPC's inventory, it still counts in the stats as a pick-pocket, even if no items are taken
 * If you leave your power armour in a settlement, setters might get into it. This can apparently be prevented by ensuring that you remove the fusion core from the armour. If they die while wearing it, you will only be able to retrieve your parts, not the frame.
 * if you instruct your companion to enter a power-armour suit that has a stealth-boy upgrade while wearing power-armour with life-detect, you will still see your companion's outline
 * The wreckage from a destroyed vertibird may continue to move long after it has crashed, sending (harmless) fuselage spinning over and over around the crash-site
 * when you have several settlements connected, Pack Brahmin may spawn inside buildings and will be unable to leave
 * the NPC 'Art' spawning in an under-ground car-park with another 'Art' on their knees sometimes spawn on opposite sides of the room, but the one will shoot the other as if they were side-by-side
 * A shed on the pier behind the Nahant Oceanological Society can't be opened. The door can't be interacted with. Inside there are several junk items of low worth
 * When targeting an enemy in VATS, if they are attacking the player in close quarters while the player is sneaking, their body will block VATS shots on their head, despite it being closer
 * when mirelurk eggs hatch in close quarters, the hatchling might clip through obstacles and appear in other rooms, or fall out of the map
 * If piper is a distance from the player when the player picks a lock in a dungeon, it may take some time for the message 'Piper liked that' to appear
 * If player has a minutemen quest almost finished (Talk to Preston) and finish Taking independance quest, Preston's dialogues will be stuck.
 * Moving Power Armor without parts to a Power Armor workbench then exiting and attempting to work on the Power Armor rig will cause a CTD
 * During the quest "Shadow of Steel," the game will crash onboard the Vertibird during the flight to the Prydwen.
 * Companions fail to follow automatically or when given a command to 'follow', especially right after the player takes over Fort Strong from Super Mutants.

Menu-, HUD-, inventory-, and radio-related bugs

 * Targeting Hud mod and Berry Mentats that have the effect to highlight creatures may turn some NPCs, such as Paladin Brandis, Bobbi, Fahrenheit, Sinjin and the robots at General Atomics Galleria, hostile.
 * Occasionally the Pip-Boy texture will fail to load, rendering the in-game menu invisible, but tooltips and keyboard controls continue to work. This can be fixed by reloading from a quicksave. Hitting the escape key twice on a PC also works.
 * If the Pip-Boy becomes invisible after you exit power armor, you can fix this by exiting the power armor, going to a workbench, transferring over whatever clothes your character is currently wearing, then get back into the power armor and exit it again. Your Pip-Boy should now start working again and you can re-equip your clothes from the workstation.
 * While using controller, in pip boy's map, cursor gets stuck in the edge of the screen. Only solution is changing controls from controller to mouse and keyboard.
 * Pip-Boy becomes invisible after experiencing the "doubling up of powered armor" bug. It can be fied by typing "player.equipitem 00021B3B" into console.
 * In first-person view the player character's weapon may disappear from the screen, even though the weapon isn't holstered. The PipBoy interface may be invisible at this time as well.
 * Holstering/unholstering sometimes fixes it
 * Switching to third-person the first-person will usually fix it
 * Switching to another weapon will fix it
 * Using V.A.T.S. on an enemy with any weapon can fix it as well.
 * Using a scoped weapon (i.e. sniper) and looking down the scopes usually fixes it.
 * When having any weapon viewed in the weapons tab like Experiment 18-A or Frag Grenade the item rendering will rarely persist on the background in the Pip-Boy when you switch to other tabs or sections.
 * If you have a lot of save files the intro movie and main menu may run at a low FPS (<10FPS), opening the load/save menus in-game may also lag the game until the menu is closed. Culling the amount of save files can remedy this.
 * Sometime when saving the last save file at the bottom of the menu will appear invisible.
 * Interacting with a usable settlement object (ie. the Sole Survivor using a water pump) while in the command mode of a NPC, may result in it being impossible to cancel out of both the command mode and the animation. This UI-locked state persists through saving and loading, and the Pip-Boy cannot be used to fast travel away. Loading an earlier save will fix this.
 * Sometimes when opening up the pip-boy the tabs aside from Stats becomes unusable. Using keyboard hotkeys brings up specific tabs but they are not able to be interacted with. Saving and reloading multiple times seems to fix the issue.
 * Equipping the targeting hud to your power armor helmet then exiting the power armor causes the targeting hud mod to still be active, highlighting living beings red outside of the armor. Unknown fixes and if it affects other platforms. This persists even if the targeting mod is removed from the power armor.
 * Sometimes when bartering, only the interface will show up but wont list any items and no button presses work.
 * If the second rank of the Scrapper (perk) is acquired, highlighted items can be seen through the screen of the Pip-Boy.
 * Equipping the "Automatic Laser Musket" will stop certain weapons from showing up in the weapon-bench menu. Unequipping it for any other weapon fixes this, and allows it to be modded
 * With a Targeting power-armour helmet, Legendary enemies will sometimes stop being shown up after they 'mutate'
 * destroying the round roof and wall-mounted turrets will drop the illumination from the lights as part of the wreckage and can even be accessed if you get the angle right, despite it having no solid area
 * 'aborting' a reload of a Gauss Rifle (by either bringing up the pip-boy or using a weapon-bash) will make the next charge-up a dud that will not expend ammunition or fire as expected
 * When using an Xbox 360 controller, holding [BACK] to enter the workshop disables the ability to look up or down until [BACK] is released
 * If you pick up a Super Mutant Behemoth's shield, it is so large that you can only see a small part of it rotating in the preview or 'view' mode. It does not appear on the player (or take up other armour slots) when equipped, but adds 10 defence
 * Diamond City Radio may stop playing, fixes include: waiting it off, tuning on another station, reloading a save via either quitting or pausing and turning the radio off. Sleeping for 24 hours in a bed.
 * Settlers manning user-created settlement shops will sometimes not offer barter as an option, instead simply opening the non-shop trade window.
 * After choosing 'barter' at a user-created settlement shop, the trade window may open to two blank lists (player and NPC inventories are empty), where the NPC has 0-6 caps and nothing can be done except exit.
 * Possible Solution: Exit trade, open your Pip-Boy and make sure your inventory is open to all. It is likely to be currently open to Misc Items. Then try to barter again.
 * For seemingly no reason your character will not proceed to a crafting bench after activating it, instead the game will go into third person and your character will just stand the for a moment. If this happens while you are in third person it will render you unable to go back into first person unless you reload a save.

Physics engine glitches

 * When talking to a companion in a moving elevator it is possible for player character to fall through the floor and die.
 * Additionally, changing clothes or armor whilst in an elevator may generate the same fatal effect.
 * Dogmeat is able to push any non-static object out of the way when dashing to follow its master, including cars, which cannot be moved by the player even when wearing power armor.
 * Being melee hit by an enemy from underneath may cause the player, companion, or NPC to fly off at high velocity, usually stopping when a solid object is hit.

Graphics glitches

 * When using unsupported resolutions, such as a 5:4 monitor with 1280x1024 resolution, the lockpicking interface will be invisible.
 * When using ultra wide resolutions, such as a 21:9 monitor with 3440x1440 resolution many of the games menus and hud rendering elements will be either streched or chopped off, of note is the power armor UI which will only cover 60% of the screen. This makes the game unplayable for those with a triple monitor setup, because it is impossible to name the character during the playable prologue (the "name" section is offscreen, therefore you cannot continue).
 * Rain will some times only show up when facing a certain direction. Example, while walking north rain effects were present, but facing south and there is no visible rain.
 * Sometimes, graphics in certain spots will simply become very low quality

Effect bugs
Only going away briefly upon using a crafting station or reloading a save to which it will soon return. A work around is to completely lower effects volume in the sound menu.
 * The shader effect associated with cloaking can become permanently stuck in active mode, leaving everything with a green tint. (This cannot be fixed with the ResetShaders command, because ResetShaders crashes the game)
 * To fix type in command console : rimod 00094636 for the night-vision glitch and/or rimod 002041B6 for recon scope vision glitch.
 * Two outfits might overlap. You will be unable to remove one of them causing you to look weird when equipping another.
 * Sometimes a secondary vignetted blur (a blurring of the corners and edges of the screen) will occur in addition to the main background blur during dialog with characters.
 * The effect will remain stuck throughout play, but will go away if the player enters a suit of power armor and then leaves.
 * Using a jet-pack occasionally results in a 'carpet' of exhaust fumes getting stuck below the player, or around them. To fix the view simply exit and re-enter your power armor.
 * Upon seeing the Prydwen during the quest Reunions and fast traveling, a "spotlight" will follow the player while they are outdoors.
 * The Geiger Counter crackling sound with the power armor sound filter effect, may play constantly in the absence of any radiation.
 * After repositioning a Mid size generator, the generator sound may constantly play in the original location.

Non-player character-specific bugs

 * If you side with Covenant and have them join the Minutemen, at times they will be assigned for random tasks by Preston. However, once you go to accept these quests, the Mayor of Covenant and other characters have NO AUDIO IN PLACE for this situation. Unless you have subtitles on, you wouldn't know the game is doing anything. The missions progress as normal, but it looks like either no audio was recorded for this example, or the game is calling it wrong.
 * The original sanctuary settlers may return to the museum of freedom, they will wait in the first room as they do at the end of the quest When Freedom Calls, the dialogue is the same as it would be in sanctuary and all of their previously assigned tasks continue to be preformed, however they will remain in the museum.
 * Sometimes companions turn against you for no reason and without warning.
 * After completing some quests for the brotherhood of steel, when you re-enter cambridge police station, the floor will not spawn. causing you to fall through the world.
 * Recruiting the level 4 settlement vendor found in Goodneighbor can result in glitching the vendor. He becomes unable to interact with the player and is stuck in a loop repeating the same line.  Possible cause: not talking to him in Sanctuary Hills and assigning him a job, or sending him to Sanctuary Hills then sending him to another location when he arrives.
 * On PC latest patch, equipping Settlement NPC's with armor then equipping them with the exact same armor that they are already wearing will cause an instant crash to desktop.
 * Sometimes, Nat will run away for no reason out of Diamond City, northwards on the street west of the city then run into a boarded door and disappear
 * Companions may encounter issues where they will follow, but not run or fast travel. If they are too far from the player when entering a door, they will not follow through the door. The player can initiate speech but will not be able to enter companions inventory.
 * NPC's will sometimes walk away from the player mid conversation even mid sentence. this will cause the conversation to end. - Confirmed. To reproduce easily, quick save mid conversation, and when you reload the NPC may begin their idle wandering mid audio clip.
 * Companions may begin to emit a sound loop as if they were using the sewing machine from the armor workbench. Save/load might solve the problem for around 20 seconds, then it returns. To fix it for now, command the companion to use an armor workbench and the sound should vanish.
 * After a raider or wild animal attack certain settlers will get stuck in the "thank you" mode. Constantly thanking you when you try to talk to them, locking out all other options such as trading and shops.
 * Can be fixed by talking to a settler / shop-owner from another settlement.


 * Sometimes settlers will get stuck in the "trade" mode. Constantly opening a trade window when you try to talk to them, locking out all other options.
 * Sometimes this bug will trigger when simply walking near the relevant NPC or shopkeeper. If the trade window opens while the player is already in another menu, such as a crafting window, both will be open at once. Attempting to exit the window will crash the game to the desktop. If you are experiencing the trade mode bug, exercise caution and save often.
 * Can also affect Companions who have been set as Shop Keepers when returning to the relevant settlement, even when this companion is active.
 * Companion (Strong) can become unable to move, and just kneel at the door where you enter a building spewing comments about the smell or whatever. Fast travel can fix this.
 * All NPC's in a settlement (including inactive companions, Brahmin, traders) will occasionally become stuck in an idle standing position, not moving through the map or attending to their tasks. Ringing the bell seems to fix this.
 * Caravan Brahmin with large cargo will occasionally spawn inside houses, and are too large to fit through the doorway to exit, blocking the path through the door.
 * Brahmin--caravan or otherwise--may also get stuck on a roof of one of the houses and remain stuck.
 * While traveling with Hancock he may become invisible. Luckily his clothes are still present. This is temporary, and highly amusing.
 * Defending a settlement can fail to resolve even when the enemies are defeated. This makes it impossible to leave the settlement you just defended without all of your settlers dying.

Using console commands they can be teleported into a settlement and assigned, but will wander off unless fenced into the trading area.
 * Randomly, the game may say Dogmeat (Fallout 4) has found something, with Dogmeat running off into the distance, to be never found again.
 * Completing The Silver Shroud at level 26+ will cause Kent Connolly to not offer further upgrades to the Silver Shroud costume.
 * After completing the main quest line with the support of the Commonwealth Minutemen, if you are on good terms with The Railroad and you return to their hideout, Desdemona will speak of Glory as if she had died even though you'll see Glory walking about. If you try to interact with Glory she will stay silent and not say any dialogue.
 * Randomly Dogmeat (Fallout 4) will run off into the distance and simply keep running. Even if you command him to stay still, he will for a moment then continue running. When using the console to spawn him back to you he will not stop. Not sure what causes this bug to occur but may happen when sending Dogmeat to sanctuary after switching companions.
 * Some caravan guards spawn without clothes and end up escorting brahmin caravans in their undies with leather armor.
 * Sometimes companions will develop "narcolepsy" and become incapacitated for no apparent reason every 30 seconds or so, even falling out in the middle of dialog.
 * One method that might solve this is to enter the console, click on the companion, then enter the command "disable" followed by "enable".
 * Explosions can cause NPCs to be stuck at an angle instead of standing up straight, saving and reloading can fix this.
 * All settlers in a settlement will congregate at a random point, ignoring shops, crops and other duties assigned to them
 * Sometimes, a settlement will show as having 0 beds and 0 defence (and happiness will drop accordingly) even if the player has built many defences and beds. being in the settlement will temporarily correct this, but travelling away, the bug remains
 * Your follower (Tested with Piper) will sometimes teleport to another floor of the building you are on
 * Deathclaws in the glowing sea might clip through the ground (along with all their loot) if they are crouched low when killed, or curled up on the floor
 * Diamond City guards will sometimes spawn hostile (possibly from friendly-fire involving settlements and turrets?) making it difficult to continue with the storyline. Can be solved by waiting/sleeping for two complete days (24 hours twice)
 * building a magazine rack, some spaces will remain 'empty' even though they are filled. Removing one magazine, allowing the shelf to re-load, then putting it back sometimes fixes this
 * Apon fast traveling to a location, magazines may fall on the floor below the rack (happens with other items on shelves
 * when exiting a 'dungeon', if a super-mutant suicider blew itself up nearby, it might re-detonate as you re-enter the world map.
 * if a Companion gets into a suit of power-armour that has no fusion core, they will not be hindered by it and will even be able to use the light as if it did have a core
 * If you put a fusion core into, then make your companion steal the power-armour frame from the Atom Cats' garage then removing the core will count as stealing it
 * having 'asbestos lining' in your breast-plate will not protect you from being set on fire by weapons augmented with fire (EG, Inferno automatic assault rifle)
 * Somehow a settler may somehow enter your power armor when fast travelling to your settlement with one available, however, the graphic for the suit is not there (creating an elongated human) and when asked to leave the suit, they will repeatedly say "ok" and never leave. Only possible solution found is to reload from a previous save.  May be linked to a settler being an assigned trader, or possibly just coincidental.
 * Piper won't move even if she's standing, near an enemy, shot at or interacted with at all. She can still be spoken to.
 * Cannot romance Piper after she idolizes you (max affinity), even if player character's charisma is maxed. The dialogue action for "romance" appears blank and is an non-selectable/unresponsive option.
 * After activating buddy, if he engages in combat before his speech has completed you can not engage speech.
 * Most special trader settlers in some instances refuse to be recruited or go to a settlement.u
 * Companions will occasionally walk away while you are in a cinematic conversation with them, interrupting the dialogue.
 * Humanoid Companions (Ex: Curie and Piper) sometimes disappear from the settlement they have been sent to, apparently vanishing from the map, requiring them to be teleported to the player with console commands
 * Companion kills result in the 'cash register' sound, but no XP is shown to be gained
 * A humanoid companion receiving incapacitating damage from falling while enemies are near may not regenerate health when the enemies are dispatched, but will be able to talk with the player as normal. Can be solved by: Entering combat and surviving. Reloading a previous save. Fast-traveling away to another location.

Quest-specific bugs
Please place quest specific bugs on their respective pages. (Fallout 4 quests) PS4: When doing Old Guns there is a chance Ronnie Shaw can die and glitch through the wall into the other end of the door she is supposed to unlock. As a result, this can prevent you from completing the main quest as she is unable to unlock the door for you.
 * If a quest updates with a step you have already done, it renders the step impossible, and thus, the quest. If the step is to retrieve an item, it might be fixed by dropping the item and picking it up, but quest items cannot be dropped. An example is Killing Slag in the Saugus Ironworks and collect Shishkebab, then speaking to Jake to begin Out of the Fire. The first objective is to retrieve the sword. If you already have Shiskebab, the next step will begin, but the step to retrieve the the sword will not complete.
 * Old Guns Radio opperator may complain that he can not use the radio as it needs more power even when enough to run a small town is present. Refuses to sit at radio and no other NPC can be assigned to task.Recorded on all platforms and seems to happen at random. If it occurs before old guns is completed it renders this quest uncompleteable.Could be linked with Ronnie Shaw suddenly stop being a vendor.
 * When doing Leading by Example on normal and being told to go to Bedford Station to clear all hostiles with the Squire. You can clear all the hostiles and the quest won't end. Changing the time to evening and new hostiles might appear, killing them still does not end the quest. Only fix is to load save that was before you picked up this quest line.

Location-specific bugs
Please place location specific bugs on their respective page (Fallout 4 locations)

Gameplay bugs

 * Issue when in build mode you may not be able to place many or all of the items you have access to even though you have required perks and plenty of resources and the build limit is not reached. Once you have this issue it affects all settlements. Deleting items makes Little difference. Almost as though the game is sharing one invisible build limit for all settlements.
 * When entering a suit of Power Armor from the front side, sometimes the character will get stuck running into the suit. sometimes helps to enter the menu.
 * The fifth point in the big league perk will eliminate the damage bonus from all of the big league perks resulting in a very low melee damage.
 * Opening the Stats page in Pip-Boy shows a lower damage, but testing shows that there is a damage increase. The cripple and grand slam effects seem to work normally.
 * Have checked damage it is indeed significantly lower than it should be. It is not just a graphical bug. The additional perks like grand slam and cripple seem to work normally.
 * If you tell a companion (doesn´t have to be the one you travel with) to equip a power armor helmet (when they are using a power armor) with targeting the player get the targeting highlight buff. Tested when traveling with Curie and mutants attacked Sanctuary. Piper entered a power armor.
 * Pressing enter just when you exit on a terminal while in power armor will make the camera zoom to much so you cant see the screen.
 * While in first person the smoke from the power armor's jet-pack won't go away until you re-enter the suit.
 * While in 3rd Person any small movement either with the left stick of a controller or with walk enabled on PC will cause any camera/crosshair movement to freeze for a moment.
 * High FPS (110<) can cause character to become un-movable requiring a save reload after exiting a terminal. This bug may still occur with framerates under 110, but much less frequently. Some terminals are more inclined to produce this bug than others.
 * Might be caused by exiting a terminal quickly.
 * Happens less often if you cap the FPS with a video card utility. Start at 105FPS and try lower values if this persists.  One way to do this is using nVidia Inspector, editing the xml file for custom FPS cap settings.
 * When subtitles are on, conversations can become 'stuck' on screen with part of the conversation subtitle remaining while the conversation continues. Text is removed from screen when conversation is complete.
 * Sometimes text options do not show up in dialogue and NPC comments that the player character has not responded. A response can be selected by pressing the correct button but the text doesn't appear.
 * After opening the large armory door at The Castle, the inside button will not shut the door.
 * If player character changes their name inside Vault 111 before taking the lift to the surface, the player character can not walk off platform or enter Pip-Boy. Looking, jumping, and shooting functions still work.
 * Unable to draw weapon, use grenades, or pull up VATS after fast traveling. Fixed by zooming out into 3rd person view then back into 1st person view.
 * When leaving Sanctuary Hills, Oberland station or Sunshine Tidings co-op settlement resources will decrease until the player character comes back to the area. This can be avoided by leaving on foot, instead of fast traveling, but many players are reporting that this does not work after a while. Another option is to ensure that no TV's or jukeboxes are connected to electricity in the settlement, and this has resolved the issue for a number of players. Since Fallout 4 patch 1.02, this bug has appeared again when fast traveling to Abernathy, even with the electricity fix, but does not happen as often. Fast traveling back to Sanctuary and restarting the game appears to help.
 * Sometimes when speaking with sleeping dveler, he/she awakes and stand on bed - then it is possibility that he/she ends on roof of shack where bed is located, unable to walk anywhere.
 * The player character can randomly teleport a short distance when aiming down a guns sight (or using VATS).
 * Assigning Settlers to a Shop can cause the whole settlement to reset forcing you to reassign everything, because your food remains green settlers will not self assign.
 * Loading a save at the same time as your character would become crippled (for example by an explosion) will result in the player character also being crippled. If reloading the save again, they are no longer crippled.
 * The player character stops moving in 3rd person camera after walking or running.
 * Random issue with being unable to reload weapons. Switching to a different weapon and back automatically reloads the weapon. Fix: Fire a bolt action weapon (such as a bolt-action pipe pistol or a hunting rifle) and reload the weapon. All weapons should be able to reload after that.
 * When putting down items in Workshop if the item flips around too much it will become blurry and can also cause your whole field of vision to become blurry, to fix delete the item and try to put it down again without flipping it around.
 * The Data>Settlements Tab of the Pip-Boy shows that settlements have missing resources (food, beds, power, water, or defense) but the Workshop menu shows true values. Settlers reflect the incorrect values and lose happiness until player returns to the settlement.
 * Food resource structures will become un-clickable and useless, and settlers will not acknowledge the item as a food source. Seems to only happen if placed too close to a another structure or food source and may clear on its own to reoccur later.
 * Items may levitate off the ground and become unplaceable in the settlement workbench. This may be corrected by reinstalling Fallout 4.
 * After the cryo-chamber opens the player may be unable to move. This is not fixed by reloading any prior save, and often new games will have the same issue.
 * It appears that exiting to the desktop fixes this issue.
 * This can be fixed by holding the power button until the console turns off then loading it back up and entering the game.
 * Zooming in with scopes or using VATS will occasionally produce a teleport bug instantly teleporting the player somewhere in the vicinity. This may be correlated with higher framerates.
 * When reloading while moving in third-person, your character occasionally will continuously restart the reload animation until you stop moving or switch to first-person view. If this happens with a laser musket, the laser musket will continue to be cranked after each animation restart.
 * Ammo may disappear from the player's inventory if the ammo duplication glitch is performed. Even after buying the ammo back from the trader, it may disappear again. (Note: Glitch may appear on other platforms and may occur even if the player has not used the duplication glitch. {Please confirm these})
 * When doing the "Old guns" quest, once underground in the Castle's armoury, there is a chance Ronnie Shaw can die and spawn in the other side of the room preventing her from opening the door that only she is able to open, which is game breaking as it prevents you from completing the quest.
 * T-60 arms increase AP regeneration rate. Normally, it takes 16 seconds to fully recharge the AP bar (100 action points in my case). With one T-60 arm equipped, it takes 13 seconds. With both T-60 arms equipped, it takes 10 seconds. The bug persists on different power armor frames, with or without other armor pieces. When inspecting the T-60 arms in pip-boy, they show a fourth modification that players can't access via the modification screen.
 * The Two Shot affix for legendary weapons has no accuracy penalty when aiming down ironsights but it does when firing from the hip. This makes the affix too strong.
 * Settlement NPCs will not stand at their store/trade post but will still sell goods when found.
 * Going into third-person view when at the Chemistry Station locks out any crafting ability. Crafting button then just switches between first and third-person views same as touchpad which is then disabled from view switching. View error fixed by visiting the Armour/Weapon station. This has occurred at Sanctuary and Red Rocket settlements.
 * Falling and immediately landing (e.g. walking off a ledge) while throwing a grenade can cause the landing animation to happen (often) while walking, interrupting grenades/mines and melee attacks.
 * While using the Jet pack Power armor torso mod. If you fall for too long after using the jet pack you will not be able to gain altitude again despite the animation still working, a work around is to consume a nukacola.
 * Followers pathing is in correct in side several buildings, not allowing them to move in or out of certain areas. Vault 81 radiation room would not allow any followers that went in, out.
 * Radiation storms interfere with bombardment causing them to have no effect.
 * Game freezes when entering the Workshop Menu, forcing you to quit the game without saving.
 * When loading a saved game, a loud gun shot noise will sound just as you enter your saved game.
 * Some rare instance player will receive continuous health drop damage and unable to fast travel/sleep/wait. This happened after fighting enemies with flamethrower at Saugus Ironworks. Fixed by getting self on fire type of damage again and get off.

Companion App bugs

 * Local map is not shown at all.
 * Dogmeat disappears instead of going down with the lift to Vault 111
 * App will not progress past "PIPBOY" logo on Galaxy Tab 10.1 after being installed.

Xbox One only bugs

 * If you lose health in Survival mode, then use a health item (Such as Purified Water), then switch back into Normal mode before it completely heals you, your health will still appear to regenerate slowly as if in Survival, but it will actually become negative. Any further effect on your character will kill them, negative or not. This includes eating food, taking a new perk, or acquiring a bobble head.
 * This can be avoided by staying in Survival mode until the health item finishes its effect, then switching back after it's finished.
 * The player character doesn't speak, his/her dialogue is skipped entirely. Happened during a conversation with Preston garvey, the animation turned to the player character but no animation or dialogue cam out of him.
 * Controls/input freeze when exiting cryo-chamber during introduction sequence. Can sometimes be fixed by hard resetting the console.
 * Often found that this is caused by the Vault-Tec doctor not moving off the screen, causing him to stay spawned during the cryogenic process.
 * If you try and start a new game while another one is still active, freezing will occur.
 * Can be fixed by erasing all of the saved data for the profile that was freezing, then restarting the Xbox and start a new game with 1 account open.
 * Go to the Xbox One home, then when highlighting the game press the menu button then close the app, sign all profiles out then play normally with 1 account active
 * Quick-saving in an area that is densely populated can cause the game to temporarily freeze.
 * During the quest "In Sheeps Clothing", dialogue may glitch and not be triggered at all, leading to a frozen mayor pointing a gun and the ability to speak normally to both Geneva and Mayor McDonough. Can be fixed by reloading the save, or simply just killing the Mayor (may lead to companion dislikings)
 * During the quest you undertake in which you first meet the railroad, upon entering the Synth safehouse you will be met with massive framerate issues. This may be due to the massive amount of mines, colors, and objects placed. There is currently no fix.
 * In the quest "Inside Job", Proctor Ingram may not give the holotape back
 * The build function doesn't work inside Sanctuary (the button to build is "grayed out" (grey in color, and unable to be selected), even if you have all materials and the skills to build any/all products), even after you rescue the Concord survivors and resettle them in Sanctuary.
 * Randomly, your XBOX ONE may freeze or kick you out to the load screen upon approach to General Atomics Galleria (usually when walking around the north side of the lake and coming upon the Galleria from the north). Often happens when there is a random enemy nearby to fight.
 * Damage can be miscalculated in VATS while hidden when sneaking. VATS will ignore the fact that the player is likely to be seen after the first hit and adds the sneak damage bonus to every hit in VATS. The real damage may actually be less than VATS calculates.

bugs

 * Pressing Circle while the Workshop is open, as if trying to view the Pip-Boy, and then quickly exiting the Workshop will cause circle to lock up, making the Pip-boy unusable.
 * Enter Power Armor, use VATS then exit to fix this issue.
 * Toggle between first and third person view to fix this issue.
 * Doing the quest titled, "The Battle of Bunker Hill" makes everyone's hair blue.
 * Not progressing the Minutemen quest 'The Sight', but progressing with the main storyline will cause Preston Garvey and his group - Mama Murphy, Jun and Marcy Long and Sturges - to remain locked in Concord's Museum of Freedom, as if waiting to be escorted to Sanctuary.
 * Trying to complete the quest The Lost Patrol while you have Paladin Danse as a companion will not trigger Danse's completion dialogue, thus preventing you from finishing the quest.
 * Work around - Continue with the main BoS story until the quest "Show no Mercy" is completed and then speak to Paladin Danse.
 * When First leaving the cryo pod in vault 111 the player character will be unable to move thus stopping you from truly starting the game.
 * This happens because the UI/pip boy color and the general subtitles values are not the default setting when starting a new game. To fix this, simply go into the display settings and restore to default.
 * Unable to use Triangle, even after remapping.
 * Supply line glitch, You can create the supply line, but items from other settlements will not show in the supply list when transferring items ,Other settlements connected down the supply link will also be affected. It seams it occurs eather when over 8 supply lines are connected to one another and or if you have a lot of items ,it affects some of the settlements   (JackMccan) verified by ps4 capture
 * Food items in the settlement build option, can be listed twice , eg two corn icons can show. (Jackmccan)
 * A gun weapon with a meela attachment, the action of the meela attack is diffrent in first person that in third person. One sweeps the other lunges. At lest 2 guns are affected. (JackMccan)

PC only bugs

 * Tab key stops working when accessing the Steam overlay (Shift + Tab), you cannot access your Pipboy (or exit it). Accessing Steam overlay and exiting with Shift + Tab fixes this.
 * Going into the trade menu and clicking the "TAB)EXIT" button on the bottom can fix this.
 * Inability to access PipBoy may be caused by Steam Overlay on PC version. If one accesses the Steam Overlay using a combination that includes the tab key, but exits the overlay with a different key combination (such as hitting the Esc key), the tab key will become unresponsive in-game. This can be fixed by opening, and then closing, the Steam Overlay with the selected key bindings.
 * For some users when using VATS, Workshop, or upgrading the power armor, the outline glow of a highlighted object will be replaced with a static glitch that takes up the whole screen and displays the same color as the normal outline would show.
 * For some users, this bug can be fixed by updating video card graphics drivers.
 * Volume shorts out at random times during gameplay.
 * Inability to shoot after exiting build menu too fast.
 * Invisible Body Protection. (verified)
 * Occasionally when Alt+Tab/Esced out of the game after returning menus will occupy a smaller area of the screen and the cursor will be off point, also affects iron sights (points to the right of center). Quitting to desktop and reloading fixes.
 * This occurs when using Fullscreen, a second alt tab out/in cycle should fix this, and using borderless window should prevent it from happening in the first place.
 * Mouse pointer fails to appear on main menu screen if a controller is plugged in, keyboard cannot be used, and disabling controller has no effect ("no" switches back to "yes" on the controller option in the menu). Can be remedied by unplugging the controller or changing bGamepadEnable=1 to 0 in Fallout4Prefs.ini.
 * There's a slight chance the game will delete your quicksave making you load an earlier quicksave when quickloading. This might happen if you try to load too fast after saving or load too many times from the same save.
 * There is a chance when using a terminal, you can become stuck. The character will not be able to move, but can look around and jump. In order to avoid this glitch quicksave before using any terminal. There are some places that require terminals to open not accessible because of this glitch.
 * Or just turn off clipping in console: "tcl"
 * There is a chance when in settlements, any movement commands you try to give your follower will be unreachable.
 * After defeating a group of powered raiders and trying to repair the raider armor (had about 3-5 copies of each power raider armor components in various states of damage).  UI would glitch and not allow repairs of items that it 'auto' selected after finish repairs on another item.  This glitch did not always persist if one selected another piece to fix, but sometimes a piece remained forever unable to be fixed until you reloaded from a save.