Fallout 3

New in CivisRomanus Unofficial Fallout 3 Fixes 1.62

1. Fix for a bug in version 1.61 where Following In His Footsteps cannot be continued after killing the GNR Behemoth.
2. Fix for a weird bug in Enclave camp 31 where the vertibird will spawn landed on the ground (in the ravine directly, instead in flight).
3. Rory McLaren will die of sadness (after finishing Rescue From Paradise quest), if you tell Penny to leave without him (fix computer or repair electric box path). His stats are also corrected.
4. Tweak for DLC05MZ3QuestScript (responsible for This Galaxy Ain't Big Enough...). Runs better now, not that lame as before.
5. Fix for a glitch in Sally' script, where you can enter in dialogue with her while she's crawling through vents (to open the doors) and possible breaking her AI for doing so.
6. Proper fix for the game crash in Steamworks, when Sally says "Hi, I'm back!". She should throw a Frag Grenade which should instantly kill an Alien (you'll see him now, dismembered and very dead).
7. Fix for a bug in Steamworks, where Sally will not open the door, if you kill the last 2 Aliens with grenades (reverse pickpocketing or blowing them off).
8. Removed the green tint in Steamworks, Hangar (attenuated) and The Bridge, general lighting improved. The lighting in The Bridge will no longer fry your eyes and kill your mood.
9. As a general rule, the illumination in MZ is somewhat improved.
10. Some nasty activators running for nothing in Engine Room will be properly stopped and their scripts will stop running, when you enter the area.
11. Some activators in Cryo Lab will be properly stopped and their scripts will stop running, when Tercorien thaws Daniels and Beckett or you tell him to kill them or you leave them there.
12. The bodies of Daniels and Beckett will disappear and their scripts will stop running (15s), after being killed *and* you looted their bodies.
13. Some activators in Cryo Storage, will be properly stopped and their scripts will stop running after opening the Super Mutants cryo pods.
14. Fix for a bug in version 1.61 where you cannot enter in dialogue with Tercorien or Sally, after finishing This Galaxy Ain't Big Enough... quest.
15. 2 activators still running after finishing the This Galaxy Ain't Big Enough..., will be properly stopped and their scripts will no longer run, when Alien ship is blown up.
16. Fix for Tercorien running back to Bio Research (after finishing the This Galaxy Ain't Big Enough...), due to incomplete conditions in his AI package.
17. Tweak for DLC05RobotExLabScript running on Experimental Drones in Weapons Lab. Not that lame as before.
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Edit (as of 16.12.2020)
18. NPC's weapons floating near or on their hands bug fixed. I am referring to scripted NPCs (companions and temporary companions like Sydney, BOS/Enclave soldiers spawned in Adams AFB). There's no real need for Followers Fixer mods if you installed 1.62.
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Edit (as of 13.10.2022)
19. Bryan Wilks is supposed to find you *outside* Megaton (that means *anywhere* (exterior *only*) in the Wastes, even if you are not close to Grayditch.
For more details see this...
fallout.fandom.com/wiki/Those!?so=search
... and do not report bugs where they are not. Bryan Wilks' "greeting" package was fixed, hot-fixed, para-fixed so many times that made my hair kinda white in the process.
20. Sheriff Simms will follow you *anywhere* inside Megaton, *if* he did *not* greet you the first time you entered the "city".
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New in CivisRomanus Unofficial Fallout 3 Fixes 1.61

1. Fix for a bug in Fixes version 1.6 where Aliens in Hangar won't spawn for the battle before blowing up the generator.
2. MZ Hangar should have less stuttering after blowing up the generator.
3. Fix for game crash in Steamwork due to a glitch in some activator.
4. Fix for a nasty activator checking unstopped null conditions in Cryo Storage.
5. Tweak for Cryo bursts in Cryo Storage, runs better now.
6. Tweak for Teleporters' scripts in MZ, runs better now.
7. Fix for Alien Armor for very high level characters (> 30). They will have max. 55% DR instead of 84% as in Fixes 1.6. Less bullet-sponge enemies.
8. Fix for slaves running on the bridge in Pitt. Their bodies will disappear and their scripts will stop running after leaving the area.
9. The combat slaves will no longer respawn after Free Labor has been finished, if you side with Ashur.
10. Fix for Ashur speech in Market square after you speak to Midea (his dialogue lines are corrected in Fixes Dialogues version 1.51).
Note: If you use only Fixes version >= 1.61 *without* Fixes Dialogues version >= 1.51, well... tough. You might get stuck in Market square during Ashur' speech.
From now on, Fixes and Fixes Dialogues are interrelated and I will *not* change this in the future.
11. Fix for Mister Sandman perk 2nd bug, presented here: hxxps://fallout.fandom.com/wiki/Mister_Sandman
12. You can take Ninja perk with Sneak 80 and Melee 80 *or* Sneak 80 and Unarmed 80.
*All* critical attacks will deal +25% damage (as they did, due to a silly "if player has detected the player" perk's condition).
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New in CivisRomanus Unofficial Fallout 3 Fixes 1.6

Before installing version 1.6:
1. Delete MQ09 (The American Dream) entry in Quest section of UF3P, otherwise you will get stuck in Raven Rock.
2. Delete 29e12 door entry in UF3P. Paladin Bael is brought back without a custom-created script running on 4 doors, when you wake up in Citadel after activating the Purifier. He and the other ones will no longer be Sons Of Zeus, you can easily put a bullet in their heads for good.
I really don't know why UF3P implemented "Bring back Paladin Bael" mod in their patch because, honestly, I don't see anything *cool* in that character, quite the contrary. Moreover, the dialogue lines with him will be out-of-the-place after activating the Purifier "What is this place?", "Can I enter now?", "You're clear to enter. But I still don't like it. Or you."
Yeah, right... you and your minigun.
3. Read the article "How to clean UF3P" for other detailed intel.

1269 records have been tweaked, fixed and implemented in *all* Fixes.
I simply cannot detail *every* bug fix, *every* detail or what each of 467 scripts correction does.

Entire areas have now better game performance, reduced stuttering and crashes reduced to a minimum minimorum level.
1. The western side of the map starting with Dunwich Building, all the way up to Raven Rock then turning eastward to Republic of Dave (the northern side of the map).
2. Vernon Square, Takoma Park, Mason District, Falls Church, Georgetown area, Penn. Ave. area (Metro Central up to White House Plaza), Seward Square, Capitol Building way down to Lincoln Memorial are probably stutter-free now.
3. Major fix for AFB area for game crashes, vertibirds flying over, more spectacular vertibirds shootings and falling from the sky vertibirds debris. As a general rule, all vertibirds will be properly disabled and deleted and their related scripts will stop running, if they are destroyed or flown over and disappeared (AFB area and Wasteland encounters).
4. Rivet City area is *not* entirely stutter-free, only crash-free now.
5. The assault on Purifier is now less intensive CPU processing and crash-free. *All* related activators and their related scripts will be properly stopped when you wake up again in Citadel.
6. The assault on Satellite Relay Station is less intensive CPU processing and crash-free now. *All* related activators and their related scripts will be properly stopped after speaking to Scribe Rothchild.

1. Fix for game crash when fast traveling from Vault 101 to Springvale School.
2. Fix for companions "weapon equipped" bug (hand-to-hand stance with weapon floating in the air).
Simone Cameron, Alejandra Torres, Bill Seward, Hannibal Hamlin, Caleb, Sydney and Sgt. Montgomery were affected as well by this bug. Fixed now.
If any other character is (still) affected, let me know and I'll take a look.
3. Fix for BOS Knight class having tagged Melee Weapons when the majority of them use Energy Weapons.
4. Fix for Enclave class having tagged non-existant Throwing skill instead of Explosives.
5. Fix for UF3P replacements of vanilla doors in Broken Bow with custom-created doors only because they don't have the ownership set to Pinkerton.
Changing the ownership of a silly Hot Plate to Pinkerton, Ammo boxes in Arlington Library and Ammo Boxes outside the hotel in Penn. Ave. Plaza (to BOS) was also a priority to them. I did not reverted what they did to Ammo boxes because the game will do it anyway after "Take it back!".
6. Fix for UF3P setting the ownership to BOS Faction for 16 silly objects in Taft Tunnels only because "what the hell, the player should *not* use these!".
7. Fix for rare bug in National Archives when 2 Super Mutants in second wave ("Defend the rotunda") could spawn *outside* the entrance door, breaking the quest.
8. The Ant Egg clutches will have 25% spawn for Ant Nectar. Yeah... I know. Please, don't.
9. Shawna will be a merchant with fixed amount of caps (700) for buying your stuff every 3 days.
10. Fix for some misplaced debris in Falls Church/Mason Dst. Metro.
11. The Sentry Bots in National Archives and Robobrains Sentry in Brain's Lab will no longer respawn. The Sentry Bots in National Archives, Button Gwinnett and Backup Protectrons will disappear for good and their scripts will stop running in 15s after being killed. One minor exception: Button Gwinnett will disappear in 15s *only* after taking the password from its carcass. Same rule applies for Roy Philips and his gang.
12. You can stop the alarm after breaking into Wheaton Armory.
13. The BOS guarding the entrance to GNR Radio Station will no longer attack you out of the blue (after speaking with 3 Dog), if you did not assist Sarah Lyons and her gang of "badass" wannabes during the main quest (you spoke with Dr. Li first about Dad).
13bis. Fix for all activators still running in GNR plaza and spawing the first wave of Super Mutants, if 12.
14. The Behemoth will no longer spawn, if 12. It is *not* meant to spawn according to scripts, but it is *still* spawning due to a glitch in them. Fixed now.
15. Fix for misplaced debris in GNR plaza (near the buses, on the left, after the buses are blown).
16. Fix for UF3P bloating 13 Form ID lists with their unnecessary modifications. Those manuallly added entries are added *anyway* via vanilla scripts, there is no real need to *fix* something which does not need to be fixed or to add weapons *not* used in the game (as they did in DLC05AllAlienWeaponsList).
17. Demolition Expert perk will affect *all* 1H kaboom devices that walk across the Capital Wasteland, even the custom-created ones. If you already took the perk before installing version 1.6, use console commands to remove it, then add it again.
17a. Pyromaniac will require Big Guns 60 instead of Explosives. In FO3, Flamers are governed by Big Guns skills, *not* Explosives skill.
18. Fix for the names of 17 keys. What the hell is Locker Key and which locker will open it?
19. Fix for BOS gunners list spawning a BOS with Ripper. *Extremely* annoying especially for BOS guarding the exit door in Arlington Library. Weapon drawn, buzzing the hell out of your brains while you are in the area (8.33% chance).
20. "After a few close calls, you manage to stitch up Timebomb's wounds. He should be fine.". Not "stich up" like in love poetry about the love of your life. Oh, well.
21. "You repaired the elevator panel." for 2s is way better than a pop-up "You successfully repair the elevator panel." Did this for another 10 pop-up messages.
22. Fix for Ice-Cold Nuka Cola Vending Machine script, running unstopped while you are in your Megaton house or Tenpenny suite.
23. Fix for Pit Rot disease on Trog Fledgling attack (-10 HP/30s). You cannot sleep while affected.
24. Fix for some truncated notes in Pip-Boy, if you use Darnified UI.
25. Fix for The Roach King spawning a fine Raider lady with "Mutton Chops" moustache on rare occassions.
26. Fix for botched stats and skills of Vault 101 Security guards during the tutorial. A bit harder to kill, not Radroach fodder as before.
27. Fix for Holdens scripts and AI packages during the tutorial.
28. Fix for ~60 NPCs botched stats and skills.
29. Fix for Mei Wong being checked *every* menu for >= 150hrs of gameplay, *right* from the start of the game, if Sister found and killed her. Someone *really* loved that character, if they implemented this.
30. Fix for Officer Gomez, Mary Holden, Protector McGraw, Officer Davis and Lewis, Dukov, Doctor Lesko, Victoria Watts and Donovan greeting AI packages. On rare occassions they get stuck and will not execute their routines or another AI package (run, sandbox, etc.)
31. Tutorial characters will be properly deleted and their scripts will stop running after finishing each tutorial quest.
32. Sammy, Penny and Squirrel will no longer get stuck after being freed (fix the computer or electric box path).
33. Fix for Head of the State quest, related NPCs and their scripts for minimum impact over the game performance after finishing the quest.
34. Fix for The Replicated Man quest, transfered Victoria Watts' script to it and another tweaks for Zimmer and Harkness scripts.
35. Less stuttering in Meresti Metro Station, moved some conditions from NPCs scripts directly to Blood Ties quest for less-intensive CPU processing.
36. The script on disabled detonator will stop running, if you did not blow up Megaton.
37. Less stuttering in Reilly Rangers Compound, moved some conditions from NPCs scripts directly to Reilly Rangers quest for less-intensive CPU processing.
38. Fix for Doctors scripts, they run better know. Particularly, Doctor Barrow script (Ghoul doctor in Underworld) was glitched.
39. The Ant Nest Guardians will also be killed by the pulse, no real need to kill them one by one, separately.
40. Fix for downloading the location of the vaults of *not* being possible, if you finished the quest without visiting Vault-Tec HQ.
41. Fix for Alex Dargon, Daniel Agincourt and Garza getting stuck behind the closed door in Taft Tunnels, if Dr. Li hacks the computer (opening the Overflow Door Control and closing the back door).
42. Fix for terminals in Old Olney Underground making Sentry Robots unconscious, even if you blown up their neural circuits.
43. Fix for 3 over-lapping activators on Front Gate in Pitt (Mex location) running the same script and messing the things up.
44. Fix for some CapitolBuildingBehemothHideTrigger02 being placed near Wernher, in the northern part of the map.
45. Fix for Quinn, Patchwork, Winthrop and other Ghouls in Underworld being attracted like flies by the Tulip's bed and getting stuck near it, blocking the access of the poor lady to her bed.
46. You can easily uninstall all your Caravan Traders mods, they are properly fixed in version 1.6 of the Fixes.
Caravan traders, guards and brahmins will reset their health after a fight. If they sell Flamers, they could easily buy a few Stimpaks, just in case.
Better rotation, if you wait for one particular trader in one of their destination points (Megaton, Arefu, Rivet City, etc.).
In Fixes Optional, Lucky Harith will sell one time 1 Infiltrator and 1 Lever-Action Rifle, right from the start of the game.
They are *not* Sons of Zeus, they still could die.
47. Fix for muck bubbles scripts running unstopped in PL area, putting a high deal of stress on CPU processing. UF3P fixed somewhat the Bog, I made it stutter-minimum now, except for the marsh area in PL which is a PC-resources-hog.
48. Fix for activators still running their scripts in Calvert Mansion after the Tribals attack. Do not forget to delete the botched entries for wooden planks "bug-fix-that-does-not-exist" in UF3P.
49. Fix for DLC04LighthouseLightFXQuest responsible for Lighthouse lighting running for nothing in other zones except PL.
...and last but not the least, a total of 467 tweaks and fixes for scripts, each of them doing (better now) something.

New in CivisRomanus Unofficial Fallout 3 Fixes Dialogues version 1.5.

1. I tried the best I could to actually eliminate all instances of "Actually" in the dialogue lines when actually, there is no real need to actually use them ad nauseam. The game is actually-riddled with actually like Emmental cheese with holes.
2. Fix for UF3P broken dialogue fix during Operation:Anchorage! quest ("Never would have thought a savage could do it", "Good work, for a local" etc.). Yet again, UF3P corrected something that didn't need to be corrected, breaking other things elsewhere and *not* fixing them afterwards.
3. Fix for Sibley asking you again "Who the hell are you, and what do you think you're doing?" even if he greeted you before. Fix for Aiding the Outcasts quest to match this fix.
4. Fix for Sawbones broken dialogue lines. It will have something interesting to say, if your Pink Invisible Unicorn points are negative and you did *not* repair it.
5. Fix for UF3P "fix" for dialogue lines with doctors, if your health is 100%. Fixes Dialogues version 1.5 will also take into account the Life Giver perk.
6. Fix for Tenpenny Tower quest script, if you use FOSE. Dialogue lines with Tiffany Cheng are also fixed, to match the corrections in quest' script.
7. You can be *very* rude to Anthony Ling, if you ask him about Ghouls. Satisfaction guaranteed.
8. Fix for dialogue lines with Bloomseer Poplar. She should said something related to your quests, if you did not complete them (yet). The quest responsible for this is rendered inert, no real need to check variables *every* 5s.
9. Same fix with your Robo-butlers. They will say a joke once a day and will start repeating them every 8 days. The quest responsible for this is rendered inert, no real need to check variables *every* 5s.
10. Fix for UF3P dialogue line "fix" with Uncle Roe, if Crazy Wolfgang is dead.
11. You can be a real badass with Grouse, if your karma is negative when you first meet him.
12. Minor fix in dialogue with Butch when you first hire him.
13. Fix for Sergeant Durga changing her attitude (reflected in buying and selling prices) towards you after finishing the main quest.
14. Doctors will no longer ask for caps to healing your radiation, if you are not irradiated.
15. Removed custom-created Murphy' script in Fixes version 1.52 and moved its conditions in dialogue lines with him.
16. Fix for DLC01ArenaAnnouncer chatter when you enter in Pitt Arena.
17. Fix for A Spoonful of Whiskey dialogue lines with Marguerite. Put an end to DLC04FF03dummySCRIPT which runs 120 times/s checking if you got ingredients for Moonshine. No siree, moved its conditions to her dialogue lines with zero impact over CPU processing.
18. Fix for dialogue lines with Tercorien when he gives you Cryo grenades/mines. The quest responsible for this is rendered inert, no real need to check related variables *every* 5s, when you shoot marshfolks in PL or hunting Yao Guais in the arse end of nowhere.
19. Better conditions in dialogue lines with Tinker Joe when you buy RL3, depending on your karma level (low/neutral/high) with/without follower (or any combination of them).
Needless to say that any lame excuse you might have installed to "fix" these, should be disregarded and jettisoned into the Garbage Bin as fast as you could.

...and so forth. For more info, open the editor and see for yourself.

New in CivisRomanus Unofficial Fallout 3 Fixes Optional version 1.5

Before installing version 1.5:
Use console command player.removeperk xx000805 where xx is your mod's loading order. Make a hard save, exit the game, install version 1.5 and you're good to go.

1. Action Points restore speed increased by 20%, if you take Nerves of Steel, with zero impact over CPU processing. New Vegas style.
2. Up to x120 reduced CPU processing, if you take Solar Powered and Rad Absorption.
3. Fix for Warmonger perk not taking into account the repair bounus when all schematics are fully upgraded. See Bugs section in hxxps://fallout.fandom.com/wiki/Warmonger.
Extra: Nuka Grenades and Bottlecap Mines will be automatically crafted, if you have the required ingredients in your inventory *and* the Warmonger perk.
4. Fix for Quantum Chemist perk.
5. Fix for DLC03CreatorQuest running for nothing, after Broken Steel has been loaded, checking *every* s if you have Deep Sleep, Puppies and Quantum Chemist, perks which could be taken very late in the game (>= level 22). The quest is slowed down x5 during the tutorial, then will be stopped after Broken Steel has been loaded and will be restarted again, if you take at least one of these perks: Life Giver, Solar Powered, Deep Sleep, Puppies, Quantum Chemist, Rad Absorption and/or Warmonger.
6. Size Matters is a *very* powerful perk now, if you want to go heavy.
7. With the Life Giver perk, you also regenerate lost health outside of combat (0.5% total health/s). Same health regen ratio for Solar Powered perk.
8. With the Master Trader perk, vendors will have more caps for trading and you will get +25% better buying *and* selling prices with them.
9. Fix for Zhu-Rong projectile hit. Zhu-Rong is a *very* powerful pistol now; with Pyromaniac, Psycho and Better Criticals you can easily take down Overlords in a few hits.
10. You will find cut-content Discharge Hammer in Old Olney Underground, a Super-Sledge with bonus damage against robots and Power Armor.
11. You will swing faster The Dismemberer (+20%) and Board of Education (+30%).
12. FG - Wanda aka Paratrooper Assault Rifle included. You will find it in one of the footlockers (along with another interesting items!) in Outcasts' Armory, after speaking with Gen. Chase at the end of the sim. The item is DLC related.

Use console commands: player.removeperk aaa then player.addperk aaa, where aaa is one of these perks previously taken before installing the new version of Fixes Optional.

New in CivisRomanus Unofficial Fallout 3 Fixes Cheat Items version 1.1

1. Fix for Impartial Mediation perk to match karma requirements in Shoot Karma In The Head book.

Have fun.
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New in CivisRomanus Unofficial Fallout 3 Fixes version 1.52

1. Fix for a bug in previous versions where A Meeting Of The Minds cannot be completed, if you shoot The Brain in Underground Lab.
Edit:
Reload a save (before shooting The Brain) and all will be fine.
2. Fix for an infinite loop in DLC04LabProtectronBrainSCRIPT. The
Protectrons will no longer respawn and their bodies will disappear
faster, if you leave the Underground Lab and The Brain is dead.
3. Fix for a nasty bugger in Coastal Grotto (Plik) which runs unstopped, if you are in the area.
4. Minor tweak for DLC04BogHallucinationGhoulSCRIPT running on Ghouls during Bog hallucinations.
5. Fix for Swamplurk Queens script to avoid texture glitches after being killed, if you leave the area and return afterwards.
6. Traveling from Point Lookout to Capital Wasteland will also take 3 days
(same as traveling from Capital Wasteland to Point Lookout, previously
fixed).
7. Fix for duplicate entries of DLC04LookoutDuchessTravelActivatorSCRIPT.
8. Fix for Caged Deathclaws script to avoid texture glitches after being killed, if you leave the area and return afterwards.
Stay cool.

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