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About this mod

Makes some minor fixes (and a few modifications) to some of the scripts in version 7.2 of danthegeek's Underground Hideout ( http://www.nexusmods.com/fallout3/mods/9592/? )

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Title: DALCO Fixes for Underground Hideout
Version: 1.6
Date: 18 December 2013
Category: Fixes
Requirements: Fallout 3, Underground Hideout 7.2 by danthegeek (http://www.nexusmods.com/fallout3/mods/9592/?), FOSE ( http://fose.silverlock.org/ ), and some means to unzip the files (7-Zip). Note that UH 7.2 requires all DLCs (and, thus, this mod will too).
Author: DaveLessnau
Location: http://www.nexusmods.com/fallout3/mods/16945/?

Description
===========
This modifies Underground Hideout 7.2 by danthegeek. These are mostly bug fixes, but there are a few modifications to the UH's intended functioning. The Underground Hideout is a great mod (I also used his equivalent version in Fallout: New Vegas). But, as I was playing, I noticed some problems with some of the scripts and decided to try fixing them:
- The Pear Tree: The pear tree in the Hydroponics room never grew pears. Fixed.
- Nuka-Cola Storage: The UH doesn't handle Nuka-Cola. Added an option to the Nuka-Cola Machine to store it in the machine.
- Armor Sorter locations: I disagreed with where the Armor Sorter was putting many things, so I modified it to be more consistent.
- Weapons Wall revamp: Turned the various parts of the Weapons Wall in the Hideout from separate containers and displays into one pure display. The display is driven by the inventory kept in the Hideout's normal storage containers. The player no longer needs to know which items get displayed on which part of the wall or keep track of the stored locations of those items.
- Nuka-Grenade component container: The scripts that populated the Nuka-Grenade component container were erroneously transferring Bent Tin Cans in as well as regular Tin Cans. Bent Tin Cans are not used to make Nuka-Grenades (or anything else).
- Nuka-Cola Machine: The Nuka-Cola machine's messages were not fully informative and it needed options to handle ALL or ONE for its conversions.
- Incinerator: The Incinerator was "burning" junk down to a not-necessarily-correct number of Scrap Metal pieces.
- Weapon Wall display of Broken Steel Super Sledge: The Weapon Wall was not displaying a Super Sledge if the only one in its inventory was the Broken Steel variety.
- Armor Sorter health issue: The Armor Sorter would transfer armor to the storage cabinet with health that wasn't necessarily what it was in the player's inventory.
- Weapon Sorter: The Weapon Sorter just stopped working on my system.

Location
========
The changes happen as soon as you load the mod.

Details
=======
- Ranx31 asked that I fix the problem with pears not re-growing in the Underground Hideout and provided information about the problem. Fixed this. New players will get proper pear growth as long as they pick up the note on teh Hideout's front door that kicks off the quest for Jonathan and the key to that door. Players who have already picked up that note before loading this version of the mod will need to try to harvest the bare pear tree in the Hydroponics Room to start the process. Once they do that, they'll get a message that the pears aren't ready for harvest yet and a few seconds later, the pears will appear. All will be well from that point on. Note that if you are using the Pear Harvest Fix for Underground Hideout by Baixinhu ( http://www.nexusmods.com/fallout3/mods/16246/? ) you won't need that any more. Make sure you uninstall it before installing this update.
- Nuka-Cola Storage: schaedelhoergler requested the Nuka-Cola Machine be modified to store Nuka-Cola. Added the option. The machine needs to be opened to remove any stored Nuka-Cola (the same as with Ice Cold Nuka-Cola). But, the player can add it from the machine's main menu.
- Armor Sorter locations: I disagreed with where the Armor Sorter was putting many items. So, I modified it as follows:
-- The Miscellaneous Apparel container now gets eyewear and the odds and ends that don't fit in the other categories.
-- The Clothing container now gets clothing and hats that are not considered to be armor.
-- The Light/Heavy Armor container now gets all non-Power armor and helmets.
-- The Power Armor container now gets all Power Armor and the associated helmets.
- Weapons Wall revamp: In the original Underground Hideout, the player displays items on the Weapons Wall by activating the base game's, or the specific DLC's, wall areas and adding the appropriate items. Since the individual wall areas stored their own pieces of equipment, this clashed a bit with the Weapon Sorter (and its containers). Changed this by turning the Weapons Wall into just a display area. All equipment goes into the normal containers via either the Weapons Sorter (or the containers associated with it) or the Ammunition Sorter (through the switch, or the terminal, or the actual containers). The functioning of the wall is transparent to the player (i.e., you won't have to do anything special to have the individual pieces of the wall display their items).
- Nuka-Grenade component container: The Material Sorting options in the Armory terminal and on the Component containers transferred any Bent Tin Cans in the player's inventory into the bin for Nuka-Grenade components. According to the FO3 wiki, Bent Tin Cans are not a component of the Nuka-Grenade. They're not supposed to be used anywhere. Ditto, according to the GECK. Removed the code that transfers these cans.
- Nuka-Cola Machine: The Nuka-Cola machine's message describing the filling of empty bottles only mentions Empty Soda Bottles. It would actually fill both Empty Soda Bottles and Empty Nuka-Cola Bottles. Changed that message (along with some other verbiage). Did the same for the message which appeared if you tried to fill bottles without enough resources. Because of this, I also removed Empty Nuka-Cola bottles from the incinerator’s list of things it would automatically transfer into itself. More importantly, the Nuka-Cola Machine now gives ALL or ONE options when refilling bottles and when converting Nuka-Cola to Ice Cold Nuka-Cola.
- Incinerator: The incinerator was not reducing junk down to the right number of replacement Scrap Metal pieces. There were several problems: the original script assigns floating point values to an integer variable and that variable is being set in one run of the script while the replacement can be done in another run. Also, the script name and the variable were declared twice. Totally rewrite the script to put the lists of junk into Form Lists instead of hard-coding them into the script. The junk-to-scrap replacement is also documented in another button on the incinerator.
- Weapon Wall display of Broken Steel Super Sledge: Added the specific code for that Super Sledge to the script for that portion of the Weapon Wall (superceded by Weapons Wall revamp).
- Armor Sorter health issues: Fixed by correcting a loop through the Equipped Items list to specifically check that the item matched instead of assuming any found item in the list was a match. The only issue with this version of the script is that it will NOT transfer Power Armor if the player doesn't have Power Armor training. The script depends on equipping the items. Without that training, Power Armor simply won't equip.
- Weapon Sorter: Fixed the issue of the Weapon Sorter not running by correcting checks for variables being equal to 0 if they hadn't been initialized.

Install
=======
Either manually download the mod or tell Nexus Mod Manager to download it. If you manually download it and want to manually install it, just unzip it and put the "DALCO Fixes for the Underground Hideout.esp" file in your game's DATA folder. If you want NMM to install it, go to NMM's Mod tab and select the top, Add Mod from File icon, and point it to where you downloaded the mod's .7z file. If you had NMM download the mod, it should shortly show up under NMM's Mod tab. In either NMM case, click the 2nd NMM icon to Activate the mod. Then, go back to the Plugins tab and make sure the .esp file is checked. It can go anywhere after the actual "UndergroundHideout.esp" file in your load order. Closer would be better.

Uninstall
=========
- To uninstall using NMM, go to it's Mod tab, highlight the mod, and select the 2nd icon to Deactivate it. You can delete it if you want.
- To uninstall manually, just delete it from your games DATA folder.

Upgrade
=======
Uninstall the old mod, install the new mod, and start Fallout 3 and play. There is no effect on saved games and cannot corrupt any saves.

Incompatibility
===============
None.

Known Issues or Bugs
====================
- If you've already picked up the note on the door of the Hideout that starts the quest for Jonathan and the key, when you get to the Hydroponics Room, the pear tree will still not have pears. Just try to harvest it anyway. You'll get the "not ripe" message and the first set of pears will show up within seconds. After that, the tree should bear as expected (every two days).
- FOSE: Both the original Underground Hideout and my mods need FOSE to work properly. Without FOSE, most of the Hideout will work, but some parts won't work at all. There are messages in the code that are supposed to be displayed to the player. But, they don't come up properly. If you're having problems with things just not working at all in the Hideout, try my DALCO FOSE Check utility at http://www.nexusmods.com/fallout3/mods/19970/? as a starting point.
- Weapons Wall: To the best of my limited knowledge, the original Hideout doesn’t display all the DLC-unique weapons on the Weapons Wall. I added some of those weapons into the Weapons Wall by minor changes to the scripts for those wall segments. Others, I had to include in the Wall for the base game. Some of the items I included in that wall have their own, unique display files (not all, though). But, it looks like there aren't any hooks to handle that display in the appropriate part of the wall. Unfortunately, changing the original mod’s handling of this is beyond my abilities.
- Armor Sorter: The script will NOT transfer Power Armor if the player doesn't have Power Armor training. The script depends on equipping the items. Without that training, Power Armor simply won't equip.

History
=======
- Version 1.6 (18 December 2013): Ranx31 asked that I fix the problem with pears not re-growing in the Underground Hideout and provided information about the problem. Fixed this. Also, since the original Underground Hideout and my changes require FOSE, I added that requirement to this page.
- Version 1.5 (17 January 2012): Changed the main menu for the Nuka-Cola Machine to give the player the option to store Nuka-Cola in the machine.
- Version 1.4 (19 November 2011): Changed the Armor Sorter to be more consistent in what items it puts in which container.
- Version 1.3 (07 November 2011):
-- Folded my optional "Weapons Wall Modification to the Underground Hideout" into this base mod.
-- Corrected the problem where the Material Sorters were incorrectly transferring Bent Tin Cans into the Nuka-Grenade component bin.
-- Changed the "Sort Junk" option in the terminals to correctly handle the transfer of junk into the incinerator. I missed this when fixing the incinerator back in version 1.1.
- Version 1.2 (04 November 2011):
-- Corrected the messages from the Nuka-Cola machine to reflect what it was actually doing.
-- Modified the machine to give ALL or ONE options when refilling empty bottles and converting Nuka-Cola to Ice Cold Nuka-Cola.
-- Changed the incinerator to keep it from transferring Empty Nuka-Cola Bottles into itself.
- Version 1.1 (02 November 2011): Corrected the incinerator to give consistent amounts of Scrap Metal after burning various junk items.
- Version 1.01 (28 October 2011): Fixed the problem where the Weapon Wall wasn't handling the Super Sledge from Broken Steel.
- Version 1.0 (27 October 2011): Initial Release

Programming Notes
=================
- Pear Tree: There were two problem areas. First, the EHHarvestPearsScript was missing the line "EHPearNotRipeREF.Disable". That's used to differentiate between ripe and un-ripe pears growing on the tree (as opposed to no pears at all). I added that line. Second, in one of the Cells, the EHPearRipeREF is set to a default of Disabled. That meant that there would be no default ripe pears on the tree to be harvested. Without a crop to be harvested, none of the pear variables or gatekeepers would be set and no pears would EVER grow on that tree. Unfortunately, I couldn't figure out how to copy that one cell with the EHPearRipeREF set to Disabled from the base Underground Hideout to my mod. If I had managed to do that, deleting the Disabled flag would have been easy. Whether I did the work in the GECK or FO3Edit, whenever I copied that Cell over, it gave me a warning about the Base Name. Instead of "NAME - Base" being "XMarker [STAT:0000003B]", I got "[0000003B] <Warning: Could not be resolved, but is possibly hardcoded in the engine>". I worked around that inability to set the default flag by changing the flag in both the EHUHQuestScript (starts when the player picks up the note on the Hideout's front door) and in EHHarvestPearsScript and adding a token (DALAlreadyEnabledPears) to the player's inventory. That token stops these scripts from constantly changing the value (which would cause the pears to grow continuously). I made the changes in two places so that new players would see ripe pears as soon as they could get to them and so that existing players could easily kick off proper pear processing by trying to harvest the bare tree.

- Nuka-Cola Storage:
-- Messages: In EHNukaMachineWith, I moved the old last choice ("Do nothing") down one and, in its place, added the option to store the player's Nuka-Cola in the machine.

-- Scripts: In EHNukaVendingMachineScript, I modified the button checking area to handle the new option of storing the player's Nuka-Cola in the machine. I also added the few lines of code to the bottom of the script where that Nuka-Cola is added to the machine and removed from the player's inventory.

- Armor Sorter locations:
-- Form Lists:
--- EHArmorSorterAccessories: Removed DLC04HatConfederate, DLC04HatSlasherMask, HatParty, HatPartyStanley, HatPoliceAdult, HatPrewarBonnet, HatPrewarHat, HatTakomaBaseballCap, HeadWrap01, HeadWrap02, HeadWrap03, HeadWrap04, HelmetEyebot, HelmetEyebotCaravanSpecial, HelmetHockeyMask, HelmetMayorMacCready, MQ04SlasherMask, MS01OutfitRedHat, MS03StealthHat, MS06LincolnsHat, MS10RewardOasisVillagerHood, MSMiniLedouxsMask, OutfitChineseCommandoHat, OutfitEnclaveOfficer01Hat, OutfitEulogyJonesHat, OutfitOasisExileHood, OutfitOasisVillagerHood, OutfitWastelandHat01, OutfitWastelandHat02, OutfitWastelandHat04, OutfitWastelandHat05, OutfitWastelandMerchantHat, Vault106GasMask. Added testheadscar,testPhilOutfitPeepers.

--- EHArmorSorterClothing: Removed ArmorUniqueExplorer, ArmorUniqueWastelander, DLC05AstronautSuit, DLC05SamuraiArmor, DLC05SpacesuitHelmet, FollowerOutfitButch, FollowersOutfitCharon, FollowersOutfitClover, FollowersOutfitCross, FollowersOutfitJericho, MS02SuitAntagonizer, MS02SuitHelmetAntagonizer, MS02SuitHelmetMechanist, MS02SuitMechanist, OutfitMerc01, OutfitMerc02, OutfitMerc03, OutfitMerc04, OutfitMerc06, OutfitUniqueMerc01, OutfitUniqueMerc02, OutfitUniqueMerc03, OutfitUniqueMerc04, OutfitUniqueMerc05, OutfitUniqueMerc06. Added ArmorRadiationSuit, ArmorRadiationSuitAdvanced, CG00BirthSkirt, DLC01SlaveOutfit, DLC01SlaveOutfit2, DLC01UniqueWorkerOutfit, DLC02ArmorSimSuit2, DLC04HatConfederate, DLC04HatSlasherMask, DLC05GeneralChasesOvercoat, HatParty, HatPartyStanley, HatPoliceAdult, HatPrewarBaseballCap, HatPrewarBonnet, HatPrewarHat, HatTakomaBaseballCap, HeadWrap01, HeadWrap02, HeadWrap03, HeadWrap04, KIDHatPartyChild, KIDHatPrewarCapKid, KIDOutfitLittleLamplighter01, KIDOutfitLittleLamplighter01Hat, KIDOutfitMayorMacCready, KIDOutfitPrewarChild, KIDOutfitPrewarChildOld, KIDOutfitWastelandChild01, KIDOutfitWastelandChild02, KIDOutfitWastelandChild03, KIDOutfitWastelandChild04, KIDOutfitWastelandChild05, KIDVaultSuitChild101, MQ02ThreeDogsHeadwrap, MS01OutfitRedHat, MS03EnvironmentSuit, MS03StealthHat, MS06LincolnsHat, MS10RewardOasisVillagerHood, OutfitChineseCommandoHat, OutfitDominicsHat, OutfitEnclaveOfficer01Hat, OutfitEnclaveScientist, OutfitEulogyJonesHat, OutfitLucasSimmsHat, OutfitMysteriousStrangerHat, OutfitOasisVillagerHood, OutfitUniqueEnclaveScientist, OutfitUniquePrewarBusinesswearDirtyDARK, OutfitWastelandHat02, OutfitWastelandHat05, OutfitWastelandMerchantHat, Vault106GasMask.

--- EHArmorSorterLightArmor: Removed ArmorLeatherUnplayable, ArmorRadiationSuit, ArmorRadiationSuitAdvanced, DLC01SlaveOutfit, DLC01SlaveOutfit2, DLC02ArmorChinese, DLC02ArmorChineseWasteland, DLC02ArmorSimSuit, DLC03MetroCarArmor, DLC05GeneralChasesOvercoat, FollowersOutfitCharon, FollowersOutfitJericho, MS03EnvironmentSuit, OutfitEnclaveScientist, OutfitUniqueEnclaveScientist. Added ArmorUniqueExplorer, ArmorUniqueWastelander, DLC01ArmorRaider1, DLC01ArmorRaider2, DLC01ArmorRaider3, DLC01ArmorRaider4, DLC01ArmorRaider5, DLC01ArmorRaiderHelmet, DLC05SamuraiArmor, DLC05SamuraiHelmet, DLC05SpacesuitHelmet, HelmetEyebot, HelmetEyebotCaravanSpecial, HelmetHockeyMask, HelmetMayorMacCready, MS02SuitAntagonizer, MS02SuitHelmetAntagonizer, MS02SuitHelmetMechanist, MS02SuitMechanist, MSMiniLedouxsMask, OutfitMerc01, OutfitMerc02, OutfitMerc03, OutfitMerc04, OutfitMerc05, OutfitMerc06, OutfitUniqueMerc01, OutfitUniqueMerc02, OutfitUniqueMerc03, OutfitUniqueMerc04, OutfitUniqueMerc05, OutfitUniqueMerc06, OutfitWastelandHat01, testPhilRegenArmor, testPhilSnowHelmet, testPhilStealthArmor, testPhilStealthArmorHelmet.

--- EHArmorPowerArmor: Removed ArmorPowerUnplayable , DLC03MetroCarArmor, FollowersOutfitCross, RavenRockCorpseArmorEnclave. Added ArmorTeslaPowerFX, DLC02ArmorPowerT51b, DLC02ArmorPowerT51bHelmet, DLC02ArmorPowerT51bHelmetWasteland, DLC02ArmorPowerT51bWasteland.

- Weapons Wall revamp:
-- Containers: I edited the EHGrenadeBox, EHHeavyWeaponsStorage, EHLaserWeaponsStorage, EHMeleeWeaponsStorage, EHMineBox, EHWeaponsStorage. I changed the containers for particular types of weapons to add the scripts mentioned below. For the EHWeaponsStorage container, that's actually the container for Small Guns. I removed the script attached to it (it didn't seem to do anything) and replaced it with my Small Weapon script.

-- Form Lists:
--- EHWeaponsEnergyList: Added the following since they're listed as "Playable" weapons: DLC05WeapRobotCannonNonPlayer, DLC03WeapTeslaChainEffect02, 3, 4, and blank, testPhilC Lightning (Lightning Gun), testPhilGaussRifle (Gauss Rifle), DemoLaserRifle (Laser Rifle), MQ11AutumnLaserPistol (Col. Autumn's Laser Pistol). Removed ElderLyonsLaser Pistol since it's listed as a "Can't Drop" weapon.

--- EHWeaponsHeavyList: Added Rock-it Launcher from EHWeaponsSmallGunList. Added Atomic Pulverizer and Alien Atomizer from EHWeaponsSmallGunsList. Added the following since they're listed as "Playable" weapons: DLC05WeapRobotCannonNonPlayerB and C, DLC02WeapOverlookCannon (Fat Man), testPhilTeslaCannon (Tesla Cannon).

--- EHWeaponsMeleeList: Added the following since they're listed as "Playable" weapons: DLC02WeapPowerFist (Power Fist), testPhilShockSwordStack and DOT (Jingwei's Shocksword Stack and DOT), testPhilElectricSwordA, B, and blank (Electric Sword A, Crit Knockdown, Damage Multiply). Removed Full Katana since it's a special weapon included in the UH and the other such weapons are not on these lists.

--- EHWeaponsSmallGunsList: Moved Rock-it Launcher to EHWeaponsHeavyList. Moved Atomic Pulverizer and Alien Atomizer to EHWeaponsEnergyList. Removed the following since they're listed as "Can't Drop" weapons: SonoraCruzWeap10mmPisto (10m Pistol), MysteriousStranger44Magnum (.44 Magnum), Sydneys10mmSubGunFollowerVersion (Sydney's 10mm "Ultra" SMG), DLC02WeapMontgomeryAssaultRifle (Assault Rifle), DLC01WernherWeap44MagnumScoped (Scoped .44 Magnum). Added the following since they're listed as "Playable" weapons: testPhilDemoWeapShotgunCombat (Combat Shotgun), testPhilWeap10mmPistolSilenced (No Ammo Silenced 10mm Pistol). I also added the testPhilGrenadeLauncher (Grenade Launcher) since it's of type Small Gun even though it's ruled by the Explosives skill.

-- Messages: I edited EHCustomBuiltWeaponsWallMessage, EHCustomBuiltWeaponWallCompat, EHDLCAnchorageWeaponWallCompat, EHDLCBrokenSteelWeaponWallCompat, EHDLCPointLookoutWeaponWallCompat, EHDLCPointLookoutWeaponWallCompat, EHDLCThePittWeaponWallCompat, EHDLCZetaWeaponWallCompat, EHVanillaWeaponWallCompat, EHWeaponSorterMenu, EHWeaponsWallHelp. I changed the messages ending in Compat to reflect the new lists of handled weapons from the Form Lists. I changed the EHCustomBuiltWeaponsWallMessage to reflect the changes made to the Weapons Wall and direct the player to the appropriate switches/containers. I changed some of the wording in the EHWeaponSorterMenu and I revised the instructions in the help text.

-- Scripts: I added DALBigWeaponsStorageScript, DALEnergyWeaponsStorageScript, DALGrenadeBoxScripts, DALMeleeAndUnarmedWeaponsStorageScript, DALMineBoxScripts, DALSmallWeaponsStorageScript. I edited EHAmmoSorterScript, EHCutomBuiltWeaponsWall2Switch, EHDLCAnchorageWeaponsWall3Switch, EHDLCBrokenSteelWeaponsWall3Switch, EHDLCPointLookoutWeaponsWall3Switch, EHDLCZetaWeaponsWall3Switch, EHThePittWeaponsWall4Switch, EHWeaponSorterScript (overrides my version from my base fixes), EHWeaponsWall1Switch. For the scripts I added, they basically are copies of code for their particular type of weapons out of the main EHWeaponSorterScript. They're attached to their containers to run OnClose to display their weapons on the wall.

-- Terminal: I edited EHHideoutTerminalSorterB. I changed the embedded script for handling Explosives to echo the changes made in the Grenade and Mine box scripts regarding displaying some of those items on the Weapons Wall.

- Nuka-Grenade component container:
-- Scripts: I modified the EHMaterialSorterScript by removing the code that transferred Bent Tin Cans into the Nuka-Grenade's component bin. This script is attached to the EHMaterialSorterSwitch. Its embedded equivalent is in the Result Script for the Sort Materials button of the EHHideoutTerminalSorterB terminal.

-- Terminals: Modified the Result Script for the Sort Materials button of this terminal in parallel with the script.

- Incinerator (reprise):
-- Terminals: I edited the Result Script for the Sort junk option of the EHHideoutTerminalSorterB terminal. This had the old script from before I changed the incinerator scripts in version 1.1 (I missed it). Modified the transfer section of the incinerator scripts to run here and copied it in.

- Nuka-Cola Machine:
-- Form Lists: I removed Empty Nuka-Cola Bottles from the DALJunkItemList. That prevents the incinerator from automatically transferring those bottles (which I found were being used in the Nuka-Cola Machine).

-- Messages: I modified the EHNukaMachineWithout, EHNukaMachineWith, and EHNukaDispense messages and added the DALIcifyHowManyNukas (parameter = iCountNukasOnMe) and DALRefillHowManyBottles (parameters = iCountEmptyBottles iCountCapsOnMe) messages. The EHNukaMachineWithout and EHNukaMachineWith messages are used to give the player options for doing things with the machine if he doen't and does have Nuka-Cola in his inventory, respectively. The EHNukaDispense message tells the player he doesn't have enough resources if he wants to refill empty bottles. I changed these messages to specify that the machine will use both Empty Soda Bottles and Empty Nuka-Cola Bottles and will process ALL or ONE bottle at a time. I also changed the EHNukaDispense message to accept a third input parameter and split out the two types of bottles: iCountEmptySodaBottles iCountEmptyNukaBottles iCountCapsOnMeMy. DALIcifyHowManyNukas and DALRefillHowManyBottles are where I asked ALL or ONE.

-- Scripts: I heavily modified the EHNukaVendingMachineScript (which is attached to the EHNukaFridge container). One of the easier aspects was adding the ALL or ONE capability to the processing of Nuka-Cola to Ice Cold Nuka-Cola. More involved was the ALL or ONE capability in refilling the two types of empty bottles.

- Incinerator:
-- Form Lists: I added DALJunkItemList, DALJunkTo1Scrap, DALJunkTo2Scrap, DALJunkTo3Scrap. DALJunkItemList is a list of all the junk items in the game (as described at http://fallout.wikia.com/wiki/Fallout_3_miscellaneous_items#Other_items and modified by what looks to actually be in the game and what I've found to be used for other things). I removed several junk items from this list (so they won't be automatically transferred into the incinerator). First, since Walter will give 10 bottlecaps for each piece of Scrap Metal, I decided that if someone was willing to lug Scrap Metal to Walter for that, then they'd be willing to do so for stuff worth more. So, I pulled out Cigarettes (Carton and Pack), Pre-war Money, Wood Chipper, Fishing Pole, Crystal (Large Alien and Small Alien), and Buttercup Toy. I also removed the two junk versions of the Wasteland Survival Guide since they should probably be displayed in the Bookcase. And, finally, I removed the Empty Soda Bottle since it can be refilled in the UH's Nuka-Cola Machine. The DALJunknScrap lists contain the items that will be exchanged for "n" items of Scrap Metal upon incineration. I populated these by first looking at the DALJunkItemList items and guessing which items contained metal. I then looked at their weights and divided by 2 (truncating the result) for the amount. For items that would have resulted in less than one Scrap Metal, I just erred on the side of generosity and gave one Scrap Metal (heck, it's only worth 10 bottlecaps). I also added Scrap Metal, itself, to the DALJunkTo1Scrap list so that any Scrap Metal mistakenly left in the incinerator won't disappear. In general, almost all of the exchangeable junk is in the 1-For-1 list. The only things that aren't, are the Toaster (Post-war and Pre-war: on the 2-for-1 list) and the Iron (on the 3-for-1 list). To see what's actually in these lists without looking at the code, take a look at the Junk-To-Scrap List option I added to the incinerator in the game.

-- Messages: I added DALJunkToScrapCompat and edited EHJunkSorterMenu. The DALJunkToSCrapCompat message lists which junk will be exchanged for Scrap Metal. It's displayed by the new option I added to EHJunkSorterMenu.

-- Scripts: I rewrote EHJunkSorterScript to take advantage of those Form Lists. It makes the script much shorter and much easier to maintain.

- Weapons Wall display of Broken Steel Super Sledge:
-- Scripts: I edited the EHWeaponsStorageScript to include the Broken Steel version of the Super Sledge. This led to my full modification of the Weapons Wall.

- Initial release:
-- Scripts: I rewrote the EHWeaponsSorterScript and the EHArmorSorterScripts. I revised the Weapons script by basically initializing all variable so that checks for zero were sure to work. I also removed some conditional checks that would never be false and consolidated some duplicate code. Note that I heavily rewrote this version in my optional Weapons Wall modification. So, if you're using that, this script has been overridden there. The Armor script was a bigger edit. I did the same types of things as with the Weapons script, but also made sure that the piece of armor being looked at for health (in the equipped item list) was actually the piece in question.

Credits
=======
- My biggest thank-you goes to danthegeek for his Underground Hideout mod: http://www.nexusmods.com/fallout3/mods/9592/? . Every time I work with this mod, I'm just amazed at the amount of work he put into it. All I've done is tweak a few of his scripts.
- My next biggest thank-you goes to Cipscis. His explanations from all over the web have pulled my bacon out of the fire repeatedly. Without his work, I'd never have been able to decipher the GECK documentation.
- Thanks to Bethesda for creating Fallout 3.
- Thanks to Fallout3Nexus for hosting this.

Tools Used
==========
- Notepad++ (http://notepad-plus-plus.org/): I did all my script editing in this.
- Cipscis' Script Validator (http://cipscis.com/fallout/utilities/validator.aspx): This is where I checked that my script didn't have obvious syntactic issues. I also ran danthegeek's original script through this with the options to use Long Names and Keywords as well as Standard Capitalization checked. That gave me my baseline scripts to work from.
- Cipscis' Fallout 3 Script Syntax Highlighter for Notepad++: http://www.nexusmods.com/fallout3/mods/10322/? . I added this to Notepad++ and it makes scripting quite a bit easier.
- Garden of Eden Creation Kit (The GECK): http://geck.bethsoft.com/index.php/Main_Page): I dug through those pages furiously to figure out what was happening. The GECK, itself, is where I put my modified scripts so I could run them in danthegeek's mod.
- Fallout 3 Edit (FO3Edit): http://www.nexusmods.com/fallout3/mods/637/? This is where I stripped my changed scripts out of the modified version of danthegeek's mod and added them to my file.
- Fallout Mod Manager (FOMM): http://www.fallout3nexus.com/downloads/file.php?id=640)
- Nexus Mod Manager (NMM): http://www.nexusmods.com/fallout3/mods/modmanager/

Licensing/Legal
===============
Feel free to use this mod and modify it as you need. But, cite me as the originator of the changed scripts and danthegeek as the originator of the base mod: Underground Hideout.