Fallout 3

New in CivisRomanus Unofficial Fallout 3 Fixes 1.5

Starting with version 1.5, the "Fallout 3 Stutter Remover" mod is no longer needed. Use NVAC (New Vegas Anti-Crash) mod instead and your satisfaction is guaranteed.

1. Minor fix for quest "Doctors" responsible for healing/curing addictions/curing radiation with doctors.
2. Fix for FFERepeatA, FFERepeatB, FFERepeatCond, FFEUniqueA, FFEUniqueB, FFEUniqueB and FFEUniqueCond quest responsible for random events. They will no longer check every 0.5s (2 times/s) if some random event has been triggered or not. Their script processing will be set to default (every 5s) if the event has been triggered (or not, if the case) to further increase stability, performance and reduce stuttering.
3. Fix for MQ01LD (MQ01 Level Design Quest, hidden) quest responsible for GNR post-battle (ex.). All Super-mutants (incl. Behemoth) and BOS bodies will be properly disposed (deleted too, not only disabled) to stop running their scripts when (they) are replaced with another set of Super-mutants and BOS.
4. Fix for "The Waters of Life" quest, all Super-mutants bodies will be properly deleted after speaking with Dad ("it's safe to go in there now") outside Jefferson Memorial.
5. Fix for "Finding the Garden of Eden" quest. Its script processing is set to default (every 5s, not 10 times/s) to further increase stability, performance and reduce stuttering. The Super-mutant bodies in Vault 87 will be properly deleted after finishing the quest.
6. Fix (another!) for "Those!" quest. Doc Lesko's robot will not be moved to the shack, if it is dead. Fred Wilks' body along with dead Fire Ants are properly deleted when Bryan Wilks returns to his home "to bury Papa". Available during the quest only. The modifications made by UF3P are kept intact.
7. Fix for UF3P bug introduced in "The Power of the Atom" quest. You will no longer see Mr. Burke's dead or alive around Mr. Tenpenny after the quest has been finished peacefully. This bug has been fixed somewhat in previous versions of the Fixes, now is properly fixed. Mr. Burke, dead or alive, will disappear (for good) from the game, if you did NOT blow up Megaton. Previously, he was only disabled (stop rendering), if you did not put a bullet in his head.
8. Fix for "Agatha's Song" quest. Its script processing reduced x50 to further increase game performance; you will also have some extra objective, if you want to execute Agatha in cold blood, before, during or after the quest. Her house will become your property and she will have the key to ammo box and Blackhawk on her body, if she did not give them to you. Azhrukhal will have some funny lines too, if you want to sell the violin to him. The fastest way to finish this quest is to execute Agatha (without even speaking to her!), retrieve Stradivarius violin from Vault 92 and sell the violin to Azhrukhal after passing some funny Speech challenge lines.
9. Fix for "Death From Above" quest, BOS Knights (around Prime's body), Scribes and Enclave bodies in Rockland Car Tunnel will properly disappear after finishing the quest and their scripts will be properly stopped.
10. Fix for "Shock Value" quest, "(Optional) Speak with Scribe Vallincourt in the Citadel Lab." objective having implemented some utterly useless conditions.
11. Fix for DLC03CreatorQuest responsible for "Puppies", "Deep Sleep" and "Quantum Chemist" quests checking every s (!), if Dogmeat has been killed or you have Nuka-Colas in your inventory. Its script processing is set to default and it will no longer check *every* menu (dialogue, Pip-Boy, containers etc.) if you have taken one of the utterly useless perks from the game, "Deep Sleep". This fix will truly shine, if you install Optional (read new in Optional article).
12. Fix for locking doors in DLC03EnclaveBase (hidden) quest when you choose the Orbital Strike targets. The doors will be closed and locked (Average) the will be unlocked and automatically opened, if you use another terminal (on the table). Quite the show.
13. Fix for the "alien abduction animation" bug reported *by me* in version Fixes 1.41. ("Not of This World" quest). It's history now, written by the victors.
13 bis. Starting with version 1.5 you will need 1 Tin Can per Nuka-Grenade either in Capital Wasteland or in MZ zone, regardless the schematics. With 100 Tin Cans, you can craft only 33 Nuka-Grenades (max.) *not* 300 (!). Go hunt Tin Cans, they are practically weightless (weight reduced 1kg -> 0.1kg, or pounds, if you like more the Imperial system), I did not reduced their weight for nothing. The same treatment should have been applied to Bottlecap Mines too, *but* I took into account the scarcity of Lunchboxes. I don't want to get shot twice, once is more than enough. This modification will stay *as such* and will *not* be made Optional.
14. Fix for horrible modifications made by UF3P (in latter versions) to the majority of scripts related to Vault 106 area. If they were thorough in breaking them, I was thorough in correcting their blunders. Vault 106 is now more stable, stuttering greatly reduced and game performance is increased in the area.
15. Fix for "leaving Raven Rock" scene, if you blow up Raven Rock or not. The activators triggering vertibirds will be properly stopped, the vertibirds debris will disappear, their scripts will stop running and Fawkes will fight Enclave soldiers in the front of the base *not* hunting Yao Guais in the arse end of nowhere.
16. Fix for AgathaScript to match 8.
17. Fix for Angela, Diego and Father Clifford scripts, to stop wedding scene in DialogueRivetCityScript, if they are dead (any of them).
18. Fix for 4 activators still running scripts in Arlington Library, if all raiders are dead.
19. Fix for MS04LugNutSpawnTriggerScript still running after dialogue with Lug-Nut.
20. The scripts running on Dad and Colonel Autumn revised. Colonel Autumn's body along with his goons will properly be deleted (their scripts will stop running) right before activating the Purifier.
21. All activators related to 99% of vertibirds in the game will no longer run their scripts after the vertibirds are destroyed or flew away from the scene. The vertibirds debris will also disappear in ~10s after being destroyed with minor exceptions (static vertibirds in Adams AFB). Adams AFB zone will be properly cleaned after the Orbital Strike has been triggered.
22. Fix for a bug in Fixes 1.41 when you restart and stop the Planetarium Show in Museum of Technology West Wing. It will no longer mix the dialogue lines.
23. Reilly's Rangers, Oasis, The Nuka-Cola Challenge, Rescue From Paradise will stop checking their conditions right from the start of the game. They will do their job after speaking to Reilly (or getting the radio signal from Butcher), after reaching Oasis, after speaking to Sierra or after reaching Paradise Falls respectively.
24. MS18Radio quest responsible for Butcher's message will be properly stopped after Reilly's Rangers quest has been triggered.
25. 6 scripts related to Family members and Blood Ties quest revised.
26. Fix for 34 scripts related to random events to match 2.
27. Fix for a broken script related to Grisly Diner raiders running for nothing while you are in the area. Another source of stuttering is history now, written by the victors.
28. Flak or Shrapnel will unlock the door to their room, if they are chilling out there.
29. You can start and stop the alarms in Germantown Police HQ and Vault 87 as much as you like. Quite the show. Some activator opening the exterior door in Germantown Police HQ will open that door only once not every time you are sneaking around in the area.
30. Fix for The Antagonizer, The Mechanist, Gob, Flak, Shrapnel (to match 28), Harkness, Harold, Leo Stahl, Paladin Gunny, Patchwork, Penny, Quinn, Ronald Laren, Rory McLaren, Rosie, Sammy, Shawna, Shorty, Silver, Commander Jabsco, Squirrel, Uncle Roe, Vera Weatherly, Winthrop, Zimmer scripts. Better conditions checking for better game performance while you are in their areas.
31. The activator triggering the Super-mutants attacking scene in Big Town will be properly stopped and deleted after fulfilling its job. Yet another source of stuttering have been shot in the head.
32. The Atomic bomb detonator will be deleted, if you did *not* blow up Megaton to smithereens. Yet another source of stuttering have been sent to Hades.
33. Fix for Prototype Medic Power Armor mixing the dialogue lines when you enter in combat and the suit injects you with fluids.
34. Fix for Sap Bowl script running unstopped while you are in Oasis.
35. Fix for Soil Stradivarius case script to match 8. The quest will be started when you get it, if you have executed Agatha without speaking to her.
36. Silver's house near Megaton will become your property, if you execute her.
37. Fix for a UF3P bug in GenericProtectronSCRIPT. In their attempt to "fix" the Metro Protectrons ticket checking subroutine, they broke the greeting AI packages for *all* types of robots running this script.
38. That creepy doll head lingering around baby traps carriages will disappear, if you destroy the trap. Don't bother disarming and rearming baby carriages, computer and mail box traps. Destroy them to stop running their scripts (another source for stuttering while you are in the area).
39. The activator responsible for flash grenade scene in Vault 87 will be stopped after finishing Finding the Garden of Eden quest.
40. The Super-mutant bodies and Sid's body will be deleted after finishing Finding the Garden of Eden quest.
41. Rendered inert Finding the Garden of Eden quest, its script processing stopped for good. It runs for nothing every 10 times/s (!) after starting the quest.
42. All activators responsible for Take It Back! quest will be properly stopped after finishing the main quest.
43. Fix for an endless loop in MQ11LDPrimeSCRIPT.
44. Fix for Main frame and Master Brain scripts in Vault-Tec HQ. They will run only once when you activate them.
45. The ShalebridgeInvaderAntScript will run only once when activated.
46. Fix for TrapMaceSCRIPT endless loop running on all related traps while you are in their areas.
47. The Super-mutants in Statesman Hotel lobby will be enabled only once in TrigMS18Ambush01SCRIPT, not every time you enter the area.
48. Fix for random CTDs when you activate "Noise Flush" in Vault 92 Living Quarters. The Mirelurks will be killed in sequence, not in the same time. Quite the show.
49. You can kill Paladin Gunny, if you already have Power Armor Training perk (from VSS) before speaking to him.
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The Pitt DLC fixes:
50. 4 scripts revised.
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Anchorage DLC Fixes:
51. 37 scripts revised.
52. Fix for the micro-scene in Battle trenches. The American soldier will get shot in the head when he pops out of trenches. The Chinese soldiers will no longer get stuck in combat mode, if you are fully undetected with Stealth Boys.
53. The American Fat-Man soldiers will run and enter the Chinese Refinery after blowing up the gate. They will be properly deleted and their scripts will stop running afterward.
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Broken Steel DLC fixes:
54. 43 scripts related to vertibirds flying over Adams AFB, BOS and Enclave soldiers fighting in the area and BOS Knight fighting alongside Prime corrected.
55. Fix for DLC03PrimeScript having some variable not being properly set and potentially breaking the script. The script will also stop running after Prime gets destroyed by the Orbital Strike.
56. Fix for some nasty activator running a null GameMode block unstopped in Relay Station.
57. Faster update for objective "Acquire a Tesla Coil." when you get the Tesla coil.
58. You will no longer need mods related to Paladin Bael. He and his companions will be re-activated after finishing the main quest. UF3P team included one of these mods into a custom-created script in their patch. It could have been done otherwise into a much more elegant and fancy manner. Like I did, without bloating the patch with custom-created scripts. Only for the sake of getting back one of the most annoying characters in the game.
59. Rendered inert DLC03Encounters responsible for 2 encounters (in front of Megaton Gate and some other place) running until the end of your Capital Wasteland adventure, even if those 2 events have been triggered. Moved its script's conditions elsewhere.
60. The Paladins following Liberty Prime during the Relay Station battle, the Enclave soldiers, all BOS Scribes and dead Enclave soldiers in Rockland Car Tunnel will disappear and their scripts will stop running after finishing Death From Above quest.
61. Fix for the vertibird in Old Olney Wilson Building not taking off and exploding in 5s, after you entered the area. Its debris will be deleted in 6s, its script and all 6 related activators will be deleted (they'll stop running their scripts).
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Point Lookout DLC fixes:
61. 12 scripts corrected.
62. Fix for DLC04Generic quest running right from the start of the game with an insane script processing of 0.01s. Its script processing is set to default (every 5s) and will be speed up a bit (every s) when Calvert Mansion should explode.
63. The Velvet Curtain quest will be stopped and restarted only in Pointlookout. No real need to keep this quest running with script processing every 0.1s right from the start of the game.
64. Fix for DLC04MQPQ disabling Desmond every 5s after finishing the A Meeting Of The Minds quest, only because it can. After you leave the vault, Desmond will be properly deleted from the game and the quest will be stopped. Desmond's script revised.
65. Fix for DLC04TheBrainScript having set 2 identical variables and an endless loop which could break the final battle scene between Desmond and "him". The script will be properly stopped after The Brain is dead.
66. The activator responsible for Calvert Mansion explosion will be deleted and its script (DLC04MQ04ExplosionControlSCRIPT) will stop running afterward.
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Mothership Zeta DLC fixes:
67. The "armored" Aliens will stop chasing you in 10s, if you are undetected (Stealth Boy) and you have Sillent Running perk. Their armor will dissipate upon death.
68. Fix for an endless loop in DLC05AlienArmorSpellFlareEffectScript, if you fire an automatic weapon. It will no longer "remove" the flare effect (every 0.3s!) unstopped.
69. Fix for DLC05AssemblySwitchSCRIPT running unstopped, even if you pushed the button and blew up the Assembly Line in Robots Assembly.
70. DLC05BridgeLD quest responsible for final battle with Alien Ship, DLC05Conversations quest, DLC05FF01 quest (dialogue with Sally in Maintenance area) and DLC05SteamworksLD quest will no longer run right from the start of the game. They will be properly re-activated in MZ area only.
71. Fix for 2 doors in Decompression Chamber checking some utterly useless conditions ~30 times/s.
72. The scripts running on Alien generators will no longer run, if you blew them up and their debris will fade away in ~10s with some cool visual effects.
73. Fix for DLC05BridgeMainControlSCRIPT (Death Ray fire control) still checking the Alien Ship shields and HP, even if Alien Ship has been defeated.
74. Fix for DLC05BridgeLDSCRIPT responsible for final battle with Alien Ship in DLC05BridgeLD quest. Sally not giving orders, Sally not opening the door for Toshiro Kago, Sally getting stuck in the front of the door, Alien Ship HP increased after being hit by Death Ray NOT decreased, wrong if-endif blocks, duplicate conditions in if-endif blocks, duplicate endif(s), etc. It is fixed now.
75. Fix for DLC05LivingQWorkerRobotSCRIPT when you activate Drones.
76. Fix for DLC05RobotPodScript running unstopped even if you activated the drone with Drone Control Device.
77. Fix for DLC05StasisControlsScript in Engineering Core running unstopped even if the thawing process has been finished.
78. Somah will no longer bump in your face with her dialogue lines when you use the teleporter pad in Robot Assembly.
79. Fix for DLC05TelepadActivatorSCRIPT (teleporter pads) running a null condition for nothing.
80. Fix for Somah's teleporter in Robot Assembly, running a null condition for nothing.
81. Fix for DLC05TeleporterDoorMasterScript to match 78. UF3F fix for this script included.
82. Paulson, Tercorien, Toshiro Kago, Somah and Sally scripts revised.
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Various fixes:
83. Fix for DialogueRivetCity quest checking every menu (dialogue, loading, containers, sleep/waiting, etc.) if Mei Wong has been sold to Sister, right from the start of the game.
84. Fix for DialogueRivetCity quest checking if Angela and Diego will get married, right from the start of the game.
85. Fix for Bannon not giving you the Deathclaw Gauntlet schematics, if you have spoken to him in RC Market between 20:00 and 21:00 (for the first time).
86. Fix for Harkness "knock-out" scene with Zimmer. It will no longer get stuck, breaking Zimmer's "leaving RC" A.S. package.
87. Fix for Armitage getting stuck in "Hmm" when it should follow Zimmer.
88. Zimmer, Harkness and Armitage will be removed and deleted from RC and their scripts will stop running, if you sold Harkness to Zimmer after finishing the quest and you left RC without following Zimmer to see what happens when he activates Code Violet.
89. Harkness will no longer be an unkillable Titan after finishing the quest.
90. Fix for Seagrave Holmes, Bannon and Cindy Cantelli vendor A.S. package. Particularly, Bannon and Cindy Cantelli have a nasty habit of being late in RC Market after having their brains washed by Sunday Father's Clifford sermons.
91. Fix for DLC03BS2KiddFollowWint, DLC05PostTercorienSandboxBridge, MS08ArmitageFollowZimmer, MS17AgathaSleeps, SisterSleep2x8 and UnderworldTulipSleepShop0x8 A.S. packages.
92. Fix for 70 NPCs (alive or dead) having wrong classes and stats. I'm not very fond of characters having Charisma 227 (Ellen DeLoria for ex. as seen in the editor).
93. Fix for DCworld11RobotSCRIPT (McLellan family's robot in Georgetown) having duplicate endif condition in its script. You can destroy the robot now by activating the Self-Destruct Sequence in family's computer. Quite the show. Its body will disappear and its script will stop running in 10s after being destroyed.
94. The "Rotting Brahmin Corpses", dead Mirelurks, Failed FEV subjects, dead bodies in Andale basement and dead Super-mutants related to Reilly's Rangers quest will disappear the "next load".
95. Fix for MS04CrAnt3MarigoldWarrior (Fire Ant Warrior in Marigold Metro) running the same script as "surface" Fire Ant Warriors in Grayditch. You can loot their bodies now.
96. Fix for Fire Ant Workers not having Fire Ant Nectar (40% chance) and Ant Meat (100% chance) after being killed.
97. All ants will have 25% chance of spawning Ant Nectar on their body.
98. Vendors will sell Flamer Fuel too. If they sell Micro-fusion cells, they should also sell a cheap mixture of used motor oil, petrol and turpentine. Wait 3 days for their stock to respawn.
99. EMP grenades will affect Power Armors. +200 damage against robots, +80 damage against all Power Armors. Be a little bit more careful, if you use EMP grenades *and* you wear clunky shiny metallic armors. An EMP grenade does not choose its target, you choose.
100. Enjoy your broken bot (Confessor Cromwell) praying endlessly around the bomb and your beloved Seagraves Holmes wearing the same rags and stupid motorcycle helmets for 50 levels of your Capital Wasteland adventure. Gary and Angela Staley will have their clothes "radically changed". Restaurant owners should have decent money to buy decent clothes for attending their customers. They will wear Sexy Sleepwears (~9% chance) from time to time, for marketing purposes.
For other characters, install Optional, if you want their clothes changed and broken endless prayers A.S. packages fixed.
If they appear naked after installing version 1.5, open the console, use resurrect on them and you will be more than happy.
If you are still disturbed of "Your Second House In Megaton", well, ignore it. How simple it is.

Be quick or be dead. In virtual life, that is.

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