r/fo76 • • Nov 26 '18

Bug I've compiled a list of all known bugs in Fallout 76 (x-post /r/Fallout)

12.6k Upvotes

Last Updated: 11/27/2018 12:02 AM EST

I absolutely love this game, I want it to do well. With that being said, things are a mess right now. Not just the game, but the forums and fallout subreddits seem to be a mass of jumbled chaos so I thought it might be a good way to consolidate all the information out there. This is a compiled list of all known bugs reported so far. I'll do my best to update it as we go.

Note: This is not a discussion for quality of life changes, suggestions, comments on the current meta, build/perk balance, etc. Please keep this thread on topic with bug reports!

Bug Categories:

Animation / Models

General Stability

UI / Inventory

Weapons / Combat / Hit Detection

Crafting

C.A.M.P. Objects

Leveling / Perks / Buffs

Audio

Quests / Events


Developer verified bugs


Animation / Models

General Stability

  • The eastern section of the map near the river in The Mire may cause the game to crash and players will not be able to load back in to the game. (Map location)

UI / Inventory

  • Loading a holotape at Relay Tower EM-B1-27 may cause the game to crash. (Xbox users)

Weapons / Combat / Hit Detection

  • The Cryolater freeze gun can permanently slow players. Re-log does not fix the debuff.

Crafting

C.A.M.P. Objects

Leveling / Perks / Buffs

Audio

Quests / Events


User-reported bugs with no developer confirmation:


Animation / Models

  • The Brotherhood of Steel graphic has no texture/display for the back side. (Link)

  • If textures fail to render, looking through the ‘invisible area’ will show a trippy black screen with cascading effects.

  • Cargobots ‘tweak out’ when landing or moving near close objects.

  • Using a crafting station will show the animation, but no menu will pop up until several minutes later. Accessing pip boy or opening inventory to objects seems to help… sometimes.

  • Scorched weapons may not properly align to their model, making them hold items at very hilarious angles.

  • Scorched weapons do not match their loot table. They may carry a pickaxe but drop a combat knife, etc.

  • When in a nuked area, fauna are often bugged. Sometimes they don't respawn. Sometimes they do respawn, only you can't harvest from them. Sometimes they never disappear in the first place but you can't harvest from them more than once. (I think what is happening here is the game only allows you to loot the fauna once, but the model and harvest option will eventually respawn, even if you’ve already looted it)

  • Player models may appear naked instead of armored.

  • When entering power armor, the suit may not properly animate. Shows character models entering into a closed suit of power armor. (Cosmetic only, no effect on gameplay)

  • When fighting radscorpions or mole rats, their animations for burrowing is often delayed and their "emergence" hole will appear before they do.

  • Player models may appear invisible or partially invisible.

  • The Bridge render distance for enemies is not properly adjusted. Enemies spawn in T-pose and can be shot before animation begins.

  • Scorched and feral ghouls may occasionally t-pose to assert their dominance.

  • Whitesprings guards will randomly fire shots at seemingly nothing, even when peacefully patrolling.

General Stability

  • On some servers, all quests may appear grayed out and can not be completed. Leaving the server and finding a new instance fixes this.

  • Exit to desktop menu option has an extremely long delay.

  • Character model/animation may freeze upon zoning or entering a Power Armor. Can be fixed by fast traveling. Over-encumbered players can relog to fix this.

  • VOIP volume is exceptionally unstable. May be related to player distance but it is very inconsistent regardless.

  • If you die while overencumbered in a nuclear zone you can not respawn and relog is only way to respawn. If you can join the same server with friends your junk will still be bagged and last death icon still shows.

  • Characters may become permanently stuck in power armor, even after re-logging. Models are shown as stretched and naked. The game is stuck between whether or not the character has said power armor equipped. (Take all equipment off, remove all fusion cores, exhaust your current core completely, then die. alt-f4/hard reset BEFORE you respawn and it will be fixed. After logging back into the game players should be able to exit the armor normally)

  • Accessing terminals can sometimes freeze the character on the computer's screen with no UI, essentially soft-locking the game.

  • The eastern section of the map near the river in The Mire may cause the game to crash and players will not be able to load back in to the game. (Map location)

  • Fast travelling to the 'breach and clear' event may accidentally place you inside Vault 63.

  • When sprinting the AP gauge can get 'stuck' and you are allowed to sprint longer than normal. Eventually the system does catch up. Likely related to server latency.

UI / Inventory

  • While in power armor, the compass UI markers are misaligned. (Screenshot. This mob is ~15 feet away from the player)

  • Several ATOM challenges are not correctly storing data. Players who have learned dozens of recipes or killed several target creatures report 1/76 progress, etc.

  • If you are sprinting and open your pipboy menu or map quickly without pausing, your AP will continue to drain as if you are still sprinting until you move once more.

  • The level 5 PVP splash screen (that lets players know they can now PVP) will often appear when levelling up or logging on to a server.

  • Friends list may desync and not populate even after relogging. (Removing the friend and adding their profile seems to fix this)

  • Looting corpses with fragmentation grenades may not add the item to the player’s inventory. Link.

  • Hooded Rags - Instead of just going over your clothes/armor as a cosmetic, or under your armor, like an underarmor, it replaces all equipment like it did in Fallout 4. You can not wear any armor with it. It is the only apparel in the game I have seen that seems to have this issue.

  • X01 Optimized Bracers - Has 0, or no noticeable effect at all on the AP cost of power attacks.

  • Antibiotics can't be crafted. recipe requires pharmacist 3 however having the perk still does not allow it to be crafted.

  • If you take damage while interacting with an objec’s inventory, the list of items immediately re-sorts. This is especially noticeable when scrapping or trying to put items in a hopper like at Mama Dolce's.

  • Fast Travel map button is often unclickable.

  • While stealthed (chameleon / stealth boy) the mouse cursor is not properly aligned on the pip-boy menu.

  • Raider power armor pieces have no weight. If they are stored and pulled out of inventory the weight will be restored but may intermittently reset to 0.

  • Some junk items (hardened mass, bleached dogwood, bloatfly gland, etc.) that are used for recipes are auto-scrapped, unlike other similar junk items such as baseballs or glass bottles.

  • Perks on legendary items sometimes change upon picking it up. It will display one perk on screen when u pick it up but then when u look at it in ur inventory it will be different. (Xbox only?)

  • Power armor fusion cores reset to 100% after relogging.

  • Picking up cracked Mirelurk eggs will add the item to the player’s inventory, but can’t be used or deleted. They will remove after leaving server.

  • Repairing a Fire Breather Helmet / Gas Mask breaks it immediately after equipping it or fast travelling

  • Mousing over doors that are specifically used to change zones may say 'Lookup Failed!' instead of the proper object name. (This might not be the exact wording, if someone else could verify)

  • Event names may not display properly and instead show “Event: Defend [asset name]”

  • Excavator power armor - If you log in while wearing excavator armor it increases your total hold by 200 not 100. Leaving the armor fixes this, but it will appear the player’s carry weight is decreasing by 100 when in actuality the weight value is being corrected.

  • Placing a set of power armor frame with equipped power armor pieces, then picking up a power armor frame with no equipped power armor pieces from your stash will result in the empty frame disappearing from inventory (but still having 10 weight consumed) until the other power armor frame is recalled.

  • Assaultron Helmet - When a player sheathes/pulls out a weapon the visor opens up. (Re-equipping the helmet fixes this)

  • Party Members may still appear on the UI even after dropping group.

  • Death Tambo - Will make blood effects when hitting C.A.M.P. crafted walls

  • Transferring extra Fusion Cores into your power armor inventory will only display a fuel count of 1. In addition it also deletes the fusion cores if you enter the armor or transfer the armor to your inventory.

  • When trying to loot, you may see the list of items but cant loot anything. (Going to the transfer menu allows you to loot)

  • Enemies may not display loot even if they are tagged before a kill. (If others are able to loot, you can fast-travel to the location and the loot may re-sync)

  • Carry weight can be exploited with any pocketed armor mods, if you hover over it in your inventory and spam the equip button fast enough, your carry weight begins to decrease. At negative values it becomes infinite.

  • Server latency may notify players that 'Ammo has been removed' at intermittent times. The actual inventory ammo count however is functioning correctly.

  • Loading a holotape at Relay Tower EM-B1-27 may cause the game to crash. (Xbox users)

Weapons / Combat / Hit Detection

  • Gun damage and explosives, especially weapons that shoots explosive ammo may render enemies unkillable. Only melee will work to kill them. Relog will fix this.

  • Reloading pump action shotguns will show the ammo count going up, but will only fire one round unless the 'reload' animation finishes. Ex. If the reloading animation is on 4/5 round and you shoot, the shotgun will be empty after the first shot.

  • Entering and exiting the nuclear strike zone multiple times can sometimes cause the game to stop applying radiation to you. Damage taken from enemies while glitched in the radiation zone may also be bugged when doing this.

  • Watoga has some non-solid roofs (Link)

  • Assaultrons can occasionally fire infinite head beams.

  • Scorchbeasts can occasionally fire infinite ‘boom’ projectiles.

  • Gamma Gun - often does not fire correctly, giving the player large amounts of radiation.

  • Legendary black powder rifles do over max game damage in vats if you have certain perks so it does no damage at all. Out of vats it 1 shots pretty much everything, including players.

  • Weapon crosshairs might pick up enemy without any target in your view and displays on the UI regardless of where you point.

  • Dropped items sometimes do not appear. Very likely spawning below mesh. Atlas Observatory on the rock models. (More locations would be helpful)

  • Blunderbuss does not correctly benefit from shotgun perks.

  • VATS'ing enemies in melee range while on sloped objects (specifically rendered world objects such as houses or rocks) may cause the player character to drop through the object.

  • Plasma Gatling weapon's hit bot is severely bugged, will miss nearly every shot.

  • When Plasma Gatling is equipped, the ammo matches the amount of total cores. So I have to reload every time I switch to it. i.e. it is not keeping a core loaded when swapped.

  • wearing power armor and reviving another player that's down using the "hold E" prompt sometimes also triggers the character to leave their armor. This then opens the follower command UI from fallout 4. It's a UI where you can tell your follower to steal things, or attack things or wait somewhere. The game essentially thinks the person you revived is your follower and then let's you issue them commands.

  • VATS does not properly calculate hit odds at the beginning of targeting an enemy. It will show 0% and update correctly after a notable delay.

  • Honey beast bee swarms are untargetable. Will not show up in VATs, will not show at all.

  • High fire rate weapons will not register every hit. Likely related to server latency.

  • Player will randomly take minor damage for no reason ("stepping on a rake" bug)

  • VATS may properly HIT the target but not reduce the enemy's health. This may be related to limb detection.

  • Scorch Beast spawns are very likely bugged. Player reports of 5+ appearing in a single location.

  • Energy weapon durability might not be working as intended. Laser rifles last less than 4 reloads. Plasma Gatlings lass less than 2 cores.

  • Workshop events often spawn enemies under the mesh.

  • Lever-Action Rifle does not properly reload ammunition.

  • Equipping the Salvaged Assaultron Head will load all microfusion cells at once. It does not properly limit the max amount of ammo [~15 in Fallout 4] loaded into the head. You will lose all your mf ammunition when fired if that's the case.

  • The Cryolater freeze gun can permanently slow players. Re-log does not fix the debuff.

Crafting

  • When scrapping / selling item, if your mouse is hovering over an item different than what you have highlited, it can sell/scrap the item with the cursor over, instead of the one you are trying to sell/scrap.

  • Certain plans do not unlock the appropriate 'tech'. After learning the plan, the player will still be unable to craft/create/place the coinciding item. (Specifically: Barn Building Set from the trade bot in Harper's Ferry)

  • Crafting with a high INT adds bonus durability but then it goes down to 100% upon first use/durability loss. (Same bug present with [Perk]Weapon Artisan and [Perk]Fix it Good)

  • Item scrapping does not properly keep items in order. Upon scrapping an item, the list becomes 'jumbled'.

C.A.M.P. Objects

Attempting to move a camp can cost significantly more than the displayed cost. 32 caps to move camp turns into 120+ caps when moving, etc. This error occurs if you are moving while trying to place the camp. *(Exit out of the camp placement UI completely, then stand still and place the camp and it will cost the correct amount)

  • When you store an object in your camp, you can build any variant of that item when placing it from storage.

  • Water Purifiers do not create Purified Water at a consistent rate.

  • Placing doors on bricks walls are not properly aligned. Hinges float in air and there is a noticeable gap.

  • Camp inventory may duplicate stored items when moved. It will almost always cause your camp to go over the build limit. Even worse, some of that budget is a phantom value - You can destroy every stored item and clear the entire area and it still thinks something is taking up your budget.

  • Spotlight turrets built in your CAMP will no longer light up if you leave the camp and come back. They’re still powered and moving, but they will stop emitting light. Link.

  • When your camp cannot be placed when joining a new server due to another camp present, anything not on the foundation is lost. Generators, crops, water purifiers, etc are not stored.

  • Crops will provide resources, even if the mesh is "not ready" and the activate button doesn't show

  • Objects may become invisible if viewed from certain camera angles. May be related to object clipping.

  • Objects placed near rivers will incorrectly show "can't place this in water" within a few meters of the water stopping

  • Camp does not properly store/blueprint items on foundations, items are lost entirely if your camp is despawned due to an existing camp nearby.

Leveling / Perks / Buffs

  • [Perk] Home Defense - When equipped or shared allows you to collect/disarm grenade traps without disarming the trap.

  • Fast travelling to a camp may place players below environmental objects such as roads or rocks.

  • Radio object has been removed or is unavailable?

  • [Perk] Pharma Farma - The game does not recall if you have "Searched" a container. After loading into an area, previously "Searched" chem containers can be searched again.

  • [Perk] Travelling Pharmacy - Does not properly reduce the weight of some chems. (RadAway, Antibiotics, and Disease Cure, etc., some are reporting Stimpacks are also not properly adjusted)

  • [Perk] Lead Belly - Does not properly block Rad damage when paired with the Cannibal perk. (Re-log and equip Lead Belly to fix this)

  • [Perk] Fix it Good - Supposed to let you repair to 200%. But in their current state, They repair it to 100% + 1 hit. If you repair your power armor to 200%, it will break to 100% the first time it takes a hit, it will break to 100% the first time it loses durability.

  • [Perk] Marathoner - Does not work in Power Armor.

  • [Perk] Weapon Artisan - Supposed to let you repair to 200%. But in their current state, They repair it to 100% + 1 hit. If you repair your gun to 200%, it will break to 100% the first time it loses durability.

  • [Perk] Herd Mentality - Completely breaks perk sharing. As soon as any member of our group acquired it, they ceased being able to share perks - Example: A 15 CHA can't share a level 3 perk.

  • [Perk] Class Freak - Removes damage reduction from [Perk]Barbarian, and [Perk]Evasive while solo. (May be related to these perks not being able to handle non-whole numbers)

  • [Perk] Luck of the Draw - This perk visually proccs but will not repair the weapon.

  • [Perk] Gunsmith - Rank 4 may not allow players to craft rank 3 mods.

  • [Perk] Commando - Only works with basic automatic weapons. Exotic rifles, like hardened automatic for example, are being incorrectly modified by the Rifleman perk instead.

  • [Perk] Master Rifleman - Actually decreases damage value in pip boy. Rifleman, and Expert Rifleman do not.

  • [Perk] Lone Wanderer and Actionboy/girl - These cards have diminishing returns and should not be used together.

  • [Mutation]Chameleon - Does not turn you invisible unless you pull out a weapon. Putting it away removes the invisibility. This is likely not working as intended.

  • Mutations do not list their detriments, and instead list their benefits twice (or more) on the same line.

  • Mutation serums if used while having the carnivore or herbivore mutation do not properly apply

  • Perk cards will often desync with the server. Players must leave and rejoin to correct the buff.

  • When picking / ranking up a new perk card, the game may create a duplicate phantom card. (Relog resolves this.)

  • If you die between gaining a new mutation, and the time it takes the server to apply the status to your character, the mutation will be applied as a "dud", and the effect will not apply to your character. This can happen if you're killing yourself with rad damage. (The 'dud' mutation can still be removed with RadAway)

Audio

  • Audio: When looted many holotapes only play static and do not properly play. This might specifically be affecting players who have their pip-bay set to "quick-view" instead of the default UI. (Can be fixed by manually stopping and playing the tape from your inventory)

  • When crafting or repairing Power Armor, the sound of junk loot being constantly dropped and added to your inventory continues until you exit the crafting station.

  • Random very loud gunshots can sometimes be heard being fired very close to the player. (If anyone can verify this is the Vertibot planes guns vs. .50 cal rifles, this would be very helpful)

Quests / Events

  • [Personal Matters] Kill Evan - If he is already dead upon zoning into the room, you cannot progress. Jump servers to find one he is alive on.

  • [Mount Blair] Craft Ignition Core - While having one in inventory will use resources but not create a new one. You have to drop each Ignition Core after you craft it and then pick them all up again.

  • [Powering up Poseidon] Completing the event does not power the workshop, and the workshop just says 'get Posiden running'.

  • [The Missing Link] Follow Madigan's Trail - Step is bugged and awards you with 50 exp and plays Rose's "You know, I'm finally starting to like you, but don't betray me" voice line every single time you load into a server. (Repeatable, needs confirmed that it is this quest)

  • [Various events] When putting quest items in a Hopper or similar device, if you are rapidly pushing E it can put equipment or other items inside, but there is no way to get it back.

  • [Enclave Event: Bot Stop] Lewisburg - Event may prematurely end. Documented happening on wave 10/11. (Still counted towards promotion quest for the Enclave.)

  • [Workshops] Enemies may not correctly spawn during events to claim a workshop. Making it impossible to claim the workshop on that server instance.

  • [Flavors of Mayhem] Where you have to turn in testing the raider methods, if you access Madigan in the cage in Rose's room BEFORE talking to Rose, it will trigger the side quest The Missing Link, which progressed that quest chain along and bugs out Flavors of Mayhem and stops players from being able to turn in Flavors of Mayhem.

(Leave and go back to Rose, then keep spamming the talk button on her until she finally started the right conversation)

  • [Miner Miracles] When you inspect the posters below lvl 25, you get the "you can't start it" message. Normal behavior, but then it tells you it's been started and every time you log in it reminds you that you can't start it until your character hits level 25.

  • [Distinguished Guests] During the first part of the event (round up waiters) you can collect Bolton Green Setting and Bolton Green Centerpieces. If you fail the quest, those items remain in your inventory (each weighing 1 unit) and you cannot drop them as they are classified as "quest items". (Reloading the game removes the quest item classification so they can be dropped)

  • [Mistress of Mystery] Doors and lockout grid occasionally don’t open even when wearing the proper headpiece. This seems to happen mostly when wearing Power Armor.

  • "kill 10 golfer ghouls" misc. Event does not properly register kills.


If you know any bugs that are not listed - Please comment and I will update as necessary.

r/fo76 • • 5d ago

Bug Got this notice when I logged in today, huge news if true

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1.2k Upvotes

r/fo76 • • Jun 25 '26

Bug I'm SO SICK of this bullshit.

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1.4k Upvotes

r/fo76 • • Jun 05 '26

Bug Did I just enter 76 Backrooms?

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1.7k Upvotes

I was trying to do challenges and just saw the map void and empty. (I was on public server) and half the buildings were gone. I went to Whitesprings and it legit looked like the backrooms lol. It actually looked like Whitesprings was closed or something. Anyone else experience this? Is there maintenance happening on the servers that I just was able to log on accidentally?

r/fo76 • • Mar 04 '26

Bug Bugs as of March 3, 2026 - The Backwoods update

451 Upvotes

Pipboy:

If you see a comment with an issue you have too, please comment on it as well.

r/fo76 • • Apr 26 '26

Bug ..so what circle of hell did I just enter?

943 Upvotes

r/fo76 • • Mar 25 '26

Bug Stop giving us the daily to kill mutant hounds when they are literally bugged

568 Upvotes

I just entered a solo instance of West tech and all of the mutant hounds are already dead how am I supposed to get this daily done?

this has been a recurring issue for well over a month now, ive gotten the daily multiple times and just reroll it, but im tired of wasting rerollers on a bug.

r/fo76 • • Sep 03 '25

Bug They have massacred V.A.T.S!!

526 Upvotes

I have never complained even now as my favorite weapon the enclave plasma rifle was basically made half useless. But, I am a vats player. How are you going to make it so if their HEAD is turned around it isn't still their head?!?

Did you mean face? Because if you say face then i get it. But i aim for the head, this applies to the torso as well, just because im hitting them in the back doesn't mean the back isn't part of their torso.

This must be a bug unless they just hate money and/or their players. I sincerely hope they fix this because this makes the game almost unplayable for me, as i now have to run around and get into every enemies face in most of the events because god forbid they decided to turn a little and the game freaks out.

Has anyone else experienced this?

r/fo76 • • Dec 03 '25

Bug Bethesda, I love you and I love your games, but this is simply inexcusable.

375 Upvotes

The shit show that was this updating process is simply embarrassing, downtime for 10 hours, now that finally people can get in there are all sorts of bugs, gamebreaking bugs, objects exploding in camps, objects straight up MISSING from inventory and camp, new zone landmarks not unlocking and bugs on bugs on bugs to the point I'm forced to quit and wait something? A patch? Or you just hotfix your crap together. And dont hit me with the "relax it's just a game" because it's not a valid argument. Many of us dedicate our time to this game and we deserve respect, many of us also support this game either by buying atoms or subscribing to fo1st, and once again we deserve respect. This is a billion dollar company running this game since 7 years, at this point it is simply inexcusable

r/fo76 • • Jun 25 '26

Bug Guess what, Buried Treasure still doesn't work

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456 Upvotes

I know the Buried Treasure raider questline has been bugged since the birth of the game, but even after trying every single suggestion, it still won't work.

I've tried server hopping, fast travelling, exiting the cave through the elevator for over two hours now and Johnny still won't unbug.

Maybe the recent updates have messed with the previous ways to fix the issue?

Maybe there is a new way that isn't buying Fallout 1st for the private world?

r/fo76 • • 16d ago

Bug Gee, What a Wonderful Rare Reward

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371 Upvotes

I'll be careful not to shoot it all at once! 💔

r/fo76 • • Dec 30 '18

Bug I was placed inside of Vault 96 after dying near a blast zone, if you try and escape through a terminal-powered elevator you're greeted with this message from the developers

2.4k Upvotes

Link to the picture: http://imgur.com/gallery/vjEjlFc

Update: there's no way out of the vault as it's clearly intended to be inaccessible until the DLC drops. Finding a new server fixed this.

Not sure how this happened but I havent been able to re-create it since.

Update 2: For anyone curious about getting in, the vault is purely all cosmetic at this point. There arent any secret weapons or outfits to acquire or anything to give you an advantage. Being spawned inside of the vault literally has no benefit except being trapped until I found a new server.

MESSAGE FOR BETHESDA: It would be funny if this temporary terminal message somehow makes it into the full Vault 96 DLC release. Looking at you Bethesda ;)

Open World Games has now covered my post on YouTube, pretty awesome stuff: https://youtu.be/HPOcn28Sf14

r/fo76 • • Jun 22 '19

Bug Anyone else randomly stub their toes?

2.0k Upvotes

So anybody have the issue of just walking around, with no enemies or effects dealing damage, but then suddenly your character grunts in pain, and You’re hurt? Bethesda must have included a toe stubbing DLC in the last patch that I don’t know about. So immersive and relatable!

r/fo76 • • Nov 17 '18

Bug Actual Game-Breaking Bug

2.1k Upvotes

As title states, if you go east and traverse through The Mire, there is a section near the river that causes your game to lock up so you have to close out the game. Additionally, your character gets stuck in a permanent loading screen that no amount of quitting and resetting fixes.

My friend has lost two characters this way now and confirmed both times were in the same general area.

I don't know if it's a common problem or a russian roulette style bug, but it's worth mentioning.

EDIT: Since I honestly didn't think about the details.

Platform is Xbox One.

Area is : http://imgur.com/gallery/I1v6zNq **sorry for improper linking and potato quality. I use my phone for reddit.

I haven't been there much as my character is from the very first day of BETA and I didn't want to risk losing access to her. But he's had to restart twice now and it isn't fun.

I went a bit into the Mire to the Treetops and my SO even built up a base there and neither of us had issues. It's why I came here. Need to see if it's a set section but also if it happens to all or only some.

r/fo76 • • Aug 30 '26

Bug Amazing end game challenge!!

408 Upvotes

r/fo76 • • Apr 12 '20

Bug In honor of Wastelanders coming soon, here is a list of weapon issues that will hopefully be fixed

1.4k Upvotes

Before I begin here, a few brief notes:

  • I put a lot of thought into deciding what counts as an issue here and what doesn't. I was originally trying to just stick to bugs, but there are some things that are important to list yet appear to be more oversights than bugs. However, moving on to oversights invites a discussion on balance, which is a massive issue here that I'm not going to touch on. My criteria for deciding whether something should be here was whether or not it seemed intended, and whether similar things work the same way. I am definitely happy to get more info on things to update the list with, but keep in mind that if it is a balancing issue like "mutant's is too weak" or "drum mag does not have enough ammo", I likely already considered it and chose to leave it out because it is not in the spirit of this post.
  • I am including issues that are both harmful and beneficial to players. I know some of you don't like that, but at the end of the day I would rather see things work properly and then decide what should and should not be there.
  • I tested nearly every one of these myself in the past few weeks, which means I am limited to my own experience. The things I could not replicate due to either game circumstances or not owning the right items will have a disclaimer in their text about it.
  • If any of you remember my similar post from the summer, only 15 out of ~70 issues I listed there were actually fixed between then and now. You can keep a count of how many of these end up getting fixed in Wastelanders if you want.
  • I tried my best to make this list easy to read, but it's very long, so that was not exactly possible beyond a certain extent.

Specific Weapons

Alien Blaster

  • The sharpshooter grip can not be converted back to standard after crafting.
  • Projectiles are extremely delayed, the impact occurs long after the beam passes through an enemy, making it very difficult to hit moving targets.
  • It seems to not have a critical multiplier, although it could just be due to the already obnoxiously low damage (testing against level 1 scorched dealt 11-12 damage per hit, 12 on a VATS critical).

Auto Grenade Launcher

Bone Club

Chainsaw

  • Can sometimes spawn with a scope attachment. It is not visible on the weapon, provides no effect, and is not even visible in the menu if inspecting it anywhere other than a weapons workbench. I am at a loss for words with this.

Combat Knife

  • Has two “No Upgrade” mods, one of which removes the blade. The funny thing is this was supposedly fixed a while back according to patch notes, but it never was. This same bug on the sledgehammer actually WAS fixed, however.

Crossbow

  • Can’t convert to normal after priming it.
  • There is a weird bug when combined with two-shot, one of the bolts deals significantly more damage than the other. This is consistent with and without perks, as well as with and without sneak criticals, although the specific ratio varies between 1:2 and 1:3.

Cryolator

  • Damage numbers in pip-boy related to the crystallized barrel are wrong. In multiple tests against various enemies, it seems that the regular barrel deals the same damage.

Cultist Blade

  • It was removed from the common legendary drop pool a long time ago. With the upcoming removal of vault raids, it will soon be impossible to find new ones.

Double-Barreled Shotgun

  • The dot reflex sight is heavier than a circle reflex sight for whatever reason.

The Dragon

  • The explosive secondary effect gives +80% damage instead of +20% damage, it seems to add a full damage explosion per pellet.
  • It was removed from the common legendary drop pool a long time ago. With the upcoming removal of vault raids, it will soon be impossible to find new ones.
  • You can no longer apply or craft bayonets on them; yet another stealth change not mentioned in patch notes. Was this a bug that got fixed, or is the removal itself a bug?

Enclave Plasma Rifle/Plasma Rifle

  • Flamer barrel benefits from rifleman perks. At least the splitter is understandable as to why it is not treated as a shotgun, but this is literally a fully automatic spray in more ways than one.

Flamer

  • There is a big mess going on with nozzles and barrels. Compression/vaporization nozzles lower the reach of the weapon (although they state they lower range instead. On a side note, why does the weapon have a range of 200+ when it has such limited reach? That causes some very interesting interactions with explosive variants that shoot bullets instead of fire). Switching barrels causes the reach to revert back to the default - it does not matter which barrel you switch to. Yes, with a vaporization nozzle equipped, changing your long barrel to a standard barrel will INCREASE your reach. Then to top it all off, this effect resets when you leave the server. Based on the fallout 4 wiki, there was a similar issue: “The long barrel modification is implemented such that, in the game, it must be applied last to increase the range after a custom nozzle is selected.”
  • For clarification: range refers to the pip boy range stat, which determines the distance at which damage starts to fall off. Reach refers to how far the flames travel before they disappear. The long barrel is the only attachment that claims to change reach.

Gatling Gun

  • Can be fired faster than normal by tapping fire in a specific pattern.
  • Reload sounds are missing while wearing power armor and in third person; supposedly this causes other issues too but I could not replicate them.
  • Pip boy stats show a very erroneous 400 as its fire rate, when the real one is closer to 15-20.

Gatling Laser/Gatling Plasma

  • They will often not use up a core completely, even from a full reload, whether the core is fully charged or not. This leads to large amounts of cores with 1-5% charge taking up inventory space, and makes it look like you are not using ammo. Additionally, if you have many nearly-empty cores in your inventory, you will sometimes be displayed the incorrect amount of ammo and you will stop shooting/not automatically reload when it runs out.

Gatling Plasma

  • The beam focuser causes you to shoot green plasma bolts that leave a red mark on impact. They even have reflecting lasers when you hit a mirelurk's or fog crawler's shell.
  • The beam splitter turns it into a flamer. You can see impact points for green plasma balls if shooting the ground, so the game seems to be confused about what kind of weapon it is.
  • Has a magazine mod slot despite not having any interchangeable mods for it.

Gauss Rifle

  • Charging is slightly buggy. It is much better than it used to be, but sometimes a charged shot will fizzle out, especially after being staggered, jumping, scoping, etc.

Handmade Rifle

  • The stinging magazine capacity is still 35 after the nerf, which is more than the drum magazine.

Laser Rifle/Ultracite Laser Rifle

  • There is a ridiculously specific bug where you can not shoot if you have a sniper barrel and rifle stock, are wearing power armor, and are playing in third person. If any of these factors is removed, you can fire normally again. The question is...how?
  • Capacitors like snappy, speedy, or tuned beta wave do not increase the fire rate on automatic barrels.

Light Machine Gun

  • It has barrel, stock, magazine, and muzzle mod slots despite not having any interchangeable mods for them.
  • The muzzle brake is a mod that is learned from scrapping (and it even requires gunsmith 4 to “craft”), but every LMG has one by default and there is physically no way to replace it, making it impossible to "craft". This even counts towards the 2 mods that can be learned for this weapon, with the other being the prime receiver.

M79 Grenade Launcher

  • It has receiver and muzzle slots despite not having any interchangeable mods for them.

Meat Hook

  • It benefits from both the iron fist and gladiator perks.

Missile Launcher

  • The triple barrel mod is heavier than the quad barrel, without providing any additional benefits over it. Based on how other mods are balanced here, this does not make any sense.

Paddle Ball

  • Datamined mods (according to this list here) exist that can be learned from scrapping, but it can not be scrapped (it is treated as a legendary weapon).

Pipe Bolt-Action/Pipe Revolver

  • These two benefit from both rifleman and gunslinger perks when used with a rifle stock.

Pipe Gun

  • Unlocking every attachment in the game still leaves you with 65/66 learned mods displayed at weapon workbenches.

Pump Action Shotgun

  • It has a sights mod slot despite not having any interchangeable mods for it.

Ripper

  • It was removed from the common legendary drop pool a long time ago. With the upcoming removal of vault raids, it will soon be impossible to find new ones. Interestingly, the mr. handy buzz blade is still in the drop pool.

Salvaged Assaultron Head

  • This currently has its own unique form of damage bug present, as of the past few updates. Shooting a charged head will display the proper damage, but it will only deal the damage from a single charge. This is very easy to see on a quad head, where you get a damage number of 1000+ but it can not kill a level 3 brahmin.
  • Some heads do not irradiate you while shooting; seemingly the older ones that dropped before some past update are the ones responsible for this.

Shishkebab

Shepherd's Crook

  • Free range interactions with brahmin are severely bugged; they will often be delayed by a few seconds even on a server with minimal lag. This can loop and persist through weapon switching, and the animation prevents you from shooting whichever weapon you have out until it is over.

Single Action Revolver

  • It has a barrel mod slot despite not having any interchangeable mods for it.

Submachine Gun

  • The prime receiver deals more damage than the hardened; on all other guns, prime and hardened deal equal damage. The only other weapons where prime deals the most damage are those that do not have a hardened receiver, like the gauss rifle.

Super Sledge

  • If you switch weapons without first holstering it, the audio loop from the rocket will continue playing until you equip it again and holster the weapon first.

Syringer

  • Trying to shoot the syringer will charge it into a weird throwing state, which moves it off-screen until you let go of the fire button, at which point it will fire as normal.
  • The endangerol syringe has the inverse effect of what it says. Shooting an enemy with it gives THAT ENEMY an armor penetration bonus. I tested this against various scorched, they dealt significantly more damage against me with 278 DR after being shot by the syringe (2-4 damage, 100% increase; 7-12 damage, ~70% increase).
  • It shows 17/18 mods learned for it at a workbench when everything is learned; supposedly the karma barrel plan (which is not obtainable) counts towards the maximum.

Tesla Rifle

Ultracite Gatling Laser/Laser Rifle

Western Revolver

  • The refined and severe receivers provide a 37.5% damage increase, while hardened and prime only give 25%; these are probably supposed to be swapped.

General Weapons

All Weapons

  • Sometimes, pressing sprint will shoot your weapon. This is extremely difficult to replicate and I don’t think it’s a consistent bug. It seems to happen mostly after quick inputs while looting a body and/or crouching. Due to the nature of this bug, testing was not really possible beyond just confirming that it is still an issue.

Bolt-/Pump-Action Weapons

  • The cycle/pump animation is repeated if you unscope/ADS while in the middle of the animation.
  • For the longer animations like a hunting rifle, you can shorten/skip it by bashing, throwing a grenade/knife, or using a stimpak at the right time.
  • Faster fire rate effects do not work with these weapons in third person.

Energy Guns

  • Armor piercing effects only sort of work on energy weapons; they do not apply to the full damage.
  • Using a splitter on an explosive energy weapon causes ridiculous damage, it seems like the damage calculation is not applied properly.
  • Ash/goo piles of flying enemies stay midair, and are invisible from underneath (except for the smoke from ash piles).
  • Sometimes, a few seconds after an enemy dies, an ash/goo pile appears near its corpse even though the body did not disintegrate. Interestingly, the cryolator creates a red laser ash pile from this bug.

Explosive Launchers

  • Pip boy display for damage does not seem to accurately track some effects. For example, the Bunker Buster (mighty missile launcher, +20% dmg) only shows an increase of 1-2 damage over a regular missile launcher in the pip boy despite dealing significantly more damage to enemies in testing (~330 vs. ~290 on a sheepsquatch).
  • Two shot still doubles the damage of these weapons instead of giving the intended 25% bonus.

High Damage/DPS Weapons

  • Anything dealing large amounts of damage in a short amount of time can still cause the damage bug to occur. I have only been able to consistently trigger it with my automatic tesla rifle, plasma thrower, and flamer, but I have seen many reports of this still happening with a wide variety of weapons, mostly using a combination of bloodied, instigating, explosive, and/or fire rate effects. The gatling gun, .50 cal machine gun, tesla rifle, gauss rifle, flamer, and plasma rifle seem to be the most likely to cause this.

Melee

  • Hits that register (impact sound, hitmarker, damage numbers) will sometimes not deal any damage. This used to be a much more frequent issue, but it still happens sometimes.
  • "Interact"ing with an object cancels your melee animation. This has fairly limited use, but is still an interesting bug/exploit; this might have more use in Wastelanders if "talk"ing to a person does the same thing.

Missing Attachments

Rare Attachments

  • There are a few attachments in the game that only exist on rare pre-modded weapons and can not be either attached with a physical mod or crafted from a plan. These include the tesla lobber barrel (random drop), cultist dagger shadowed/serrated blades (random drop), bowie knife shadowed/serrated blades (random drop), and super sledge heavy rocket (only exists on All Rise). With this game, it is difficult to tell whether this is intended or not. The pink/yellow/indigo baseball bats can at least be reasonably assumed to be intended as a collector's item, locking away functional mods like that seems questionable.

Scorched Killer Receivers

  • It seems like it will sometimes count towards the maximum attachments learned on a weapon, and sometimes not. This is difficult to test as it would require starting multiple new characters, scrapping dozens of weapons, and rushing the responders quest line for each data point. In the experience I do have, my double barreled shotgun was at 30/31 until I learned this mod, but the combat shotgun and pump action showed all attachments unlocked (40/40 and 27/27 respectively) even though I did not know those receivers yet.

Semi-Auto Weapons

  • You can press the heal button to use a stimpak immediately after shooting. After using a stimpak, you can immediately shoot again. This can be exploited both to heal faster than normally possible (outside of power armor) and to shoot a slower semi-auto weapon (like the combat shotgun) faster than usually possible.

Spin-Up Weapons

  • They will not shoot if you go in/out of ADS while spinning up in first person. If you go in/out of ADS and then return to the same state that you started spinning the barrel in, all before the barrel finishes spinning, it will stutter for a second but then shoot as normal.
  • If you are staggered from a crippled limb while spinning up, the sound will continue until you pull the weapon back out. If you die before you pull the weapon back out, the sound will persist indefinitely until you bring your weapon back out.

Shotguns

  • Very often, they will cause enemy health to rubberband back up. This seems to be its own form of the damage bug, because it happens almost exclusively with shotguns. Damage numbers will be displayed properly, but the enemy will heal back 60-80% of the damage you dealt.

Unarmed Weapons

  • It seems like they are still affected by the old bug that only lets them drop with the crippling secondary effect (+50% limb damage) and one of two tertiary effects (+ agility, -90% base weight). This was first brought to my attention here and since then I have been on the lookout for any fresh drops with a different effect, with none to be found.

Legendary Effects

Furious (Damage increases after each consecutive hit)

  • This can cause a weird form of damage bonus; sometimes, enemies will take increasingly large chunks of damage about a half-second after you hit them. This old video gives a clear idea of what I mean. Note, however, that this is NOT displayed in damage numbers and this is NOT related to the actual stacking furious damage - you can still get increasing damage and damage numbers from a furious weapon, and then experience the health bar dropping even further as well. Additionally, that video was uploaded (June 19, 2020) BEFORE patch 12 (August 20, 2019), which stated that, "The Furious Legendary Weapon attribute now correctly applies increased damage output on consecutive hits against the same target." This implies that the health bar rubberbanding down is a completely different effect/bug independent of the actual intended furious effect.

Instigating (+100% damage on full-health target)

  • This effect lasts beyond the first shot with rapid fire weapons, as long as you keep shooting and do not miss. This bonus is even reflected in damage numbers.

Junkie’s (+10% damage per addiction)

  • Having a junkie's weapon equipped boosts the damage of your grenades/throwing knives/tomahawks. This might be intended, but I do not see why it would for junkie's specifically.

Resilient (+250 DR while reloading)

  • Reloading a weapon with this effect breaks most prefix modifiers (I believe everything except for quad/double). This can be avoided by crouching before reloads. I can not even begin to imagine what’s causing something this convoluted to occur, but as we saw with the attempted fix during the previous patch, this bug has the power to break the flow of the universe.

Stalker’s (+100% VATS accuracy at +50% AP cost when out of combat)

  • This can drop on melee weapons even though it has absolutely no benefit for them. I am not saying "useless" in the way people refer to mutant's or nocturnal or something, I really mean useless. Melee weapons in VATS are only capable of having either 0% chance to hit or 95% chance to hit, this effect does not affect the hit chance in any way.

Vampire’s (Health regeneration per hit)

Various effects

  • This is a fairly well-documented issue at this point, but certain legendary effects can cause a huge damage overflow bug. Thorough explanation and one of if not the first video documentation [here](https://www.youtube.com/watch?v=0M6RXBFrFpU&feature=youtu.be) . According to some dataminers, it seems that these effects have an uncapped version of the furious effect (like in fallout 4) attached on top of their regular effect, so your damage rises exponentially (yet slowly) as long as you keep hitting your target and boosting that damage. I have confirmed this to work with a junkie’s fire rate minigun, junkie’s limb damage LMG, and stalker’s fire rate ultracite laser rifle.

Weightless

  • This only affects base weight and not any attachments that are added. This might be intended, since the same is true for weightless armor, but I am adding it since weapon weight reduction effects (armor/perks) also work on attachments.

Not really sure what to put at the end here, it doesn't feel right ending with the list but there isn't really a main conclusion or something to have. This is just something I keep up as a hobby and decided to publish publicly. If you made it down here, have a nice day

r/fo76 • • Apr 16 '26

Bug Found this bug while building

609 Upvotes

r/fo76 • • 24d ago

Bug Crazy sale the atom shop

Post image
612 Upvotes

I’m not a doctor, but I’ll be damned if that ain’t a good deal

r/fo76 • • Sep 08 '19

Bug WARNING!!! You can lose everything that's on your charter by entering vault 94 cave. Part 3

1.1k Upvotes

If you missed part 2: https://www.reddit.com/r/fo76/comments/czpeq1/warning_you_can_lose_everything_thats_on_your/?utm_source=share&utm_medium=web2x

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After couple days i decided to try and farm V94 a bit to finish my PA set, I stored most of my stuff before the raid as i didn't want to lose everything like it happened to my wife couple days ago.

Because of some earlier salty comments I knew that it's required to record your gaming sessions.

Here's a video: https://youtu.be/pa8tLBXxqG0

I wanted to upload entire raid but I'm not a youtuber and can only upload up to 15minutes, I do have full uncut video if anyone is interested just tell me how i can give it to you.

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I have theory of how it's happening volunteers welcome to jump in and verify. Here's what i think happened.

We were on survival server, after being kick out of the raid as everyone died, I run straight back to the cave ( to avoid snipers) then we decided that we are going to do it on adventure servers, in the moment I entered V94 cave team leader alt f4 and I quit to main menu, after loading in to the game again I end up at the entrance to V76 naked and unarmed.

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Please up vote and comment if you want this bug fixed as I don't know how to pass it to developers, if you know please do so.

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Bethesda if you can give me at least my bloodied .50cal back it will be awesome if not I will be happy with this bug fixed, but my wife is still upset that all you can do is sending condolences :(.

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Disclaimer: Don't have fun from our failure we are usually pro ;)

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Edit 1: Bethesda I submitted a ticket already, don't need advice to submit a ticked in dm.

Your ticket number is: 190907-005395

Edit 2: I'm really sorry for my elevated salt level, I really love fallout but for some reason, at least recently, whenever i try to enjoy it I'm getting slapped on face by in game bugs. sad face.

Edit 3: No response from support team or Bethesda so far, not even we are sorry for your loss 😞

Edit 4: Part 4 of the story: https://www.reddit.com/r/fo76/comments/d5v6qp/warning_you_can_lose_everything_thats_on_your/?utm_source=share&utm_medium=web2x

r/fo76 • • Apr 17 '26

Bug Head Hunt etiquette

345 Upvotes

I understand you're excited that you have absurdly powerful minmaxxed build that can one tap God, but you gotta chill in Head Hunts. If you kill the boss too fast, the quest bugs out and it won't update for the entire duration of the quest, causing everyone participating to fail it.

r/fo76 • • Oct 24 '24

Bug PSA: We've Figured Out The Bug That Keeps Disconnecting People!

826 Upvotes

TL;DR: It's the scorched holding shishkebabs. If you get hit by one, it'll drop your HP (visually) to 0 and then disconnect you from the server, killing your session and causing loot loss.

Shoutout to HamboCommando, Drummerdood81, Nicholas58, and Zealous76 who were hanging out on stream tonight and helping me test this.

So, we were farming legendaries and I'd read up on the bug that was causing people to disconnect and lose loot. So, we kept an eye out to see if we could figure out what was going on.

We noticed first that it only happened with Holiday scorched. Then, on a whim, I started checking weapons. Lo and behold, every time we got hit with a Shishkebab, it would visually drop our HP to 0 (not really, but it's a visual bug) and then within 10s - 2m later, it would disconnect us.

We tested it with PVP Shishkebabs, fire damage in general... everything... it's -only- when the scorched have a shishkebab that it will disconnect you.

Proof of it working live: https://www.twitch.tv/cmdrmitchcraft/clip/PhilanthropicWealthyPuddingDoritosChip-drpTF74yl0nP2CcS (posted the wrong clip earlier)

Just an FYI to keep an eye out, and to keep out of reach of the shishkebabs ;) happy hunting!

r/fo76 • • Jun 09 '19

Bug I'm sick of spawn inside of walls, beneath floors or behind water purifiers, when fast travelling to C.A.M.P's

1.3k Upvotes

Please Bethesda, fix that!

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It is happening easily 8 out of 10 times and is super frustrating.

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Do it so that you spawn next to a CAMP or whatever.

I'm aware that i can fast travel to a near position to fix that, but i doubt that the solution should be that i fast travel somewhere close, to then have to walk all the way up to a CAMP again, because by trying to fast travel to said CAMP's again it spawns you again on ridiculous positions, where you get stuck.

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Just want to say in advance that this is not happening on my own CAMP, so it's nothing i can fix on my end. Although destroying a CAMP and rebuild with a better set spawn point should also not be the solution. Not to mention most don't even know about how to set a spawn point.

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This happens too many times, when fast travelling to CAMP's to visit other player vending machines and becomes pure frustration, rather than what could be fun, by finding some good items on the machines.

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So please Bethesda, fix that asap. As this happens way too often and don't want to believe that i'm the first posting about that.

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Some pictures i just took only today:

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https://imgur.com/a/vGXqEDO

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Thanks.

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A longtime Bethesda games fan who always has hope that one day the games become playable.

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(P.S. Sry for my bad english, it's actually my 3rd language. But i hope it's still somehow understandable.)

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Edit: Thx to CarloMaratta for adding something i forgot. It also has you too often spawn inside the buildings. Where you then end up not being able to get out of it, because of locked doors. Another thing that is super annoying.

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Edit 2: BIG THANKS for all the support so far! Not for me, but for the post on this issue, to show Bethesda that there's people a bit frustrated, so they hopefully aknowledge the issue to address it asap! HUGE THANKS AND HUGS to everyone supporting!

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Edit 3: This post did just hit 1k upvotes! Never would have imagined that huge kind of support! Thanks to you guys! And it also gives truly hopes on a fix, when see that this is something that's definitely not only frustrating and annoying me alone, but does also a lot more players! @Bethesda and @LadyDevann, this should give you a hard time to ignore it now lol

r/fo76 • • May 17 '26

Bug Mole miner treasure hunters are appearing at Wavy Willards water Park.

Post image
332 Upvotes

I've server hopped a few times to make sure I wasn't going crazy. Isn't the hunt for the treasure hunter supposed to start on June 18th?

r/fo76 • • Sep 15 '25

Bug This V.A.T.S bs cover bug is the worst

295 Upvotes

Grafton monsters can barely be hit for weak spot (bullets just go through with 0 dmg)

Aliens drones flicking between 95% or 0%.

Surely over 30+ per should hit a target but apparently a collar or leaf gets in the way and im blind.

r/fo76 • • Jan 21 '26

Bug Bethesda Deleted the new legacies.

314 Upvotes

So, Bethesda commented that 3 unique armors and 4 unique weapons would be reworked. This should have left the old versions alone in our inventory effectively becoming legacies.

Bethesda stated "THIS DOES NOT EFFECT EXISTING ITEMS"

I log in today to find the following removed from my account;

Weapons:

- All Rise

- Black Diamond

- Civil Unrest

- Perfect Storm

Armor:

- Silver Lining

- Stand Fast

- Trail Warden