Fallout New Vegas

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Clarification : I am not a member of the TTW team, these are the bug fixes that i was modding for my own game that i have decided to release to everyone so that everyone may benefit from them.

Requirements :
-TTW (Tale of Two Wastelands, https://taleoftwowastelands.com/)
-NVSE latest version (nvse.silverlock.org/)
-Lutana NVSE plugin (http://www.nexusmods.com/newvegas/mods/55399)
-JIP NVSE plugin (http://www.nexusmods.com/newvegas/mods/58277)

Compatibility : Due to the massive number of fixes (especially the weapon fixes), this is likely to conflict with some of your mods. I suggest loading this patch as high up in the load order as possible and then using FNV edit to resolve conflicts as necessary.

Latest version : Unofficial Patch 1 (made using TTW 2.94b and TTW Fixes 2.2.2)

Highlights : Updates VATS fix scripts for FO 3 weapons and to deal the correct amount of damage, factor in more perks, factor in your actual ammo values and actual difficulty/sneak damage modifiers. Fixes a ton of broken leveled lists that were causing low level enemies to spawn regardless of how high level the player is. Full changelog below :

Vats Fix explanation :

The new VATS fix scripts aims to make multi-projectile weapons (such as shotguns) do the correct crit damage in VATS, as the game engine currently limits them to one crit only. The current VATS fix scripts from sources like the YUP unofficial patch currently cause massive overkill damage as they assume the script fires only once, when it instead fires once per crit.

Unfortunately the script fires once per crit, which means that currently the fix will cause you to deal more damage in VATS than outside of VATS, as the game engine applies the normal crit + the damage from each script.

So for example a weapon that fires 4 projectiles each critting for 10 damage, will crit for 10 damage (the one applied by the game normally) followed by the script firing 4 times (once per crit) for 40 damage, making it 50 damage in total.

If anyone knows a way around this to make the script do the proper damage, please let me know.

The script also currently assumes that you are using the default perk values that affect crit damage, if anyone knows of a way to get it to check the actual perk modifiers, please let me know.

The script will check your actual ammo effect values and apply them accordingly (DR, DT and damage modifiers), up to 6 separate modifiers. The script also factors in your actual difficulty damage modifiers and sneak damage multipliers.

The script also fixes the incorrect damage caused by slugs and 4/0 buck, by increasing their crit damage accordingly. So for example a shotgun that fires 7 projectiles at 10 crit damage each can normally crit for up to 70 damage, but when using slugs it would still only crit for 10 damage. The script should make slugs do up to 70 damage if it crits, both in and outside of VATS.

The script factors in a LOT of variables, so it may not work perfectly. If you notice any odd damage results, please let me know.

Unofficial TTW Patch 1.1 (made using TTW 2.94b and TTW Fixes 2.2.2)

Note : The Version 1 readme incorrectly stated that Barkskin was changed. I didn't make any changes to Barkskin, that was put in the readme by mistake. TTW Fixes made the change.

Companions :

-Added more checks to Charon's dialogue to make sure the special shotgun he uses to kill Ahzrukhal is removed after he is done with it.
-Fawkes and RL-3 now gain the correct amount of health per level. Whoever made the companions forgot that if "PC level mult" is checked, then they gain their base health PER LEVEL. This was giving Fawkes 250 hp per level and RL-3 350 hp per level, leading to ridiculous amounts of health. Fawkes now gains 25 hp per level (similar to Lily) and RL-3 gains 35 hp per level.
-Fawkes now has the correct super mutant 15 DT instead of 50 DR.
-RL-3 now has the mister gutsy 25 DT.
-Dogmeat's min level was lowered to 1 so that he now correctly gains 5 damage per level, instead of 1. He still gains 100 hp per level because he has no DT effect.

Enemies :

-Slightly shortened the names of Irradiated Lonesome Road NPCs and Y-17 harnesses to avoid them blocking the HP/DT indicators from Living Anatomy.
-Added the player faction as an enemy to the enclave faction to try and fix the issue where some enclave troopers would spawn friendly to the player until they got close.

Weapons :

-Changed the MPLX Novasurge to use 4 energy cells per shot, double that of the plasma pistol (same ratio as in FO 3) and increased it's skill requirement to 75. It still outdamages plasma casters, don't worry.
-Increased Callahan's Magnum's base damage to 15 more than the TTW Lincoln repeater (80, same ratio as in FO 3) and it's crit damage accordingly. Also increased it's crit multiplier to 2x (same as in FO 3) and it's skill requirement to 75. It was the best small gun available in FO 3 because it required you to nuke the citadel at the end of Broken Steel, this just updates it to stay the same way.
-Increased the base damage of the heavy incinerator back to FO 3 values (35) to try and stop enclave hellfire troopers from refusing to use the heavy incinerator since their NV pistols outdamage the NV heavy incinerators. Note that the heavy incinerator is still subject to the impact damage bug (no impact damage outside of VATS). Crit % was also changed to FO 3 values (1% crit). Explosion damage and other effects unchanged.

Perks :

-Superior defender's DT bonus changed to +3 DT (same ratio that was used to change toughness from FO 3 to NV)

NPCs :

-Made slight changes to Greta's packages to try and get her to finish her infinite smoke break.

Misc :

-Removed some left over debugging lines from the ignore DT script that were printing debug messages into the console. Still trying to figure out a way to make melee weapons ignore DT when used by NPCs.
-The fix to make shotgun slugs and other ammo that fire less projectiles than normal do proper crit damage should now factor in the shotgun surgeon perk.

Anchorage :

NPCs :

The power armored soldier's minigun no longer has "NPCs use ammo" checked. This should prevent all the power armored soldiers in the simulation from suddenly running out of minigun ammo and resorting to punching chinese soldiers with their fists.

Broken Steel :

-Elder Lyons should now add the player to the DC Brotherhood faction instead of the NV one.

Mothership Zeta :

Companions :

-Fixed a bug that was causing Paulson to not shoot the alien in the engineering core scene. Turns out the AI has no idea how to switch ammo...
-Elliot's scripts no longer give him an additional assault rifle in the cryo lab (not sure why this was in vanilla FO 3 in the first place)
-All companions should now have proper follow packages that have "continue during combat" checked (like most FO 3 and NV companions), to prevent them from running very far away from the player and getting them killed, such as Paulson in the Hangar.
-Added more dialogue checks so that companions get flagged as the player teammate appropriately (so that they restore health after combat and will sneak with the player)
-Removed the AP ammo from companions, they now use a special ammo that ignores DT. Temporary fix until a better solution can be found for FO 3 companions not being designed for the DT system in NV (taking suggestions).
-Companions should now only say their engine room specific lines once, instead of repeating it every time they go near the trigger location.

Misc :

-Re-aligning the support drone sensors should now work correctly, the version 1 fixes weren't enough.
-Manually added the cryo lab feral ghouls to the feral ghoul faction to try and fix them attacking each other.

Needs more opinions :

-BOS/Outcast/Enclave soldiers using gatling lasers will switch to their pistols (if they spawn with them) when shooting at each other because gatling lasers with normal ammo cannot bypass power armor DT. They also will refuse to use weapons like flamers against super mutants for the same reason. This makes some sections such as the attack on the satellite relay in broken steel very silly (picture a bunch of BOS soldiers running around with 10mm pistols shooting enclave soldiers). Not sure what's the best way to fix this.

Issues that im trying to fix with not much success :

-Non hit scan weapons with explosions deal no impact damage outside of vats (mainly the missile launcher and fatman). This is due to a game engine bug, but there should be a way to do a proper workaround (like with the gauss rifle fix). However I cant make a script that always fires when the missile hits something (including the ground) and adding a damage effect will not take into account perk modifiers, etc.
-The Heavy incinerator fires multiple shots in VATS but only uses up 1 ammo each time. This seems to be animation related because changing the gatling laser to use the heavy incinerator mesh causes the same bug.
-Sometimes you will get stuck in permanent caution or danger mode even if it is impossible for any enemies to detect you. This happens VERY often in areas like the Old World Blues areas. Most of the time, you are not actually detected, so it is a false alarm. Sometimes you can see enemies constantly switching from alert to normal states (Walking normally, then drawing their weapon, holstering it, then getting alerted and drawing it again). This usually happens when there is a dead body nearby and for some reason the detection event from the dead body never expires like normal, so they keep getting alerted infinitely from the dead body.
-Killing someone with no witnesses should not cause faction reputation to change.
-The knockdown chance from "And stay back" does not factor in the reduced projectiles of some ammo types like slugs.
-If targeting a very close range enemy in VATS, sometimes the hit % drops to 0 (Especially common with melee/unarmed weapons) or when firing a weapon, the hit % is correct but the shots hit too high
-Automatic weapons firing bursts in VATS will sometimes miss with all shots even at 95% hit chance
-Sometimes super mutant masters/overlords spawn with sledgehammers instead of super sledges at high levels, the leveled lists look fine, and this happens in vanilla NV as well. No idea what is causing this.
-NPCs sometimes refuses to equip weapons, seems to happen most often with flamers/incinerators. Also happens with companions refusing to equip weapons like the anti-material rifle. This is present in the vanilla game.
-The deathclaw mother's mesh is bugged so that when you attempt to target its head in VATS, you actually end up targetting the neck. Unfortunately i cant figure out whats wrong in the mesh file, can anyone help?
-Enclave scientists have a 0% targeting chance for the torso and legs in VATS and enclave soldiers in mark 1 advanced power armor have their left thigh as part of their VATS head location (probably something wrong with their mesh).
-Kills from the Mister Sandman perk currently do not cause any karma loss/gain
-Mines placed ontop of one another do not apply damage correctly, e.g. stacking 5 mines ontop of each other will usually cause only one mine to apply it's damage. Probably an engine bug.
-NPCs/creatures that use melee attacks will stop moving while performing the attack animation, allowing their targets to walk out of range before the blow lands, instead of moving forward to keep the target in range. Watching veronica try and fail to hit a back pedalling Fiend for well over a minute was very silly.
-The inactive support drones in the robot pods for the weapons lab and biological lab teleport to the entrance when the player enters those cells. I can't find anything that is causing this though.

Possible issues :

-LAER and Elijah's LAER is affected by the laser commander perk, not sure if intended.
-Run and Gun perk does not appear to affect moving accuracy, can anyone confirm?
-Automatic weapons either crit for the entire burst in VATS, or no shots will crit, instead of calculating crits for each bullet (probably engine limitation)

On possible to do list :

-Fix several perks like ninja to affect base crit chance like they did in FO 3 (debatable whether this is a bug)
-Make GRA and non-GRA weapon variants function the same (use the same item mods, etc). Strictly speaking not a bug but most people use some kind of mod that does the same thing, and this patch will conflict with those mods.


---------------------------------------------------------------------

Unofficial TTW Patch 1 (made using TTW 2.94b and TTW Fixes 2.2.2)

Companions :

-Added checks to dogmeat to try and prevent him from suciding in combat. For some reason the confidence levels in the AI data tab do not appear to work for companions, and the script to make him forceflee doesn't appear to work either...
-You can now set FO 3 companions to aggressive stance. I'm not sure if the effects are working properly though.
-Dogmeat and RL-3's death messages are now in the form of popup boxes, the same as with all other companions
-Fawkes no longer loses all his items after you get captured, allowing him to keep his super sledge.
-Jericho's chinese assault rifle updated to TTW stats
-Permanent companions will now dispel poison effects after combat ends, which should prevent the bug where poisoned companions do not auto-heal after combat.



Quests :

-Quest markers for "Those!" have been updated. They will now point to Doctor Lesko and Vera Weatherly at the appropriate quest stages instead of nowhere.
-NV Fiends now have reputation, because gaining peaceful entry into vault 3 allowed the player to remain as an ally of the Fiends Faction forever, no matter how many fiends they killed. Upon gaining peaceful entry to vault 3, a script will remove all infamy from the player which should allow them peaceful entry until they lose reputation (like with any other faction). Untested.
-Officer Wilkins and Overseer Mack should no longer cause all the guards to go hostile when they attack you in "Trouble in the homefront"
-Fixed a bug where you would not be able to tell your follower to activate the purifier because the pre-broken steel conversation topic was overwriting it.
-Added conditions to prevent the player from using the intercom to enter Tenpenny towers if the player is hostile to the Tenpenny guards faction.
-Fixed a possible infinite dialogue loop when trying to buy the Euclid C-Finder from Max with Barter.
-Chapter 1 of the "Wasteland survival guide" quest will now correctly point to the food storage and medical supply containers.
-"Agatha's Song" : You can no longer use the intelligence dialogue option an infinite number of times
-"Power of the Atom" : Opening Leo Stahl's drug stash should now complete the optional objective.
-"Power of the Atom" : Burke now gives you Alistair Tenpenny Suite's key. Previously if you waited too long to head to Tenpenny Tower after Burke leaves for it, the cell would reset and the door to Alistair Tenpenny's room would re-lock, forcing the player to break into the room in order to report to Burke after installing the fusion pulse charge.
-"Blood Ties" : The fence gate leading to the Family is now owned by The Family. Previously, you could just walk up to it and pick it despite the guard being in full view of it, since it was unowned.
-"Blood Ties" : The Family should only become hostile if the player is detected while killing members of The Family
-"Trouble on the homefront" : You can no longer tell Gomez/Butch the life support systems have been sabotaged without actually doing it.
-"Reilly's Rangers" : There is now a quest marker to Theo's body and fixing the elevator yourself should complet ethe "Give Donovan a fission battery" objective.
-Re-added the base TTW script to give Sarah Weintraub jumpsuits (was broken by TTW Fixes). This will take priority over the TTW Fixes script which is meant for vanilla NV.
-TTW union station power quest : Starting the reactor now completes the optional objective to obtain the reactor primer and makes the primer a non-quest item.
-"Run, Goodsprings, Run!" : Joe cobb now correctly gives you the NCR CF map marker when he tells you to go there
-The incredibly buggy Daniel Contreras quest should be working now
-"Birds of a feather" : The warehouse legionnaires now have a stopcombat script once they get hit by the gas grenade, which should stop your companions from murdering them.


Perks :

-Heartless and Cardiac Arrest now modify recovered health by 5 and 10% respectively. Previously they did not modify health from stims at all. 25% and 50% more health resulted in ridiculous healing amounts so I lowered them to 5% and 10%.
-Vengeance is now affected by the Laser Commander perk
-Removed shotguns and the 10mm unique SMG "Sleepytyme" from the Grunt perk, not sure why TTW added them there but the description wasn't changed, so it's probably a mistake.
-Added Callahan's magnum to the cowboy perk list
-Updated The Professionals guns list with more FO 3 weapons.
-Removed the pulse gun and compliance regulator from the laser commander list as they are not laser weapons.
-Heave ho now should now only work for thrown weapons instead of including grenade launchers, etc.
-Cyborg now provides 3 DT instead of 5 DT (toughness went from 10 DR to 3 DT, this uses the same formulae)
-Pitt fighter now provides 1 DT instead of 3 DR

Challenges :

-Roach king challenge should now work, removing the actor template seems to have fixed it.

Weapons :

-Updated the laser/plasma/shotgun VATS fix scripts. They will now take into your account your game's actual difficulty multiplier settings and sneak damage settings instead of assuming they are the default values. They should also now calculate damage correctly. They will also now take into account more perks. They should also now work for everyone, not just the player.
-Updated all applicable FO3/NV weapons with the VATS fix scripts.
-Updated the Anchorage gauss rifle to NV gauss rifle stats (except for ammo usage) and gave it the gauss rifle impact script.
-Weapons that ignore DT/DR should now ignore DT. This was done by giving the user a hidden perk that allows them to ignore DT (similar to shotgun surgeon). Could not figure out how to do this for DR as there was no entry point for DR. Note : This does not currently work for NPCs as perks do not work for them, not sure if there's another way to do it.
-Fixed some weapons that had strange crit % multipliers, like Fawkes having 0% crit for his gatling laser.
-Fawkes's gatling laser now has stats nearly identical to a normal gatling laser.
-Sprtel-Wood 9700 now uses the original green laser projectile (not sure why it was removed in the first place).
-Heavy Incinerator now requires 100 skill again, since it was in tier 5 vendor lists and Roy said he was going to do it anyway.
-Fixed the Multi-plas rifle's crit damage, it was set to 105 for some reason, which meant 105 damage PER projectile...allowing it to one shot deathclaws if you had a decent crit chance. It is now back to 35.
-Automatic weapons normalized to their actual crit % multiplier. Previously they were getting divided by their fire rate, which meant most automatic weapons had very low crit % chances.
-Fixed the 0 str requirement for assault rifles, they now have a str requirement of 5 like the anchorage assault rifle
-Updated the chinese assault rifle to match FO 3 stats (3 more damage than the TTW assault rifle, same fire rate). Xuanlong assault rifle changed to the same ratio (1 more damage than the chinese assault rifle, 2 more crit damage).
-Increased damage of the assault carbine to match that of the chinese assault rifle (it's a skill 75 weapon, it shouldnt be worse).
-Increased the damage of the marksman carbine to 30 as it is a skill 100 weapon.
-Increased the damage of sniper and anti-material rifles, previously they did much lower damage than lower skilled weapons. The sniper rifle now does 55 damage (3 more than the hunting rifle) and the anti-material rifle now does 150 damage. The AM rifle also now has 2% crit chance. Unique variants adjusted accordingly.
-The Reservist Rifle now fires at the same rate it did in FO 3.
-The Mesmetron is now silent, so it should work when you are hidden now (instead of pissing everyone in the vicinity off and breaking the mezz effect on the target)
-Turned 1st person ironsights off for the messmertron so it wont block your screen.
-Changed the holy frag grenade to use the default projectile as the new one's projectile mesh/texture is currently missing from the TTW installation
-The plasma mine now uses the correct destruction data
-The anchorage combat shotgun now uses the same stats as the non-anchorage combat shotgun. Previously the anchorage combat shotgun was a skill 100 weapon doing 98 damage.
-The terrible shotgun's min spread was changed to reflect the reduced min spread in NV. The normal combat shotgun was changed from 3 min spread to 2 by the TTW team, so the terrible shotgun's min spread was changed from 6 to 4 (same ratio).
-Turned first person ironsights off for the railway rifle to avoid it blocking your screen and changed the firing animation from two hand rifle to two hand automatic to avoid it blocking your screen when firing.
-Reduced the bounciness of fat mines to try and stop them from bouncing everywhere when you place them
-The trail carbine scope should now increase zoom by the correct amount

Enemies :

-Removed the poison/rad resist values from some enemy weapons like the swamplurk and centaur spit since they were stacking with both DR and DT which made it VERY easy to reduce them to 1 damage
-Feral ghouls should no longer be evil.
-NCR trooper ghouls should now drop a NCR dog tag and 0% condition trooper armor on death.
-Fixed a lot of broken leveled lists that were causing low level enemies to spawn regardless of how high level the player was, or high level enemies to spawn with very low level equipment. Main cause of this appears to have been the "Calculate at <= Player level" flag that according to the GEKC wiki allows low level entries in a leveled list to spawn instead of matching them as close as possible to the player's level. Tested it in DC and did not notice any unsuaully high level enemies spawning after implementing this fix. You should notice encounters that are much more even now instead of running into enclave troopers with laser pistols at level 30. Note : Not all encounters are created with the same difficulty level, some of them may generate enemies below or higher than your level depending on your fLeveledActor game settings.
--Note : Some encounters are made using specific enemies, not leveled lists, so they always spawn the same enemy regardless of what level you are at. The low level mirelurks in the Oasis caverns are an example of this.
--Set fLevelScalingMult to 100 so that encounter zones will use the player's full level instead of only a percentage of it if the player is above the encounter zone's min level. This is to stop low level enemies from spawning in encounter zones, it will not cause high level enemies to spawn above the player's level (unless they are hard or boss level encounters, or are manually placed there, etc).
-Sam Warrick and Arkansas now only spawns with the sniper rifle at higher levels (they uses other rifles at lower levels) since you can run into them at low levels and they can easily kill a low level player in a few shots with the sniper rifle (a skill 75 weapon).
-Talon company and Regulator encounters should now spawn at the player's correct level. Previously they were spawning at a much higher level than the player (like the level 11 version at player level 6), leading to very difficult encounters.
-Talon company melee mercs will now spawn with weapons better than combat knives at higher levels
-Adjusted the position of a turret in the vault tech HQ administration as it kept spawning in mid air for me
-Nightkin now correctly have 15 DT instead of 15 DR.
-One of the caged enclave deathclaws was in the player faction for some reason. This is now fixed.
-The sniper rifle now uses the correct firing sound when modded with the suppressor, previously it was still using the hunting rifle firing sound for some reason.
-Nukalurk hunters are now correctly named
-Super mutant masters will now spawn with super sledges instead of rebar clubs. Unfortunately super mutatns cant use any skill 75 melee weapon as they do not have the animations for it.
-Added evolved centaurs to the DC leveled lists with centaurs (note that most centaurs are placed individually in the DC area rather than using a leveled list, so you will still see mainly normal centaurs. If anyone knows a way to batch change all the centaurs to a leveled list using both normal and evolved centaurs, let me know please)
-Moved the turrets in the vault 11 sacrifical chambers upwards to try and stop them from spawning in mid air. Unfortunately the render window wont load the cell properly for me, so i cant tell how high the ceiling is and whether the turrets are properly placed now...
-Moved the turrets in the vault 34 overseer's office upwards to try and stop them from spawning in mid air.
-Moved the vault 34 overseer so he doesn't get stuck on his own desk
-Gaius Magnus (Dry Wells, Lonesome Road) now has the ranged combat style and will use his minigun

Armor :

-Vault 101 armor and helmet is now in the same repair list as sierra madre/vault 34 armor
-Regulator combat armor (both versions) are now in the correct repair list
-Ledoux's hockey mask now uses the same armor slots as the normal hockey mask (headband and mask)
-Chinese jump suits now have 2 DT (except for General Jingwei's uniform which is unchanged) and Chinese hats now have 1 DT. They had a bit of DR in FO 3 so they shouldn't be 0 DT.

Ammo :

-Rocket, 25mm and Missile HE ammo now apply their damage bonus to the explosion in addition to the impact damage.
-Updated the 50mg explosive ammo with an impact script to fix the damage bug (similar to what was wrong with the gauss rifle). Untested.
-Breakdown recipes for ammo should now correctly display the casings output instead of powders
-Dragon's breath ammo will now correctly re-apply the effect if the target is already burning (it will NOT stack on top though, it just adds to the duration like other effects do)

Loot :

-Changed DC first aid kits to use the same loot list as NV first aid kits (blood pack still remains) to make it more consistent. They now have a chance of spawning doctor bags.
-Fixed the incorrect text of Glowing Mushroom activators (they were previously named Mutant Fungus).
-Ant egg clutches will now contain ant eggs.
-The "Tumblers Today" in the Meresti Service Tunnel is now correctly owned by The Family faction.
-Removed 5mm and ECP robot ammo from the normal ammo formlists to try and prevent them from showing up in random occurrences throughout the game. I kept picking them up on rare occasions even though all the leveled lists are correct with no conflicts, it's probably the game's RNG screwing up. Fawkes's gatling laser now uses the regular ECP ammo list.
-All lakelurks now have the same drop chance for lakelurk meat, instead of 10% for all lakelurks outside of the camp guardian caves

NPCs :

-Doc Church dialogue fixed so that he now asks for the correct amount of caps. He will also now correctly respond with the correct dialogue if the player is badly hurt or irradiated. He will also now correctly tell the player to go away if between midnight and 9 am (his sleeping hours).
-Removed the "NPCVenderFollowPlayerTrigger" script from the associated activator so that NPC vendors (such as Doc Church) will not magically detect and follow the player when they get close. You can still talk to them and use their services as normal.
-Lucas Simms will now stop patrolling to sleep
-Pinkerton will now sleep at night
-Full time members of Lyon's pride will now use tri-beam laser rifles at level 15+ and will now use better ammo, which will hopefully allow them to bypass some of the DT of the enemies they are fighting, instead of doing nothing to super mutants and enclave troopers.
-Allistair Tenpenny will now sleep everyday instead of just Saturday
-Adjusted Ted Strayer's packages to try and prevent him from falling off the flight deck into the water
-Set the Bright Brotherhood faction to friend status with the Player faction to try and prevent all the Bright Brotherhood ghouls from turning hostile the moment a feral ghoul follows the player into the lab.
-Sydney will now heal after combat like normal companions
-Sydney now has explosives as a tagged skill (she comes with frag grenades)
-Fixed the buggy 188 arms merchant vendor list which was also used by Contreras. It now sells normal ammo instead of massive quantities of 9mm +p ammo, sells NCR armor, and sells normal 556mm rounds.
-Ada Strauss's pack brahmin now has the package to follow her around, previously the package was in the GECK but not attached to the brahmin, resulting in a confused brahmin standing around.
-Adjusted Don Hostler's sandbox package to try and prevent him from walking off into the middle of nowhere

Misc :

-Murdering non-hostile, non-evil NPCs now has a karma penalty of -50. Karma mod for killing a very evil actor is now 50. Previously murdering non hostile NPCs had no karma penalty whatsoever unless they had "very good" karma, which could allow you to go on murder sprees with no karma penalty.
-The interiors of Fort Independence and The Citadel now have the correct owner factions. This should prevent PCs from just walking in and taking everything without NPCs reacting.
-The interior of Moriaty's saloon is now owned by the Moriaty Faction instead of the Customers faction (which was allowing the player to take stuff without it being considered stealing)
-Fixed ownership for Bigtown buildings.
-Fixed ownership for the Little Lamplight areas
-The megaton armory now has the off limits flag
-Fixed ownership for the RC bridge tower
-set fPickupWeaponMinDPSImprovementPercent to 1000 to try and stop companions from stealing weapons off the ground, especially ones that are actually worse than their current weapons
-set fAutomaticWeaponBurstFireTime to 100 so that the AI will actually fire automatic weapons in full auto mode instead of short bursts (which was making them do much lower DPS with automatic weapons)
--Note : With this change, standing infront of multiple enemies using gatling lasers/miniguns is now a very bad idea (instead of a mere annoyance as they used to only fire in short bursts). If you are using any mods that lower your HP, I suggest changing your hp back to vanilla settings or reducing the fMinDamMultiplier in game settings (it controls how much damage gets applied regarless of your damage threshold).
-set iMinClipSizeToAddReloadDelay to 1 so the game will correctly factor in reload times when calculating DPS for weapons that have only one shot (like the gauss rifle). Unfortunately this fix does not appear to work (probably a game engine limitation)
-Stopping the Planetarium show will now correctly stop the audio from playing.
-Disabling the chips in the Red Racer factory will now show a confirmation message.
-Fixed the Fort Bannister mines that were unarmed, they are now armed and owned by the Talon Company faction.
-The safe in the greener pastures disposal site office (the one with the agility bobblehead) is now correctly locked
-Disabled the two dead feral ghouls in the TTW Union station stairwell that were stuck in the standing position
-Moved the plasma defender from the tier 4 energy vendor weapons list to the tier 3 one like other skill 50 energy weapons
-Moved the combat shotgun from the tier 5 guns vendor weapons list to the tier 4 one like other skill 75 guns
-Disabled the surgical tray for the player housing's "My First Infirmary" since it was blocking activation of the infirmary
-Made some changes to the follower melee combat style to try and make them attack properly instead of pausing repeatedly. NPCs never seem to attack as fast as they can (Equip veronica with the greased lighting if you want to see how she keeps pausing) and this tries to fix it. Will update all NPC melee styles with this change if it works.

Point Lookout :


Quests :

-"A spoonful of whiskey" should now point to Marguerita in the final stage of the quest
-"The Dark Heart of Blackhall" should now point to the Duniwch obelisk correctly, and only point directly to Obadiah if the player is in point lookout.
-"The dark heart of blackhall" : Once Marcella is murdered as part of the quest, her safe is no longer marked as owned by her.

Perks :

-Superior defender now provides +3 DT and +5% damage (converting the DR bonus to DT using the same formulae that was used to convert toughness DR to DT, and static damage bonuses make rapidfire weapons extremely powerful)
-Ghoul Ecology now provides +5% damage instead of +5 damage

Weapons :

-Turned 1st person iron sights off for the Microwave Emitter since the mesh does not appear to be setup to use them properly, resulting in the weapon blocking much of your screen in first person
-Increased speed of the Microwave Emitter projectile to the same speed of the plasma projectile so it can actually hit moving targets.

Armor :

-Tribal garb now has 4 DT as they had approximately raider armor level DR in FO 3

Enemies :

-Adjusted the Turtledove camp turrets to try and stop them from spawning in mid air
-Swamplurks are now correctly named Swamplurks instead of Mirelurks

Loot :

-Adjusted the position of some of the loot which was under a table and very difficult to reach for some reason

Misc :

-Fixed ownership for the Coastal Grotto

Mothership Zeta

Weapons :

-Turned 1st person iron sights off for the Alien Atomizer as the mesh does not appear to be designed for iron sights, it blocks the middle of the screen when in the aiming position.
-Paulson, Somah, Elliot, Daniel and Beckett now come with ammo that bypasses some DT (slugs, AP ammo, etc) as otherwise they cant bypass the aliens' damage threshold. Temporary solution till a better one can be found.
-Somah will now be given the correct shotgun ammo when you reach the engineering core.
-Paulson's revolver min spread changed from 3 to 1 since he had trouble hitting with more than one projectile

Misc :

-Set as many of the "one use" switches and controls that I could find to "setDestroyed 1" after being activated like most switches. Let me know if I missed any.
-Daniel and Beckett should stick closer to Elliot during combat.
-Fixed a bug with the Archivist challenge not working properly
-You should no longer be able to re-align the support drone sensors an infinite amount of times, and selecting any menu option should now cause you to exit the menu (there was a typo preventing that from happening sometimes).
-Somah and Sally should now be in the correct factions
-Paulson's outfit now has raider level DT (he had raider level DR in FO 3)

Old World Blues :

Enemies :

-Robots in the Big Empty should now have the correct DT (previously several types had no DT at all).

Credits :

-Roy from the TTW team for helping me figure out several modding issues
-Yukigachi for his original VATS fix scripts
-Whoever did the laser/plasma VATS fix scripts that were included in TTW fixes
-Anyone else whom i may have missed that have helped to answer my modding related questions