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Author notes
In the event of prolonged unresponsiveness to nexus messages (1 month+) by Benwah, full sole control/rights is granted over this mod to Hairylegs222
File credits
Credits for changes in this updated version of the unofficial patch:
Benwah & Hairylegs222 (Tommy) Tommy is the bug fixing and merging expert of the operation, having done the overwhelming majority of update work including merging in tons of his own prior bug fixes and those of many others in the community. He developed new bug fixes for new reports, and solved old lingering issues as well. Benwah deciphered and updated the installer and compiler, agitating for updates to this patch that no one seemed to think was possible for years. "Actually my biggest contribution was getting Tommy to join." Freddy Farnsworth for advice & encouragement. He identified many (most?) of the community fixes included and improved a few of them himself. Prensa for They let me play with their pucks, Super-Duper Non Bleeding Checkout, Point Lookout - No more silent Doors. Also thanks to Prensa for advice and encouragement, and extensive support of the old mod on forum. He is a true champion of this mod's preservation. APipino - creator of ordenador texture optimizer found on Nexus: http://fallout3.nexusmods.com/mods/17594 ivinsjames (James Dizzle) for Rivet City crash fix. FOOK2 team for the auto-completion fix in the This Galaxy Ain't Big Enough quest and Faction fixes object placement fixes by sialivi Broken Steel GNR broadcast fix by LLJKTechnogeek Holy Water Pamphlets Disabler by bigmill Point Lookout Goodies by explosivo666 Outcasts fix by Papadopoulos Stop Insulting Me Outcasts by Lawlder SuperDuper Mart Aisle Sign Fix by Marcius BeardEyebrowFix by gengrimm
1.5: The Pitt Reforged by xmlninja Leo Stahl's Drug container to require only a key to open bug spotted by polbashkisneslo Bring Back Bael by dragontwosix
1.6: Tesla Cannon Vertibird One Shot Fix by Pr0bability (1.6.1) Sink in the player's home at Megaton to be purified Thanks to Fook2 Anchorage Gauss Rifle VATS Damage Fix by coelomate Ranger Helmet Texture Unlocker by aiglos357 Citadel Crane Fix by zedas The Pitt - Everett Fix by svartberg Operation Anchorage - Fixes by Yukichigai Mothership Zeta Wasteland Teleport Shader Fix by rad666a Fixed Eyeglasses by 1st Dagger Moriartys Key Restored by thegord The fix for an intractable problem with Faydra, Tobar, Catherine wandering off to wherever the player is was identified by rickerhk
Credits for the Original version of this patch by Quazzy: Quazzy, and a long list of UF3P contributors documented at http://fallout3.nexusmods.com/mods/3808 The NifSkope Team - no mesh fixes would of been possible without NifSkope, invaluable program! sialivi - for reporting well over 1100+ issues (which I'm still working on fixing). Crypton - for providing and setting up the Unofficial Fallout 3 Patch bugtracker! Great in helping the project! MadCat221 - for fixing the issues with plasmarifle.nif, laserpistol.nif, laserrifle.nif, the over glossy hair, the enclavetesla power armor collar, fixing the nuke imagespace modifier and reporting lots of other bugs! dr_AllCOM3 - for improving the litter texture fix even more, fixing the incorrect alpha on 2 textures (neoclassicalmaintile03.dds and neodarkmaintile03.dds) and also improving the road chunk texture (roadwasteland01.dds). ElminsterAU - for the wonderful FO3Edit program! Ryu Doppler - for fixing the Enclave Officer's Uniform glove clipping into the Pip-Boy if the Pip-Boy glove was unequiped and fixing Elder Lyon's Robe (ArmorEnclaveOfficerglovel.nif, ArmorEnclaveOfficergloveml.nif, ArmorElderLyonsgo.nif, ArmorElderLyonsoutfitm.nif, ArmorElderLyonsoutfitf.nif, apperal_Elder_Lyons_Robe.dds). throttlekitty - for the Head Fixes (HeadChild.nif, HeadChildFemale.nif, HeadFemale.nif, HeadHuman.nif, HeadOld.nif, HeadOldFemale.nif, headchild.egm, HeadChild.tri, HeadChildFemale.egm, HeadChildFemale.tri, HeadFemale.egm, HeadFemale.tri, HeadHuman.egm, HeadHuman.tri, HeadOld.egm, HeadOld.tri, HeadOldFemale.egm, HeadOldFemale.tri). Alystin - for the GameDaysPassed fix. 3Dog prensa Tale of Two Wastelands CivisRomanus vincentindigo prisoner416 InAComaDial999 trulypanda SuBNeRoCL Hopper31 YakutatazuParasite chucksteel Razorwire insaneplumber sesom elek2008 deanoman DeJuanNOnley qwertyasdfgh DarknessSquall Link_of_Hyrule Tukka phoenix0113 Gloops DCbug sparbog xxxHACKERxxx mimada Yukichigai Rooker75 Arkngt bluebellfairy Pr0bability coelomate aiglos357 zedas svartberg rad666a 1st Dagger thegord xmlninja dragontwosix sialivi LLJKTechnogeek bigmill explosivo666 Papadopoulos Lawlder Marcius gengrimm ItsMeJesusHChrist Axonis TelShadow NiraZero BenzSmoke mintygang Panzermann11
(Goodies) Every caps transaction between an NPC and the player actually gets added to the NPC in the entire game. When before it inconsistently either only subtracted from the player or did both. Some weren't changed to make sense
(Goodies) Converted into an esm file and renamed to Unofficial Fallout 3 Patch - Goodies.esm
(Goodies) Implemented being able to also give Zip Ice Cold Nuka-Cola
(Goodies) Implemented being able to also use Ice Cold Nuka-Cola Quantum bottles to make Nuka Grenades
(Goodies) Implemented being able to also give Ice Cold Nuka-Cola Quantum bottles to Sierra Petrovita and Ronald Laren
(Goodies) Implemented being able to also give an Ice Cold Nuka-Cola Quantum bottle to Sierra Petrovita when she makes the Mississippi Quantum Pie
(Goodies) The player will shield eyes and stagger from the Megaton explosion only if in 3rd person camera view. 1st person these idles will not trigger
(Goodies) When Mister Burke kills Lucas Simms he gets shot in the head and his head pops. Before Simms was instantly killed from a single shot to him anywhere
(Goodies) Janice Kaplinski gets shot in the head by Colonel Autumn, instead of she instantly dies from getting shot anywhere
(Goodies) Fixed 2 possible unique weapon cheats if the player pickpockets The Mechanist or The AntAgonizer before they hand their weapons to the player. They'll only hand the player their weapons if they have them
(Goodies) Removed Regulator Guard Dogs
Fixed/Regenerated all facial animations (dialogue lip synch files) for the important ones. Radio, robot dialogue, holotapes, etc aren't needed for this.
Re-did voice audio files to be the original 44100HZ lossless quality
Packed up all loose files in a BSA except mp3s (Radio plays better and sounds better this way)
Cleaned up files in the BSA
Reverted Dogmeat back to vanilla. Player can't open his inventory, can be hired with any companion, and hire any companion while he's already hired (TTW changes removed combined with me forgetting stuff)
Fixed/Improved the script for all Rivet City NPCs that have scheduled routines to be in the cells on time they're supposed to be in to eat, sleep, patrol, etc
Fixed Bannon, Bryan Wilks, Christie Young, Cindy Cantelli, CJ Young, Diego, Henry Young, Sister, Ted Strayer, and Vera Weatherly's eat schedules to account for going to church on Sunday
Fixed Christie and CJ Young's following Henry schedules to account for going to church on Sunday
Fixed Paulie Cantelli's Flight Deck schedule to not be during Tuesday and Thursday for his Capital Preservation Society schedule
Fixed Sister's Weatherly Lounge schedule to be 2 hours less duration to be on time for his Flight Deck schedule
Fixed Ted Strayer's eat schedule to be at 8am to be in between times for sleeping and all his 10am schedules
Fixed Ashur's force greet when returning to him after taking care of Wernher
Fixed when handing over the Civil War Draft Poster to Hannibal Hamlin that it gets added into his inventory instead of the John Wilkes Booth Wanted Poster
Fixed the Zeta enemy's drone connon to shoot every time. Automatic flag was on
Fixed the dialogue option "I can help take care of that little Ghoul problem for you." the player says to Chief Gustavo to not show up when the player already killed all 3 Ghouls
Fixed the dialogue option "How would you feel about having a few Ghoul neighbors?" the player says to the Tenpenny residents to only appear after asking Tenpenny about it and if Tenpenny hasn't said it's ok for the ghouls to move in yet
Fixed the dialogue option "What are you shooting at out there?" the player says to Tenpenny only if Tenpenny has his sniper rifle unholstered
Fixed the dialogue option "There are some Ghouls who want to live here. What do you think about that?" the player says to Tenpenny to appear when the player knows about the Ghoul's plan, ghouls aren't allowed to move in yet, Tenpenny hasn't been asked the following question yet, and to not be said only once
Fixed the dialogue option "What if the residents are okay with Ghoul neighbors?" the player says to Tenpenny to set the stage objective "Help the Ghouls get into Tenpenny Tower." to appear if the player hasn't yet
Fixed the dialogue response "How did you get past the guard? What do you want?" Tenpenny says to the player to not be said when the player has the objective "Report to Mister Burke in Tenpenny Tower." and to be said only once
Fixed/Restored the dialogue response "You've become a bit of a bore, haven't you? Go away!" Tenpenny says to the player
Fixed the Tenpenny Suite Guard to not go unlock the door if it's already unlocked
Fixed Tenpenny Tower quest to reset back to normal every time after all the Tenpenny residents are killed (Bodies would sometimes be endlessly ragdolling causing the OnDeath scripts to not count their deaths yet)
Fixed Roy Phillips to go into the Tenpenny lobby after handing the player the Ghoul mask
Fixed the dialogue greeting "You there. Hold it. Who the hell are you?" Roy Phillips says to the player to be the 1st conversation he has with the player when Roy is in the Warrington metro
Fixed the dialogue greeting "Ho chum! What's the word?" Roy Phillips says to the player to account for certain choices the player chose that he liked
Fixed the dialogue greeting "You're brave to keep bothering me. Or stupid." Roy Phillips says to the player to account for cetain choices the player chose that he didn't liked
Fixed the dialogue greeting "What do you want?" Roy Phillips says to the player to account for cetain choices the player chose that he's neutrel about
Fixed the dialogue option "Well, maybe I should talk to Tenpenny. There may be a peaceful solution." the player says to Roy Phillips to only show if Tenpenny is alive
Fixed the dialogue option "Let me try talking to Tenpenny. Maybe he wouldn't mind you living there." the player says to Roy Phillips to only show if Tenpenny is alive
Fixed the dialogue response "After Tenpenny died, I assumed full command. And since I hate Ghouls, I guess the answer to that question is pretty damn clear." Chief Gustavo says to the player to not be said if Tenpenny already said it's ok for the ghouls to move in
Fixed the dialogue option "I've met them. Roy Phillips and those other Ghouls don't seem all that bad." the player says to Chief Gustavo to only appear if the player talked to all 3 ghouls, hasn't killed any of them yet, and the ghouls still aren't allowed to move in yet
Fixed the dialogue option "How's that Ghoul situation coming along?" the player says to Chief Gustavo to only appear if the player hasn't completed "Kill Roy Phillips and his followers." yet, doesn't know the ghouls plan yet, hasn't accepted Gustavo's offer yet, and also fixed its choices
Fixed the dialogue option "I'm still working on getting rid of Roy Phillips and his pack of Ghouls." to Chief Gustavo to only appear if the player knows about the ghouls plan, accepted Gustavo's job offer, and hasn't completed Killing Roy Phillips and his followers
Fixed the dialogue option "I can help with your Ghoul problem. Where are they hiding out?" to Chief Gustavo to only appear if the player hasn't talked to Roy or Michael yet, hasn't accepted Gustavo's job offer yet, and knows about the ghoul's plan
Fixed/Added the dialogue option "I can help with your Ghoul problem." to Chief Gustavo to only appear if the player has talked to Roy or Michael, hasn't accepted Gustavo's job offer yet, and knows about the ghoul's plan
Fixed the dialogue option "I'm going to find a non-violent solution to your Ghoul problem." to Chief Gustavo to show in his main options and only appear if the player hasn't killed Roy or his followers, ghouls still aren't allowed to move in yet, player knows about the ghoul's plan, accepted Gustavo's job offer, hasn't talked to Roy or Michael yet
Fixed the dialogue response "They've holed up in the nearby metro tunnels. They're living with packs of Feral Ghouls. They've barred the main entrance. Go through the train yard." Chief Gustavo says to the player to mark the Warrington Trainyard map marker on the player's pipboy map if the player hasn't discovered it yet
Fixed the dialogue options for "What the hell's a Ghoul anyway? Some kind of diseased human?" the player says to Chief Gustavo
Fixed the dialogue greeting "Ah yes. Mister Burke is expecting you. He is waiting for you on the balcony." the Tenpenny guard says to the player to not appear anymore when he's unlocking the door and when the door is unlocked
Fixed the dialogue greeting "Mister Tenpenny isn't taking callers." the Tenpenny guard says to the player to not appear anymore when he's unlocking the door and when the door is unlocked
Fixed the dialogue options for "Are you afraid of the Ghouls trying to get into Tenpenny?" the player says to Lydia Montenegro
Fixed the dialogue options for "Are you worried about those Ghouls?" the player says to Anthony Ling
Fixed the dialogue options for "You know anything about those Ghouls trying to get in here?" the player says to Shakes
Fixed the dialogue options for "What do you think of the whole situation with the Ghouls?" the player says to Irving Cheng
Fixed the dialogue options for "You know anything about these Ghouls?" the player says to Tiffany Cheng
Fixed the dialogue options for "Those Ghouls sure have people worked up, don't they?" the player says to Susan Lancaster
Fixed the dialogue options for "I bet you know a thing or two about those Ghouls..." the player says to Herbert Dashwood
Fixed the dialogue options for "Are you doing something about those Ghouls?" the player says to Mister Burke and not show if the ferals are attacking when he's on the Tenpenny balcony
Fixed the dialogue options for "Those Ghouls have you stressed out, too?" the player says to Margaret Primrose
Fixed the dialogue options for "I don't suppose you know much about those Ghouls?" the player says to Michael Hawthorne
Fixed the dialogue options for "Do you know anything useful about those Ghouls?" the player says to Edgar Wellington
Fixed the dialogue options for "Hear anything interesting about the Ghouls?" the player says to Millicent Wellington
Fixed the dialogue options for "Know much about those Ghouls?" the player says to Doctor Banfield
Fixed the dialogue response "Don't have any data in my files about that." from Shakes to not have any dialogue options and take the player back to the robot's main dialogue options. The robot doesn't have any dialogue in those options
Fixed the dialogue response "Don't you worry about any such thing, sir. Care to wet your whistle?" from Shakes to not have any dialogue options and take the player back to the robot's main dialogue options. The robot doesn't have any dialogue in those options. Also made a female version of this line cutting out "sir"
Fixed the dialogue greeting "Well, it'll take a little elbow grease but then this place will be a true home!" Bessie Lynn says to the player to be a goodbye. This prevents dialogue options that shouldn't appear yet
Fixed the dialogue greeting "Bastards. Could have done it the easy way and just let us live here with them. Oh well. Guess we better get started with the clean up." Michael Masters says to the player to be a goodbye. This prevents dialogue options that shouldn't appear yet
Fixed the dialogue option "I'm here to see Roy Phillips." the player says to Michael Masters to only be available when Michael is in the Warrington Tunnels and if Roy isn't dead
Fixed when Mister Burke says to Roy Phillips "There's a detonator on the balcony." and changed it to "The detonator is right over there." They cut out the conversation being somewhere else but they didn't change that line
Fixed Susan Lancaster, Millicent Wellington, Lydia Montenegro, and Anthony Ling to not be disabled while they're in the wasteland for certain reasons when the Ghouls kill the Tenpenny residents and the corpses appear in the basement
Fixed Susan Lancaster, Millicent Wellington, Lydia Montenegro, and Anthony Ling to not be moved to the Tenpenny feral attack cells when they're in the wasteland for certain reasons
Fixed Susan Lancaster, Millicent Wellington, Lydia Montenegro, and Anthony Ling to exit through the front gate after leaving Tenpenny Tower for certain reasons
Fixed Roy Phillips to not get moved to the Tenpenny Balcony when it isn't during 2 objectives from the Power of The Atom quest. "Report to Mister Burke in Tenpenny Tower." and "Activate the detonator at Tenpenny Tower."
Fixed Mister Burke and Roy Phillips conversation to only occur during 2 objectives from the Power of The Atom quest. "Report to Mister Burke in Tenpenny Tower." and "Activate the detonator at Tenpenny Tower."
Fixed Roy Phillips to go back into Tenpenny Tower after talking to Mister Burke when all the Tenpenny Residents have been killed. He would just stand there for that scenario
Fixed Mister Burke and Roy Phillips conversation to only occur while the ferals are attacking Tenpenny Tower. The player could have it trigger when Tenpenny Tower has been repaired. The dialogue lines make sense with the attack going on
Fixed Mister Burke's dialogue response "If you can do a better job than Chief Gustavo, perhaps you can go enlighten him. I have important matters to attend to. If you'll excuse me?" to the player to only trigger if Gustavo is alive
Fixed Mister Burke's dialogue response "Ahem. I advise you to speak more civilly. Perhaps you can go enlighten Chief Gustavo. I have pressing "evil minion" things to do." to the player to only trigger if Gustavo is alive
Fixed missing choices in the dialogue greeting line "I'm afraid she's going to be out for a while. She's not well at all." Dr. Barrows says to the player
Fixed the dialogue choice "Reilly's Rangers?" to Dr. Barrows to only show if the player doesn't know who Reilly is and was missing a dialogue choice
Fixed a missing choice in the dialogue line "I'd say she tangled with some Super Mutants and lost. It's a miracle she isn't dead." Dr. Barrows says to the player
Fixed missing choices in the dialogue line "That kind of talk is uncalled for. I was, am and always will be a doctor of medicine." Dr. Barrows says to the player
Fixed a missing choice in the dialogue line "She was just brought in by a few others. They found her bleeding to death at the entrance to the city here." Dr. Barrows says to the player
Fixed a missing choice in the dialogue line "Well, I wouldn't recommend it. She's in some sort of coma. It's dangerous to force someone out of one." Dr. Barrows says to the player
Fixed the dialogue choice "Do you mind if I try and revive her?" to Dr. Barrows to be a goodbye
Fixed the dialogue choice prompt "No time for chatter. I'm here to get you guys out." to Butcher to only show if the player accepted Reilly's proposal
Fixed/Added the dialogue choice prompt "No time for chatter. Let's get out of here." to Butcher to only show if the player hasn't accepted Reilly's proposal
Fixed the dialogue choice "Reilly? Who's that? Never heard of her." to Butcher to only show if the player doesn't know who Reilly is
Fixed the dialogue choice "I don't know any Reilly, but I do know we need to get the hell off this roof." to Butcher to only show if the player doesn't know who Reilly is
Fixed the dialogue choice "I don't know a Reilly, and I'm out of here." to Butcher to only show if the player doesn't know who Reilly is
Fixed the dialogue choice "Yeah, she's fine. They patched her up and she's resting in Underworld." to Butcher to only show if the player knows who Reilly is
Fixed the dialogue choice "Okay, fine. Yes, she's alive. She's safe in Underworld. Satisfied?" to Butcher to only show if the player knows who Reilly is
Fixed the dialogue choice "Look, let's get out of here and I promise I'll take you to her." to Butcher to only show if the player knows who Reilly is
Fixed the dialogue goodbye line "Get that fission battery then double time it back here!" Butcher says to the player to trigger only if the player doesn't have any fission batteries
Fixed the dialogue greeting line "Well, I suppose thanks are in order... and a little something extra for your trouble." Butcher says to the player so he'll only give the player the Ranger Compound Terminal Password if the player didn't get it from Reilly
Fixed the dialogue greeting line "Again, I'm not sure how to thank you." Butcher says to the player so he'll give the player the Ranger Compound Terminal Password and only if the player didn't get it from Reilly
Fixed the dialogue greeting line "Yeah? What is it? Ready to help?" Reilly says to the player to trigger only if she proposed the offer, the player hasn't accepted it yet, and also fixed its choices
Fixed the dialogue greeting line "Yeah? What do you want?" Reilly says to the player to trigger only if she hasn't proposed the offer yet, the player hasn't accepted it yet, and also fixed its choices
Fixed/Added another dialogue greeting line "Yeah? What do you want?" Reilly says to the player to trigger only if the player chose the option "Sorry, sounds like suicide. Be my guest."
Fixed the dialogue hello line "Sigh. This is a long way from the Statesman Hotel. Why are you still here?" Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop
Fixed the dialogue hello line "Why are you just standing around here? My men might be dying!" Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop
Fixed the dialogue hello line "Please, don't hang around here... just get out to the Statesman Hotel and rescue my men." Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop
Fixed the dialogue hello line "You're still here?" Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop
Fixed the dialogue hello line "Whoa. Feel woozy." Reilly says to the player to trigger only if Reilly is still in the Underworld ChopShop
Fixed the dialogue choice "How do I know they're still alive?" to Reilly to only appear if the player hasn't listened to the Ranger radio broadcast help
Fixed the dialogue choice "How did this all happen, Reilly?" Reilly says to the player to not appear after accepting her proposal and appears on certain choices before the proposal, and also fixed its choices
Fixed the dialogue choices for the line "If time wasn't so precious right now, I wouldn't be so on edge either. I need to get help for the rest of the Rangers, and fast." Reilly says to the player
Fixed the dialogue choices for the line "That's not the way I do things." Reilly says to the player
Fixed the dialogue choices for the line "You're pretty sharp, kid." Reilly says to the player
Fixed the dialogue choices for the line "Heh, I feel worse than I look, but that doesn't even matter to me. I'm just worried about the rest of the Rangers." Reilly says to the player
Fixed the dialogue choices for the line "You got a lot of class, kid." Reilly says to the player
Fixed the dialogue choices for the line "Are you completely stupid?" Reilly says to the player
Fixed the dialogue choices for the line "Very bad move, but we had no choice." Reilly says to the player
Fixed the dialogue choices for the line "They are?! Holy shit!" Reilly says to the player
Fixed the dialogue choices for the line "If time wasn't so precious right now, I wouldn't be so on edge either. I need to get help for the rest of the Rangers, and fast." Reilly says to the player
Fixed the dialogue choices for the line "Spoken like a merc. You sound like me when I was just a kid starting out in the business." Reilly says to the player
Fixed the dialogue choices for the line "Look, I don't know where else to go. In the shape I'm in, I'll be lucky to get ten feet." Reilly says to the player
Fixed the dialogue choices for the line "Look, I don't know what your problem is, but I got three guys alone out there with an army of Super Mutants around them." Reilly says to the player
Fixed the dialogue choices for the line "Actually, we did lay down a bunch of countermeasures. I don't know how many of them have already gone off though." Reilly says to the player
Fixed the dialogue choices for the line "My bad idea I'm afraid. I had a Stealth Boy which allowed me to slip off the roof unnoticed. The plan was to get back to get some help." Reilly says to the player
Fixed the dialogue choices for the line "It takes a big man to apologize... I respect that." Reilly says to the player and only towards if the player is a man
Fixed the dialogue choices for the line "Fine. Since you're all business and obviously don't give a damn about human life, I got a proposal for you." Reilly says to the player and removed an unnecessary script that shouldn't set the proposal yet
Fixed the dialogue choices for the line "Last stand? Well, we hoped not. We figured we'd get up there and get a better signal to radio the Brotherhood of Steel for help." Reilly says to the player and removed an unnecessary script that shouldn't set the proposal yet
Fixed the dialogue choices for the line "So you're that eager to jump in headfirst, eh? You remind me a lot of some crazy mercs I knew back in the day." Reilly says to the player and removed an unnecessary script that shouldn't set the proposal yet
Fixed the dialogue choice prompt from "So, what's this about needing help? Tell me the whole story." to "Tell me the whole story." since Reilly isn't asking for help yet in almost all the ways this option appears
Fixed the dialogue choice prompt from "Let's skip all the story and get to the point. What do you need?" to "Let's skip all the story and get to the point." since Reilly isn't asking for help yet in her response
Fixed the dialogue choice "Whoa, whoa. Calm down! Who are you?" to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices
Fixed the dialogue choice "Hey, relax, you were badly wounded. Now... who are you?" to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices
Fixed the dialogue choice "My apologies. I didn't know who you were." to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices
Fixed the dialogue choice "Reilly's Rangers, huh? Never heard of you." to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices
Fixed the dialogue line "Get the Rangers home. Please. That's all I want. I don't care how you do it." Reilly says to the player to set the proposal and fixed its choices
Fixed the dialogue line "No! There is no way my guys are dead!" Reilly says to the player to be a goodbye
Fixed the dialogue response "Wow. You really are an asshole. Fine. I hope their deaths sit well on your conscience." from Reilly to count as negative towards to the player
Fixed the quest objective "(Optional) Gear up at Ranger Compound." to appear after Reilly says to the player "We have a headquarters not far from here."
Fixed the quest objective "Give a Fission Battery to Donovan" to not appear anymore if the player fixes the elevator
Fixed the quest objective "Find Reilly in Underworld inside the Museum of History." to not appear anymore if the player skipped it and progressed in the quest to the other Rangers
Fixed the quest objective "Lead Reilly's Rangers to safety." to not be completed too early and will only complete after the final wave of super mutants are killed, and all the rangers survived
Fixed the quest objective "Get to the Statesman Hotel exit." to appear after fixing the elevator
Fixed the quest objective "Get to the Statesman Hotel exit." target location
Fixed the quest objective "Get to the Statesman Hotel exit." to be completed after exiting the Statesman Hotel and while having the objective "Return to Reilly at Ranger Compound." displayed
Fixed the Ranger Compound Terminal to not be automatically unlocked and unlocked if the player uses the password note received from Reilly or Butcher. In case Butcher died or the player skipped his dialogue to receive it, the terminal will be unlocked anyways as a backup
Fixed Reilly to not be crippled when she's in the Ranger Compound (This is only possible when the player revives her)
Fixed Susie Mack and Christine to turn in their GOAT tests without issues, so now all the GOAT tests being turned in work without issues
Fixed/Blocked the player from interrupting/pickpocketing Amata, Butch, Christine, Paul, Mr Brotch, Susie, and Wally during their GOAT test turn in conversations
Fixed Amata to not say her interrogation scene lines anymore when she appears after opening the Vault 101 door. The rare instance when the player received the 10mm pistol from Amata, skips the interrogation scene undetected, exits through the escape tunnel, then opens the vault door.
Fixed the dialogue line "Oh! Did you need something else?" Sierra Petrovita says to the player to not have an unnecessary script attached to it
Fixed all the dialogue lines when giving Nuka Cola Quantum bottles to Sierra Petrovita and Ronald Laren so they say the correct responses to how many Quantum bottles are added up currently
Fixed the dialogue option "I don't have time for this nonsense." towards Ronald Laren so he doesn't stand there forever after he says his line
Fixed Bob, Shawna, and Rosie to not get stuck at the ballot box when voting. This happened when they weren't in the same cell as the player when they voted. Then upon entering the cell they were stuck.
Fixed/Blocked the player from interrupting/pickpocketing Crimson and Forty's conversation before they sleep together
Fixed 3 dialogue lines when Forty wants to talk to Euology about a raise to actually go talk to him
Fixed Sun of Atom and Atoms Champion mute dialogue greeting lines
Fixed/Blocked the player being unable to initiate dialogue with the sleeping patients in the Anchorage medic tent
Fixed/Blocked the Regulator HQ exterior enemy spawns from activating the HQ shack door and killing the Regulator NPCs inside
Fixed/Blocked the Regulator NPCs from going outside to fight the spawns nearby. Higher level spawns killed them easily outside
Fixed the 3 Raven Rock Exterior enclave NPCs from respawning
Fixed Star Paladin Cross' class type to be Brotherhood of Steel Knight instead of Brotherhood of Steel Soldier. Knight has melee weapons tagged and the soldier doesn't
Fixed the dialogue line "Oh hey, hi. You again, huh? I thought maybe you'd be blown up or shot or something by now, but I guess not. Not yet, anyway." Zip says to the player so it only appears after having the 1st conversation with him
Fixed the dialogue line "Hey, hi! Hi, lady. Hey there. What's going on? Anything new? You have any good stories? What about Nuka-Cola, you have any of that? Huh, huh?" Zip says to the player so it only appears after having the 1st conversation with him and after he asks the player for nuka cola the 1st time
Fixed the dialogue line "Hey, hi! Hi, mister. Hey there. What's going on? Anything new? You have any good stories? What about Nuka-Cola, you have any of that? Huh, huh?" Zip says to the player so it only appears after having the 1st conversation with him and after he asks the player for nuka cola the 1st time
Fixed the dialogue line "Hey there. You have any Nuka-Cola? Even just a bit? Can I have some? Be your best friend. Honest. Totally. Not even kidding!" Zip says to the player so it only appears after having the 1st conversation with him and after he asks the player for nuka cola the 1st time
Fixed the dialogue line "So yeah, it's good to meet you, big kid, and maybe you've got big stuff on top of you. Do you have any Nuka-Cola, maybe? Yes? Please?" Zip says to the player so it sets the 1st time he mentions asking for nuka cola
Fixed the dialogue line "That reminds me, got any Nuka-Cola? 'Cause if I'm not gonna have a gun in town, then it must be okay for me to have more Nuka, right?" Zip says to the player so it sets the 1st time he mentions asking for nuka cola
Fixed Zip to not say karma greetings that broke his initial greetings he's supposed to say
Fixed the 1st two dialogue lines to have lip sync that Lucas Simms says to the player upon entering Megaton. Too far away no lip sync engaged
Fixed 3 dialogue lines that start with "Name's Lucas Simms, town sheriff. And mayor too, when the need arises." Lucas Simms says to the player to all account for the correct number of good or bad karma
Fixed 4 dialogue lines that start with "Name's Lucas Simms, town sheriff. And mayor too, when the need arises." Lucas Simms says to the player to have him salute (Only 1 line out of the 5 had the salute attached)
Fixed the dialogue line "You got a weird look about you, girl. The kind that means trouble. I give everyone a fair shake. But if you do anything remotely stupid, you're dead." Lucas Simms says to the player that was missing "Name's Lucas Simms, town sheriff. And mayor too, when the need arises." to start with like the other 4 possible lines say
Fixed Lucas Simms initial greet in Megaton so he doesn't walk passed the player
Fixed Lucas Simms to force greet the player when the player kills Burke before Burke kills him
Fixed Lucas Simms to force greet the player after the player disarms the Megaton bomb
Fixed Harden Simms to force greet the player when Mister Burke kills Lucas Simms
Fixed when Harden Simms force greets the player after Mister Burke kills Lucas Simms that Harden says the correct dialogue line
Fixed/Blocked the player being unable to interrupt Mister Burke and Lucas Simms confrontation
Fixed/Blocked the player being unable to interrupt Mister Burke and Roy Phillips confrontation
Fixed/Blocked the player being unable to interrupt Roy Phillips and Tenpenny gate intercom conversation
Fixed the Mister Burke and Lucas Simms confrontation to happen anywhere in Megaton Mister Burke is except his locked house
Fixed Mister Burke from killing Lucas Simms from across another cell
Fixed/Restored Moriarty to have a short conversation with Gob about cleaning up a dead body if the player kills Mister Burke in Moriarty's Saloon or Mister Burke kills Lucas Simms in Moriarty's Saloon
Fixed the dialogue line "Well, that's been a long time coming. Good riddance." Moriarty says to be said after the short conversation with Gob about cleaning up a dead body and only if Lucas Simms was killed. Implemented Moriarty to also look at Lucas Simms corpse when saying the line
Fixed when the player kills Mister Burke or Roy Phillips during their confrontation so they'll continue their routines
Fixed Mister Burke to do his routines in Megaton after the player talks to him in the Saloon
Fixed Mister Burke to be moved out of his locked house if he's inside it when Lucas Simms confronts him
Fixed Mister Burke's eat routine inside his house
Fixed the Megaton popup message choice "Rig the bomb to explode." to only appear if the player has the Fusion Pulse Charge
Fixed the popup message "Burke has been killed! You can no longer receive a reward for blowing up Megaton." to only appear at the correct times
Fixed in the rare instance when the player has the Fusion Pulse Charge, kills Mister Burke, rigs the bomb to explode which fails the quest, to not let the Remote Detonator appear. Mister Burke didn't arrived at Tenpenny Tower yet to prepare the detonator
Fixed Mister Burke to no longer unholster and holster his weapon sometimes when switching routines
Fixed Mister Burke to force greet the player when he's waiting on the balcony for the player to blow up Megaton
Fixed Mister Burke to force greet the player after Mister Burke and Tenpenny have their conversation when blowing up Megaton
Fixed/Reworked the blowing up Megaton scene. Player controls are disabled until after Mister Burke gives the player a reward. This works in every circumstance depending on who's dead or not and if Tenpenny Tower is being attacked or not.
Fixed Mister Burke to wait on the Tenpenny balcony and returns to his routines after Mister Burke and Roy Phillips confront each other, blow up Megaton, ferals are attacking, then Tenpenny Tower goes back to normal
Fixed Mister Burke to not run away from the ghoul mask or feral ghouls near the Tenpenny balcony door when he's on the Tenpenny balcony
Fixed the dialogue line "Well I'll be damned. You're from that vault! Vault 101! Ha ha! I ain't seen one of those jumpsuits in a LONG time!" Lucas Simms says to also account for the Vault 101 Utility Jumpsuit and Vault 101 Security Armor
Fixed the dialogue option "How would you feel about having a few Ghoul neighbors?" to Mister Burke to not show up if the ferals are attacking the Tenpenny Tower or if Tenpenny is dead
Fixed the dialogue option "Are you doing something about those Ghouls?" to Mister Burke to not show up if the ferals are attacking the Tenpenny Tower
Fixed the dialogue option "I've met them. Roy Phillips and those other Ghouls don't seem all that bad." to only show up if the player talked to Roy, Bessie, and Michael and if they're not dead
Fixed the dialogue option "How's that Ghoul situation coming along?" to Chief Gustavo to show up at the correct times and removed 2 choices that shouldn't be there
Fixed the dialogue option "I'm still working on getting rid of Roy Phillips and his pack of Ghouls." to Chief Gustavo to show up at the correct times
Fixed the dialogue option "I can help with your Ghoul problem. Where are they hiding out?" to Chief Gustavo to show up at the correct times
Fixed/Added the dialogue option "I can help with your Ghoul problem." to Chief Gustavo if the player already found where Roy's hideout is
Fixed the dialogue option "I'm going to find a non-violent solution to your Ghoul problem." to Chief Gustavo to show up at the correct times
Fixed the dialogue option "What the hell's a Ghoul anyway? Some kind of diseased human?" to have choices and not go back to the main choices
Fixed/Blocked the player from interrupting/pickpocketing Millicent Wellington during her conversation with her husband, killing him, and killing Susan Lancaster
Fixed to check whether Millicent Wellington is sitting or not before shooting her husband and Susan Lancaster
Fixed Millicent Wellington to not go kill Susan Lancaster if she's already dead
Fix/Prevented the Anchorage container cheat when transferring simulation items into a body upon coming back from the simulation (Unless you go out of your way to use console commands)
Fixed/Reverted the metal helmet voice modulation since the female version is open face
Fixed when Colonel Autumn says "Now I'm running out of patience, son. I want that code, and I want it now." to cut out "son" since there's no female version for it
Fixed the super mutant guarding Shorty to stop talking to shorty if the super mutant dies their conversation
Fixed the Super Mutant guarding Shorty to stop talking to Shorty if Shorty dies during their conversation
Fixed the Super Mutant guarding Shorty to fire his weapon at Shorty until he dies after their conversation
Fixed the Super Mutant guarding Shorty to stop firing his weapon when Shorty dies
Fixed the Super Mutant guarding Shorty to start combat with Shorty if he doesn't have his Hunting Rifle before shooting Shorty (Player pickpockets him)
Fixed duplicated facial hair showing up in the character creation facial hair choices, they shouldn't be playable for the player
Restored many dialogue lines Casdin says by having him being outside normally when before he only showed up when the player said the initial yes to the job
Fixed Casdin's forced greeting to not have him walk all the way up to the gate and instead go to the player within the radius
Fixed Casdin's forced greeting to be triggered at the end of Morgan's dialogue line when telling him a local is interested in the job
Fixed Protector Casdin, Defender Morgan, and Defender Rockfowl's death items
Fixed Defender Morgan to not briefly stand there after saying to Casdin the player is interested in the job
Fixed the dialogue options "Can I join your group?" and "You collect technology? How do I sign up?" to not popup anymore after saying the initial yes to the job
Fixed/Blocked the player from interrupting/pickpocketing Morgan and Casdin when Morgan goes to tell Casdin the player is interested in the job
Fixed every instance in the Those! quest to account for if the player has talked to Bryan Wilks yet or not. Before it relied on stage 10 causing issues
Fixed dialogue with Doctor Lesko so the reward negotiating options can't be chosen twice
Fixed the dialogue option "Let me get back to you on this." with Doctor Lesko to be the bottom choice in every instance
Fixed stage 10 (Find Bryan Wilks' father.) of Those! to set it only when the player hasn't found his corpse yet in every instance
Fixed Bryan Wilks' greeting "Come on! Tell me already!" to only be said at the correct times
Fixed Bryan Wilks' greeting "Did you change your mind or something?" to only be said at the correct times
Fixed the dialogue option "Is there anywhere you can hide?" to still appear for Bryan Wilks if the player still hasn't told him to go hide yet and the player already found his father's corpse
Fixed the dialogue option "Okay. I'll go look for your father." with Bryan Wilks to not appear if the player already found his father's corpse
Fixed the dialogue option "Sorry, kid. Your old man is ant food." with Bryan Wilks to complete the objective "Deliver the bad news to Bryan Wilks."
Fixed the dialogue option "Your father's dead." with Bryan Wilks to complete the objective "Deliver the bad news to Bryan Wilks."
Fixed the dialogue option "Bryan, I'm sorry, but your father is dead." with Bryan Wilks to complete the objective "Deliver the bad news to Bryan Wilks."
Fixed the dialogue option "Yeah, you'll be better off staying at home." with Bryan Wilks to clear the house of his father's corpse and other things and if the objective (Find Bryan Wilks' father.) is still being displayed, it will no longer be displayed
Fixed when Bryan Wilks says "Oh boy! Thank you so much! I'll wait in my old house for you to come back... I need to bury my pappa anyway." to have another dialogue line cutting out "I need to bury my pappa anyway." accounting for if the player hasn't told him yet his father is dead
Fixed the dialogue option "This is a hefty task, Doc. I'm going to need serious incentive." to be a hard speech challenge. It was setup to be one but the developers didn't finish it
Fixed the dialogue option "I've killed all the Nest Guardians [Lie]" with Doctor Lesko to only account for if the player has entered the hatchery and hasn't killed all the guardian ants yet
Fixed the 5 guardian ants to frenzy each other if the player sends the pulse
Fixed the Those! quest objective "Send the Inhibitor Pulse from Lesko's portable terminal or Kill the Ant Queen." to appear if the player lied to Doctor Lesko and hasn't sent the pulse yet (Thanks to Drithius)
Fixed the Those! quest objectives "Find Bryan Wilks in Grayditch." or "Return to Bryan Wilks." to appear if the player lied to Doctor Lesko and sent the pulse (Thanks to Drithius)
Fixed/Improved Protector McGraw's unvoiced dialogue line "Welcome back." to have audio (used from one of his greeting lines)
Fixed/Altered the dialogue response "Mr. President, I'm sorry to bother you. This is Lieutenant Williams. I have an unauthorized individual here who says he's supposed to speak with you." so he says "who's" instead of "who says he's" since no female line exists for it
Fixed the Fort Independance to let the player inside without issue when Protector Casdin says they trust the player
Fixed 2 wall clipping issues inside the Fort Independence
Fixed the player to be unable to use the pipboy to fast travel during Ashur's speech
Fixed/Added a female version of when Tiffany Cheng says "That's terrific! A real man of action. That's just what we need!" to the player but the 2nd sentence is cut out
Fixed all the terminals in the game that had those underscores in odd spots. They were missing their welcome texts
Added lucky 8 ball's inactive message back
Fixed Abraham Washington's key to be used for his door to his room. His key was in his inventory doing nothing
Fixed Sandra's non angered hello dialogue lines
Fixed a Fire Ant Nectar exchange with Doctor Lesko that shouldn't occur on the dialogue line "I would be more than happy to take that off your hands if you'd like."
Fixed when Sierra Petrovita says "Well? What do you think? Will you take my offer?" to only appear after she said the offer and the player chose to think about it
Fixed when Sierra Petrovita says "So, you ready to hear me out? I have a bit of a proposition for you." to only appear after the tour and before the offer
Fixed the quest objective "(Optional) Find the ruins of the Nuka-Cola Bottling Facility." to always appear when asking Sierra Petrovita "Do you even have a clue as to where I can start looking?"
Upgraded the Alien Captive Recorded Log 17 audio to 44100Hz quality
Fixed when asking Butcher "Are there any other ways off this roof?" so his 2nd response "Seriously, the elevator is our only chance now that the radio tower is gone." works. Before he only said the 1st line
Fixed the dialogue choice "My posting is Nuka-Cola R&D and my number is 987065 <lie>" to be said once on both occassions
Fixed to only be able to mention to Evan King once about Lucy's letter
Fixed Grouse to trigger his warning dialogue when the player tries to go into Paradise Falls without permission
Fixed Grouse's warning dialogue to be goodbye lines
Fixed the Strictly Business quest to not apply permission into Paradise Falls too early. Only permission should be granted through dialogue with Grouse
Fixed a Grouse greeting dialogue to trigger if the player is sneaking
Fixed when the player says to Grouse "Your pals over at the Lincoln Memorial seemed pretty happy with me." to require being evil or very evil
Fixed when Grouse says "Yeah, just behave yourself. The boys up there don't fuck around." only when the player is allowed to enter Paradise Falls
Fixed the dialogue option "Anything you want to say before you meet your maker?" to show up for Bessie Lynn after saying "Gustavo hired me to kill you."
Fixed 2 American Grease-Monkeys that had mute dialogue lines. Only males have those voiced lines so they're changed to males
Fixed the player to be unable to initiate dialogue with the Chinese Soldier captives before they get shot in the head
Fixed Impartial Mediation perk's increased speech skill to require the exact amounts of neutral karma for the player to have it
Fixed Plik's dialogue line "That's the spirit! The other participants are waiting, so just press the button inside to let me know when to begin." audio file to not have "sir" in it
Restored 2 dialogue responses Leaf Mother Laurel says when the player insults the Tree Father
Restored 2 dialogue responses Agatha says when the player asks her "Is the Stradivarius worth a ton of caps?"
Restored a dialogue response Derek Pacion says when the player asks him "What can you tell me about Canterbury Commons?"
Restored the dialogue option "You killed my father, you son of a bitch!" to Colonel Autumn
Restored 2 extra dialogue lines Colonel Autumn says to the player after the player gives an incorrect Purifier code
Fixed the dialogue option "The way I see it, if you and the rebels are dead, all these problems are over." to Amata to have the [Karma] showing
Fixed the dialogue option "There's only one solution, here. Death, and lots of it. You get to be first!" to Officer Gomez or Officer Armstrong to trigger and show the [Karma]
Fixed the dialogue option "Heheh. You're not fooling anyone. Everyone knows you're one of the good guys." to Griffon to not have the [Karma] showing when the player gets that response
Fixed the dialogue option "How about I buy all the Temple of the Union slaves from you?" to Leroy Walker to be said only once since the rejection responses Leroy states it's a one time offer
Fixed the dialogue "Just like every other thieving mungo." pickpocket line Little Lamplight kids say to not require having the Child At Heart perk
Fixed the dialogue option "Look, bud. It'd be best if you just drift on by and leave us alone." to Billy Creel to trigger towards the player
Fixed the dialogue option "Don't make me beat it out of you." to Winthrop to not require a caps check. No caps are involved with this response
Fixed the dialogue option "How about 250 caps, instead? Is it a "deaw"?" to Biwwy to require 250 caps or higher, not 500
Fixed the dialogue option "Can you teach me the ways of the Vampire?" to Vance to show up after telling him Arefu has accepted his proposal
Fixed the dialogue option "Relax. I don't care. Take these morons for all their worth. I'm just curious." to Griffon to require evil karma or worse
Fixed the dialogue option "Not good enough. Give me your caps, or I'll take them from your corpse." to the Brokensteel Bandits to caclculate the correct amounts of karma
Fixed the dialogue option "The baby's here, and she's safe. How will this help the slaves?" to Wernher to have the [Karma] showing
Fixed the dialogue option "It's here and safe. How's this going to put me in charge of The Pitt?" to Wernher to have the [Karma] showing
Fixed the dialogue option "Sorry, but the slaves don't have time to wait for a cure. I'm taking Marie." to Sandra to have the [Karma] showing
Fixed the dialogue option "That means kidnapping this baby is the key to ruling this city. Yoink!" to Sandra to have the [Karma] showing
Fixed the dialogue option "Seems like an awful lot of fuss over one little baby." to Midea to have the [Karma] showing
Fixed the dialogue option "I don't feel right about kidnapping. She's going to be safe, right?" to Midea to have the [Karma] showing
Fixed the dialogue option "I joined with the winning side. Now shut your mouth, slave." to Midea to require evil karma or worse and have the [Karma] showing
Fixed the dialogue option "Sorry, but I just couldn't kidnap an innocent baby, even for your freedom." to Midea to have the [Karma] showing
Fixed the dialogue option "He said your discovery will free the slaves and cure them. How could I say no?" to Ashur to have the [Karma] showing
Fixed the dialogue option "He said you had the key to ruling the city, and I'm here to collect." to Ashur to have the [Karma] showing
Fixed the dialogue option "I'm the hero who's going to kill you and free the slaves!" to Ashur to have the [Karma] showing
Fixed the dialogue option "I'm the badass who'll be running this place once I kill you." to Ashur to have the [Karma] showing
Fixed the dialogue option "I'm the badass who'll be running this place once I kill you." to Ashur to have the [Karma] showing
Fixed the dialogue option "You obviously know all about the G.E.C.K., so let's help each other out." to Fawkes to trigger
Fixed the dialogue option "What have you got to trade for a bottle of Nuka-Cola?" to Zip to show the [Barter]
Fixed the dialogue option "You've got a laser. Technically, you'd be asking "with highly focused light." to Protector Casdin to trigger
Fixed the dialogue option "Come on, it'll be an adventure!" to Bumble that it's a Child at Heart perk check only. Being a speech check and perk check fools the player knowing the perk was required. There's already another dialogue line being the speech check
Fixed the dialogue option "Know anything else that could help me stop them?" luck responses from Derek Pacion to have the [Luck] showing
Fixed the dialogue option "Funny. I'll take my caps back now." response from Jericho to not have the [Unarmed] showing
Fixed the dialogue option "Oh, come on. He'll listen to reason. Go talk to him." charisma speech check when the player tries to convince a wastelander to approach the suicide preacher
Fixed the dialogue option "Oh, it's still there, but it's full of Raiders. The place is a death trap." response from Moira Brown to have the [Charisma] showing. [Agility] was incorrect
Fixed the dialogue option "Look, kid. There's no such thing as monsters." to Bryan Wilks to trigger
Fixed the dialogue option "I know what an android is. I dabble in AI programming myself." to Dr. Zimmer to trigger
Fixed the dialogue option "Vampires can drink any kind of human blood... even from bloodpacks." to Vance to apply a medicine condition check. [Medicine] was there with no condition
Fixed the dialogue option "This isn't rocket science. I know exactly what you are." to Vance to trigger and its intelligence speech check had the wrong global type
Fixed the dialogue option "The way you're saying "Him," I could swear you're referring to a god..." to Tree Father Birch to have the [Intelligence] showing
Fixed the dialogue option "A genetic mutation of that magnitude could only be caused by F.E.V." to Harold to trigger
Fixed the dialogue option "It has to be the Declaration of Independence." to Abraham Washington to require 7 Intelligence or higher, not only equal to 7
Fixed the dialogue option "Sounds like a deal. Here you go." to Abraham Washington to have the [Barter] showing when selling the Bill Of Rights
Fixed the dialogue option "Will you give me 100 caps for it?" to Abraham Washington to have the [Barter] showing when selling the Magna Carta
Fixed the dialogue option "My business and pleasure are the same. And you're not going to like it either." to Uncle Roe to trigger, require evil karma or worse, and have the [Karma] showing
Fixed the dialogue option "I'm hurt. I need help, Doc." 2 responses from Lucy to show the [Child At Heart]
Fixed the dialogue option "I think I might be addicted to something." response from Lucy to show the [Child At Heart]
Fixed the dialogue option "What are your command options?" to Button Gwinnett to show the [Robotics Expert]
Fixed the dialogue response "Hey, if it ain't a fellow Tunnel Snake, slumming it down here with the old crew?" from Butch to check if the player is wearing the Tunnel Snakes jacket. It was checking Butch.
Fixed the dialogue response "If you dress up like a slave, you should be able to get past the gates without a problem." from Wernher to check if the player isn't wearing the Tattered Slave Outfit or Worn Slave Outfit
Fixed the dialogue response "Head into The Pitt and find the cure. Remember: put the slave clothes on and stash your stuff if you can." from Wernher to check if the player isn't wearing the Tattered Slave Outfit or Worn Slave Outfit
Fixed the dialogue response "It looks like you've already got a set of Slave Clothes to disguise yourself with. Good. That'll make things easier." from Wernher to require if the player has the Tattered Slave Outfit or Worn Slave Outfit
Fixed/Restored doctor dialogue lines just before the player receives healing/addiction shots from Doc Church, Lucy, Cutter, Doctor Preston and Wasteland Doctors
Fixed Lucy's doctor dialogue to only appear when she's inside the Little Lamplight Office Building
Fixed Lucy's healing doctor dialogue so the player can only be healed after rescuing the kids from Paradise Falls or has the Child At Heart perk
Fixed the dialogue greeting "There you go, good as new." Butcher should say after healing the player
Restructured/Restored all offers bartering for Charon's contract based on the player's barter skills
Fixed all the princess dialogue that had charisma checks but resulted in negative karma. Should be Evil karma checks since they result in negative karma
Restored 2 dialogue options after giving Jericho 10 caps
Fixed Chinese Technicians and the Crimson Dragoons to not attack each other
Fixed Montgomery having mute dialogue lines with strike team members
Fixed Power Armor Training perk to have the popup message appear for the perk itself instead of only after Paladin Gunny trains the player
Fixed Power Armor Training perk to stop the quest involved with Paladin Gunny training the player if it's running
Fixed when the player receives the Power Armor Training perk after Sarah says "Before we get started, I wanted to let you know that my father and I have been talking." to account if the player has the perk or not
Fixed when the player receives the Power Armor Training perk during the quest Operation: Anchorage objective "Access the VSS Armory." to account if the player has the perk or not
Fixed mailboxes to have only small things that fit in them. Crutches for example was a chance to be in them (Thanks to Drithius)
Fixed 2 dialogue lines to trigger after Paladin Gunny trains the player to use power armor (Thanks to Kazopert)
Fixed Bethesda Ruins raider sniper's behaviour (Thanks to Roy)
Fixed the Marigold fire ants encounter zones so they reset or not correctly (Thanks to Roy)
Fixed museum benches model to be wood, stone was the wrong material (Thanks to tgspy)
Fixed a lot of models and decreased FPS on Point Lookout trees (Thanks to Roy and Rikako)
Fixed ownership on the fridge in the Temple of the Union (Thanks to Kazopert)
Fixed Lucas Simms to show up in the bog hallucination. He was lodged inside the ground (Thanks to Kazopert)
Fixed the traps in Raven Rock so they actually set things on fire now (Thanks to Kazopert)
Fixed a potential bug to where if you killed Burke before he could kill Simms, Moriarty and Gob would stay stuck in their packages (Thanks to Kazopert)
Fixed Fluffy and Jitters to no longer respawn (Thanks to Kazopert)
Fixed a false door to be static in the Nuka Cola Factory Floor (Thanks to Kazopert)
Fixed Fawkes to wait outside of Raven Rock and force greet the player after killing the Enclave soldiers near him (Thanks to Kazopert)
Fixed Vertibird takeoff sounds to not be 2D, which could be heard very far away (Thanks to Kazopert)
Fixed the brain in Point Lookout to not have the unconscious message keep popping up (Thanks to Kazopert)
Fixed Uncle Leo so you don't gain karma from killing him, also fixed his template and combat style to reflect the fact he's unarmed (Thanks to Kazopert)
Fixed a few random encounter scripts that were failing due to badly set up references (Thanks to Kazopert)
Fixed a raider that could spawn inside a wall (Thanks to Kazopert)
Fixed the snipers at Bethesda Ruins, Mama Dolces, and Seward Square so they don't run off from their sniper post (Thanks to Kazopert)
Fixed some raiders that had the incorrect voice type and no death item chance leveled items (Thanks to Kazopert)
Fixed a turret in Mama Dolces that would incorrectly attack the chinese commandos there (Thanks to Kazopert)
Fixed 7 items to be owned by the Scavenger in the Wasteland location -22, -2 (Thanks to Kazopert)
Fixed the Overseer to look at the player at the start and end of when he gives the player a pipboy (Thanks to Kazopert)
Fixed if the player starts the purifier in the same time it's supposed to explode, it won't explode anymore (Thanks to Kazopert)
Fixed/Lowered the collision boxes near Tenpenny's suite so you aren't randomly blocked from frolicking in the flowers (Thanks to Kazopert)
Fixed Mister Burke's dialogue line "So, you're a masochist..." to be said to anyone (Thanks to Kazopert)
Fixed Doctor Li to say "I'm unarmed! Don't shoot!" any time she flees (Thanks to Kazopert)
Fixed Sentinel Lyons dialogue line to say "Vargas! Cover me!" when he's near (Thanks to Kazopert)
Fixed a bug with the mine random encounter where only one side of the conversation would play and where it would repeat itself twice (Thanks to Kazopert)
Fixed snowflake to sleep normally without issue (Thanks to Kazopert)
Fixed Tulip to sleep normally without issue (Thanks to Kazopert)
Fixed Billy Creel's door to lock correctly consistently (Thanks to Kazopert)
Fixed the dialogue choice in the Those quest "This is a hefty task, Doc. I'm going to need serious incentive." to set both variables to 1 since this option has 2 rewards when before it set only 1 (Thanks to Kazopert)
Fixed the Prime robot to not briefly stop after the 2nd barrier when near that overhead walkway (Thanks to Kazopert)
Fixed the overlord super mutants to use their unique skeleton. Was using the regular super mutant one (Thanks to Kazopert)
Fixed/Restored a Prime dialogue line it says once before moving (Thanks to Kazopert)
Fixed Garza's wave wait package during the Water's Of Life quest (Thanks to Kazopert)
Fixed the Armory Master to have the Broken Steel Tesla Resonance Armor instead of the regular Tesla Power Armor (Thanks to Kazopert)
Fixed in the Water's Of Life quest to trigger the "Escort Doctor Li through Taft Tunnel to the Citadel." stage after Doctor Li says "We don't have time to waste. We need to get moving." to the player (Thanks to Kazopert)
Restored the dialogue choice "Don't you see? You've been used. You're a pawn. You deserve better." when confronting Colonel Autumn at the purifier (Thanks to Kazopert)
Fixed 2 dialogue choices to appear when telling Sarah she should go in the purifier (Thanks to Kazopert)
Fixed all 4 intercom dialogue lines when Doctor Li warns that time is running out to start the purifier (Thanks to Kazopert)
Restored/Fixed dialogue lines Sarah says during the Prime enclave battle (Thanks to Kazopert)
Fixed both interior doors to unlock when Colonel Autumn walks away from the purifier. Before it was only 1 (Thanks to Kazopert)
Restored eyebots that swarm Prime during the enclave battle on the bridge (Thanks to Kazopert)
Restored dialogue lines James (Dad) and Doctor Li say before he dies (Thanks to Kazopert)
Restored Stevie Mack, Susie Mack, and Christine Kendall in the Vault 101 Birthday party (Thanks to Kazopert)
Fixed when Allistair Tenpenny says "Hello, hello!" to not be only towards a male player (Thanks to Kazopert)
Fixed when Allistair Tenpenny says "I'm mighty appreciative of your straightening things out. Perhaps next time I go on safari I'll take you along." to not be only towards a male player (Thanks to Kazopert)
Fixed Burke's hitmen to have the correct voicetype when saying their dialogue lines (Thanks to Kazopert)
Fixed typos spelling NukaLurk without the capitol L for its meat and creatures (Thanks to Kazopert)
Fixed Nukalurk's claw attack impact dataset. It didn't have one assigned (Thanks to Kazopert)
Fixed Deathclaw's faction type, body part data, and impact dataset (Thanks to Kazopert)
Fixed the correct response to appear when the player says "I haven't decided what I'm going to do with it yet." when talking to Obadiah Blackhall to also depend on if a stage is current or not (Thanks to Kazopert)
Fixed the power armor training quest to stop the quest after completing it (Thanks to Kazopert)
Restored/Fixed Dukov to be outside late at night practicing shooting (Thanks to Kazopert)
Fixed all cells that didn't need the "Has Water" flag on (Thanks to Kazopert)
Fixed the player to not be able to move before being captured by the enclave. The part just before the stun grenade drops (Thanks to Kazopert)
Fixed the slaves at the Temple of the Union to attack if the player escapes through the windows before being trusted (Thanks to Kazopert)
Fixed when the player says "That's wonderful, kid. Now scram." to Bryan Wilks to not be a goodbye line (Thanks to Kazopert)
Fixed a door type in the Warrington Tunnels (Thanks to Kazopert)
Fixed Fawkes to not stall when putting in the code to the purifier (Thanks to Kazopert)
Fixed the quest objective "Take the Krivbeknih to the Dunwich Building in the Capital Wasteland." to also display "Take the Krivbeknih to Obadiah OR Take it to the Dunwich Building in the Capital Wasteland." in the The Dark Heart of Blackhall (Thanks to Kazopert)
Fixed Obadiah Blackhall dialogue responses to "I haven't decided what I'm going to do with it yet." depending on if the quest objective "Take the Krivbeknih to Obadiah OR Take it to the Dunwich Building in the Capital Wasteland." is displayed or not (Thanks to Kazopert)
Restored/Fixed Stacey into Little Lamplight (Thanks to Kazopert)
Restored/Fixed Macreedy to tell Stacey to open the gate (Thanks to Kazopert)
Fixed 2 dialogue lines Burke's hitmen are supposed to say while attacking the player (Thanks to Kazopert)
Fixed 2 Somah speech checks that shouldn't be speech checks (Thanks to Kazopert)
Fixed/Repositioned a wall in L'Enfant Plaza (Thanks to Kazopert)
Fixed/Repositioned a sidewalk in Takoma Park (Thanks to Kazopert)
Fixed/Repositioned a door in Northwest Seneca Metro Exterior and Old Olney (Thanks to Kazopert)
Fixed/Repositioned a rug in Dukov's place (Thanks to Kazopert)
Fixed/Repositioned a big grating in Adams Air Force (Thanks to Kazopert)
Fixed/Repositioned a statue and 2 rubble piles in Pennsylvania Avenue (Thanks to Kazopert)
Fixed/Repositioned sidewalks in the Mason District (Thanks to Kazopert)
Fixed/Repositioned a sidewalk in the wasteland location -1, -16 and 10, -8 and 10, -7 (Thanks to Kazopert)
Fixed/Repositioned rocks in the wasteland location -23, 27 and 9, 8 and 0, 25 and 19, 25 (Thanks to Kazopert)
Fixed/Repositioned blood and litter in the Arlington Library Media Archive (Thanks to Kazopert)
Fixed/Repositioned litter in the Penn. Ave/The Mall Metro (Thanks to Kazopert)
Fixed/Repositioned a wall in the Recruitment Station (Thanks to Kazopert)
Fixed/Repositioned a wall in the Our Lady of Hope Hospital (Thanks to Kazopert)
Fixed/Repositioned in the Factory (Thanks to Kazopert)
Fixed/Repositioned paper debris in Falls Church/Mason Dst Metro (Thanks to Kazopert)
Fixed/Repositioned a painting in the Blackhall Manor (Thanks to Kazopert)
Fixed/Repositioned walls in the Research Lab (Thanks to Kazopert)
Fixed/Repositioned a rubble pile in the People's Bank of Point Lookout (Thanks to Kazopert)
Fixed/Repositioned litter in the Commanding Officer's Quarters (Thanks to Kazopert)
Included Toshiro Kago Holotape Fix https://www.nexusmods.com/fallout3/mods/24783 by Panzermann11 https://www.nexusmods.com/fallout3/users/111913343
Version 3.1.9.1
Removed Meshes\Architecture\Urban\TenpennyTowerBack01.NIF (No collision and player fell through the floor)
Fixed 10 containers in Rivet City that weren't owned by a Rivet City faction
Fixed/Blocked an unvoiced dialogue line when Protector McGraw says "Welcome back." No audio exists for it
Version 3.1.9
Implemented popup messages to appear if the user doesn't have the latest version of Command Extender and latest beta version of FOSE running :D
Republic of Dave overhaul restoration/fixes:
Fixed 2 dialogue greeting lines to trigger only when informing Bob beforehand that Rosie won the election and they aren't goodbye lines blocking dialogue choices
Fixed 4 dialogue greeting lines to trigger only when informing Bob beforehand that he won and they aren't goodbye lines blocking dialogue choices
Fixed when Jessica says "Dave says you're okay? Fine." to be said only once and if Dave is alive or not
Fixed 3 dialogue greeting lines to trigger only when informing Rosie beforehand that she won and they aren't goodbye lines blocking dialogue choices
Fixed 2 dialogue greeting lines to trigger only when informing Rosie beforehand that Bob won and they aren't goodbye lines blocking dialogue choices
Fixed a dialogue greeting line Rosie says about Dave allowing the player to stay only said once
Fixed 2 dialogue greeting lines Dave's kids say to not be goodbye lines that blocked all their dialogue choices (at least 40+ dialogue lines restored)
Fixed when the Republic npcs say "You have my vote, Mister President." only when Dave is running by himself
Fixed when Rosie says "Hi, Mister President." only when he's still the President
Fixed when Jessica says "Man, the Brahmin smell awful today." to be only said once a day and not every time
Fixed when Jessice says "I'm Dave's wife, so don't even think about trying anything..." only if Dave is alive or not
Fixed when Rachael says "Have you heard about Dave, lady (or mister)?" to be only said if Dave is alive or not and if Dave is President or not
Fixed when Ralph says "You're almost as big as Dave." to be only said if Dave is alive or not and if Dave is President or not
Fixed when Rosie says "Hi there, honey. Have you spoken to Dave?" to be only said if the player has spoken to Dave or not and if Dave is alive or not
Fixed Dave's "Very well." goodbye line to not have a script attached (this made the game think Dave counted the votes already causing him to not count the votes when the time came)
Fixed Jessica's "Stay away from Dave. He's mine." goodbye line to be only said if Dave is alive or not
Fixed Jessica's "You're safe as long as Dave says so." goodbye line to be only said if Dave is alive or not and if Dave is President or not
Fixed Bob's "Just don't bother me. I've got stuff to do for Dave." goodbye line to be only said if Dave is alive or not and if Dave is President or not
Fixed Ralph's "I have to go practice my Dave impression, anyway." goodbye line to be only said if Dave is alive or not and if Dave is President or not
Fixed Mary's "Goodbye, Mister Not-Dave." goodbye line to be only said if Dave is alive or not and if Dave is President or not
Fixed Rachael's "That's what Dave always says." goodbye line to be only said if Dave is alive or not and if Dave is President or not
Fixed "Communist! She's(or He's) a Communist! Everyone come quick!" dialogue lines
Fixed sorting 2 dialogue lines not needing a check for if Dave is dead or not
Fixed "Daddy Dave! Help us! Please!" dialogue line to also trigger if Dave is President or not
Fixed "Dave! Dave!" dialogue line to also trigger if Dave is President or not
Fixed "Get Daddy Dave! Invader! Invader!" dialogue line to also trigger if Dave is President or not
Fixed sorting 2 dialogue lines that blocked 9 responses when talking amonst themselves about the election
Fixed when Shawna talks about Rosie being a good leader to trigger (was checking that Dave was dead)
Fixed when saying to Shawna "You know, Bob is running for president now." to check if Bob is alive or not and if Dave is alive or not (she mentioned Dave in her response)
Fixed when the player says to Shawna "Have you heard that both Bob and Rosie are running in the election?" to also check if Bob is alive or not
Fixed when the adult women say "Isn't he a bit young? I mean, Dave's been running the Republic since before Bob was born..." to account for if Dave is alive or not
Fixed when the Republic npcs say "Are you kidding? Dave is dead. How can there be an election with a dead candidate?" to trigger only before the election
Fixed/Restructured the way Dave counts votes to account for if the player rigs the votes in all possible ways
Fixed the player being unable to interrupt Dave counting votes (caused an infinite loop of saying "very well")
Fixed Dave's final result dialogue lines to trigger from on all vote outcomes
Fixed 2 dialogue lines Dave says when having a tantrum that Bob or Rosie won and then when he leaves to Old Olney, he's removed from the Republic faction
Fixed a dialogue greeting line with Dave when he attacks the player in Old Olney saying "I warned you!" so the whole Republic doesn't become hostile to the player
Fixed a greeting dialogue Dave says when he explains that he's going to Old Olney so it leads to a dialogue choice of 2 possible outcomes when asking him what the results of the election was
Fixed 2 dialogue lines to trigger when asking Dave what the election results were after he loses
Fixed 3 dialogue lines to trigger when asking Dave what the election results were after he wins
Fixed when Rosie says "Dave won again? Well, he's the best choice." to only trigger if Dave won or not and if Dave had opponents or not
Fixed when Bob says "Dave won it I'm sure." only if Dave won or not
Fixed when asking Flower "Did you hear that Dave won the election?" to only be available if Dave won or not
Fixed when asking Flower "Did you hear that Dave lost the election?" to only be available if Dave won or not
Fixed when all the kids say "Did Dave win it again? I'd have voted for him if they'd let me." to only trigger if Dave won or not
Fixed when the Republic npcs say "Did Dave win it again? I voted for him you know." to only trigger if Dave won or not
Fixed Rosie to not say a response to "Have you heard that Rosie won the election?"
Fixed Bob to not say a response to "Have you heard that Bob won the election?"
Fixed when Bob says "Now that the old fool is finally dead, we can have some real leadership around here: me." to only trigger if Dave is still president or not
Fixed responses from "I'd like to know more about the Republic." to trigger all the appropriate responses depending on who is the President
Fixed Shawna's "Sir, everything here is authentic! Dave said so himself!" anger response to also only trigger inside the museum and if Dave is President or not (her next line mentions the army of dave)
Fixed Shawna's "Sir, everything here is authentic! Dave said so himself!" anger response to not have "sir" in it since there's no option to account for a female
Fixed Rosie's "I didn't win it, huh? Well, there'll always be other elections." response to also account for if she's an opponent or not and if Dave finished counting the votes
Fixed Rosie's "There'll always be other elections." response to also account for if she's an opponent or not and if Dave finished counting the votes
Fixed Bob's "Who needs it. I'd prefer to be second in command anyway." response to also account for if he's an opponent or not and if Dave finished counting the votes
Fixed Rosie, Bob, Jessica, and Shawna to not get stuck when voting
Fixed when the player says to Shawna "I'll leave you to the kids." only if the kids are in the museum
Fixed/Repositioned the hula girl on the shelf in the museum of dave (if the player moved the hotplate, hula girl was floating)
(Goodies) Added a small ladder to Lucas Simm's Hatch in his home Screen
(Goodies) Restored an Adventures of Captain Cosmos loading screen
(Goodies) Restored a Radio King loading screen
(Goodies) Restored a Super Duper Mart loading screen
(Goodies) Massively improved followers ready for combat script
(Goodies) Restored Ant's blood color. It's slightly darker then other bugs
Fixed Nuka Grenade's resistance type to fire resistance
Fixed Danvers dialogue lines to also account for Harkness being on the flight deck when asking her who she reports to
Fixed/Reworked the General Chase map explanation scene in the Command Tent of Anchorage (this prevents his animation from skating across the room)
Fixed "The word around Underworld is that this isn't about killing Ghoul bigots..." dialogue option to appear when talking to Mister Crowley in the You Gotta Shoot 'Em in the Head quest
Fixed 2 dialogue options with Patchwork when asking about Mister Crowley so the caps are removed from the player at the beginning of the bribes and enable the previous fix to appear
Fixed a dialogue option with Quinn when asking about Mister Crowley so the caps are removed from the player at the beginning of the bribe
Fixed a dialogue option with Ahzrukhal when asking about Charon that "He doesn't say much, does he?" to only appear if the player has spoken to Charon
Fixed a dialogue prompt towards the player being a male or female when getting Walter's reward (errand girl or errand boy)
Fixed the Dead Brotherhood of Steel Knight with a fatman in front of the GNR building to have a holotag
Fixed an engine block to have opening/closing sounds in The Pitt Downtown
Fixed/Repositioned 2 lamps in Rivet City
Fixed/Repositioned 2 suit cases in the Warrington Station
Fixed/Repositioned 2 postal boxes in the Tenpenny Tower Lobby
Fixed/Repositioned 2 cars that were hiding under the Arefu bridge
Fixed/Repositioned 3 whiskey bottles in the wasteland near a radio tower location -20, -13
Fixed/Repositioned a footlocker in front of the Germantown Police Headquarters Exterior inside a tent
Fixed/Repositioned a Rivet City Hangar sign in the Midship Deck
Fixed/Repositioned a Wheaton Armory exterior door to match its interior one (turned 180 degrees)
Fixed/Repositioned a hunting rifle in the Megaton Armory
Fixed/Repositioned a Dead Mercenary in the County Sewer Mainline (prevents him from falling through the cell)
Fixed/Repositioned Angela's bed in the Midship Deck of Rivet City
Fixed/Repositioned a metal plank in the Commanding Officer's Quarters of Fort Bannister
Fixed/Repositioned a coffee pot in the Conference Hall of the Capital Building
Fixed/Repositioned a floating car in the L'Enfant Plaza
Fixed/Repositioned a floating light track in the Rivet City Capitol Preservation Society
Fixed/Repositioned a trunk container in the Wasteland, location -11, -10
Fixed/Repositioned a floating tin can, drinking glass, and blamco in the Rivet City Marketplace
Fixed/Repositioned a desk that was clipping into a door in the Pointlookout Calvert Mansion
Fixed/Repositioned a RWCornerStone02 in the Arlington Cemetery (top piece was lowered into the bottom piece causing flickering)
Fixed/Repositioned a tree clipping into a bridge in the wasteland FFEnclaveCamp25 -25,16
Fixed/Repositioned a bush in the wasteland location -25,-15
Fixed/Repositioned a metro wall in the Metro Central
Fixed/Repositioned a floating booth in the wasteland location -22, -16
Fixed/Repositioned a Dead Talon Company Merc that was beneath the floor in the Capitol Building West Entrance
Fixed/Repositioned a pile of rocks that were under the map in the Wasteland location 14, -15
Fixed/Repositioned a pile of rocks that were positioned too high in the olney ruins of the wasteland
Fixed/Repositioned a fence wall in the Pitt Downtown
Fixed/Repositioned a floating tree in the Wasteland location -4, 13
Fixed/Repositioned a fence gate being too low in the Germantown Police Headquarters Exterior
Fixed/Repositioned a garbage can in the Pitt Haven Entrance
Fixed/Repositioned an empty soda bottle near Vault 112
Fixed/Repositioned an emergency light on the exterior wall of the Robco building
Fixed/Repositioned the Tenpenny Armament Locker in front of Tenpenny Tower
Fixed a flickering texture near a door in the Takoma Park
Fixed a flickering texture on the sidewalk in front of the Robco building
Removed a dummy paradise falls door from the barracks (left over from TTW oops)
Fixed a Squire Maxson dialogue line calling the player sir regardless of being a female
Fixed lights in the Saint Monica's Church of Rivet City
Fixed Abraham Washington's radio to not cause Rivet City to turn hostile when the player turns it off/on
Fixed the player's Tenpenny Tower Suite exterior doors to require the Tenpenny Tower Suite Key to open them (interior doors required the key lol)
Fixed 2 Butch dialogue lines to trigger when they're bullying Amata. They'll trigger depending on if the player initiated fighting with Butch during the sweetroll incident at the player's bday party
Fixed MetHallCornerDoor01.nif degenerate normals due to tiling (Thanks to Rikako)
Fixed MetHallCornerDoor02.nif double faces and updated the tangents (Thanks to Rikako)
Fixed tenpennytowerback01.nif alpha property and removed 500 extra vertices (Thanks to Rikako)
Fixed 15 speech challenge failure lines to not be speech challenge checks themselves (Thanks to Cactaceae)
Updated hunting rifle models and textures (thanks to Roy)
Fixed Initiate Jennings to have a BOS holotag on her corpse
Fixed Initiate Pek to have a BOS holotag if he dies
Fixed Megaton NPCs from wandering off outside of Megaton or falling through the map in the Megaton Worldspace (This doesn't fix a savegame with a NPC already outside of the town)
Fixed the Vault 112 Robot's dialogue. Both robots wouldn't say the right things depending on if the player had the vault 112 suit on or not before the player enters the Tranquility Lane simulation
Added a "..." dialogue line towards NPCs that have no dialogue
Fixed the dialogue choices after Vance says "I hear that you decided to speak to Ian regardless of my warnings." If the player chose what Ian decided to do it broke being able to negotiate an Arefu solution. Those choices come later after negotiating
Fixed when Justin says "Please don't take Ian away from us." to be said at appropriate times and if Ian is alive or not
Fixed when the player says "Now that I have a better understanding of the Family, may I speak to Ian?" to appear in the choices for "Are you telling me that Ian is a cannibal?" and "I find this all very hard to believe."
Fixed when Vance tells the player Ian murdered his parents to account for the dialogue choices "I know what you did. Vance told me everything." and "I'm sorry, Ian, but your parents are dead." to appear or not when talking to Ian
Fixed the dialogue choice "I already read your laws and I think I understand what you people are." to appear when the player hacks the terminal and reads the laws before talking to Vance
Fixed dialogue choices for when Ian says "Don't you understand me? I killed them, okay?! My mother and father are dead because of me!"
Fixed dialogue choices for when Ian says "Then you must think I'm some kind of a monster."
Fixed dialogue choices for when Ian says "I killed them! My own parents!"
Fixed dialogue choices for when Ian says "Home? I don't have a home anymore. I made sure of that, didn't I?"
Fixed dialogue choices for when Ian says "You think I don't know that? You think I don't know what I did?!"
Fixed Ian's force greet if the player hasn't spoken to Ian yet
Fixed a double bed in Ronald's home
Fixed the Outcasts to not attack the player on sight when trespassing into Fort Independence. Was an error in a script making the Outcasts attack the player if in those cells and neutral to Casdin. Now they'll say their unique trespassing dialogue lines warning the player then eventually attack the player
Fixed the Megaton water plant to have industrial sounds
Fixed compass quest targets in the The Dark Heart of Blackhall quest for when the player can go to Dunwich with the book
Included Point Lookout Blackhall Manor Rail Fix https://www.nexusmods.com/fallout3/mods/24652 by mintygang https://www.nexusmods.com/fallout3/users/9377485
Restored/Fixed a speech challenge option when talking to Paulie Screen
Fixed all NPCs/Creatures to appear/respawn when they're supposed to in the entire game (setting their placed references to persistent)
Fixed all NPCs/Creatures to not spawn out of nowhere when loading a save, when they weren't there before (setting their placed references to persistent)
Fixed all enable parent references to not have invalid initially disabled flags on them
Added Floating Fix https://www.nexusmods.com/fallout3/mods/24144 by TelShadow https://www.nexusmods.com/fallout3/users/56842182
Fixed a scavenger turret to not attack the scavenger and the player in the Wasteland location -3, -15
Fixed/Removed playgroup forward 1 script line in the MQ05FloodControlPumpScript [SCPT:0001A02B] (Thanks to Cactaceae)
Fixed the 5 chairs in the Weatherly Hotel so NPCs can sit in them from both sides. Before NPCs had some trouble sitting in them
Fixed 50+ models (thanks to Rikako and rustyfork)
Fixed all Rivet City NPCs to be on time to do their routines. Game limitation bug when they are 2 interiors cells apart and the player isn't in the cell their AI doesn't update
Reworked scripting for when followers wait, follow, and get fired
Fixed temporary followers (Cherry, James, Red, Shorty, Sticky, Sydney) to enter/exit Oasis the same as the permanent followers (prevents them from glitching into the cells)
Fixed all followers to wait during the Oasis ceremony and follow the player when the door unlocks after talking to Harold (prevents them from glitching into the cell)
Fixed temporary followers (Cherry, Red, Shorty, Sticky, Sydney) to be able to enter/exit vault 87 the same as the permanent followers (prevents them from glitching into the cells)
Fixed temporary followers (Cherry, Red, Shorty, Sticky, Sydney) to be accounted for when the player gets knocked out by the enclave in vault 87. Temporary followers can't be fired so they're moved over to where Fawkes is after leaving Raven Rock, then they'll follow the player
Fixed temporary followers (Cherry, Red, Shorty, Sticky, Sydney) to be accounted for when the player enters/exits the Tranquility Lane simulation the same as the permanent followers
Fixed all followers to wait when the player puts in the code to the purifier. This prevents followers glitching through into the purifier trying to follow the player still
Fixed temporary followers (Cherry, Red, Shorty, Sticky, Sydney) to be accounted for when the player wakes up in the citadel from the purifier
Fixed temporary followers (Cherry, James, Red, Shorty, Sticky, Sydney) to be accounted for when the player travels to the Pitt and back. Temporary followers can't be fired so they wait while in the Pitt and follow when returning (prevents them from glitching into the cells)
Fixed temporary followers (Cherry, James, Red, Shorty, Sticky, Sydney) to be accounted for when the player takes the Anchorage elevator up/down (prevents them from glitching into the cell)
Fixed temporary followers (Cherry, Red, Shorty, Sticky, Sydney) to be accounted for when the player rides the Brokensteel metro train and vertibird. They'll move to where the player goes the same as the permanent followers (prevents them from glitching into the cells)
Fixed temporary followers (Cherry, James, Red, Shorty, Sticky, Sydney) to be accounted for when the player travels to Point Lookout and back. Temporary followers can't be fired so they wait while in PL and follow when returning (prevents them from glitching into the cells)
Fixed temporary followers (Cherry, James, Red, Shorty, Sticky, Sydney) to be accounted for when the player beams up to the Zeta ship, teleporting from the ship to the wasteland, and vise versa (prevents them from glitching into the cells)
Fixed permanent followers to be accounted for if they're still inside vault 101 before/after the Trouble on the Homefront quest. They get moved in front of the entrance door. Developers only included temporary followers
Fixed Cherry and James to be included as well if they're in megaton and the player blows up megaton, they're moved to in front of the entrance
Fixed Cherry and James to be included as well if they're in Tenpenny Tower during the attacks. They're moved to in front of the entrance
Fixed all followers to get moved out of Tenpenny Tower during the attack including the player's suite. Player can't enter the suite during that time
Fixed glowing ones radiation burst to not damage actors that are immune to radiation
Fixed glowing ones radiation burst to heal other ghouls (5 health for each burst)
Fixed a Pitt raider sit on ledge idle that wasn't being used due to an incorrect faction on a condition
Version 3.1.8
Fixed Dad to say to the female player an immediate dialogue reaction line after being rude to Jonas saying the BB gun is lame. With a female player it would break causing dad to not say the line then his hello dialogue lines were mute after (was incorrectly setup only towards a male player)
Reverted the wasteland 2048 map back to 1024. 2048 map will stay in goodies
Fixed the nuka cola quantum addiction to be set once in the Generic Script. Was set twice
Advanced Radiation Suit Effect player condition fix
Forge Electromagnetic Pulse condition fix
Robobrain Mesmetron condition fix
FX Gore Pop Head impact fix
2 Computer Chair no name fixes
16 idle animation fixes including Robobrain's power down animation fix
Statesman Hotel Elevator poppup message spelling error fix
Gas Valve popup message spelling error fix
New Medical Brace name fix
Mister Sandman Perk fixes
Enclave Deathclaw ragdoll death pose fix
Glowing One Ragdoll death pose fix
Med-X Withdrawal condition fixes
Ultrajet Withdrawal condition fixes
Discharge Hammer actor effect condition fixes (cut weapon but Goodies restores it)
Included TTW Weapon model/texture fixes:
10mm Pistol
10mm Pistol Silenced
10mm Submachinegun
32 pistol
44 magnum
Alien Atomizer
Alien Blaster
Alien pistol
Alien Rifle
Assault Rifle
Atomic Pulverizer
Axe
Auto Axe
Baseball Bat
BB Gun
Bottle Cap Mine
Captains sidearm
Chinese Pistol
Chinese Assault Rifle (Anchorage)
Combat Knife
Combat Shotgun
Cryo Grenade
Cryo Mine
Dartgun
Destabilizer
Double Barrel Shotgun
Drone Cannon
Fatman
Firelance
Flamer
Frag Grenade
Frag Mine
Gauss Rifle
Ghoul grenade
Heavy Incinerator
Hunting Rifle
Infiltrator
Jingwei's Shocksword
Katana
Knife
Laser Gatling
Laser Rifle
Laser Pistol
Lead Pipe
Lever Action Rifle
Lincoln Rifle
Mesmetron
Minigun
Missile Launcher
Nail Board
Nuka Grenade
Paulson's Revolver
Police Baton
Plasma Grenade
Plasma Mine
Plasma Pistol
Plasma Rifle
Pool Cue
Powerfist
Pulse Grenade
Pulse Mine
Railway Rifle
Repellent stick
Rock-It Launcher
Rolling Pin
Rusty Knife
Sawed Off Shotgun
Shishkebab
Shock Baton
Shovel
Sledgehammer
Sniper Rifle
Supersledge
Tireiron
Trench Knife
Tri beam laser rifle
Fixed all misc item icons
Fixed the player to be unable to initiate dialogue with the Pitt chained slave
Fixed Milly and the remaining riot Pitt slaves to have dialogue after the Free Labor quest
Fixed Elliot to not run around and to help the player when the soldiers are released too early
Fixed Elliot to not react to the player when the soldiers are released correctly and the player didn't kill them (he would say a blank dialogue line and be stuck after)
Fixed Elliot to say his reaction lines outside of the cell the 2 soldier cryo pods are in
Fixed the Zeta Alien workers to flee when near the player and do coward animations. All while not being displayed as enemies to the player
Fixed Mr Brotch to still have dialogue when talking to him a 3rd time after saving him
Fixed Forty and Crimson to sleep together when Crimson distracts Forty during the Rescue From Paradise Falls quest
Fixed Forty and Crimson to resume their regular routines after the Rescue From Paradise Falls quest is completed
Fixed Rory's dialogue to be said at the appropriate times
Fixed Rory's "Thanks for getting me out of there." dialogue lines to be said in 3 possible ways depending on if the kids are in Paradise Falls still or not
Fixed Rory to follow the player only within Paradise Falls and its interiors
Fixed Sammy, Penny, and Squirrel to not keep returning to the Paradise Falls sewer grate (once per day flags were checked)
Fixed a Bill Seward mute dialogue line he says to a female character when asking about the stone head
Fixed Action Girl perk's icon (imported from FNV)
Included Vault 101 Door Camera Fix (In the intro video it clearly shows those cameras there)
Fixed Agatha from giving the player her ammo key too early
Fixed being able to negotiate finding the violin only when not having it yet
Fixed Agatha's unexpected bad karma dialogue greeting line to trigger for evil and very evil players
Fixed a dialogue typo audio mismatch with Agatha
Included https://www.nexusmods.com/fallout3/mods/22545 Fallout 3 Broken Steel Title Update
Fixed not being able to open dialogue options with Jenny Wilson (kid karma dialogue gained access to unvoiced dialogue options)
Fixed Simone Cameron's greeting dialogue to be said at appropriate times
Fixed 37 dialogue karma lines depending on if the player is better or worse then neutral status
Fixed RL3 purchase dialogue (Charisma check slipped into there)
Fixed RL3 purchase dialogue to show the [Karma] in the choices when having neutral karma or not
Fixed a dialogue audio text mismatch when choosing "I was drawn to your eternal wisdom." talking to Jackson
Fixed a missing table in the Administration interior of PL
(Goodies) Removed shalebridge ant poppup message changes
(Goodies) Changed Initiate Pek's armor to Recon Armor (why does a BOS initiate have combat armor?)
(Goodies) Eulogy Jones wears his hat instead of the hat placed in his pad
(Goodies) 2 Fire Ant Nectar replaces 2 ant meat in Doctor Lesko's lab in Marigold Station
Reverted the Jingwei's Shocksword to have the alien disintegration (My mistake sorry)
Fixed 5 dialogue conditions when Ellen DeLoria is screaming for help while being attacked by radroaches. Shouldn't be targeting the player (Thanks to Cactaceae TTW)
Fixed an attack dialogue condition Mr Handy says about humans resorting to violence. Shouldn't be targeting the player (Thanks to Cactaceae TTW)
Fixed 100+ dialogue grammar, spelling, audio text mismatches
Fixed an opened locked jail cell in the Museum of History Lower Halls (Open by default was incorrectly set by the developers)
Fixed 2 dialogue options involving asking Commander Danvers about Harkness
Fixed Laser Rifle's repair list
Fixed Tri-beam Laser Rifle's repair list
Fixed Hunting Rifle's repair list
Fixed Lever Action Rifle's repair list (this also applies to Lincoln's Repeater using the same repair list)
Included fixes only from BenTweaks by BenzSmoke which are:
Fixed 27 map marker icon types
Fixed 2 beds incorrectly owned by Moira Brown in Dominic and Machete's House
Fixed Cindy Cantelli to say "Welcome to A Quick Fix." only in the Rivet City Marketplace (Thanks to Cactaceae TTW)
Restored/Fixed Elder Lyons blessing dialogue lines he says at breakfast and dinner times when sitting at the A Ring round table (Thanks to Cactaceae TTW)
Fixed 17 misplaced/floating objects in Alexandria Arms
Fixed a floating car stack in the Scrapyard
Fixed BLD08ValksDupont.NIF collision and UV errors (Thanks to Roy and Rikako)
Fixed highwaycurve02rw.nif collision issues (Thanks to Roy and Rikako)
Fixed highwayoverpassramp01.nif geometry errors and collision issues (Thanks to Roy and Rikako)
Fixed highwaystr01rwoverpass.nif geometry errors and collision issues (Thanks to Roy and Rikako)
Fixed highwaystr01rwoverpass02stone.nif geometry errors and collision issues (Thanks to Roy and Rikako)
Fixed 15 Enclave combat dialogue lines to be linked to combat responses (Thanks to Cactaceae TTW)
Removed TTW altering the CG03Script [SCPT:0001CE2E] for survival choices (oops missed that)
Fixed a GNR dialogue line that blocked 33 Brokensteel GNR dialogue lines. Random end flag blocked them (Thanks to Cactaceae TTW)
Fixed a glitched urban stairs Example Screen https://imgur.com/a/80bJ8An (Thanks to Roy and Rikako)
Fixed collision and other issues with blddupontangled02.nif (Thanks to Roy and Rikako)
Version 3.1.7
Fixed double opening sound with the Tenpenny Gate
Fixed robot idle sounds. Their idle sounds actually don't work but the idle sounds work towards their conscious sounds (in the creature audio templates)
Fixed an Enclave Radio dialogue previous info (oops I missed that one)
Reverted Dad's surgical mask in the beginning birth scene to not modulate his voice (his dialogue is too quiet for that feature)
Fixed an opened locked door in the National Archives (Archival Secure Wing East). This door is supposed to be locked and closed but the developers accidentally had the "open by default" flags on
Fixed 2 Museum Information terminals in the Museum of Technology West Wing that had the wrong Exhibit Guide options
Fixed guardrails floating in location -7, -6 of the wasteland
Fixed a floating tree in FFEnclaveCamp28 of the wasteland
Fixed blinking assorted papers
Fixed Dogmeat to not give all his items to the player when he finds something
Included Player's Tenpenny Suite TTW fixes and reverted Megaton player's house locker to its original position (Forgot to work on those)
Fixed an enter/exit door mismatch for the Anchorage Memorial when entering the Anchorage Memorial Facility from the wasteland
Fixed the Sentrybot's power down animation to not loop over and over (included from YUPTTW FO3 fixes)
Fixed Seagrave Holmes close shop greeting dialogue to be said at appropriate times
Fixed 3 Pitt slavers and random encounter slavers male/female facial glitch mismatch
Fixed Doctor Barrows to remove proper amount of caps from the player when getting healed
Fixes to doctor healing dialogue player prompts
Fixes to no caps check for not having enough for almost all doctor healing dialogue
Fixed caps check to Lucy's 100 caps healing dialogue (was checking for 150)
Fixed/Restored speech check dialogue to bargain better prices with the wasteland doctors (Screen)
Fixed William Brandice's corpse to have fireant nectar (was a 70% chance before)
Fixed the mister gutsy robots to be non hostile towards the player when getting ink in the Stealing Independence quest (works for when not entering the area yet or starting a new game)
Fixed Paladin Hoss and his Brotherhood Paladin follower to go to the Falls Church parking lot to hold their position at the appropriate time. Which is after the player talks to Hoss for the 1st time
Fixed Paladin Hoss and his Brotherhood Paladin follower to change to follow the player (escort helping fight off enemies whenever the player returns to Falls Church worldspace)
Fixed Paladin Hoss and his Brotherhood Paladin follower to follow the player in the Falls Church worldspace only. They won't follow the player into interiors and not fast travel with
Fixed a glitch that occurred when Paladin Hoss and his Brotherhood Paladin follower are following the player and the player goes into an interior that's linked to going back into the Falls Church worldspace, waits near the door, then all 3 npcs enter the interior
Fixed Paladin Hoss and his Brotherhood Paladin follower to wander around Falls Church after asking for money and completing the unmarked quest
Fixed Initiate Pek to stop following the player and follow Paladin Hoss or his Brotherhood Paladin follower when he's in the Falls Church worldspace
Fixed Initiate Pek to not always sneak when following Paladin Hoss or his Brotherhood Paladin follower
Fixed Initiate Pek's dialogue lines to be said at the correct times
Fixed 2 dialogue muted (no audio exists) lines the random encounter slaves say to the player after being freed from their collar
Included Evergreen Mills Behemoth cage fixes from CivisRomanus Unofficial Fallout 3 Fixes
Removed a lot of unnecessary dialogue records involving Generic type quests. Conditions are already applied on the quests themselves. These records didn't make any changes in game (From the TTW backporting process)
Fixed Marguerite in Point Lookout to stop giving the player unlimited amount of caps from repeating the same reward after fixing her stiller
Included Essential UI Bug Fixes by Axonis. Optional in the fomod installer (Removed NV Recipe)
Version 3.1.6
Reverted the vault 112 suit to be a quest item. This is to prevent the robot from giving the player unlimited amount of vault suits. After exiting the simulation a script changes it back to not be a quest item
Fixed a faction reaction error reported by the geck involving the chinese soldiers and American Captives
Fixed a dialogue typo with Wernher
Adjusted the generator sound to not be super loud and lowered the distance to hear it
(Goodies v1.2) Fixed Fawkes, Charon, and RL3 to activate the purifier. Ready for combat script caused them to be stuck when initiating an idle animation
Version 3.1.5
Fixed a dialogue greeting with the player's father (James) after exiting rivet city and entering the jefferson memorial
Fixed the vault 112 suit to not be a quest item
Fixed a fake door in the slaver barracks (I missed from the TTW backporting process)
Fixed a dialogue typo with Wally Mack
Included TTW Dialogue Bug Fixes by ItsMeJesusHChrist
Version 3.1.4
Improved the zeta non hostile alien workers so they don't appear as enemies and flee from the player (works on a new zeta playthrough)
Fixed the Arefu living Brahmin to always appear. Walking up to them from another location they weren't there sometimes
Fixed a bunch of brahmin and an enclave eyebot near vault 106 to always appear. Walking up to them from another location they weren't there sometimes
Fixed at least 10 misplaced objects in the wasteland
Fixed Lucy West to not get stuck during her daily routines
Fixed all the Paradise Falls slavers greetings and hello dialogue to say the correct things to the player depending on karma level. Also fixed their dialogue they should only say to each other
Fixed the player to be unable to interrupt Ymir killing the Paradise Falls bartender. Initiating dialogue with Ymir before killing him broke it
Fixed Wernher to hang out at the Downtown bar area after the Free Labor quest when siding with him
Fixed not being able to invest in Crazy Wolfgang's junk. Developers put Crow's armor investment dialogue choice there by mistake. Also Crow's investment exit choices were all wrong
Fixed Amata's interrogation scene when she has the 10mm pistol. Sometimes it would loop
Included Better Vanilla Barber Pole by 3Dog
Included Point Lookout - No more silent Doors by prensa
Version 3.1.3
Fixed not being able to buy Tenpenny Tower Suite specific items
Fixed the Drone Cannon to be obtainable from Zeta Robots
Fixed the Workbench in the Zeta engineering core to appear
Version 3.1.2
Fixed a greeting dialogue with the Mechanist
Version 3.1.1
Manually reordered all dialogue previous info. Unfortunately the geck didn't sort them correctly when saving and caused a dialogue line to not be recognized for the reward in Those! quest
Removed centuar and swamplurk radioactive spit explosions and moved to Goodies
Fixed counting books incorrectly when turning them into Scribe Yearling
Fixed 2 unvoiced dialogue lines Scribe Yearling shouldn't say during and after brokensteel DLC
Version 3.1
Fixed karma checks for hiring Jericho (ancient vanilla bug never fixed)
0 to 1 weight to the Reading Glasses like all the other glasses have (Oops I missed that)
Removed T45d name change from Linden's Outcast Power Armor and moved to Goodies (Oops missed that too)
Ownership fixes to radios so when the player turns them off NPCs won't attack you
Fixed an oversight with Poplar's Hood and Maple's Garb's object effects being reversed
Fixed 2 creature spawns behind the Regulator HQ so they don't kill all the brahmin and the NPCs inside, especially at higher levels (works on a new game)
Fixed EditorID changes that other mods could possibly use
Version 3.0
Fixed an unique raider to stop respawning so the player can't get the stabhappy over and over
Removed RockItLauncherAmmo, RepairCombatArmor, RepairCombatArmorHelmet lists with Zeta items since they're already upgraded by DLC05MZ1QuestScript
Fixed the Vault 101 Security Armor to be repaired by Combat Armors
Fixed double barrel shotgun reload and jam audio glitches
Fixed the Raven Rock door to prevent the player from destroying it and entering too early
Reverted creature companion's(RL-3, Dogmeat, Fawkes) health, damage, calculated minimum/maximum levels back to default values
Included Tale of Two Wastelands Fallout 3 fixes and some restored content. Started from scratch and looked at every single record one by one. Over 46,000 records one by one. There's no way I'm going to look through and list that many fixes sorry. But what I didn't include was:
Anything that enhanced the game
Personal preference name changing
Rebalancing (only included things out of whack)
DLC weapon leveled items for the wasteland
Pointless cut content (armor, weapons, etc sitting in the game files not being used)
Compared this patch to the TTW fixes backported from scratch and revised everything
Included CivisRomanus Unofficial Fallout 3 Fixes:
Armor R&D Terminal description fix
Pointlookout knife flag fix
Wild Bill's Sidearm never jams flag fix
Ant's Sting flag fix
Sawbones dialogue fixes towards reprogramming it
Ronald Laren dialogue script fix for initiating combat
3 Butch dialogue scripts fixed to trigger at the end for whiskey
Dialogue script fix with Tulip to correctly remove 20 caps from the player
Dr Li dialogue fix for after the main quest
Knight Captain Gallows dialogue text fix, audio is different from the text
2 dialogue fixes towards Initiate Pek for after saving him
2 dialogue fixes towards Initiate Pek for only saying them indoors
1 Dukov dialogue fix for checking the player's charisma
Brotherhood of Steel Paladin dialogue fix towards if Paladin Hoss is alive or not
3 Leo Stahl dialogue fixes for if the player has already talked to him or not
Haley ownership fixes to the stuff in his hardware store
Protectron terminal text fixes
Glowing ones glow spell only active while alive fix
Demolition Expert explosives condition check
GNR bus explosion fixes
Marcella's Medical Supplies safe opening/closing double sounds fix
Vault 101 security class tag skill fix to change energy weapons to unarmed
Dog's heads explodes fixes
5 dialogue text fixes
Anchorage elevator fix. Combined with TTW script
Doctor Preston Replicated Man dialogue quest fix
Included Compiled fixes for Fallout 3:
2 dialogue fixes to uncover a secret involving Somah's past (TTW already fixed the other 2)
3 dialogue attached script fixes towards receiving 100 caps (25 was incorrect) from turning in Ted Strayer's, Dukov's, and Dave's Special Keys to Mister Crowley
2 dialogue attached script fixes for Rory Maclaren's slave collar to be removed after saving him from Paradise Falls
Fixed 3 ownership issues with The Family's Terminals so now they're set to the player's ownership through certain dialogue choices with Vance
Fixed a rare occurance if you talk to Silver 1st, resolve the issue with Moriarty before talking to him, then when you talk to him, I fixed it so if you somehow don't have enough caps still, he will offer the job through dialogue still
Fixed 2 dialogue options that appear before hiring Charon
Version 2.3.2
Removed Fixed Party Hat by KiCHo666 which caused CTD
Version 2.3.1
Fixed corrupted dialogue records due to a FO3Edit script
Fixed some armor texture sets and beards
Added Fixed Party Hat by KiCHo666
Version 2.3
Fixed Lucy and Walter to not disappear from Megaton (thanks to InAComaDial999)
Fixed the changes to the Chinese Stealth Helmet so players can wear it separately from the armor, including with FWE
Fixed Goalie Ledoux, Centre Dobois and Winger Gervais health from being altered to over 10 times their vanilla values
Added Power Armor Pauldron Glitch Fix by trulypanda
Fixed some UV's with the house interiors in Tranquility Lane. It's the stairways that have the super stretched texture on the wall (Thanks to SuBNeRoCL)
Fixes for the Pitt which consists of some floating debris piles, and blinking in and out from engine bugs (Thanks to RoyBatterian)
Fixes for statics around the wasteland for rocks, bushes, seams, kit pieces, and all the bathroom wall gaps (Thanks to RoyBatterian)
Fix for Dr Li Teleporting when using the Taft Tunnel entrance after she uses the intercom (Thanks to RoyBatterian)
Fixed RL3 being aggressive after firing, including at raven rock (Thanks to RoyBatterian)
Fixed the fire extinguisher to stop reassembling itself after it's been destroyed (Thanks to RoyBatterian)
Fixed/Improved when one of the Arefu/Family members being killed not by the player and they went hostile on the player anyways (Thanks to RoyBatterian)
Fixed the Big Town robots from disappearing (Thanks to RoyBatterian)
Reworked Liberty Prime to not get stuck and stay on course (Thanks to RoyBatterian)
Improved the Pointlookout broken harmonica idle (Thanks to RoyBatterian)
Removed all references of junk food and replaced them with Potato Crisps to fix double items. Both ingestibles were the same(even the same Potato Crisps model) but had different names only
Added Auto axe Invisibility bug fix by Prensa
Added Speedloader Glitch Fix by Prensa
Fixed the Action Boy load screen so it says it grants 25 not 20
Fixed Christine Kendall to not be interrupted by Susie Mack so her G.O.A.T. test results won't skip completely and she walks out of the room
Fixed a lot of dialogue subtitle typos (Examples)
Fixed Ahzrukhal's class to be VendorDrinks not RaiderBigGuns
Fixed this turret in the Fort Independence so it can be destroyed and not stuck in the cieling
Fixed this dialogue bug so it won't be an option to ask about it after repairing the Galaxy News Radio relay
Fixed this dialogue bug involving having a fission battery or not
Fixed this dialogue bug so if the player killed his parents already it isn't a dialogue option
Fixed the Warmonger Perk so all weapon schematics are in effect
Fixed Victoria Watts to not find the player outside of Rivet City and she won't stay in one spot trying to run but goes nowhere. She will now run to the player and initiate dialogue at the appropriate place and time
Fixed Cherry to be part of the Rivet City Resident Faction when in Rivet City so when the player attacks her the other residents will care (this only works before escorting her to Rivet City)
Fixed Reilly to be part of the Underworld Resident Faction so when the player attacks her the other residents will care
Fixed Reilly's negative dialogue options (Examples)
Fixed when the player would revive Reilly she was in a slumped and tired position and stay that way even after Reilly Rangers quest (Example)
Fixed Fawkes' Gatling Laser's attack animation
Fixed RL3's Flamer shooting sound
Fixed all the ant's flamer shooting sounds
Fixed the EyeBot's weapon 2D shooting sound, resistance type, and on death critical damage effect
Fixed a lot of static placements in the Wasteland, Pennsylvania Avenue, Point Lookout, Metro Central, Sea Cave, Canterbury Tunnels, Underground Lab, Bridge Tower, Olney Sewers, Satellite Facility, Freedom Street Station, Downtown, Supply Plant, Haven, and Weapons Lab (Thanks to RoyBatterian)
Fixed static texture sets for a bunch of weapons, beards, armor, and 2 switches (Thanks to RoyBatterian)
Fixed some landscapes in the wasteland and The Mall (Thanks to RoyBatterian)
Fixed a typo in the USN DIA Field Report (Thanks to RoyBatterian)
Fixed a vault door missing a script VGearDoorR87 "Vault Door" [DOOR:00014EC2] (Thanks to RoyBatterian)
Fixed a vault kit piece that had wrong UV maps (Thanks to Hopper31)
Fixed the boards on the doors in calvert mansion persistent so they don't return to their original positions on cell reload (Thanks to RoyBatterian)
Fixed the teleporting mines and baby carriage trap at Point Lookout origin (Thanks to RoyBatterian)
Added Mothership Zeta pistol fixes by RoyBatterian
Fixed a cryo lab trigger in Zeta (Thanks to RoyBatterian)
Fixed all of Dukov's greeting dialogue Example
Version 2.2
In progress of fixing all of Megaton to account for when npcs are dead for dialogues
Fixed the doors for entering/exiting into the purifier room that were backwards. When you entered into one of them, you'd be on the opposite side of the room. Thanks to chucksteel
Fixed not being able to obtain the Protectron's Gaze and Ant's Sting weapons twice. If you obtained the Protectron's Gaze in dialogue and then kill The Mechanist after, you could have 2 of them in The Superhuman Gambit quest. Same scenario with the Ant's
Fixed not gaining/losing karma (for all DLCs as well) towards dogs, vicious dogs, feral ghouls, mad brahmin, turrets, mirelurk kings, mister gutsy, mister handy, protectrons, robobrains, sentry bots, swamplurk queen, and spider drones
Improved the Bloody Mess Perk towards the You Gotta Shoot Em In The Head quest. The perk will not be in effect towards those npcs you kill
Version 2.1
In progress of fixing all of Megaton to account for when npcs are dead for dialogues
Removed being able to repair the Chinese Assault Rifle and Assault Rifle with each other
Removed being able to repair the Tri-beam Laser rifle and Laser Rifle with each other
Added Radio Stutter Fix by Razorwire (Agatha's Station wasn't fixed so I used this mod's method to fix it and I had to convert all its mp3s to wav files)
Added Ash and Goo Pile Replacer by chucksteel
Remade/Fixed 102 DLC mesh armors thanks to insaneplumber
- Correct reorder of NIF block (almost all NIF require, it seems to me that Beth had some problem in 3ds max NIF plugin for FO3/FNV because this problem has been almost completely eliminated in Skyrim)
- Correction of BS Num UV Set and UV (if any noticed)
- Face Normals (all NIF)- Smooth Normals (all NIF)
- Update All Tangent Spaces (all NIF)
Overhaul fixes to Mister Burke and restored him into the game fully
- Burke's hitmen won't appear if he's dead
- Burke's hitmen won't appear if you charmed him
- Burke will only disappear/be disabled from game if you charm him and not blow up megaton
- You're able to initiate conversations with Burke at appropriate times including before and after quests
- Burke is a resident of Megaton with a daily routine. Going to his house to sleep at night, sit in that chair at Moriartys during the day, etc
- Burke's house isn't level locked and only unlocked with his house key - Burke's house key is back in his inventory
- Burke has a daily routine at Tenpenny Tower. Hanging out in the balcony area during the day, sleeping in his own bed at night, etc
Fixed a dialogue with Lucass Simms to only appear at a certain time
Fixed a dialogue with Moira Brown to only appear at a certain time
Fixed a dialogue with Billy Creel to only appear at a certain time
Fixed a few dialogues with Maggie
Fixed 2 dialogue bugs with Andy Stahl
Fixed the Lawbringer/Contract Killer perks so fingers only appear on the correct npcs
Fixed Junders Plunkett's Finger to be the only finger that appears on his death
Fixed the dialogue with Sonora Cruz when turning in Junders Plunkett's Finger to only appear if Junders Plunkett is dead and you have Junders Plunkett's Finger. Also Junders Plunkett's Finger actually gets removed from your inventory when you turn it in when before it didn't
Fixed a dialogue caps check with Jericho
Fixed a medicine speech check with Doc Church
Updated vorbis dll files
Version 2.0
In progress of fixing all of Megaton to account for when npcs are dead for dialogues
Fixed the dialogue option, "What's the word around town?" with Manya so she says the correct response. Funny that her voiced response works when she's talking about herself.
Fixed all 3 (yes there's supposed to be 3) Megaton Brass Lantern customers to actually have dialogue and be friendly. Only npc in there that's supposed to be rude is Andy. The devolopers had dialogue in there for them but it wasn't implemented correctly
Fixed 2 dialogue errors with Derek Pacion
Fixed a dialogue mismatch with Threedog
Fixed a dialogue typo with Bannon
Fixed 4 dialogue typos with Cindy Cantelli
Fixed a dialogue typo with the player: "Just take all the scrap metal I have. No charge. I just want to help" Missing a period.
Fixed a dialogue typo with Bryan Wilks: "Every time I'd sneak in there, he'd be sitting at that funny looking TV machine with the green words pushing buttons." -> "words, pushing"
Fixed 3 dialogue options to only appear while you have certain keys equipped and the "You Gotta Shoot Em In The Head" quest is running when talking to Mister Crowley:
- Dukov is dead. I blew his brains out. <Lie>
- Dave's head popped like a zit. <Lie>
- I put a bullet right between Ted Strayer's eyes. <Lie.>
Fixed a dialogue speech check with Doctor Barrows
Fixed/Switched around a few dialogues with Uncle Roe's responses
Made adjustments to the unarmed/melee VATS cameras
Updated FWE Patch UUF3P form lists to include FWE armor/weapons/etc
Fixed a dialogue with Bryan Wilks in a better way thanks to sesom
Fixed a dialogue with Breadbox "Oh... hey! What do you need, young lady?" to only say that to a female
Fixed a dialogue with Rothchild so he says the correct audio for it
Fixed a bug in Red's "backtojail" package that causes her sometimes to return to Germantown and sit in the cell where you initially find her thanks to RoyBatterian
Fixed the bugs with Head of State and killing the slavers before getting the order to do so from Hannibal thanks to RoyBatterian
Fixed 7 dialogues with Doc Church thanks to TTW Unofficial Patch
Fixed 9 dialogues with doctors determining how many caps the player has incorrectly thanks to TTW Unofficial Patch
Fixed an intelligence speech check with Agatha so the player can only say it once "I guess a homemade violin is never quite in tune..." thanks to the TTW Unofficial Patch
Fixed the dialogue with Harden Simms so you can initiate dialogue with him everytime
Fixed Harden Simms goodbye responses so he doesn't say "Sorry!" for every time he says bye to you
Removed Doctor Li's glasses from her inventory. This change doesn't fix anything, restores cut content, and didn't make sense with the ending slideshow
Fixed followers to immediately enter the cycle airlock for the purifier when asked to TTW Unofficial Patch
Fixed this dialogue choice with Zip from "What have you got to trade for an ice cold bottle of Nuka-Cola?" to "What have you got to trade for a bottle of Nuka-Cola?" so it's not confusing whether you're able to trade an Ice cold Nuka-Cola with him or not
Fixed when discussing Nuka-Cola with Zip to only appear if you have 1 or more Nuka-Cola
Fixed Zip's dialogue so the player can initiate dialogue with him everytime
Fixed this dialogue with Zip "Oh hey, hi. You again, huh? I thought maybe you'd be blown up or shot or something by now, but I guess not. Not yet, anyway." so he only says it to you after talking with him once
Fixed/Repositioned the Yao Gao that was in the walls inside the Yao Guai Cave
Fixed Recently built shack name to Doctor Lesko's Shack
Fixed Doctor Lesko's Shack to not set ownership to Doctor Lesko after completing the quest Those! so anything you loot afterwards won't be considered theft and going into Lesko's shack won't be considered trespassing, and if you stay too long, Lesko will flee
Removed Mother Curie III's weapon since she's an extremely peaceful character, and does not become hostile if you killed Brother Gerard in order to enter the Monastery, or even if you flat out tell her that you're going to wipe out her cult. If threatened, she simply states that she expected some form of religious persecution and that she refuses to respond to violence with violence. If you initiate combat against the Holy Light cult, Curie will simply cower and flee
Fixed Eclair's Cooler to be owned by himself
Improved Vault Utility Suit Fix thanks to insaneplumber
Fixed the radio message from Three Dog to not say "Somethin' about Super Mutants takin' residents prisoner... All I know is the kid could have helped, and didn't. Nice going, asshole." and instead say the correct message, after saving BigTown from the supermutants which completes the Big Trouble in Big Town quest
Fixed Sticky to initiate dialogue with him after he makes it to Big Town and Red isn't there. All he said was a goodbye one liner "Where's Red?"
Fixed/Restructured Shorty's dialogue
Fixed 3 dialogue prompt errors with Abraham Washington involving selling the Lincoln's Repeater, Lincoln's Voice, and John Wilkes Booth Wanted Poster
Fixed a dialogue with Sticky to recognize that Red isn't in Big Town yet
Fixed 8 dialogue errors involving text errors and speech mismatches
Overhaul fixes to Dukov, Cherry, and Fantasia's dialogues
Fixed a few dialogues with Bleak involving talking about the Paradise Falls Guards
Version 1.9.3
Removed tunnel snake jacket texture&mesh
Replaced bsa with loose files
In progress of fixing all of Megaton to account for when npcs are dead for dialogues
Couldn't initiate dialogue with a few Megaton citizens
Added Frag Mine from Anchorage and Cryo Mine from Mothership Zeta to the PerkDemolitionExpertWeapons list
Added Paladin Hoss - Initiate Pek Fix
Removed FormID 0002E027 so you will be able turn in BOS dog tags to Scribe Jameson
Fixed 4 floating rocks near Paradise Falls
Fixed a dialogue typo mismatch with Amata
Removed/Fixed changes to the Chinese Stealth Helmet/Armor
Added Fixed Tunnel Snake Jacket
Added Fixed Sewer Entrance Name
Removed everything that Point Lookout Goodies adds to the game and only kept the fixes
Added Charon Scene Shotgun Fix (V1.1)
Fixed a sinking cash register in Bailey's Crossroads Metro
Fixed a sunken Vacuum Tube Light in the Market Square Downtown
Added LOB Security Terminal Fix
Added Zeta Turret and Drone Karma Fix
Added Alien Captive Recorded Log 12 Fix
Added Brand Fix
Added Milo Dialogue Fix
Expanded Stop Insulting Me Outcasts to the Operation Anchorage DLC. There were 27 dialogues that needed to be fixed along with various checks for wearing armor
Fixed a typo mismatch with Lucass Simms
Fixed Poplar's Hood and Maple's Garb's repair lists
Fixed generic slave greetings in The Pitt, so named slaves will use their unique dialogue, even after player had started The Pitt fights
Fixed a condition in Nola's dialogue, so the correct line is used when she had healed the player
Fixed Lulu's greeting, so she gives player food more than once
Fixed doctor's dialogues so they offer medical services in situation when player's health is full, but one or more of the limbs are damaged
Scribe Yearling will no longer tell player about returning BoS dogtags, like she's in the Citadel, while she's actually at Arlington Library
Fixed female ground mesh of Worn Slave Outfit from Pitt DLC to be the same as male one, instead of Wasteland Settler Outfit ground mesh which it was assigned for some reason
Object Position Fixes to 10 placed references which are tool cabinets, rocks, rubble, tire piles, etc
Fixed a wooden cabinet's mesh
Fixed 4 Nova Dialogue typos/mismatches
Fixed a dialogue mismatch with Colin
Fixed a typo with Leo Stahl
Fixed a dialogue option to only appear when the bomb hasn't been disarmed yet
Added Smoking NPC Bug Fix
Fixed the Raven Rock door so you can't destroy it and it will only be destroyed at the appriopriate time, which is while you're escaping from Raven Rock
Fixed Victoria Watts from finding you wherever you are in the Wasteland while advancing in the Replicated Man quest. She will only confront you in Rivet City
Fixed a trap message typo
Fixed 7 dialogues in Rivet City to account for if Tammy Hargrave is dead
Fixed a dialogue typo with Bryan Wilks
Added Head Of State Fix
Fixed a dialogue mismatch with Doctor Lesko
Added Moriarty's Terminal Fixed
Fixed 8 GNR dialogues to be heard at level 20 and higher instead of only at level 20
Fixed 38 GNR dialogues in Brokensteel to be heard at higher levels then what they were assigned to instead of only at a certain level
Added Superheroes Use Their Weapons
Added Gary 23 Race Fixed
Added MZ - Paulsons Outfit Fix
Fixed a bunch of Geck warnings
Fixed all merc grunt outfits to be repaired with each other. The unique versions are all exactly the same as the common ones so only the common ones are now used in game. Put the unique versions in the repair list in case other mods still use the pointles
Added Underworld Chop Shop - Inaccessible Door Fix - Only included the door fix and not changing the creatures inside so they still won't attack you as intended
Added hundreds of object placement fixes
Version 1.8
Improved and fixed more VATS camera path errors
Fixed in the quest "Aiding the outcasts" the "enter the simulation pod" objective never gets completed
Fixed an IV Stand with an empty blood pack that's used 5 times in the game that can be looted to obtain a full blood pack
Fixed a dialogue with Tiffany Cheng to recognize you're a male (Example)
Fixed a dialogue typo with Doctor Banfield (Example)
Fixed 2 dialogues involving Butch and Officer Gomez in the Trouble on the Homefront quest
Fixed another dialogue involving Moira Brown to account for all vault suits
Fixed a dialogue typo involving Shakes
Fixed 3 dialogues involving Daniel Littlehorn to recognize you have the Contract Killer perk
Fixed a dialogue involving Sonora Cruz to recognize you have the Lawbringer perk
Fixed Doctor Barrows terminal
Fixed a dialogue typo involving Deputy Weld
Fixed 3 dialogue typos involving Bannon
Fixed a dialogue typo involving Walter
Fixed a dialogue typo involving Zip
Fixed a dialogue typo involving Milo, Shipping Foreman
Fixed a dialogue typo involving Uncle Leo
Fixed 2 dialogue conditions and a typo involving Mister Gutsy
Fixed a dialogue to recognize you have the medic power armor equipped involving Mister Gutsy
Fixed a dialogue typo involving Protector Casdin
Fixed 48 notes/holodisks that had typos, missing icons/models
Fixed 7 packages having incorrect flags/conditions/references
Fixed 2 floating bushes
Fixed this: if you go into Tenpenny Penthose floor after completing Tenpenny Tower quest (in favor of tower residents), security guard there will use greeting dialogue from that quest, instead of his special greeting, making it impossible to use speech skill to gain acsess to Tenpenny suite. (thanks to qwertyasdfgh)
Fixed Scribe Jameson to recognize you have dog tags
Fixed the Enclave Hellfire Armor/Helmet repair lists
Fixed the Chinese Stealth Armor so you can't wear hats with it
Version 1.7
Added Sleep in Megatons Common House by sparbog
Added Enclave Radio Fix after MQ by xxxHACKERxxx
Added Wasteland Landscape Patch by mimada (This patch already fixed a bunch of these)
Fixed this: Screen
Fixed 2 bugs with Bryan Wilks Dialogue (Example)
Added Ghoul Moira Dialogue Fix by Yukichigai
Added Protectron Fixes by Yukichigai
Added The Pitt - Fixes by Yukichigai
Added Vault 106 Fixes V2.1 by Yukichigai
Added Franklin Metro Raider Bug Fix by Rooker75
Added Fixed Suits by Arkngt
Added Vault Utility Suit Fix by bluebellfairy
Added Fawkes Dialogue Fix by bluebellfairy (Fixed it up)
Added Tenderizer Fix by Yukichigai (Only needed the duration fix)
Added Creature Companion Fixes - Dogmeat - RL-3 - Fawkes by Yukichigai
Added Companion Dialog Fixes by Yukichigai
Added Butch's Pistol has Infinite Ammo by Yukichigai (Oversight fix)
Added Mesmetron and Enslavement Fixes by Yukichigai & countfuzzball
Version 1.6.1
Added Tesla Cannon Vertibird One Shot Fix by Pr0bability
Fixed music type in Southern Shack
Fixed the sink in the player's home at Megaton to be purified. Megaton having a working water purification system, your sink produces sludge on par with what you find out in the wastes makes no sense and is an oversight (thanks to FOOK2)
Added Anchorage Gauss Rifle VATS Damage Fix by coelomate (This fixes it by removing entirely the little 'explosion' graphic. The weapon now does proper damage under all circumstances (that I have tested...) and makes the same noises/has the same visuals, except for the small blast. A low price to pay for a working as intended gun)
Added Ranger Helmet Texture Unlocker by aiglos357 (Only included the fix which is the esp texture change. The original UF3P already did this similar fix to the Talon Combat Helmet)
Added Citadel Crane Fix by zedas (The UF3P one of course)
Fixed Head Wrap's Object Effects to have +1 Perception bonus (The only head wear object in the game without a bonus to perception. Hats and bandanna's already have one so leaving out the Head Wrap is an oversight)
Fixed a spelling error in the Dirty Pre-War Businesswear's Object Effect
Added The Pitt - Everett Fix by svartberg
Added Operation Anchorage - Fixes by Yukichigai (This patch already fixed a few of these)
Fixed the Sacred Bog crash
Fixed 2 fire types to have a light glow effect (thanks to polbashkisneslo)
Added Mothership Zeta Wasteland Teleport Shader Fix by rad666a
Added Fixed Eyeglasses by 1st Dagger
Added Moriartys Key Restored by thegord (This patch already fixed this but the name of the key wasn't)
Fixed all Aqua Pura Crates to be disabled/enabled at appropriate times. Some were missing enable parent triggers
Fixed Faydra, Tobar, Catherine, and any other character having that problem of not staying in their position and wandering off to find you wherever the player is (Older FO3Edit versions caused this bug when cleaning the DLCs and saving them which stripped off important subrecords. Re-download the DLCs and clean them again with the newest FO3Edit version) credit: rickerhk
Version 1.5
Fixed all VATS Camera Path errors
Form list fixes to FO3 + DLC esms (Mostly thanks to FOOK2)
Removed abbreviation to effects
Fixed Tobar and Catherine so they stay put near the Point Lookout Ferry Boat (This bug doesn't always happen and this only works on a new game, tested. Spotted by nemesis200767)
Added The Pitt Reforged by xmlninja
Fixed receiving the Armored Vault Suit twice
Fixed looping generator sounds
Fixed drinking sounds to sinks
Fixed Strange Meat's model and icon
Fixed all glasses flags so you can wear them with masks + Pickup/Drop sounds
Fixed Ghoul Mask's flags + repair list
Fixed Pip-Boy Glove's Equipment Type
Fixed Pre-War Baseball Cap's Object Effect
Fixed Ballcap with Glasses's Pickup/Drop sounds
Fixed Roving Trader Outfit's Pickup/Drop sounds
Fixed Sheriff's Hat's Flags
Fixed Hockey Mask's flags
Fixed Doctor Li's Outfit's Object Effect
Fixed Oasis Robe's Object Effect
Fixed Oasis Villager Robe's Object Effect
Fixed all type of bandana's Repair lists + Pickup/Drop sounds
Fixed all type of headwrap's Repair lists + Pickup/Drop sounds
Fixed Eulogy Jones' Hat's Repair list
Fixed Party Hat's Repair list
Fixed Raider Blastmaster Helmet's flags
Fixed Outcast Recon Helmet's flags
Fixed Tesla Armor's name to Tesla Power Armor
Fixed Tesla Helmet's name to Tesla Power Helmet
Fixed Ledoux's Hockey Mask's Flags + Pickup/Drop sounds
Fixed Brotherhood Power Armor's Ragdoll Constraint Template
Fixed Raider Arclight Helmet's flags
Fixed Chinese Commando Hat's Pickup/Drop sounds
Fixed Enclave Officer Hat's Pickup/Drop sounds
Fixed Roving Trader Hat's Pickup/Drop sounds
Fixed Dad's Wasteland Outfit's Flags + Weight
Fixed Elder Lyons' Robe's Repair List
Fixed Fixed Tenpenny's Suit's Repair List
Fixed Biker Goggles's Flags
Fixed Stormchaser Hat's Pickup/Drop sounds
Fixed Road Rascal Leather Armor's Object Effect
Fixed The Devil's Pigtails's Icon
Fixed Pyro Helmet's Object Effect + Flags
Fixed Dirty Chinese Jumpsuit name to Dirty Chinese Commando Jumpsuit
Fixed Hat of the People name to Chinese Commando Hat + Pickup/Drop sounds
Fixed Paulson's Hat's Repair list + Pickup/Drop sounds
Fixed all Ant Refuse Pile's opening + closing sounds
Fixed Antique Nuka-Cola Fridge's opening + closing sounds
Fixed Button's Supply Desk's opening + closing sounds
Fixed Federalist Lounge Liquor Cabinet's opening + closing sounds
Fixed Nuka-Cola fridge's opening + closing sounds
Fixed Mechanic's class tag skills
Fixed Scribe's class tag skills
Fixed music type in Evergreen Mills Bazaar
Fixed 2 naked raider npc inventories in the Evergreen Mills Bazaar
Fixed music type in Evergreen Mills Foundry
Fixed/Removed Paladin Vargas being set to non-essential in the Following in His Footsteps Quest
Fixed Leo Stahl's Drug container to require only a key to open instead of very hard lock level, otherwise Leo's barter will break after picking the lock (spotted by polbashkisneslo)
Added Bring Back Bael by dragontwosix (Removed the pointless popup message)
Version 1.4
Merged all files into one ESM thanks to Tommy
Added Error Corrections - Reduce CTD by Tommy (hairylegs222), a huge error correction patch with changes not specified here.
Fixed Archive Invalidation was previously only being installed when point lookout DLC option was selected.
Installer warns if fallout executable not found. Detects version and warns if old, displaying link to 1.7 update. Displays detected dlc.
Fixed old installer's Fallout.ini updating code to work with Windows 7 & 8
Removed all -300000 coordinates which can cause a nasty glitch
Instead of initially disabling placed references and then adding them in the same cell, the disabled record has been replaced with the added one, and the added one is removed (FO3Edit's compare feature makes this simple to do)
Fixed Feral Ghoul Reaver's losing their radioactive glow effect (UF3PReaverGlowFixScript applied to DLC04CrFeralGhoul4A)
Fixed missing bottle sounds for beer, purified water, and unpurified water
Fixed all 10mm Submachine Gun's 2D/3D sounds
Fixed BB Gun's Pickup/Drop sounds
Fixed Pulse Grenade's Reload Animation type
Fixed Bottlecap Mine, Frag Mine, Plasma Mine, Pulse Mine's Pickup/Drop sounds
Fixed all Powerfist's 2D/3D firing + block sounds
Fixed Sawed-Off Shotgun's Pickup/Drop sounds
Fixed Switchblade's Reload Animation type + swing sound
Fixed Chinese Officer's Sword's Reload Animation type
Fixed Blackhawk's Pickup/Drop sounds
Fixed Repellent Stick's Blocking sound + Reload Animation type + Impactdataset
Fixed all robot's 2D firing sounds
Fixed all Centaur's 3D firing sound + Resistance Type
Fixed Blackhawk's Pickup/Drop sounds
Fixed Black Bart's Bane's Pickup/Drop sounds
Fixed The Kneecapper's Pickup/Drop sounds
Fixed Xuanlong Assault Rifle's Pickup/Drop sounds
Fixed Plasma Grenade's Equip/Unequip sounds
Fixed Chinese Assault Rifle's Pickup/Drop sounds
Fixed Chinese Dragoon Assault Rifle's Pickup/Drop sounds
Fixed Jingwei's Shocksword's Critical Effect + Resistance type + Removed Player Only flag
Fixed Callahan's Magnum's Pickup/Drop sounds
Fixed Radioactive Gore's Resistance Type
Fixed Bio-Gas Canister's Icon/Pickup Drop sounds/Flags/Resistance Type
Fixed Cryo Mine's Pickup/Drop sounds
Fixed all sword's blocking sounds
Fixed when you receive ordinary power armor from Sarah to receiving the Lyons Pride Power Armor instead. It didn't make sense with what sarah says when she gives you the power armor and you weren't able to receive this armor in the game
Fixed when you receive ordinary recon armor from Sarah to receiving the Composite Recon Armor instead. You weren't able to receive this armor in the game
Ownership fixes to Murphy's place in the Northwest Seneca Station
Fixed the beggars so they die or not when giving them Aqua Pura depending on if the FEV was inserted into the purifier
Fixed Haley in PL so he restocks his inventory
Fixed Sawbones so he restocks his inventory
Fixed Wasteland Doctors so they restock their inventory's
Fixed Wasteland Junkies so they restock their inventory's
Fixed Wasteland Merchants so they restock their inventory's
Fixed Scavengers so they restock their inventory's
Fixed a couple dialogue lines with Holly that didn't check the pc's sex type (Screen)
Added The Pitt's Flamer to the Pyromaniac Perk list
Added the Laser Rifle to the Tri-beam Laser Rifle's repair list
Fixed Doctor Li's inventory so she has her glasses on
Many fixes to all 3 of General Chase's Overcoat + Colonel Autumn's Uniform
Fixed prevention of the Enclave appearing at the start of the game
Fixed Panada to no longer hover over the leaningon wall
Fixed In the A Meeting of the Minds quest the Reward Vault Key now opens the Reward Vault instead of it opening automatically, and if desmond dies you still get the key
Fixed Mister Burke hitsquad to not attack you when you charmed him with the Black Widow Perk
Fixed all T-51b's repair lists
Fixed Ash and Goo Piles to disable on next cell load
Fixed all Effects to be abbreviated
Fixed the auto-completion bug in the This Galaxy Ain't Big Enough quest (Thanks to FOOK2)
21 leveled item fixes with incorrect flags/armor/etc
Fixed Electro-Suppressor's Object Effect/Block + Melee + Equip + Unequip sounds/Resistance Type
Fixed Shock Baton's Melee + Block sounds + Resistance type
Fixed Spanner's ImpactDataset + Block sound
Fixed Super Sledge's Block sound
Fixed Discharge Hammer's Block sound
Fixed Mister Handy Buzzsaw's Impactdataset + 3D looping sound
Fixed Spiked Knuckle's Swing + Block sounds
Fixed Fawkes' Sledgehammer's Swing sound
Fixed Shishkebab's Pickup/Drop/Block/Equip/Unequip sounds + Resistance Type
Fixed Rolling Pin's Impactdataset + swing sound
Fixed Ripper's Impactdataset
Fixed Love Tap's Swing + Block sounds + Impactdataset + OnHit
Fixed Jack's Impactdataset
Fixed Star Paladin Cross so she follows you again if you told her to wait.
Fixed missing compass markers in The Replicated Man quest
Fixed the music type in the Rivet City bow
Fixed 2 door names in the Rivet City bow along with re-naming Pinkerton to Horace Pinkerton to go with the door names + fixed his class type since he's more of a doctor then a mechanic
Fixed the name of the Broken Bow cell to Rivet City Broken Bow
Added sialivis object placement fixes by sialivi
Added Broken Steel GNR broadcast fix by LLJKTechnogeek
Added Holy Water Pamphlets Disabler by bigmill (Changed so that when you successfully complete the Holy Water quest, all the pamphlets get disabled. This fix disabled 1 out of 4)
Added Point Lookout Goodies by explosivo666
Added They let me play with their pucks by prensa
Added Point Lookout - No more silent Doors by prensa
Added Super-Duper Non Bleeding Checkout by prensa
Added Outcasts fix by Papadopoulos
Added Stop Insulting Me Outcasts by Lawlder
Added SuperDuper Mart Aisle Sign Fix by Marcius
Added BeardEyebrowFix by gengrimm
Geck Warning Fixes:
Ref (00041EA8) to base object LvlScavenger (000302CA) in cell MetroCenter03 (0, 0) (0001A285) should be persistent but is not.
Ref (000C53FD) to base object LvlScavenger (000302CA) in cell zGeorgetownRadiationKing (0, 0) (00061F8D) should be persistent but is not.
Ref (00020EDE) to base object LvlScavenger (000302CA) in cell zLuckyGrocery (0, 0) (0001FEC5) should be persistent but is not.
Ref (0400EA80) to base object DLC04Haley (0400EA7D) in cell DLC04ShackHardwareStore (0, 0) (0400811E) should be persistent but is not.
Ref (000CC73A) to base object LvlScavengerGuardEditorLoc (000CC766) in cell Wilderness (-3, -15) (00001190) should be persistent but is not.
Ref (0004E5B9) to base object PotomacFisherman (0004E5B8) in cell Wilderness (9, -9) (00000CC0) should be persistent but is not.
Ref (0006DD19) to base object LvlScavenger (000302CA) in cell FFEnclaveCamp19 (-29, 20) (00000EFA) should be persistent but is not.
Ref (0002694D) to base object LvlScavenger (000302CA) in cell MQ11KeyBridge03 (12, -11) (00000CFB) should be persistent but is not.
Reference attached to wrong cell for its location: REFR Form 'UF3PTwilightZone' (060384F3) to STAT form 'AirRaidAlarm01' (000AFC2F) in Cell (null)
Activate parent 'DLC04PuzSwitchD' (0400DE04) is not in same cell. Activation may not work properly.
Activate parent 'DLC04PuzSwitchA' (0400DE03) is not in same cell. Activation may not work properly.
Errors were encountered during InitItem for reference: Base: 'DLC04FF05AviaryPuzzle03ControlBox' (0400DE0E) Ref: '' (0400DE02) Cell: 'Aviary' (04000887) (3, -3) in world 'DLC4Pointlookout' (04000802)
(Faction Reaction Error) Faction 'DLC05NPCFollowerFaction' (050068DF) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC05NPCFollowerFaction' (050068DF).
(Faction Reaction Error) Faction 'DLC04DesmondFaction' (04006645) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC04DesmondFaction' (04006645).
(Faction Reaction Error) Faction 'DLC04PetDogFaction' (0400C1EB) is a Friend or Ally of Faction 'DLC04DesmondFaction' (04006645), but Faction 'DLC04DesmondFaction' (04006645) is not a Friend or Ally of Faction 'DLC04PetDogFaction' (0400C1EB).
(Faction Reaction Error) Faction 'DLC03PresMetroRobotFaction' (030064CB) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC03PresMetroRobotFaction' (030064CB).
(Faction Reaction Error) Faction 'DLC03WQ01PlayerFriendFaction' (0300674A) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC03WQ01PlayerFriendFaction' (0300674A).
(Faction Reaction Error) Faction 'DLC03EnclaveBaseRobotFaction' (03008CCE) is a Friend or Ally of Faction 'EnclaveFaction' (0001D3FD), but Faction 'EnclaveFaction' (0001D3FD) is not a Friend or Ally of Faction 'DLC03EnclaveBaseRobotFaction' (03008CCE).
(Faction Reaction Error) Faction 'DLC03EnclaveBaseDClawFaction' (0300946C) is a Friend or Ally of Faction 'EnclaveFaction' (0001D3FD), but Faction 'EnclaveFaction' (0001D3FD) is not a Friend or Ally of Faction 'DLC03EnclaveBaseDClawFaction' (0300946C).
(Faction Reaction Error) Faction 'DLC03WQ01PlayerFriendTrackCrimeFaction' (0300B30E) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC03WQ01PlayerFriendTrackCrimeFaction' (0300B30E).
(Faction Reaction Error) Faction 'DLC01CombatSlaves' (0200375B) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC01CombatSlaves' (0200375B).
(Faction Reaction Error) Faction 'DLC01WernherFaction' (020054FB) is a Friend or Ally of Faction 'DLC01RadioTowerRaiderFaction' (020054FC), but Faction 'DLC01RadioTowerRaiderFaction' (020054FC) is not a Friend or Ally of Faction 'DLC01WernherFaction' (020054FB).
(Faction Reaction Error) Faction 'DLC01RaiderFrontGateFaction' (0200A73B) is a Friend or Ally of Faction 'DLC01SlaveFrontGateFaction' (0200A7FB), but Faction 'DLC01SlaveFrontGateFaction' (0200A7FB) is not a Friend or Ally of Faction 'DLC01RaiderFrontGateFaction' (0200A73B).
(Faction Reaction Error) Faction 'DLC02OutcastFaction' (01000E21) is a Friend or Ally of Faction 'BrotherhoodOutcastFaction' (0001D3FF), but Faction 'BrotherhoodOutcastFaction' (0001D3FF) is not a Friend or Ally of Faction 'DLC02OutcastFaction' (01000E21).
(Faction Reaction Error) Faction 'DLC02ChineseEndBattleFaction' (01002989) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC02ChineseEndBattleFaction' (01002989).
(Faction Reaction Error) Faction 'DLC02GeneralEndBattleFaction' (0100299C) is a Friend or Ally of Faction 'DLC02CombatAmericanFaction' (010043F2), but Faction 'DLC02CombatAmericanFaction' (010043F2) is not a Friend or Ally of Faction 'DLC02GeneralEndBattleFaction' (0100299C).
(Faction Reaction Error) Faction 'DLC02StrikeTeamFaction' (01002D09) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC02StrikeTeamFaction' (01002D09).
(Faction Reaction Error) Faction 'DLC02CombatChineseFaction' (010043F1) is a Friend or Ally of Faction 'DLC02AmericanCaptiveFaction' (010091E7), but Faction 'DLC02AmericanCaptiveFaction' (010091E7) is not a Friend or Ally of Faction 'DLC02CombatChineseFaction' (010043F1).
(Faction Reaction Error) Faction 'DLC02CombatAmericanFaction' (010043F2) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC02CombatAmericanFaction' (010043F2).
(Faction Reaction Error) Faction 'DLC02StrikeTeamFaction1Point' (01005000) is a Friend or Ally of Faction 'DLC02StrikeTeamFaction' (01002D09), but Faction 'DLC02StrikeTeamFaction' (01002D09) is not a Friend or Ally of Faction 'DLC02StrikeTeamFaction1Point' (01005000).
(Faction Reaction Error) Faction 'DLC02StrikeTeamFaction2Points' (01005001) is a Friend or Ally of Faction 'DLC02StrikeTeamFaction' (01002D09), but Faction 'DLC02StrikeTeamFaction' (01002D09) is not a Friend or Ally of Faction 'DLC02StrikeTeamFaction2Points' (01005001).
(Faction Reaction Error) Faction 'DLC02StrikeTeamFaction3Points' (01005002) is a Friend or Ally of Faction 'DLC02StrikeTeamFaction' (01002D09), but Faction 'DLC02StrikeTeamFaction' (01002D09) is not a Friend or Ally of Faction 'DLC02StrikeTeamFaction3Points' (01005002).
(Faction Reaction Error) Faction 'DLC02StrikeTeamFaction4Points' (01005003) is a Friend or Ally of Faction 'DLC02StrikeTeamFaction' (01002D09), but Faction 'DLC02StrikeTeamFaction' (01002D09) is not a Friend or Ally of Faction 'DLC02StrikeTeamFaction4Points' (01005003).
(Faction Reaction Error) Faction 'DLC02AmericanCaptiveFaction' (010091E7) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC02AmericanCaptiveFaction' (010091E7).
(Faction Reaction Error) Faction 'TraderFaction' (00065374) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'TraderFaction' (00065374)
Version 1.3
Rivet City save crash fix
Optimized textures to save space in the BSA
Plugins reduced to 2 files thanks to BenWah
Huge number of fixes from the original UFP patch that would take too many pages to list
What it does This mod fixes errors and bugs in Fallout 3 + all DLCs. Cut content has been reviewed/restored only if fixable and able to blend into the game perfectly. The optional Goodies includes essential things I personally feel the game should have.
Bug Reports If you want to talk to me about bugs, I'm on discord. hairylegs222#7285. If you post a bug in the comments thread here, please follow the sticky posts at the top.
Other Thoughts Before releasing v3.0 I backported Tale Of Two Wastelands fixes from scratch and revised everything v2.3.2 of this patch in comparison and tested everything I could think of along with some testers. Went through all the reported bugs in the bugs tab. Lots of help from Roy (TTW project lead) and endless hours of work from the Tale Of Two Wastelands team. Please go there when you have a chance and thank them for all the work they did. Roy, Kazo, Callen in particular I know did endless hours of work into what we have here. I only encountered 3 random crashes into the entire testing playthrough which I couldn't reproduce. This is extremely impressive compared from when I used to play FO3 encountering crashes constantly. Please enjoy and be fortunate of everything that's put into this.
Important Note You don't need to fix the deleted navmeshes in the DLC esms when running this patch. In FO3Edit load this patch, right click, apply script, and choose Apply Filter For Deleted Navmeshes. It will show The Pitt and Brokensteel deleted navmesh records. v3.0+ overrides/fixes every deleted navmesh.
Important Note Do not edit or clean the main game ESM files and do not edit or clean this patch or you're asking for things to break in your game.
Conflicts Unofficial Fallout 3 Patch.esm is around 59,000 records. Which means this patch touches A LOT of the coding because Fallout 3 is a very buggy game. One of the buggiest games I've ever seen. That being said, running other mods alongside this patch will massively conflict with each other. If you want other mods to run correctly alongside this patch then I highly recommend you open FO3Edit, right click on the left side, apply filter to show conflicts. Solving those conflicts are the way to go.
Vanilla bugs unknown how to fix
Sometimes the main menu music continues to play loading your savegame. Loading a new cell that has assigned music fixes it
NPC's weapons floating near or on their hands. Only 2 ways I could figure out what helps with this. Best way to fix this is to save then load your save. Another way is to go into console, click on the npc, type resurrect and hit enter
Murder reaction dialogue for girl or guy (game engine doesn't detect correctly whether player killed a man or woman)
Attack loop sounds from Miniguns, Gatling Lasers, Sentry Bot's, etc sometimes keep going when not firing. Best way to fix this is to save then load your save
Certain angles a black square appears on certain surfaces. I only have theories towards why that occurs
After looting helmets/masks from decapitated npcs their helmets/masks stay on their heads
NPC's hands sometimes appear very large. Best way to fix this is to save then load your save
New Steam Fallout 3 Game Of The Year Edition v1.7.0.4 Installation Instructions
Make sure your steam FO3 GOTY is fully installed and updated to 1.7.0.4
Click Play in Steam for FO3 GOTY so it can detect your video hardware and it will automatically create ini files for you located in Documents/My Games/Fallout3
Click Ok to both popup messages
Go to Options and configure your settings the way you want them
When you're done with your settings click Ok so it will save and exit out of that window
Then click Play (starting the game once will automatically create more files for you in Documents/My Games/Fallout3)
Uninstall any error-fixing mods that are already included in this patch
Uninstall the original Unofficial Fallout 3 Patch by Quazzy and any prior version of this mod if present
DO NOT INSTALL OTHER MODS UNLESS YOU KNOW WHAT YOU'RE DOING. YOUR GAME WILL MOST LIKELY BREAK IF YOU DO WHILE RUNNING THIS PATCH. YOU HAVE BEEN WARNED. IF YOU'RE UNSURE WHAT MODS ARE OK TO INSTALL, ASK IN THE COMMENTS
ArchiveInvalidation Invalidated is required for this patch to work. It can be set in mod managers for your Fallout 3 game (you don't need to manually set it when doing this step)
To manually set ArchiveInvalidation Invalidated, go to your Documents/My Games/Fallout3 folder and open your FALLOUT.INI
In your FALLOUT.INI file find bInvalidateOlderFiles=0 and change the 0 to 1
Exit and save changes
Download Fallout Anniversary Patcher and inside its zip file, extract all files into your Fallout 3 goty folder where your Fallout3.exe is located
Open Patcher.exe in your Fallout 3 goty folder, follow its instructions, and wait until it says it's finished, then exit the window
Download FOSE and inside it's zip file, extract all those files to your Fallout 3 goty folder where your Fallout3.exe is located
Download Command Extender and inside its zip file, put the fose folder into your Fallout 3 goty/Data folder
Older versions from the executable install, go to your windows uninstall applications and this patch will be in the list to uninstall
Cut Content Restored and Reasons
Republic of Dave overhaul dialogue restoration. Dave's kids have dialogue choices. Different candidates can actually win if the player rigs the votes. Restored dialogue triggers depending on who won or not
Tobar dialogue lines during the Bog hallucinations. No idea why that was cut, it's funny and should be there
Restored the Ranger Battle Helmet's texture to green so it matches its green colored armor
Restored Moriarty's Strongbox key into his inventory. If you talk to Jericho in Megaton and give him money for booze, in return he'll tell you about the cabinet in which Moriarty keeps his caps, and the key that opens it. The only problem is Moriarty didn't have the key.
Restored when you receive the T-45d Power Armor from Sarah Lyons to receiving the Lyons Pride Power Armor instead. It didn't make sense with what Sarah said when she gave you the T-45d Power Armor and you weren't able to receive the Lyons Pride Power Armor in the game. Not only is it disappointing to receive an ordinary T-45d Power Armor set, but it also made no sense to what Sarah Lyons said to you about becoming an honorary Lyons member. You can find the T-45d Power Armor set in many places before reaching that point. Reaching that far in the quest line should reward you with a unique Power Armor set and for what you're about to face (which is the fun enclave battle).
Restored when you receive Recon Armor from Sarah to receiving the Composite Recon Armor instead. You weren't able to receive the Composite Recon Armor in the game. The only reason why it's in here because in the similar scenario as the previous change, reaching that far in the quest line should reward you with a unique recon set and for what you're about to face (which is the fun enclave battle). That armor set is hardly more powerful than the common one in any case.
Restored the area behind the Chop Shop in Underworld. An inaccessible door blocked your way to get behind there. I see no reason why you can't go back there. There's a locked safe and 2 named ferals that don't attack you.
Restored Megaton Brass Lantern Customer's unique dialogue. They're supposed to be friendly and the only npc that's supposed to be rude is Andy in The Brass Lantern.
Restored Mr. Burke fully into the game (Screens). There's dialogue Burke says either before, during, or after the Tenpenny Tower quest and the You Gotta Shoot 'Em in the Head quest. Burke's house was pointlessly sitting in Megaton never being used by him. Burke sat in a chair at Moriarty's all day long and never gets up. He's disabled from the game for no reasons. Everything that was cut fits into the game perfectly which are the following:
Burke will only disappear/be disabled from game if you charm him and not blow-up megaton
You're able to initiate conversations with Burke at appropriate times including before and after quests
Burke is a resident of Megaton with a daily routine
Burke's house can be unlocked with his house key
Burke's house key is in his inventory
Burke has a daily routine at Tenpenny Tower
Goodies (Optional in FOMOD installer)
Every caps transaction between an NPC and the player actually gets added to the NPC in the entire game. When before it inconsistently either only subtracted from the player or did both. Some weren't changed to make sense
Ice cold Nuka Cola Quantum implemented to the pristine vending machines to account for both nuka cola and nuka cola quantum
Quantum Chemist Perk accounts for both regular and ice cold nuka cola
Implemented being able to also use Ice Cold Nuka-Cola Quantum bottles to make Nuka Grenades
Implemented being able to also give Ice Cold Nuka-Cola Quantum bottles to Sierra Petrovita and Ronald Laren
Implemented being able to also give an Ice Cold Nuka-Cola Quantum bottle to Sierra Petrovita when she makes the Mississippi Quantum Pie
Implemented being able to also give Zip Ice Cold Nuka-Cola
The player will shield eyes and stagger from the Megaton explosion only if in 3rd person camera view. 1st person these idles will not trigger
When Mister Burke kills Lucas Simms he gets shot in the head and his head pops. Before Simms was instantly killed from a single shot to him anywhere
Janice Kaplinski gets shot in the head by Colonel Autumn, instead of when she instantly dies from getting shot anywhere
All companions and temporary followers will draw their weapons when the player does, but only when following the player and they aren't waiting
DLC weapons integrated into the wasteland (Auto Axe, Axe, Double Barrel Shotgun, Heavy Incinerator, Infiltrator, Lever Action Rifle, Shovel)
Cut content weapons/armor in various places and on npcs
Adds Older Fallout music (Does not replace FO3 music)
Victoria Watts Stays in Rivet City (Always disliked how she travels across the entire wasteland somehow knowing you're asking random npcs about the android)
Static desks and garbage cans to containers
Brahmin Skull statics to misc items
Turning in extra technology to the outcasts with extra reward options
Microwave Emitter Object effect and critical death. When hitting enemies, it causes burning and radiation damage. Fire burning explosion combined with laser disintegration on critical death
Firelance critical death. Fire burning explosion combined with alien disintegration
Fatman, Experimental Mirv, Nuka Grenade Atomization critical on death
Mechanist and AntAgonizer use their own weapons
T-45d Power armor name changes
Unintrusive popup messages
Centaur and swamplurk radioactive spit explosions
Initiate Pek's armor to Recon Armor (why does a BOS initiate have combat armor?)
Eulogy Jones wears his hat instead of the hat placed in his pad
2 Fire Ant Nectar replaces 2 ant meat in Doctor Lesko's lab in Marigold Station
Small ladder to Lucas Simm's Hatch in his home Screen
Restored an Adventures of Captain Cosmos loading screen
Restored a Radio King loading screen
Restored a Super Duper Mart loading screen
Restored Ant's blood color. It's slightly darker than other bugs
Current Version Changes (3.2)
(Goodies) Every caps transaction between an NPC and the player actually gets added to the NPC in the entire game. When before it inconsistently either only subtracted from the player or did both. Some weren't changed to make sense
(Goodies) Converted into an esm file and renamed to Unofficial Fallout 3 Patch - Goodies.esm
(Goodies) Implemented being able to also give Zip Ice Cold Nuka-Cola
(Goodies) Implemented being able to also use Ice Cold Nuka-Cola Quantum bottles to make Nuka Grenades
(Goodies) Implemented being able to also give Ice Cold Nuka-Cola Quantum bottles to Sierra Petrovita and Ronald Laren
(Goodies) Implemented being able to also give an Ice Cold Nuka-Cola Quantum bottle to Sierra Petrovita when she makes the Mississippi Quantum Pie
(Goodies) The player will shield eyes and stagger from the Megaton explosion only if in 3rd person camera view. 1st person these idles will not trigger
(Goodies) When Mister Burke kills Lucas Simms he gets shot in the head and his head pops. Before Simms was instantly killed from a single shot to him anywhere
(Goodies) Janice Kaplinski gets shot in the head by Colonel Autumn, instead of she instantly dies from getting shot anywhere
(Goodies) Fixed 2 possible unique weapon cheats if the player pickpockets The Mechanist or The AntAgonizer before they hand their weapons to the player. They'll only hand the player their weapons if they have them
(Goodies) Removed Regulator Guard Dogs
Fixed/Regenerated all facial animations (dialogue lip synch files) for the important ones. Radio, robot dialogue, holotapes, etc aren't needed for this
Re-did voice audio files to be the original 44100HZ lossless quality
Packed up all loose files in a BSA except mp3s (Radio plays better and sounds better this way)
Cleaned up files in the BSA
Reverted Dogmeat back to vanilla. Player can't open his inventory, can be hired with any companion, and hire any companion while he's already hired (TTW changes removed combined with me forgetting stuff)
Fixed/Improved the script for all Rivet City NPCs that have scheduled routines to be in the cells on time they're supposed to be in to eat, sleep, patrol, etc
Fixed Bannon, Bryan Wilks, Christie Young, Cindy Cantelli, CJ Young, Diego, Henry Young, Sister, Ted Strayer, and Vera Weatherly's eat schedules to account for going to church on Sunday
Fixed Christie and CJ Young's following Henry schedules to account for going to church on Sunday
Fixed Paulie Cantelli's Flight Deck schedule to not be during Tuesday and Thursday for his Capital Preservation Society schedule
Fixed Sister's Weatherly Lounge schedule to be 2 hours less duration to be on time for his Flight Deck schedule
Fixed Ted Strayer's eat schedule to be at 8am to be in between times for sleeping and all his 10am schedules
Fixed Ashur's force greet when returning to him after taking care of Wernher
Fixed/Moved an enemy spawn that was too close to the Megaton front gate
Fixed Mama Dolce's Radio range to be in the center courtyard along with all its interiors
Fixed when handing over the Civil War Draft Poster to Hannibal Hamlin that it gets added into his inventory instead of the John Wilkes Booth Wanted Poster
Fixed the Zeta enemy's drone cannon to shoot every time. Automatic flag was on
Fixed the 1st two dialogue lines to have lip sync that Lucas Simms says to the player upon entering Megaton. Too far away no lip sync engaged
Fixed 3 dialogue lines that start with "Name's Lucas Simms, town sheriff. And mayor too, when the need arises." Lucas Simms says to the player to all account for the correct number of good or bad karma
Fixed 4 dialogue lines that start with "Name's Lucas Simms, town sheriff. And mayor too, when the need arises." Lucas Simms says to the player to have him salute (Only 1 line out of the 5 had the salute attached)
Fixed the dialogue line "You got a weird look about you, girl. The kind that means trouble. I give everyone a fair shake. But if you do anything remotely stupid, you're dead." Lucas Simms says to the player that was missing "Name's Lucas Simms, town sheriff. And mayor too, when the need arises." to start with like the other 4 possible lines say
Fixed Lucas Simms initial greet in Megaton, so he doesn't walk past the player
Fixed Lucas Simms to force greet the player when the player kills Burke before Burke kills him
Fixed Lucas Simms to force greet the player after the player disarms the Megaton bomb
Fixed Harden Simms to force greet the player when Mister Burke kills Lucas Simms
Fixed when Harden Simms force greets the player after Mister Burke kills Lucas Simms that Harden says the correct dialogue line
Fixed/Blocked the player being unable to interrupt Mister Burke and Lucas Simms confrontation
Fixed/Blocked the player being unable to interrupt Mister Burke and Roy Phillips confrontation
Fixed/Blocked the player being unable to interrupt Roy Phillips and Tenpenny gate intercom conversation
Fixed the Mister Burke and Lucas Simms confrontation to happen anywhere in Megaton Mister Burke is except his locked house
Fixed Mister Burke from killing Lucas Simms from across another cell
Fixed/Restored Moriarty to have a short conversation with Gob about cleaning up a dead body if the player kills Mister Burke in Moriarty's Saloon or Mister Burke kills Lucas Simms in Moriarty's Saloon
Fixed the dialogue line "Well, that's been a long time coming. Good riddance." Moriarty says to be said after the short conversation with Gob about cleaning up a dead body and only if Lucas Simms was killed. Implemented Moriarty to also look at Lucas Simms corpse when saying the line
Fixed when the player kills Mister Burke or Roy Phillips during their confrontation, so they'll continue their routines
Fixed Mister Burke to do his routines in Megaton after the player talks to him in the Saloon
Fixed Mister Burke to be moved out of his locked house if he's inside it when Lucas Simms confronts him
Fixed Mister Burke's eat routine inside his house
Fixed the Megaton popup message choice "Rig the bomb to explode." to only appear if the player has the Fusion Pulse Charge
Fixed the popup message "Burke has been killed! You can no longer receive a reward for blowing up Megaton." to only appear at the correct times
Fixed in the rare instance when the player has the Fusion Pulse Charge, kills Mister Burke, rigs the bomb to explode which fails the quest, to not let the Remote Detonator appear. Mister Burke didn't arrive at Tenpenny Tower yet to prepare the detonator
Fixed Mister Burke to no longer unholster and holster his weapon sometimes when switching routines
Fixed Mister Burke to force greet the player when he's waiting on the balcony for the player to blow up Megaton
Fixed Mister Burke to force greet the player after Mister Burke and Tenpenny have their conversation when blowing up Megaton
Fixed/Reworked the blowing up Megaton scene. Player controls are disabled until after Mister Burke gives the player a reward. This works in every circumstance depending on who's dead or not and if Tenpenny Tower is being attacked or not.
Fixed Mister Burke to wait on the Tenpenny balcony and returns to his routines after Mister Burke and Roy Phillips confront each other, blow up Megaton, ferals are attacking, then Tenpenny Tower goes back to normal
Fixed Mister Burke to not run away from the ghoul mask or feral ghouls near the Tenpenny balcony door when he's on the Tenpenny balcony
Fixed the dialogue line "Well I'll be damned. You're from that vault! Vault 101! Ha ha! I ain't seen one of those jumpsuits in a LONG time!" Lucas Simms says to also account for the Vault 101 Utility Jumpsuit and Vault 101 Security Armor
Fixed the dialogue option "How would you feel about having a few Ghoul neighbors?" to Mister Burke to not show up if the ferals are attacking the Tenpenny Tower or if Tenpenny is dead
Fixed the dialogue option "Are you doing something about those Ghouls?" to Mister Burke to not show up if the ferals are attacking the Tenpenny Tower
Fixed the dialogue option "I've met them. Roy Phillips and those other Ghouls don't seem all that bad." to only show up if the player talked to Roy, Bessie, and Michael and if they're not dead
Fixed the dialogue option "How's that Ghoul situation coming along?" to Chief Gustavo to show up at the correct times and removed 2 choices that shouldn't be there
Fixed the dialogue option "I'm still working on getting rid of Roy Phillips and his pack of Ghouls." to Chief Gustavo to show up at the correct times
Fixed the dialogue option "I can help with your Ghoul problem. Where are they hiding out?" to Chief Gustavo to show up at the correct times
Fixed/Added the dialogue option "I can help with your Ghoul problem." to Chief Gustavo if the player already found where Roy's hideout is
Fixed the dialogue option "I'm going to find a non-violent solution to your Ghoul problem." to Chief Gustavo to show up at the correct times
Fixed the dialogue option "What the hell's a Ghoul anyway? Some kind of diseased human?" to have choices and not go back to the main choices
Fixed/Blocked the player from interrupting/pickpocketing Millicent Wellington during her conversation with her husband, killing him, and killing Susan Lancaster
Fixed to check whether Millicent Wellington is sitting or not before shooting her husband and Susan Lancaster
Fixed Millicent Wellington to not go kill Susan Lancaster if she's already dead
Fixed the dialogue option "I can help take care of that little Ghoul problem for you." the player says to Chief Gustavo to not show up when the player already killed all 3 Ghouls
Fixed the dialogue option "How would you feel about having a few Ghoul neighbors?" the player says to the Tenpenny residents to only appear after asking Tenpenny about it and if Tenpenny hasn't said it's ok for the ghouls to move in yet
Fixed the dialogue option "What are you shooting at out there?" the player says to Tenpenny only if Tenpenny has his sniper rifle unholstered
Fixed the dialogue option "There are some Ghouls who want to live here. What do you think about that?" the player says to Tenpenny to appear when the player knows about the Ghoul's plan, ghouls aren't allowed to move in yet, Tenpenny hasn't been asked the following question yet, and to not be said only once
Fixed the dialogue option "What if the residents are okay with Ghoul neighbors?" the player says to Tenpenny to set the stage objective "Help the Ghouls get into Tenpenny Tower." to appear if the player hasn't yet
Fixed the dialogue response "How did you get past the guard? What do you want?" Tenpenny says to the player to not be said when the player has the objective "Report to Mister Burke in Tenpenny Tower." and to be said only once
Fixed/Restored the dialogue response "You've become a bit of a bore, haven't you? Go away!" Tenpenny says to the player
Fixed the Tenpenny Suite Guard to not go unlock the door if it's already unlocked
Fixed Tenpenny Tower quest to reset back to normal every time after all the Tenpenny residents are killed (Bodies would sometimes be endlessly rag dolling causing the OnDeath scripts to not count their deaths yet)
Fixed Roy Phillips to go into the Tenpenny lobby after handing the player the Ghoul mask
Fixed the dialogue greeting "You there. Hold it. Who the hell are you?" Roy Phillips says to the player to be the 1st conversation he has with the player when Roy is in the Warrington metro
Fixed the dialogue greeting "Ho chum! What's the word?" Roy Phillips says to the player to account for certain choices the player chose that he liked
Fixed the dialogue greeting "You're brave to keep bothering me. Or stupid." Roy Phillips says to the player to account for certain choices the player chose that he didn't like
Fixed the dialogue greeting "What do you want?" Roy Phillips says to the player to account for certain choices the player chose that he's neutral about
Fixed the dialogue option "Well, maybe I should talk to Tenpenny. There may be a peaceful solution." the player says to Roy Phillips to only show if Tenpenny is alive
Fixed the dialogue option "Let me try talking to Tenpenny. Maybe he wouldn't mind you living there." the player says to Roy Phillips to only show if Tenpenny is alive
Fixed the dialogue response "After Tenpenny died, I assumed full command. And since I hate Ghouls, I guess the answer to that question is pretty damn clear." Chief Gustavo says to the player to not be said if Tenpenny already said it's ok for the ghouls to move in
Fixed the dialogue option "I've met them. Roy Phillips and those other Ghouls don't seem all that bad." the player says to Chief Gustavo to only appear if the player talked to all 3 ghouls, hasn't killed any of them yet, and the ghouls still aren't allowed to move in yet
Fixed the dialogue option "How's that Ghoul situation coming along?" the player says to Chief Gustavo to only appear if the player hasn't completed "Kill Roy Phillips and his followers." yet, doesn't know the ghouls plan yet, hasn't accepted Gustavo's offer yet, and also fixed its choices
Fixed the dialogue option "I'm still working on getting rid of Roy Phillips and his pack of Ghouls." to Chief Gustavo to only appear if the player knows about the ghoul's plan, accepted Gustavo's job offer, and hasn't completed Killing Roy Phillips and his followers
Fixed the dialogue option "I can help with your Ghoul problem. Where are they hiding out?" to Chief Gustavo to only appear if the player hasn't talked to Roy or Michael yet, hasn't accepted Gustavo's job offer yet, and knows about the ghoul's plan
Fixed/Added the dialogue option "I can help with your Ghoul problem." to Chief Gustavo to only appear if the player has talked to Roy or Michael, hasn't accepted Gustavo's job offer yet, and knows about the ghoul's plan
Fixed the dialogue option "I'm going to find a non-violent solution to your Ghoul problem." to Chief Gustavo to show in his main options and only appear if the player hasn't killed Roy or his followers, ghouls still aren't allowed to move in yet, player knows about the ghoul's plan, accepted Gustavo's job offer, hasn't talked to Roy or Michael yet
Fixed the dialogue response "They've holed up in the nearby metro tunnels. They're living with packs of Feral Ghouls. They've barred the main entrance. Go through the train yard." Chief Gustavo says to the player to mark the Warrington Trainyard map marker on the player's pipboy map if the player hasn't discovered it yet
Fixed the dialogue options for "What the hell's a Ghoul anyway? Some kind of diseased human?" the player says to Chief Gustavo
Fixed the dialogue greeting "Ah yes. Mister Burke is expecting you. He is waiting for you on the balcony." the Tenpenny guard says to the player to not appear anymore when he's unlocking the door and when the door is unlocked
Fixed the dialogue greeting "Mister Tenpenny isn't taking callers." the Tenpenny guard says to the player to not appear anymore when he's unlocking the door and when the door is unlocked
Fixed the dialogue options for "Are you afraid of the Ghouls trying to get into Tenpenny?" the player says to Lydia Montenegro
Fixed the dialogue options for "Are you worried about those Ghouls?" the player says to Anthony Ling
Fixed the dialogue options for "You know anything about those Ghouls trying to get in here?" the player says to Shakes
Fixed the dialogue options for "What do you think of the whole situation with the Ghouls?" the player says to Irving Cheng
Fixed the dialogue options for "You know anything about these Ghouls?" the player says to Tiffany Cheng
Fixed the dialogue options for "Those Ghouls sure have people worked up, don't they?" the player says to Susan Lancaster
Fixed the dialogue options for "I bet you know a thing or two about those Ghouls..." the player says to Herbert Dashwood
Fixed the dialogue options for "Are you doing something about those Ghouls?" the player says to Mister Burke and not show if the ferals are attacking when he's on the Tenpenny balcony
Fixed the dialogue options for "Those Ghouls have you stressed out, too?" the player says to Margaret Primrose
Fixed the dialogue options for "I don't suppose you know much about those Ghouls?" the player says to Michael Hawthorne
Fixed the dialogue options for "Do you know anything useful about those Ghouls?" the player says to Edgar Wellington
Fixed the dialogue options for "Hear anything interesting about the Ghouls?" the player says to Millicent Wellington
Fixed the dialogue options for "Know much about those Ghouls?" the player says to Doctor Banfield
Fixed the dialogue response "Don't have any data in my files about that." from Shakes to not have any dialogue options and take the player back to the robot's main dialogue options. The robot doesn't have any dialogue in those options
Fixed the dialogue response "Don't you worry about any such thing, sir. Care to wet your whistle?" from Shakes to not have any dialogue options and take the player back to the robot's main dialogue options. The robot doesn't have any dialogue in those options. Also made a female version of this line cutting out "sir"
Fixed the dialogue greeting "Well, it'll take a little elbow grease but then this place will be a true home!" Bessie Lynn says to the player to be a goodbye. This prevents dialogue options that shouldn't appear yet
Fixed the dialogue greeting "Bastards. Could have done it the easy way and just let us live here with them. Oh well. Guess we better get started with the cleanup." Michael Masters says to the player to be a goodbye. This prevents dialogue options that shouldn't appear yet
Fixed the dialogue option "I'm here to see Roy Phillips." the player says to Michael Masters to only be available when Michael is in the Warrington Tunnels and if Roy isn't dead
Fixed when Mister Burke says to Roy Phillips "There's a detonator on the balcony." and changed it to "The detonator is right over there." They cut out the conversation being somewhere else, but they didn't change that line
Fixed Susan Lancaster, Millicent Wellington, Lydia Montenegro, and Anthony Ling to not be disabled while they're in the wasteland for certain reasons when the Ghouls kill the Tenpenny residents, and the corpses appear in the basement
Fixed Susan Lancaster, Millicent Wellington, Lydia Montenegro, and Anthony Ling to not be moved to the Tenpenny feral attack cells when they're in the wasteland for certain reasons
Fixed Susan Lancaster, Millicent Wellington, Lydia Montenegro, and Anthony Ling to exit through the front gate after leaving Tenpenny Tower for certain reasons
Fixed Roy Phillips to go back into Tenpenny Tower after talking to Mister Burke when all the Tenpenny Residents have been killed. He would just stand there for that scenario
Fixed Roy Phillips to not get moved to the Tenpenny Balcony when it isn't during 2 objectives from the Power of The Atom quest. "Report to Mister Burke in Tenpenny Tower." and "Activate the detonator at Tenpenny Tower."
Fixed Mister Burke and Roy Phillips conversation to only occur during 2 objectives from the Power of The Atom quest. "Report to Mister Burke in Tenpenny Tower." and "Activate the detonator at Tenpenny Tower."
Fixed Mister Burke and Roy Phillips conversation to only occur while the ferals are attacking Tenpenny Tower. The player could have it trigger when Tenpenny Tower has been repaired. The dialogue lines make sense with the attack going on
Fixed Mister Burke's dialogue response "If you can do a better job than Chief Gustavo, perhaps you can go enlighten him. I have important matters to attend to. If you'll excuse me?" to the player to only trigger if Gustavo is alive
Fixed Mister Burke's dialogue response "Ahem. I advise you to speak more civilly. Perhaps you can go enlighten Chief Gustavo. I have pressing "evil minion" things to do." to the player to only trigger if Gustavo is alive
Fixed missing choices in the dialogue greeting line "I'm afraid she's going to be out for a while. She's not well at all." Dr. Barrows says to the player
Fixed the dialogue choice "Reilly's Rangers?" to Dr. Barrows to only show if the player doesn't know who Reilly is and was missing a dialogue choice
Fixed a missing choice in the dialogue line "I'd say she tangled with some Super Mutants and lost. It's a miracle she isn't dead." Dr. Barrows says to the player
Fixed missing choices in the dialogue line "That kind of talk is uncalled for. I was, am and always will be a doctor of medicine." Dr. Barrows says to the player
Fixed a missing choice in the dialogue line "She was just brought in by a few others. They found her bleeding to death at the entrance to the city here." Dr. Barrows says to the player
Fixed a missing choice in the dialogue line "Well, I wouldn't recommend it. She's in some sort of coma. It's dangerous to force someone out of one." Dr. Barrows says to the player
Fixed the dialogue choice "Do you mind if I try and revive her?" to Dr. Barrows to be a goodbye
Fixed the dialogue choice prompt "No time for chatter. I'm here to get you guys out." to Butcher to only show if the player accepted Reilly's proposal
Fixed/Added the dialogue choice prompt "No time for chatter. Let's get out of here." to Butcher to only show if the player hasn't accepted Reilly's proposal
Fixed the dialogue choice "Reilly? Who's that? Never heard of her." to Butcher to only show if the player doesn't know who Reilly is
Fixed the dialogue choice "I don't know any Reilly, but I do know we need to get the hell off this roof." to Butcher to only show if the player doesn't know who Reilly is
Fixed the dialogue choice "I don't know a Reilly, and I'm out of here." to Butcher to only show if the player doesn't know who Reilly is
Fixed the dialogue choice "Yeah, she's fine. They patched her up and she's resting in Underworld." to Butcher to only show if the player knows who Reilly is
Fixed the dialogue choice "Okay, fine. Yes, she's alive. She's safe in Underworld. Satisfied?" to Butcher to only show if the player knows who Reilly is
Fixed the dialogue choice "Look, let's get out of here and I promise I'll take you to her." to Butcher to only show if the player knows who Reilly is
Fixed the dialogue goodbye line "Get that fission battery then double time it back here!" Butcher says to the player to trigger only if the player doesn't have any fission batteries
Fixed the dialogue greeting line "Well, I suppose thanks are in order... and a little something extra for your trouble." Butcher says to the player, so he'll only give the player the Ranger Compound Terminal Password if the player didn't get it from Reilly
Fixed the dialogue greeting line "Again, I'm not sure how to thank you." Butcher says to the player, so he'll give the player the Ranger Compound Terminal Password and only if the player didn't get it from Reilly
Fixed the dialogue greeting line "Yeah? What is it? Ready to help?" Reilly says to the player to trigger only if she proposed the offer, the player hasn't accepted it yet, and also fixed its choices
Fixed the dialogue greeting line "Yeah? What do you want?" Reilly says to the player to trigger only if she hasn't proposed the offer yet, the player hasn't accepted it yet, and also fixed its choices
Fixed/Added another dialogue greeting line "Yeah? What do you want?" Reilly says to the player to trigger only if the player chose the option "Sorry, sounds like suicide. Be my guest."
Fixed the dialogue hello line "Sigh. This is a long way from the Statesman Hotel. Why are you still here?" Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop
Fixed the dialogue hello line "Why are you just standing around here? My men might be dying!" Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop
Fixed the dialogue hello line "Please, don't hang around here... just get out to the Statesman Hotel and rescue my men." Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop
Fixed the dialogue hello line "You're still here?" Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop
Fixed the dialogue hello line "Whoa. Feel woozy." Reilly says to the player to trigger only if Reilly is still in the Underworld ChopShop
Fixed the dialogue choice "How do I know they're still alive?" to Reilly to only appear if the player hasn't listened to the Ranger radio broadcast help
Fixed the dialogue choice "How did this all happen, Reilly?" Reilly says to the player to not appear after accepting her proposal and appears on certain choices before the proposal, and also fixed its choices
Fixed the dialogue choices for the line "If time wasn't so precious right now, I wouldn't be so on edge either. I need to get help for the rest of the Rangers, and fast." Reilly says to the player
Fixed the dialogue choices for the line "That's not the way I do things." Reilly says to the player
Fixed the dialogue choices for the line "You're pretty sharp, kid." Reilly says to the player
Fixed the dialogue choices for the line "Heh, I feel worse than I look, but that doesn't even matter to me. I'm just worried about the rest of the Rangers." Reilly says to the player
Fixed the dialogue choices for the line "You got a lot of class, kid." Reilly says to the player
Fixed the dialogue choices for the line "Are you completely stupid?" Reilly says to the player
Fixed the dialogue choices for the line "Very bad move, but we had no choice." Reilly says to the player
Fixed the dialogue choices for the line "They are?! Holy shit!" Reilly says to the player
Fixed the dialogue choices for the line "If time wasn't so precious right now, I wouldn't be so on edge either. I need to get help for the rest of the Rangers, and fast." Reilly says to the player
Fixed the dialogue choices for the line "Spoken like a merc. You sound like me when I was just a kid starting out in the business." Reilly says to the player
Fixed the dialogue choices for the line "Look, I don't know where else to go. In the shape I'm in, I'll be lucky to get ten feet." Reilly says to the player
Fixed the dialogue choices for the line "Look, I don't know what your problem is, but I got three guys alone out there with an army of Super Mutants around them." Reilly says to the player
Fixed the dialogue choices for the line "Actually, we did lay down a bunch of countermeasures. I don't know how many of them have already gone off though." Reilly says to the player
Fixed the dialogue choices for the line "My bad idea I'm afraid. I had a Stealth Boy which allowed me to slip off the roof unnoticed. The plan was to get back to get some help." Reilly says to the player
Fixed the dialogue choices for the line "It takes a big man to apologize... I respect that." Reilly says to the player and only towards if the player is a man
Fixed the dialogue choices for the line "Fine. Since you're all business and obviously don't give a damn about human life, I got a proposal for you." Reilly says to the player and removed an unnecessary script that shouldn't set the proposal yet
Fixed the dialogue choices for the line "Last stand? Well, we hoped not. We figured we'd get up there and get a better signal to radio the Brotherhood of Steel for help." Reilly says to the player and removed an unnecessary script that shouldn't set the proposal yet
Fixed the dialogue choices for the line "So you're that eager to jump in headfirst, eh? You remind me a lot of some crazy mercs I knew back in the day." Reilly says to the player and removed an unnecessary script that shouldn't set the proposal yet
Fixed the dialogue choice prompt from "So, what's this about needing help? Tell me the whole story." to "Tell me the whole story." since Reilly isn't asking for help yet in almost all the ways this option appears
Fixed the dialogue choice prompt from "Let's skip all the story and get to the point. What do you need?" to "Let's skip all the story and get to the point." since Reilly isn't asking for help yet in her response
Fixed the dialogue choice "Whoa, whoa. Calm down! Who are you?" to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices
Fixed the dialogue choice "Hey, relax, you were badly wounded. Now... who are you?" to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices
Fixed the dialogue choice "My apologies. I didn't know who you were." to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices
Fixed the dialogue choice "Reilly's Rangers, huh? Never heard of you." to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices
Fixed the dialogue line "Get the Rangers home. Please. That's all I want. I don't care how you do it." Reilly says to the player to set the proposal and fixed its choices
Fixed the dialogue line "No! There is no way my guys are dead!" Reilly says to the player to be a goodbye
Fixed the dialogue response "Wow. You really are an asshole. Fine. I hope their deaths sit well on your conscience." from Reilly to count as negative towards to the player
Fixed the quest objective "(Optional) Gear up at Ranger Compound." to appear after Reilly says to the player "We have a headquarters not far from here."
Fixed the quest objective "Give a Fission Battery to Donovan" to not appear anymore if the player fixes the elevator
Fixed the quest objective "Find Reilly in Underworld inside the Museum of History." to not appear anymore if the player skipped it and progressed in the quest to the other Rangers
Fixed the quest objective "Lead Reilly's Rangers to safety." to not be completed too early and will only complete after the final wave of super mutants are killed, and all the rangers survived
Fixed the quest objective "Get to the Statesman Hotel exit." to appear after fixing the elevator
Fixed the quest objective "Get to the Statesman Hotel exit." target location
Fixed the quest objective "Get to the Statesman Hotel exit." to be completed after exiting the Statesman Hotel and while having the objective "Return to Reilly at Ranger Compound." displayed
Fixed the Ranger Compound Terminal to not be automatically unlocked and unlocked if the player uses the password note received from Reilly or Butcher. In case Butcher died or the player skipped his dialogue to receive it, the terminal will be unlocked anyways as a backup
Fixed Reilly to not be crippled when she's in the Ranger Compound (This is only possible when the player revives her)
Fixed Susie Mack and Christine to turn in their GOAT tests without issues, so now all the GOAT tests being turned in work without issues
Fixed/Blocked the player from interrupting/pickpocketing Amata, Butch, Christine, Paul, Mr Brotch, Susie, and Wally during their GOAT test turn in conversations
Fixed Amata to not say her interrogation scene lines anymore when she appears after opening the Vault 101 door. The rare instance when the player received the 10mm pistol from Amata, skips the interrogation scene undetected, exits through the escape tunnel, then opens the vault door.
Fixed the dialogue line "Oh! Did you need something else?" Sierra Petrovita says to the player to not have an unnecessary script attached to it
Fixed all the dialogue lines when giving Nuka Cola Quantum bottles to Sierra Petrovita and Ronald Laren so they say the correct responses to how many Quantum bottles are added up currently
Fixed the dialogue option "I don't have time for this nonsense." towards Ronald Laren so he doesn't stand there forever after he says his line
Fixed Bob, Shawna, and Rosie to not get stuck at the ballot box when voting. This happened when they weren't in the same cell as the player when they voted. Then upon entering the cell they were stuck.
Fixed/Blocked the player from interrupting/pickpocketing Crimson and Forty's conversation before they sleep together
Fixed 3 dialogue lines when Forty wants to talk to Euology about a raise to actually go talk to him
Fixed Sun of Atom and Atoms Champion mute dialogue greeting lines
Fixed/Blocked the player being unable to initiate dialogue with the sleeping patients in the Anchorage medic tent
Fixed/Blocked the Regulator HQ exterior enemy spawns from activating the HQ shack door and killing the Regulator NPCs inside
Fixed/Blocked the Regulator NPCs from going outside to fight the spawns nearby. Higher level spawns killed them easily outside
Fixed the 3 Raven Rock Exterior enclave NPCs from respawning
Fixed Star Paladin Cross' class type to be Brotherhood of Steel Knight instead of Brotherhood of Steel Soldier. Knight has melee weapons tagged and the soldier doesn't
Fixed the dialogue line "Oh hey, hi. You again, huh? I thought maybe you'd be blown up or shot or something by now, but I guess not. Not yet, anyway." Zip says to the player, so it only appears after having the 1st conversation with him
Fixed the dialogue line "Hey, hi! Hi, lady. Hey there. What's going on? Anything new? You have any good stories? What about Nuka-Cola, you have any of that? Huh, huh?" Zip says to the player, so it only appears after having the 1st conversation with him and after he asks the player for nuka cola the 1st time
Fixed the dialogue line "Hey, hi! Hi, mister. Hey there. What's going on? Anything new? You have any good stories? What about Nuka-Cola, you have any of that? Huh, huh?" Zip says to the player, so it only appears after having the 1st conversation with him and after he asks the player for nuka cola the 1st time
Fixed the dialogue line "Hey there. You have any Nuka-Cola? Even just a bit? Can I have some? Be your best friend. Honest. Totally. Not even kidding!" Zip says to the player, so it only appears after having the 1st conversation with him and after he asks the player for nuka cola the 1st time
Fixed the dialogue line "So yeah, it's good to meet you, big kid, and maybe you've got big stuff on top of you. Do you have any Nuka-Cola, maybe? Yes? Please?" Zip says to the player, so it sets the 1st time he mentions asking for nuka cola
Fixed the dialogue line "That reminds me, got any Nuka-Cola? 'Cause if I'm not gonna have a gun in town, then it must be okay for me to have more Nuka, right?" Zip says to the player, so it sets the 1st time he mentions asking for nuka cola
Fixed Zip to not say karma greetings that broke his initial greetings he's supposed to say
Fix/Prevented the Anchorage container cheat when transferring simulation items into a body upon coming back from the simulation (Unless you go out of your way to use console commands)
Fixed/Reverted the metal helmet voice modulation since the female version is open face
Fixed when Colonel Autumn says "Now I'm running out of patience, son. I want that code, and I want it now." to cut out "son" since there's no female version for it
Fixed Shorty to stop talking to the super mutant guarding him if the Super Mutant dies during their conversation
Fixed the Super Mutant guarding Shorty to stop talking to Shorty if Shorty dies during their conversation
Fixed the Super Mutant guarding Shorty to fire his weapon at Shorty until he dies after their conversation
Fixed the Super Mutant guarding Shorty to stop firing his weapon when Shorty dies
Fixed the Super Mutant guarding Shorty to start combat with Shorty if he doesn't have his Hunting Rifle before shooting Shorty (Player pickpockets him)
Fixed duplicated facial hair showing up in the character creation facial hair choices, they shouldn't be playable for the player
Restored many dialogue lines Casdin says by having him being outside normally when before he only showed up when the player said the initial yes to the job
Fixed Casdin's forced greeting to not have him walk all the way up to the gate and instead go to the player within the radius
Fixed Casdin's forced greeting to be triggered at the end of Morgan's dialogue line when telling him a local is interested in the job
Fixed Protector Casdin, Defender Morgan, and Defender Rockfowl's death items
Fixed Defender Morgan to not briefly stand there after saying to Casdin the player is interested in the job
Fixed the dialogue options "Can I join your group?" and "You collect technology? How do I sign up?" to not popup anymore after saying the initial yes to the job
Fixed/Blocked the player from interrupting/pickpocketing Morgan and Casdin when Morgan goes to tell Casdin the player is interested in the job
Fixed every instance in the Those! quest to account for if the player has talked to Bryan Wilks yet or not. Before it relied on stage 10 causing issues
Fixed dialogue with Doctor Lesko so the reward negotiating options can't be chosen twice
Fixed the dialogue option "Let me get back to you on this." with Doctor Lesko to be the bottom choice in every instance
Fixed stage 10 (Find Bryan Wilks' father.) of Those! to set it only when the player hasn't found his corpse yet in every instance
Fixed Bryan Wilks' greeting "Come on! Tell me already!" to only be said at the correct times
Fixed Bryan Wilks' greeting "Did you change your mind or something?" to only be said at the correct times
Fixed the dialogue option "Is there anywhere you can hide?" to still appear for Bryan Wilks if the player still hasn't told him to go hide yet and the player already found his father's corpse
Fixed the dialogue option "Okay. I'll go look for your father." with Bryan Wilks to not appear if the player already found his father's corpse
Fixed the dialogue option "Sorry, kid. Your old man is ant food." with Bryan Wilks to complete the objective "Deliver the bad news to Bryan Wilks."
Fixed the dialogue option "Your father's dead." with Bryan Wilks to complete the objective "Deliver the bad news to Bryan Wilks."
Fixed the dialogue option "Bryan, I'm sorry, but your father is dead." with Bryan Wilks to complete the objective "Deliver the bad news to Bryan Wilks."
Fixed the dialogue option "Yeah, you'll be better off staying at home." with Bryan Wilks to clear the house of his father's corpse and other things and if the objective (Find Bryan Wilks' father.) is still being displayed, it will no longer be displayed
Fixed when Bryan Wilks says "Oh boy! Thank you so much! I'll wait in my old house for you to come back... I need to bury my pappa anyway." to have another dialogue line cutting out "I need to bury my pappa anyway." accounting for if the player hasn't told him yet his father is dead
Fixed the dialogue option "This is a hefty task, Doc. I'm going to need serious incentive." to be a hard speech challenge. It was setup to be one, but the developers didn't finish it
Fixed the dialogue option "I've killed all the Nest Guardians [Lie]" with Doctor Lesko to only account for if the player has entered the hatchery and hasn't killed all the guardian ants yet
Fixed the 5 guardian ants to frenzy each other if the player sends the pulse
Fixed the Those! quest objective "Send the Inhibitor Pulse from Lesko's portable terminal or Kill the Ant Queen." to appear if the player lied to Doctor Lesko and hasn't sent the pulse yet (Thanks to Drithius)
Fixed the Those! quest objectives "Find Bryan Wilks in Grayditch." or "Return to Bryan Wilks." to appear if the player lied to Doctor Lesko and sent the pulse (Thanks to Drithius)
Fixed/Improved Protector McGraw's unvoiced dialogue line "Welcome back." to have audio (used from one of his greeting lines)
Fixed/Altered the dialogue response "Mr. President, I'm sorry to bother you. This is Lieutenant Williams. I have an unauthorized individual here who says he's supposed to speak with you." so he says "who's" instead of "who says he's" since no female line exists for it
Fixed the Fort Independence to let the player inside without issue when Protector Casdin says they trust the player
Fixed 2 wall clipping issues inside the Fort Independence
Fixed the player to be unable to use the pipboy to fast travel during Ashur's speech
Fixed/Added a female version of when Tiffany Cheng says "That's terrific! A real man of action. That's just what we need!" to the player but the 2nd sentence is cut out
Fixed all the terminals in the game that had those underscores in odd spots. They were missing their welcome texts
Added lucky 8 ball's inactive message back
Fixed Abraham Washington's key to be used for his door to his room. His key was in his inventory doing nothing
Fixed Sandra's non angered hello dialogue lines
Fixed a Fire Ant Nectar exchange with Doctor Lesko that shouldn't occur on the dialogue line "I would be more than happy to take that off your hands if you'd like."
Fixed when Sierra Petrovita says "Well? What do you think? Will you take my offer?" to only appear after she said the offer and the player chose to think about it
Fixed when Sierra Petrovita says "So, you ready to hear me out? I have a bit of a proposition for you." to only appear after the tour and before the offer
Fixed the quest objective "(Optional) Find the ruins of the Nuka-Cola Bottling Facility." to always appear when asking Sierra Petrovita "Do you even have a clue as to where I can start looking?"
Upgraded the Alien Captive Recorded Log 17 audio to 44100Hz quality
Fixed when asking Butcher "Are there any other ways off this roof?" so his 2nd response "Seriously, the elevator is our only chance now that the radio tower is gone." works. Before he only said the 1st line
Fixed the dialogue choice "My posting is Nuka-Cola R&D and my number is 987065 <lie>" to be said once on both occasions
Fixed to only be able to mention to Evan King once about Lucy's letter
Fixed Grouse to trigger his warning dialogue when the player tries to go into Paradise Falls without permission
Fixed Grouse's warning dialogue to be goodbye lines
Fixed the Strictly Business quest to not apply permission into Paradise Falls too early. Only permission should be granted through dialogue with Grouse
Fixed a Grouse greeting dialogue to trigger if the player is sneaking
Fixed when the player says to Grouse "Your pals over at the Lincoln Memorial seemed pretty happy with me." to require being evil or very evil
Fixed when Grouse says "Yeah, just behave yourself. The boys up there don't fuck around." only when the player is allowed to enter Paradise Falls
Fixed the dialogue option "Anything you want to say before you meet your maker?" to show up for Bessie Lynn after saying "Gustavo hired me to kill you."
Fixed 2 American Grease-Monkeys that had mute dialogue lines. Only males have those voiced lines, so they're changed to males
Fixed the player to be unable to initiate dialogue with the Chinese Soldier captives before they get shot in the head
Fixed Impartial Mediation perk's increased speech skill to require the exact amounts of neutral karma for the player to have it
Fixed Plik's dialogue line "That's the spirit! The other participants are waiting, so just press the button inside to let me know when to begin." audio file to not have "sir" in it
Restored 2 dialogue responses Leaf Mother Laurel says when the player insults the Tree Father
Restored 2 dialogue responses Agatha says when the player asks her "Is the Stradivarius worth a ton of caps?"
Restored a dialogue response Derek Pacion says when the player asks him "What can you tell me about Canterbury Commons?"
Restored the dialogue option "You killed my father, you son of a bitch!" to Colonel Autumn
Restored 2 extra dialogue lines Colonel Autumn says to the player after the player gives an incorrect Purifier code
Fixed the dialogue option "The way I see it, if you and the rebels are dead, all these problems are over." to Amata to have the [Karma] showing
Fixed the dialogue option "There's only one solution, here. Death, and lots of it. You get to be first!" to Officer Gomez or Officer Armstrong to trigger and show the [Karma]
Fixed the dialogue option "Heheh. You're not fooling anyone. Everyone knows you're one of the good guys." to Griffon to not have the [Karma] showing when the player gets that response
Fixed the dialogue option "How about I buy all the Temple of the Union slaves from you?" to Leroy Walker to be said only once since the rejection responses Leroy states it's a onetime offer
Fixed the dialogue "Just like every other thieving mungo." pickpocket line Little Lamplight kids say to not require having the Child At Heart perk
Fixed the dialogue option "Look, bud. It'd be best if you just drift on by and leave us alone." to Billy Creel to trigger towards the player
Fixed the dialogue option "Don't make me beat it out of you." to Winthrop to not require a caps check. No caps are involved with this response
Fixed the dialogue option "How about 250 caps, instead? Is it a "deaw"?" to Biwwy to require 250 caps or higher, not 500
Fixed the dialogue option "Can you teach me the ways of the Vampire?" to Vance to show up after telling him Arefu has accepted his proposal
Fixed the dialogue option "Relax. I don't care. Take these morons for all their worth. I'm just curious." to Griffon to require evil karma or worse
Fixed the dialogue option "Not good enough. Give me your caps, or I'll take them from your corpse." to the Brokensteel Bandits to caclculate the correct amounts of karma
Fixed the dialogue option "The baby's here, and she's safe. How will this help the slaves?" to Wernher to have the [Karma] showing
Fixed the dialogue option "It's here and safe. How's this going to put me in charge of The Pitt?" to Wernher to have the [Karma] showing
Fixed the dialogue option "Sorry, but the slaves don't have time to wait for a cure. I'm taking Marie." to Sandra to have the [Karma] showing
Fixed the dialogue option "That means kidnapping this baby is the key to ruling this city. Yoink!" to Sandra to have the [Karma] showing
Fixed the dialogue option "Seems like an awful lot of fuss over one little baby." to Midea to have the [Karma] showing
Fixed the dialogue option "I don't feel right about kidnapping. She's going to be safe, right?" to Midea to have the [Karma] showing
Fixed the dialogue option "I joined with the winning side. Now shut your mouth, slave." to Midea to require evil karma or worse and have the [Karma] showing
Fixed the dialogue option "Sorry, but I just couldn't kidnap an innocent baby, even for your freedom." to Midea to have the [Karma] showing
Fixed the dialogue option "He said your discovery will free the slaves and cure them. How could I say no?" to Ashur to have the [Karma] showing
Fixed the dialogue option "He said you had the key to ruling the city, and I'm here to collect." to Ashur to have the [Karma] showing
Fixed the dialogue option "I'm the hero who's going to kill you and free the slaves!" to Ashur to have the [Karma] showing
Fixed the dialogue option "I'm the badass who'll be running this place once I kill you." to Ashur to have the [Karma] showing
Fixed the dialogue option "I'm the badass who'll be running this place once I kill you." to Ashur to have the [Karma] showing
Fixed the dialogue option "You obviously know all about the G.E.C.K., so let's help each other out." to Fawkes to trigger
Fixed the dialogue option "What have you got to trade for a bottle of Nuka-Cola?" to Zip to show the [Barter]
Fixed the dialogue option "You've got a laser. Technically, you'd be asking "with highly focused light." to Protector Casdin to trigger
Fixed the dialogue option "Come on, it'll be an adventure!" to Bumble that it's a Child at Heart perk check only. Being a speech check and perk check fools the player knowing the perk was required. There's already another dialogue line being the speech check
Fixed the dialogue option "Know anything else that could help me stop them?" luck responses from Derek Pacion to have the [Luck] showing
Fixed the dialogue option "Funny. I'll take my caps back now." response from Jericho to not have the [Unarmed] showing
Fixed the dialogue option "Oh, come on. He'll listen to reason. Go talk to him." charisma speech check when the player tries to convince a wastelander to approach the suicide preacher
Fixed the dialogue option "Oh, it's still there, but it's full of Raiders. The place is a death trap." response from Moira Brown to have the [Charisma] showing. [Agility] was incorrect
Fixed the dialogue option "Look, kid. There's no such thing as monsters." to Bryan Wilks to trigger
Fixed the dialogue option "I know what an android is. I dabble in AI programming myself." to Dr. Zimmer to trigger
Fixed the dialogue option "Vampires can drink any kind of human blood... even from bloodpacks." to Vance to apply a medicine condition check. [Medicine] was there with no condition
Fixed the dialogue option "This isn't rocket science. I know exactly what you are." to Vance to trigger and its intelligence speech check had the wrong global type
Fixed the dialogue option "The way you're saying "Him," I could swear you're referring to a god..." to Tree Father Birch to have the [Intelligence] showing
Fixed the dialogue option "A genetic mutation of that magnitude could only be caused by F.E.V." to Harold to trigger
Fixed the dialogue option "It has to be the Declaration of Independence." to Abraham Washington to require 7 Intelligence or higher, not only equal to 7
Fixed the dialogue option "Sounds like a deal. Here you go." to Abraham Washington to have the [Barter] showing when selling the Bill Of Rights
Fixed the dialogue option "Will you give me 100 caps for it?" to Abraham Washington to have the [Barter] showing when selling the Magna Carta
Fixed the dialogue option "My business and pleasure are the same. And you're not going to like it either." to Uncle Roe to trigger, require evil karma or worse, and have the [Karma] showing
Fixed the dialogue option "I'm hurt. I need help, Doc." 2 responses from Lucy to show the [Child At Heart]
Fixed the dialogue option "I think I might be addicted to something." response from Lucy to show the [Child At Heart]
Fixed the dialogue option "What are your command options?" to Button Gwinnett to show the [Robotics Expert]
Fixed the dialogue response "Hey, if it ain't a fellow Tunnel Snake, slumming it down here with the old crew?" from Butch to check if the player is wearing the Tunnel Snakes jacket. It was checking Butch.
Fixed the dialogue response "If you dress up like a slave, you should be able to get past the gates without a problem." from Wernher to check if the player isn't wearing the Tattered Slave Outfit or Worn Slave Outfit
Fixed the dialogue response "Head into The Pitt and find the cure. Remember: put the slave clothes on and stash your stuff if you can." from Wernher to check if the player isn't wearing the Tattered Slave Outfit or Worn Slave Outfit
Fixed the dialogue response "It looks like you've already got a set of Slave Clothes to disguise yourself with. Good. That'll make things easier." from Wernher to require if the player has the Tattered Slave Outfit or Worn Slave Outfit
Fixed/Restored doctor dialogue lines just before the player receives healing/addiction shots from Doc Church, Lucy, Cutter, Doctor Preston and Wasteland Doctors
Fixed Lucy's doctor dialogue to only appear when she's inside the Little Lamplight Office Building
Fixed Lucy's healing doctor dialogue so the player can only be healed after rescuing the kids from Paradise Falls or has the Child At Heart perk
Fixed the dialogue greeting "There you go, good as new." Butcher should say after healing the player
Restructured/Restored all offers bartering for Charon's contract based on the player's barter skills
Fixed all the princess dialogue that had charisma checks but resulted in negative karma. Should be Evil karma checks since they result in negative karma
Restored 2 dialogue options after giving Jericho 10 caps
Fixed Chinese Technicians and the Crimson Dragoons to not attack each other
Fixed Montgomery having mute dialogue lines with strike team members
Fixed Power Armor Training perk to have the popup message appear for the perk itself instead of only after Paladin Gunny trains the player
Fixed Power Armor Training perk to stop the quest involved with Paladin Gunny training the player if it's running
Fixed when the player receives the Power Armor Training perk after Sarah says "Before we get started, I wanted to let you know that my father and I have been talking." to account if the player has the perk or not
Fixed when the player receives the Power Armor Training perk during the quest Operation: Anchorage objective "Access the VSS Armory." to account if the player has the perk or not
Fixed mailboxes to have only small things that fit in them. Crutches for example was a chance to be in them (Thanks to Drithius)
Fixed 2 dialogue lines to trigger after Paladin Gunny trains the player to use power armor (Thanks to Kazopert)
Fixed Bethesda Ruins raider sniper's behavior (Thanks to Roy)
Fixed the Marigold fire ants encounter zones so they reset or not correctly (Thanks to Roy)
Fixed museum benches model to be wood, stone was the wrong material (Thanks to tgspy)
Fixed a lot of models and decreased FPS on Point Lookout trees (Thanks to Roy and Rikako)
Fixed ownership on the fridge in the Temple of the Union (Thanks to Kazopert)
Fixed Lucas Simms to show up in the bog hallucination. He was lodged inside the ground (Thanks to Kazopert)
Fixed the traps in Raven Rock so they actually set things on fire now (Thanks to Kazopert)
Fixed a potential bug to where if you killed Burke before he could kill Simms, Moriarty and Gob would stay stuck in their packages (Thanks to Kazopert)
Fixed Fluffy and Jitters to no longer respawn (Thanks to Kazopert)
Fixed a false door to be static in the Nuka Cola Factory Floor (Thanks to Kazopert)
Fixed Fawkes to wait outside of Raven Rock and force greet the player after killing the Enclave soldiers near him (Thanks to Kazopert)
Fixed Vertibird takeoff sounds to not be 2D, which could be heard very far away (Thanks to Kazopert)
Fixed the brain in Point Lookout to not have the unconscious message keep popping up (Thanks to Kazopert)
Fixed Uncle Leo so you don't gain karma from killing him, also fixed his template and combat style to reflect the fact he's unarmed (Thanks to Kazopert)
Fixed a few random encounter scripts that were failing due to badly set up references (Thanks to Kazopert)
Fixed a raider that could spawn inside a wall (Thanks to Kazopert)
Fixed the snipers at Bethesda Ruins, Mama Dolces, and Seward Square so they don't run off from their sniper post (Thanks to Kazopert)
Fixed some raiders that had the incorrect voice type and no death item chance leveled items (Thanks to Kazopert)
Fixed a turret in Mama Dolces that would incorrectly attack the chinese commandos there (Thanks to Kazopert)
Fixed 7 items to be owned by the Scavenger in the Wasteland location -22, -2 (Thanks to Kazopert)
Fixed the Overseer to look at the player at the start and end of when he gives the player a pipboy (Thanks to Kazopert)
Fixed if the player starts the purifier at the same time it's supposed to explode, it won't explode anymore (Thanks to Kazopert)
Fixed/Lowered the collision boxes near Tenpenny's suite so you aren't randomly blocked from frolicking in the flowers (Thanks to Kazopert)
Fixed Mister Burke's dialogue line "So, you're a masochist..." to be said to anyone (Thanks to Kazopert)
Fixed Doctor Li to say "I'm unarmed! Don't shoot!" any time she flees (Thanks to Kazopert)
Fixed Sentinel Lyons dialogue line to say "Vargas! Cover me!" when he's near (Thanks to Kazopert)
Fixed a bug with the mine random encounter where only one side of the conversation would play and where it would repeat itself twice (Thanks to Kazopert)
Fixed snowflake to sleep normally without issue (Thanks to Kazopert)
Fixed Tulip to sleep normally without issue (Thanks to Kazopert)
Fixed Billy Creel's door to lock correctly consistently (Thanks to Kazopert)
Fixed the dialogue choice in the Those quest "This is a hefty task, Doc. I'm going to need serious incentive." to set both variables to 1 since this option has 2 rewards when before it set only 1 (Thanks to Kazopert)
Fixed the Prime robot to not briefly stop after the 2nd barrier when near that overhead walkway (Thanks to Kazopert)
Fixed the overlord super mutants to use their unique skeleton. Was using the regular super mutant one (Thanks to Kazopert)
Fixed/Restored a Prime dialogue line it says once before moving (Thanks to Kazopert)
Fixed Garza's wave wait package during the Water's Of Life quest (Thanks to Kazopert)
Fixed the Armory Master to have the Broken Steel Tesla Resonance Armor instead of the regular Tesla Power Armor (Thanks to Kazopert)
Fixed in the Water's Of Life quest to trigger the "Escort Doctor Li through Taft Tunnel to the Citadel." stage after Doctor Li says "We don't have time to waste. We need to get moving." to the player (Thanks to Kazopert)
Restored the dialogue choice "Don't you see? You've been used. You're a pawn. You deserve better." when confronting Colonel Autumn at the purifier (Thanks to Kazopert)
Fixed 2 dialogue choices to appear when telling Sarah she should go in the purifier (Thanks to Kazopert)
Fixed all 4 intercom dialogue lines when Doctor Li warns that time is running out to start the purifier (Thanks to Kazopert)
Restored/Fixed dialogue lines Sarah says during the Prime enclave battle (Thanks to Kazopert)
Fixed both interior doors to unlock when Colonel Autumn walks away from the purifier. Before it was only 1 (Thanks to Kazopert)
Restored eyebots that swarm Prime during the enclave battle on the bridge (Thanks to Kazopert)
Restored dialogue lines James (Dad) and Doctor Li say before he dies (Thanks to Kazopert)
Restored Stevie Mack, Susie Mack, and Christine Kendall in the Vault 101 Birthday party (Thanks to Kazopert)
Fixed when Allistair Tenpenny says "Hello, hello!" to not be only towards a male player (Thanks to Kazopert)
Fixed when Allistair Tenpenny says "I'm mighty appreciative of your straightening things out. Perhaps next time I go on safari I'll take you along." to not be only towards a male player (Thanks to Kazopert)
Fixed Burke's hitmen to have the correct voicetype when saying their dialogue lines (Thanks to Kazopert)
Fixed typos spelling NukaLurk without the capitol L for its meat and creatures (Thanks to Kazopert)
Fixed Nukalurk's claw attack impact dataset. It didn't have one assigned (Thanks to Kazopert)
Fixed Deathclaw's faction type, body part data, and impact dataset (Thanks to Kazopert)
Fixed the correct response to appear when the player says "I haven't decided what I'm going to do with it yet." when talking to Obadiah Blackhall to also depend on if a stage is current or not (Thanks to Kazopert)
Fixed the power armor training quest to stop the quest after completing it (Thanks to Kazopert)
Restored/Fixed Dukov to be outside late at night practicing shooting (Thanks to Kazopert)
Fixed all cells that didn't need the "Has Water" flag on (Thanks to Kazopert)
Fixed the player to not be able to move before being captured by the enclave. The part just before the stun grenade drops (Thanks to Kazopert)
Fixed the slaves at the Temple of the Union to attack if the player escapes through the windows before being trusted (Thanks to Kazopert)
Fixed when the player says "That's wonderful, kid. Now scram." to Bryan Wilks to not be a goodbye line (Thanks to Kazopert)
Fixed a door type in the Warrington Tunnels (Thanks to Kazopert)
Fixed Fawkes to not stall when putting in the code to the purifier (Thanks to Kazopert)
Fixed the quest objective "Take the Krivbeknih to the Dunwich Building in the Capital Wasteland." to also display "Take the Krivbeknih to Obadiah OR Take it to the Dunwich Building in the Capital Wasteland." in the The Dark Heart of Blackhall (Thanks to Kazopert)
Fixed Obadiah Blackhall dialogue responses to "I haven't decided what I'm going to do with it yet." depending on if the quest objective "Take the Krivbeknih to Obadiah OR Take it to the Dunwich Building in the Capital Wasteland." is displayed or not (Thanks to Kazopert)
Restored/Fixed Stacey into Little Lamplight (Thanks to Kazopert)
Restored/Fixed Macreedy to tell Stacey to open the gate (Thanks to Kazopert)
Fixed 2 dialogue lines Burke's hitmen are supposed to say while attacking the player (Thanks to Kazopert)
Fixed 2 Somah speech checks that shouldn't be speech checks (Thanks to Kazopert)
Fixed/Repositioned a wall in L'Enfant Plaza (Thanks to Kazopert)
Fixed/Repositioned a sidewalk in Takoma Park (Thanks to Kazopert)
Fixed/Repositioned a door in Northwest Seneca Metro Exterior and Old Olney (Thanks to Kazopert)
Fixed/Repositioned a rug in Dukov's place (Thanks to Kazopert)
Fixed/Repositioned a big grating in Adams Air Force (Thanks to Kazopert)
Fixed/Repositioned a statue and 2 rubble piles in Pennsylvania Avenue (Thanks to Kazopert)
Fixed/Repositioned sidewalks in the Mason District (Thanks to Kazopert)
Fixed/Repositioned a sidewalk in the wasteland location -1, -16 and 10, -8 and 10, -7 (Thanks to Kazopert)
Fixed/Repositioned rocks in the wasteland location -23, 27 and 9, 8 and 0, 25 and 19, 25 (Thanks to Kazopert)
Fixed/Repositioned blood and litter in the Arlington Library Media Archive (Thanks to Kazopert)
Fixed/Repositioned litter in the Penn. Ave/The Mall Metro (Thanks to Kazopert)
Fixed/Repositioned a wall in the Recruitment Station (Thanks to Kazopert)
Fixed/Repositioned a wall in the Our Lady of Hope Hospital (Thanks to Kazopert)
Fixed/Repositioned in the Factory (Thanks to Kazopert)
Fixed/Repositioned paper debris in Falls Church/Mason Dst Metro (Thanks to Kazopert)
Fixed/Repositioned a painting in the Blackhall Manor (Thanks to Kazopert)
Fixed/Repositioned walls in the Research Lab (Thanks to Kazopert)
Fixed/Repositioned a rubble pile in the People's Bank of Point Lookout (Thanks to Kazopert)
Fixed/Repositioned litter in the Commanding Officer's Quarters (Thanks to Kazopert)
Implemented popup messages to appear if the user doesn't have the latest version of Command Extender and latest beta version of FOSE running :D
Republic of Dave overhaul restoration/fixes:
Fixed 2 dialogue greeting lines to trigger only when informing Bob beforehand that Rosie won the election, and they aren't goodbye lines blocking dialogue choices
Fixed 4 dialogue greeting lines to trigger only when informing Bob beforehand that he won and they aren't goodbye lines blocking dialogue choices
Fixed when Jessica says "Dave says you're okay? Fine." to be said only once and if Dave is alive or not
Fixed 3 dialogue greeting lines to trigger only when informing Rosie beforehand that she won and they aren't goodbye lines blocking dialogue choices
Fixed 2 dialogue greeting lines to trigger only when informing Rosie beforehand that Bob won and they aren't goodbye lines blocking dialogue choices
Fixed a dialogue greeting line Rosie says about Dave allowing the player to stay only said once
Fixed 2 dialogue greeting lines Dave's kids say to not be goodbye lines that blocked all their dialogue choices (at least 40+ dialogue lines restored)
Fixed when the Republic npcs say "You have my vote, Mister President." only when Dave is running by himself
Fixed when Rosie says "Hi, Mister President." only when he's still the President
Fixed when Jessica says "Man, the Brahmin smell awful today." to be only said once a day and not every time
Fixed when Jessice says "I'm Dave's wife, so don't even think about trying anything..." only if Dave is alive or not
Fixed when Rachael says "Have you heard about Dave, lady (or mister)?" to be only said if Dave is alive or not and if Dave is President or not
Fixed when Ralph says "You're almost as big as Dave." to be only said if Dave is alive or not and if Dave is President or not
Fixed when Rosie says "Hi there, honey. Have you spoken to Dave?" to be only said if the player has spoken to Dave or not and if Dave is alive or not
Fixed Dave's "Very well." goodbye line to not have a script attached (this made the game think Dave counted the votes already causing him to not count the votes when the time came)
Fixed Jessica's "Stay away from Dave. He's mine." goodbye line to be only said if Dave is alive or not
Fixed Jessica's "You're safe as long as Dave says so." goodbye line to be only said if Dave is alive or not and if Dave is President or not
Fixed Bob's "Just don't bother me. I've got stuff to do for Dave." goodbye line to be only said if Dave is alive or not and if Dave is President or not
Fixed Ralph's "I have to go practice my Dave impression, anyway." goodbye line to be only said if Dave is alive or not and if Dave is President or not
Fixed Mary's "Goodbye, Mister Not-Dave." goodbye line to be only said if Dave is alive or not and if Dave is President or not
Fixed Rachael's "That's what Dave always says." goodbye line to be only said if Dave is alive or not and if Dave is President or not
Fixed "Communist! She's(or He's) a Communist! Everyone come quick!" dialogue lines
Fixed sorting 2 dialogue lines not needing a check for if Dave is dead or not
Fixed "Daddy Dave! Help us! Please!" dialogue line to also trigger if Dave is President or not
Fixed "Dave! Dave!" dialogue line to also trigger if Dave is President or not
Fixed "Get Daddy Dave! Invader! Invader!" dialogue line to also trigger if Dave is President or not
Fixed sorting 2 dialogue lines that blocked 9 responses when talking amonst themselves about the election
Fixed when Shawna talks about Rosie being a good leader to trigger (was checking that Dave was dead)
Fixed when saying to Shawna "You know, Bob is running for president now." to check if Bob is alive or not and if Dave is alive or not (she mentioned Dave in her response)
Fixed when the player says to Shawna "Have you heard that both Bob and Rosie are running in the election?" to also check if Bob is alive or not
Fixed when the adult women say "Isn't he a bit young? I mean, Dave's been running the Republic since before Bob was born..." to account for if Dave is alive or not
Fixed when the Republic npcs say "Are you kidding? Dave is dead. How can there be an election with a dead candidate?" to trigger only before the election
Fixed/Restructured the way Dave counts votes to account for if the player rigs the votes in all possible ways
Fixed the player being unable to interrupt Dave counting votes (caused an infinite loop of saying "very well")
Fixed Dave's final result dialogue lines to trigger from on all vote outcomes
Fixed 2 dialogue lines Dave says when having a tantrum that Bob or Rosie won and then when he leaves to Old Olney, he's removed from the Republic faction
Fixed a dialogue greeting line with Dave when he attacks the player in Old Olney saying "I warned you!" so the whole Republic doesn't become hostile to the player
Fixed a greeting dialogue Dave says when he explains that he's going to Old Olney so it leads to a dialogue choice of 2 possible outcomes when asking him what the results of the election was
Fixed 2 dialogue lines to trigger when asking Dave what the election results were after he loses
Fixed 3 dialogue lines to trigger when asking Dave what the election results were after he wins
Fixed when Rosie says "Dave won again? Well, he's the best choice." to only trigger if Dave won or not and if Dave had opponents or not
Fixed when Bob says "Dave won it I'm sure." only if Dave won or not
Fixed when asking Flower "Did you hear that Dave won the election?" to only be available if Dave won or not
Fixed when asking Flower "Did you hear that Dave lost the election?" to only be available if Dave won or not
Fixed when all the kids say "Did Dave win it again? I'd have voted for him if they'd let me." to only trigger if Dave won or not
Fixed when the Republic npcs say "Did Dave win it again? I voted for him you know." to only trigger if Dave won or not
Fixed Rosie to not say a response to "Have you heard that Rosie won the election?"
Fixed Bob to not say a response to "Have you heard that Bob won the election?"
Fixed when Bob says "Now that the old fool is finally dead, we can have some real leadership around here: me." to only trigger if Dave is still president or not
Fixed responses from "I'd like to know more about the Republic." to trigger all the appropriate responses depending on who is the President
Fixed Shawna's "Sir, everything here is authentic! Dave said so himself!" anger response to also only trigger inside the museum and if Dave is President or not (her next line mentions the army of dave)
Fixed Shawna's "Sir, everything here is authentic! Dave said so himself!" anger response to not have "sir" in it since there's no option to account for a female
Fixed Rosie's "I didn't win it, huh? Well, there'll always be other elections." response to also account for if she's an opponent or not and if Dave finished counting the votes
Fixed Rosie's "There'll always be other elections." response to also account for if she's an opponent or not and if Dave finished counting the votes
Fixed Bob's "Who needs it. I'd prefer to be second in command anyway." response to also account for if he's an opponent or not and if Dave finished counting the votes
Fixed Rosie, Bob, Jessica, and Shawna to not get stuck when voting
Fixed when the player says to Shawna "I'll leave you to the kids." only if the kids are in the museum
Fixed/Repositioned the hula girl on the shelf in the museum of dave (if the player moved the hotplate, hula girl was floating)
(Goodies) Added a small ladder to Lucas Simm's Hatch in his home Screen
(Goodies) Restored an Adventures of Captain Cosmos loading screen
(Goodies) Restored a Radio King loading screen
(Goodies) Restored a Super Duper Mart loading screen
(Goodies) Massively improved followers ready for combat script
(Goodies) Restored Ant's blood color. It's slightly darker than other bugs
Fixed Nuka Grenade's resistance type to fire resistance
Fixed Danvers dialogue lines to also account for Harkness being on the flight deck when asking her who she reports to
Fixed/Reworked the General Chase map explanation scene in the Command Tent of Anchorage (this prevents his animation from skating across the room)
Fixed "The word around Underworld is that this isn't about killing Ghoul bigots..." dialogue option to appear when talking to Mister Crowley in the You Gotta Shoot 'Em in the Head quest
Fixed 2 dialogue options with Patchwork when asking about Mister Crowley so the caps are removed from the player at the beginning of the bribes and enable the previous fix to appear
Fixed a dialogue option with Quinn when asking about Mister Crowley so the caps are removed from the player at the beginning of the bribe
Fixed a dialogue option with Ahzrukhal when asking about Charon that "He doesn't say much, does he?" to only appear if the player has spoken to Charon
Fixed a dialogue prompt towards the player being a male or female when getting Walter's reward (errand girl or errand boy)
Fixed the Dead Brotherhood of Steel Knight with a fatman in front of the GNR building to have a holotag
Fixed an engine block to have opening/closing sounds in The Pitt Downtown
Fixed/Repositioned 2 lamps in Rivet City
Fixed/Repositioned 2 suitcases in the Warrington Station
Fixed/Repositioned 2 postal boxes in the Tenpenny Tower Lobby
Fixed/Repositioned 2 cars that were hiding under the Arefu bridge
Fixed/Repositioned 3 whiskey bottles in the wasteland near a radio tower location -20, -13
Fixed/Repositioned a footlocker in front of the Germantown Police Headquarters Exterior inside a tent
Fixed/Repositioned a Rivet City Hangar sign in the Midship Deck
Fixed/Repositioned a Wheaton Armory exterior door to match its interior one (turned 180 degrees)
Fixed/Repositioned a hunting rifle in the Megaton Armory
Fixed/Repositioned a Dead Mercenary in the County Sewer Mainline (prevents him from falling through the cell)
Fixed/Repositioned Angela's bed in the Midship Deck of Rivet City
Fixed/Repositioned a metal plank in the Commanding Officer's Quarters of Fort Bannister
Fixed/Repositioned a coffee pot in the Conference Hall of the Capital Building
Fixed/Repositioned a floating car in the L'Enfant Plaza
Fixed/Repositioned a floating light track in the Rivet City Capitol Preservation Society
Fixed/Repositioned a trunk container in the Wasteland, location -11, -10
Fixed/Repositioned a floating tin can, drinking glass, and blamco in the Rivet City Marketplace
Fixed/Repositioned a desk that was clipping into a door in the Pointlookout Calvert Mansion
Fixed/Repositioned a RWCornerStone02 in the Arlington Cemetery (top piece was lowered into the bottom piece causing flickering)
Fixed/Repositioned a tree clipping into a bridge in the wasteland FFEnclaveCamp25 -25,16
Fixed/Repositioned a bush in the wasteland location -25,-15
Fixed/Repositioned a metro wall in the Metro Central
Fixed/Repositioned a floating booth in the wasteland location -22, -16
Fixed/Repositioned a Dead Talon Company Merc that was beneath the floor in the Capitol Building West Entrance
Fixed/Repositioned a pile of rocks that were under the map in the Wasteland location 14, -15
Fixed/Repositioned a pile of rocks that were positioned too high in the olney ruins of the wasteland
Fixed/Repositioned a fence wall in the Pitt Downtown
Fixed/Repositioned a floating tree in the Wasteland location -4, 13
Fixed/Repositioned a fence gate being too low in the Germantown Police Headquarters Exterior
Fixed/Repositioned a garbage can in the Pitt Haven Entrance
Fixed/Repositioned an empty soda bottle near Vault 112
Fixed/Repositioned an emergency light on the exterior wall of the Robco building
Fixed/Repositioned the Tenpenny Armament Locker in front of Tenpenny Tower
Fixed a flickering texture near a door in the Takoma Park
Fixed a flickering texture on the sidewalk in front of the Robco building
Removed a dummy paradise falls door from the barracks (left over from TTW oops)
Fixed a Squire Maxson dialogue line calling the player sir regardless of being a female
Fixed lights in the Saint Monica's Church of Rivet City
Fixed Abraham Washington's radio to not cause Rivet City to turn hostile when the player turns it off/on
Fixed the player's Tenpenny Tower Suite exterior doors to require the Tenpenny Tower Suite Key to open them (interior doors required the key lol)
Fixed 2 Butch dialogue lines to trigger when they're bullying Amata. They'll trigger depending on if the player initiated fighting with Butch during the sweetroll incident at the player's bday party
Fixed MetHallCornerDoor01.nif degenerate normals due to tiling (Thanks to Rikako)
Fixed MetHallCornerDoor02.nif double faces and updated the tangents (Thanks to Rikako)
Fixed tenpennytowerback01.nif alpha property and removed 500 extra vertices (Thanks to Rikako)
Fixed 15 speech challenge failure lines to not be speech challenge checks themselves (Thanks to Kazopert)
Updated hunting rifle models and textures (thanks to Roy)
Fixed Initiate Jennings to have a BOS holotag on her corpse
Fixed Initiate Pek to have a BOS holotag if he dies
Fixed Megaton NPCs from wandering off outside of Megaton or falling through the map in the Megaton Worldspace (This doesn't fix a savegame with a NPC already outside of the town)
Fixed the Vault 112 Robot's dialogue. Both robots wouldn't say the right things depending on if the player had the vault 112 suit on or not before the player enters the Tranquility Lane simulation
Added a "..." dialogue line towards NPCs that have no dialogue
Fixed the dialogue choices after Vance says "I hear that you decided to speak to Ian regardless of my warnings." If the player chose what Ian decided to do it broke being able to negotiate an Arefu solution. Those choices come later after negotiating
Fixed when Justin says "Please don't take Ian away from us." to be said at appropriate times and if Ian is alive or not
Fixed when the player says "Now that I have a better understanding of the Family, may I speak to Ian?" to appear in the choices for "Are you telling me that Ian is a cannibal?" and "I find this all very hard to believe."
Fixed when Vance tells the player Ian murdered his parents to account for the dialogue choices "I know what you did. Vance told me everything." and "I'm sorry, Ian, but your parents are dead." to appear or not when talking to Ian
Fixed the dialogue choice "I already read your laws and I think I understand what you people are." to appear when the player hacks the terminal and reads the laws before talking to Vance
Fixed dialogue choices for when Ian says "Don't you understand me? I killed them, okay?! My mother and father are dead because of me!"
Fixed dialogue choices for when Ian says "Then you must think I'm some kind of a monster."
Fixed dialogue choices for when Ian says "I killed them! My own parents!"
Fixed dialogue choices for when Ian says "Home? I don't have a home anymore. I made sure of that, didn't I?"
Fixed dialogue choices for when Ian says "You think I don't know that? You think I don't know what I did?!"
Fixed Ian's force greet if the player hasn't spoken to Ian yet
Fixed a double bed in Ronald's home
Fixed the Outcasts to not attack the player on sight when trespassing into Fort Independence. Was an error in a script making the Outcasts attack the player if in those cells and neutral to Casdin. Now they'll say their unique trespassing dialogue lines warning the player then eventually attack the player
Fixed the Megaton water plant to have industrial sounds
Fixed compass quest targets in the The Dark Heart of Blackhall quest for when the player can go to Dunwich with the book
Restored/Fixed a speech challenge option when talking to Paulie Screen
Fixed all NPCs/Creatures to appear/respawn when they're supposed to in the entire game (setting their placed references to persistent)
Fixed all NPCs/Creatures to not spawn out of nowhere when loading a save, when they weren't there before (setting their placed references to persistent)
Fixed all enable parent references to not have invalid initially disabled flags on them
Fixed a scavenger turret to not attack the scavenger and the player in the Wasteland location -3, -15
Fixed/Removed playgroup forward 1 script line in the MQ05FloodControlPumpScript [SCPT:0001A02B] (Thanks to Kazopert)
Fixed the 5 chairs in the Weatherly Hotel so NPCs can sit in them from both sides. Before NPCs had some trouble sitting in them
Fixed 50+ models (thanks to Rikako and rustyfork)
Fixed all Rivet City NPCs to be on time to do their routines. Game limitation bug when they are 2 interiors cells apart and the player isn't in the cell their AI doesn't update
Reworked scripting for when followers wait, follow, and get fired
Fixed temporary followers (Cherry, James, Red, Shorty, Sticky, Sydney) to enter/exit Oasis the same as the permanent followers (prevents them from glitching into the cells)
Fixed all followers to wait during the Oasis ceremony and follow the player when the door unlocks after talking to Harold (prevents them from glitching into the cell)
Fixed temporary followers (Cherry, Red, Shorty, Sticky, Sydney) to be able to enter/exit vault 87 the same as the permanent followers (prevents them from glitching into the cells)
Fixed temporary followers (Cherry, Red, Shorty, Sticky, Sydney) to be accounted for when the player gets knocked out by the enclave in vault 87. Temporary followers can't be fired so they're moved over to where Fawkes is after leaving Raven Rock, then they'll follow the player
Fixed temporary followers (Cherry, Red, Shorty, Sticky, Sydney) to be accounted for when the player enters/exits the Tranquility Lane simulation the same as the permanent followers
Fixed all followers to wait when the player puts in the code to the purifier. This prevents followers glitching through into the purifier trying to follow the player still
Fixed temporary followers (Cherry, Red, Shorty, Sticky, Sydney) to be accounted for when the player wakes up in the citadel from the purifier
Fixed temporary followers (Cherry, James, Red, Shorty, Sticky, Sydney) to be accounted for when the player travels to the Pitt and back. Temporary followers can't be fired so they wait while in the Pitt and follow when returning (prevents them from glitching into the cells)
Fixed temporary followers (Cherry, James, Red, Shorty, Sticky, Sydney) to be accounted for when the player takes the Anchorage elevator up/down (prevents them from glitching into the cell)
Fixed temporary followers (Cherry, Red, Shorty, Sticky, Sydney) to be accounted for when the player rides the Brokensteel metro train and vertibird. They'll move to where the player goes the same as the permanent followers (prevents them from glitching into the cells)
Fixed temporary followers (Cherry, James, Red, Shorty, Sticky, Sydney) to be accounted for when the player travels to Point Lookout and back. Temporary followers can't be fired so they wait while in PL and follow when returning (prevents them from glitching into the cells)
Fixed temporary followers (Cherry, James, Red, Shorty, Sticky, Sydney) to be accounted for when the player beams up to the Zeta ship, teleporting from the ship to the wasteland, and vice versa (prevents them from glitching into the cells)
Fixed permanent followers to be accounted for if they're still inside vault 101 before/after the Trouble on the Homefront quest. They get moved in front of the entrance door. Developers only included temporary followers
Fixed Cherry and James to be included as well if they're in megaton and the player blows up megaton, they're moved to in front of the entrance
Fixed Cherry and James to be included as well if they're in Tenpenny Tower during the attacks. They're moved to in front of the entrance
Fixed all followers to get moved out of Tenpenny Tower during the attack including the player's suite. Player can't enter the suite during that time
Fixed glowing one's radiation burst to not damage actors that are immune to radiation
Fixed glowing one's radiation burst to heal other ghouls (5 health for each burst)
Fixed a Pitt raider sit on ledge idle that wasn't being used due to an incorrect faction on a condition
Removed Meshes\Architecture\Urban\TenpennyTowerBack01.NIF (No collision and player fell through the floor)
Fixed 10 containers in Rivet City that weren't owned by a Rivet City faction
Fixed/Blocked an unvoiced dialogue line when Protector McGraw says "Welcome back." No audio exists for it
(3.1.8)
Spoiler:
Show
Fixed Dad to say to the female player an immediate dialogue reaction line after being rude to Jonas saying the BB gun is lame. With a female player it would break causing dad to not say the line then his hello dialogue lines were mute after Screen (was incorrectly setup only towards a male player)
Reverted the wasteland 2048 map back to 1024. 2048 map will stay in goodies
Fixed the nuka cola quantum addiction to be set once in the Generic Script (was set twice)
Advanced Radiation Suit Effect player condition fix
Forge Electromagnetic Pulse condition fix
Robobrain Mesmetron condition fix
FX Gore Pop Head impact fix
2 Computer Chair no name fixes
16 idle animation fixes including Robobrain's power down animation fix
Statesman Hotel Elevator poppup message spelling error fix
Gas Valve popup message spelling error fix
New Medical Brace name fix
Mister Sandman Perk fixes
Enclave Deathclaw ragdoll death pose fix
Glowing One Ragdoll death pose fix
Med-X Withdrawal condition fixes
Ultrajet Withdrawal condition fixes
Discharge Hammer actor effect condition fixes (cut weapon but Goodies restores it)
Included TTW Weapon model/texture fixes:
10mm Pistol
10mm Pistol Silenced
10mm Submachinegun
32 pistol
44 magnum
Alien Atomizer
Alien Blaster
Alien pistol
Alien Rifle
Assault Rifle
Atomic Pulverizer
Axe
Auto Axe
Baseball Bat
BB Gun
Bottle Cap Mine
Captains sidearm
Chinese Pistol
Chinese Assault Rifle (Anchorage)
Combat Knife
Combat Shotgun
Cryo Grenade
Cryo Mine
Dartgun
Destabilizer
Double Barrel Shotgun
Drone Cannon
Fatman
Firelance
Flamer
Frag Grenade
Frag Mine
Gauss Rifle
Ghoul grenade
Heavy Incinerator
Hunting Rifle
Infiltrator
Jingwei's Shocksword
Katana
Knife
Laser Gatling
Laser Rifle
Laser Pistol
Lead Pipe
Lever Action Rifle
Lincoln Rifle
Mesmetron
Minigun
Missile Launcher
Nail Board
Nuka Grenade
Paulson's Revolver
Police Baton
Plasma Grenade
Plasma Mine
Plasma Pistol
Plasma Rifle
Pool Cue
Powerfist
Pulse Grenade
Pulse Mine
Railway Rifle
Repellent stick
Rock-It Launcher
Rolling Pin
Rusty Knife
Sawed Off Shotgun
Shishkebab
Shock Baton
Shovel
Sledgehammer
Sniper Rifle
Supersledge
Tireiron
Trench Knife
Tri beam laser rifle
Fixed all misc item icons
Fixed the player to be unable to initiate dialogue with the Pitt chained slave
Fixed Milly and the remaining riot Pitt slaves to have dialogue after the Free Labor quest
Fixed Elliot to not run around and to help the player when the soldiers are released too early
Fixed Elliot to not react to the player when the soldiers are released correctly, and the player didn't kill them (he would say a blank dialogue line and be stuck after)
Fixed Elliot to say his reaction lines outside of the cell the 2 soldier cryo pods are in
Fixed the Zeta Alien workers to flee when near the player and do coward animations. All while not being displayed as enemies to the player
Fixed Mr Brotch to still have dialogue when talking to him a 3rd time after saving him
Fixed Forty and Crimson to sleep together when Crimson distracts Forty during the Rescue From Paradise Falls quest
Fixed Forty and Crimson to resume their regular routines after the Rescue From Paradise Falls quest is completed
Fixed Rory's dialogue to be said at the appropriate times
Fixed Rory's "Thanks for getting me out of there." dialogue lines to be said in 3 possible ways depending on if the kids are in Paradise Falls still or not
Fixed Rory to follow the player only within Paradise Falls and its interiors
Fixed Sammy, Penny, and Squirrel to not keep returning to the Paradise Falls sewer grate (once per day flags were checked)
Fixed a Bill Seward mute dialogue line he says to a female character when asking about the stone head
Fixed not being able to open dialogue options with Jenny Wilson (kid karma dialogue gained access to unvoiced dialogue options)
Fixed Simone Cameron's greeting dialogue to be said at appropriate times
Fixed 37 dialogue karma lines depending on if the player is better or worse than neutral status
Fixed RL3 purchase dialogue (Charisma check slipped into there)
Fixed RL3 purchase dialogue to show the [Karma] in the choices when having neutral karma or not
Fixed a dialogue audio text mismatch when choosing "I was drawn to your eternal wisdom." talking to Jackson
Fixed a missing table in the Administration interior of PL
(Goodies) Removed shalebridge ant poppup message changes
(Goodies) Changed Initiate Pek's armor to Recon Armor (why does a BOS initiate have combat armor?)
(Goodies) Eulogy Jones wears his hat instead of the hat placed in his pad
(Goodies) 2 Fire Ant Nectar replaces 2 ant meat in Doctor Lesko's lab in Marigold Station
Reverted the Jingwei's Shocksword to have the alien disintegration (my mistake sorry)
Fixed 5 dialogue conditions when Ellen DeLoria is screaming for help while being attacked by radroaches. Shouldn't be targeting the player (Thanks to Kazopert)
Fixed an attack dialogue condition Mr Handy says about humans resorting to violence. Shouldn't be targeting the player (Thanks to Kazopert)
Fixed 100+ dialogue grammar, spelling, audio text mismatches
Fixed an opened locked jail cell in the Museum of History Lower Halls (Open by default was incorrectly set by the developers)
Fixed 2 dialogue options involving asking Commander Danvers about Harkness
Fixed Laser Rifle's repair list
Fixed Tri-beam Laser Rifle's repair list
Fixed Hunting Rifle's repair list
Fixed Lever Action Rifle's repair list (this also applies to Lincoln's Repeater using the same repair list)
Fixed 2 beds incorrectly owned by Moira Brown in Dominic and Machete's House
Fixed Cindy Cantelli to say "Welcome to A Quick Fix." only in the Rivet City Marketplace (Thanks to Kazopert)
Restored/Fixed Elder Lyons blessing dialogue lines he says at breakfast and dinner times when sitting at the A Ring round table (Thanks to Kazopert)
Fixed 17 misplaced/floating objects in Alexandria Arms
Fixed a floating car stack in the Scrapyard
Fixed BLD08ValksDupont.NIF collision and UV errors (Thanks to Roy and Rikako)
Fixed highwaycurve02rw.nif collision issues (Thanks to Roy and Rikako)
Fixed highwayoverpassramp01.nif geometry errors and collision issues (Thanks to Roy and Rikako)
Fixed highwaystr01rwoverpass.nif geometry errors and collision issues (Thanks to Roy and Rikako)
Fixed highwaystr01rwoverpass02stone.nif geometry errors and collision issues (Thanks to Roy and Rikako)
Fixed 15 Enclave combat dialogue lines to be linked to combat responses (Thanks to Kazopert)
Removed TTW altering the CG03Script [SCPT:0001CE2E] for survival choices (oops missed that)
Fixed a GNR dialogue line that blocked 33 Brokensteel GNR dialogue lines. Random end flag blocked them (Thanks to Kazopert)
Fixed a glitched urban stairs model Example Screen (Thanks to Roy and Rikako)
Fixed collision and other issues with blddupontangled02.nif (Thanks to Roy and Rikako)
(3.1.7)
Spoiler:
Show
Fixed double opening sound with the Tenpenny Gate
Fixed robot idle sounds. Their idle sounds actually don't work but the idle sounds work towards their conscious sounds (in the creature audio templates)
Fixed an Enclave Radio dialogue previous info (oops I missed that one)
Reverted Dad's surgical mask in the beginning birth scene to not modulate his voice (his dialogue is too quiet for that feature)
Fixed an opened locked door in the National Archives (Archival Secure Wing East). This door is supposed to be locked and closed but the developers accidentally had the "open by default" flags on
Fixed 2 Museum Information terminals in the Museum of Technology West Wing that had the wrong Exhibit Guide options
Fixed guardrails floating in location -7, -6 of the wasteland
Fixed a floating tree in FFEnclaveCamp28 of the wasteland
Fixed blinking assorted papers
Fixed Dogmeat to not give all his items to the player when he finds something
Included Player's Tenpenny Suite TTW fixes and reverted Megaton player's house locker to its original position (Forgot to work on those)
Fixed an enter/exit door mismatch for the Anchorage Memorial when entering the Anchorage Memorial Facility from the wasteland
Fixed the Sentrybot's power down animation to not loop over and over (included from YUPTTW FO3 fixes)
Fixed Seagrave Holmes close shop greeting dialogue to be said at appropriate times
Fixed 3 Pitt slavers and random encounter slavers male/female facial glitch mismatch
Fixed Doctor Barrows to remove proper number of caps from the player when getting healed
Fixes to doctor healing dialogue player prompts
Fixes to no caps check for not having enough for almost all doctor healing dialogue
Fixed caps check to Lucy's 100 caps healing dialogue (was checking for 150)
Fixed/Restored speech check dialogue to bargain better prices with the wasteland doctors (Screen)
Fixed William Brandice's corpse to have fireant nectar (was a 70% chance before)
Fixed the mister gutsy robots to be non-hostile towards the player when getting ink in the Stealing Independence quest (works for when not entering the area yet or starting a new game)
Fixed Paladin Hoss and his Brotherhood Paladin follower to go to the Falls Church parking lot to hold their position at the appropriate time. Which is after the player talks to Hoss for the 1st time
Fixed Paladin Hoss and his Brotherhood Paladin follower to change to follow the player (escort helping fight off enemies whenever the player returns to Falls Church worldspace)
Fixed Paladin Hoss and his Brotherhood Paladin follower to follow the player in the Falls Church worldspace only. They won't follow the player into interiors and not fast travel with
Fixed a glitch that occurred when Paladin Hoss and his Brotherhood Paladin follower are following the player and the player goes into an interior that's linked to going back into the Falls Church worldspace, waits near the door, then all 3 npcs enter the interior
Fixed Paladin Hoss and his Brotherhood Paladin follower to wander around Falls Church after asking for money and completing the unmarked quest
Fixed Initiate Pek to stop following the player and follow Paladin Hoss or his Brotherhood Paladin follower when he's in the Falls Church worldspace
Fixed Initiate Pek to not always sneak when following Paladin Hoss or his Brotherhood Paladin follower
Fixed Initiate Pek's dialogue lines to be said at the correct times
Fixed 2 dialogue muted (no audio exists) lines the random encounter slaves say to the player after being freed from their collar
Removed a lot of unnecessary dialogue records involving Generic type quests. Conditions are already applied on the quests themselves. These records didn't make any changes in game (From the TTW backporting process)
Fixed Marguerite in Point Lookout to stop giving the player unlimited number of caps from repeating the same reward after fixing her stiller
Fixed karma checks for hiring Jericho (ancient vanilla bug never fixed)
0 to 1 weight to the Reading Glasses like all the other glasses have (Oops I missed that)
Removed T45d name change from Linden's Outcast Power Armor and moved to Goodies (Oops missed that too)
Ownership fixes to radios so when the player turns them off NPCs won't attack you
Fixed an oversight with Poplar's Hood and Maple's Garb's object effects being reversed
Fixed 2 creature spawns behind the Regulator HQ so they don't kill all the brahmin and the NPCs inside, especially at higher levels (works on a new game)
Fixed EditorID changes that other mods could possibly use
Manually reordered all dialogue previous info. Unfortunately, the geck didn't sort them correctly when saving and caused a dialogue line to not be recognized for the reward in Those! quest
Removed centuar and swamplurk radioactive spit explosions and moved to Goodies
Fixed counting books incorrectly when turning them into Scribe Yearling
Fixed 2 unvoiced dialogue lines Scribe Yearling shouldn't say during and after brokensteel DLC
Fixed a greeting dialogue with the Mechanist
Fixed not being able to buy Tenpenny Tower Suite specific items
Fixed the Drone Cannon to be obtainable from Zeta Robots
Fixed the Workbench in the Zeta engineering core to appear
Improved the zeta non hostile alien workers so they don't appear as enemies and flee from the player (works on a new zeta playthrough)
Fixed the Arefu living Brahmin to always appear. Walking up to them from another location they weren't there sometimes
Fixed a bunch of brahmin and an enclave eyebot near vault 106 to always appear. Walking up to them from another location they weren't there sometimes
Fixed at least 10 misplaced objects in the wasteland
Fixed Lucy West to not get stuck during her daily routines
Fixed all the Paradise Falls slavers greetings and hello dialogue to say the correct things to the player depending on karma level. Also fixed their dialogue they should only say to each other
Fixed the player to be unable to interrupt Ymir killing the Paradise Falls bartender. Initiating dialogue with Ymir before killing him broke it
Fixed Wernher to hang out at the Downtown bar area after the Free Labor quest when siding with him
Fixed not being able to invest in Crazy Wolfgang's junk. Developers put Crow's armor investment dialogue choice there by mistake. Also Crow's investment exit choices were all wrong
Fixed Amata's interrogation scene when she has the 10mm pistol. Sometimes it would loop
Reverted the vault 112 suit to be a quest item. This is to prevent the robot from giving the player unlimited amount of vault suits. After exiting the simulation a script changes it back to not be a quest item
Fixed a faction reaction error reported by the geck involving the chinese soldiers and American Captives
Fixed a dialogue typo with Wernher
Adjusted the generator sound to not be super loud and lowered the distance to hear it
(Goodies v1.2) Fixed Fawkes, Charon, and RL3 to activate the purifier. Ready for combat script caused them to be stuck when initiating the idle animation for it
(3.0)
Spoiler:
Show
Fixed an unique raider to stop respawning so the player can't get the stabhappy over and over
Removed RockItLauncherAmmo, RepairCombatArmor, RepairCombatArmorHelmet lists with Zeta items since they're already upgraded by DLC05MZ1QuestScript
Fixed the Vault 101 Security Armor to be repaired by Combat Armors
Fixed double barrel shotgun reload and jam audio glitches
Fixed the Raven Rock door to prevent the player from destroying it and entering too early
Reverted creature companion's(RL-3, Dogmeat, Fawkes) health, damage, calculated minimum/maximum levels back to default values
Included Tale of Two Wastelands Fallout 3 fixes and some restored content. Started from scratch and looked at every single record one by one. Over 46,000 records one by one. There's no way I'm going to look through and list that many fixes sorry. But what I didn't include was:
Anything that enhanced the game
Personal preference name changing
Rebalancing (only included things out of whack)
DLC weapon leveled items for the wasteland
Pointless cut content (armor, weapons, etc sitting in the game files not being used)
Compared this patch to the TTW fixes backported from scratch and revised everything
2 dialogue fixes to uncover a secret involving Somah's past (TTW already fixed the other 2)
3 dialogue attached script fixes towards receiving 100 caps (25 was incorrect) from turning in Ted Strayer's, Dukov's, and Dave's Special Keys to Mister Crowley
2 dialogue attached script fixes for Rory Maclaren's slave collar to be removed after saving him from Paradise Falls
Fixed 3 ownership issues with The Family's Terminals so now they're set to the player's ownership through certain dialogue choices with Vance
Fixed a rare occurance if you talk to Silver 1st, resolve the issue with Moriarty before talking to him, then when you talk to him, I fixed it so if you somehow don't have enough caps still, he will offer the job through dialogue still
Fixed 2 dialogue options that appear before hiring Charon (Screen)
(2.3.2)
Spoiler:
Show
Fixed corrupted dialogue records due to a FO3Edit script
Fixed some UV's with the house interiors in Tranquility Lane. It's the stairways that have the super stretched texture on the wall (Thanks to SuBNeRoCL)
Fixes for the Pitt which consists of some floating debris piles, and blinking in and out from engine bugs (Thanks to RoyBatterian)
Fixes for statics around the wasteland for rocks, bushes, seams, kit pieces, and all the bathroom wall gaps (Thanks to RoyBatterian)
Fix for Dr Li Teleporting when using the Taft Tunnel entrance after she uses the intercom (Thanks to RoyBatterian)
Fixed RL3 being aggressive after firing, including at raven rock (Thanks to RoyBatterian)
Fixed the fire extinguisher to stop reassembling itself after it's been destroyed (Thanks to RoyBatterian)
Fixed/Improved when one of the Arefu/Family members being killed not by the player and they went hostile on the player anyways (Thanks to RoyBatterian)
Fixed the Big Town robots from disappearing (Thanks to RoyBatterian)
Reworked Liberty Prime to not get stuck and stay on course (Thanks to RoyBatterian)
Improved the Pointlookout broken harmonica idle (Thanks to RoyBatterian)
Removed all references of junk food and replaced them with Potato Crisps to fix double items. Both ingestibles were the same(even the same Potato Crisps model) but had different names only
Fixed Ahzrukhal's class to be VendorDrinks not RaiderBigGuns
Fixed this turret in the Fort Independence so it can be destroyed and not stuck in the cieling
Fixed this dialogue bug so it won't be an option to ask about it after repairing the Galaxy News Radio relay
Fixed this dialogue bug involving having a fission battery or not
Fixed this dialogue bug so if the player killed his parents already it isn't a dialogue option
Fixed the Warmonger Perk so all weapon schematics are in effect
Fixed Victoria Watts to not find the player outside of Rivet City and she won't stay in one spot trying to run but goes nowhere. She will now run to the player and initiate dialogue at the appropriate place and time
Fixed Cherry to be part of the Rivet City Resident Faction when in Rivet City so when the player attacks her the other residents will care (this only works before escorting her to Rivet City)
Fixed Reilly to be part of the Underworld Resident Faction so when the player attacks her the other residents will care
Fixed when the player would revive Reilly she was in a slumped and tired position and stay that way even after Reilly Rangers quest (Example)
Fixed Fawkes' Gatling Laser's attack animation
Fixed RL3's Flamer shooting sound
Fixed all the ant's flamer shooting sounds
Fixed the EyeBot's weapon 2D shooting sound, resistance type, and on death critical damage effect
Fixed a lot of static placements in the Wasteland, Pennsylvania Avenue, Point Lookout, Metro Central, Sea Cave, Canterbury Tunnels, Underground Lab, Bridge Tower, Olney Sewers, Satellite Facility, Freedom Street Station, Downtown, Supply Plant, Haven, and Weapons Lab (Thanks to RoyBatterian)
Fixed static texture sets for a bunch of weapons, beards, armor, and 2 switches (Thanks to RoyBatterian)
Fixed some landscapes in the wasteland and The Mall (Thanks to RoyBatterian)
Fixed a typo in the USN DIA Field Report (Thanks to RoyBatterian)
Fixed a vault door missing a script VGearDoorR87 "Vault Door" [DOOR:00014EC2] (Thanks to RoyBatterian)
Fixed a vault kit piece that had wrong UV maps (Thanks to Hopper31)
Fixed the boards on the doors in calvert mansion persistent so they don't return to their original positions on cell reload (Thanks to RoyBatterian)
Fixed the teleporting mines and baby carriage trap at Point Lookout origin (Thanks to RoyBatterian)
In progress of fixing all of Megaton to account for when npcs are dead for dialogues (Examples: Screen1, Screen2, Screen3)
Fixed the doors for entering/exiting into the purifier room that were backwards. When you entered into one of them, you'd be on the opposite side of the room. Thanks to chucksteel
Fixed not being able to obtain the Protectron's Gaze and Ant's Sting weapons twice. If you obtained the Protectron's Gaze in dialogue and then kill The Mechanist after, you could have 2 of them in The Superhuman Gambit quest. Same scenario with the Ant's Sting. In those dialogues for both characters, their unique weapons will get removed and get added into your inventory instead.
Fixed not gaining/losing karma (for all DLCs as well) towards dogs, vicious dogs, feral ghouls, mad brahmin, turrets, mirelurk kings, mister gutsy, mister handy, protectrons, robobrains, sentry bots, swamplurk queen, and spider drones
Improved the Bloody Mess Perk towards the You Gotta Shoot Em In The Head quest. The perk will not be in effect towards those npcs you kill
(2.1)
Spoiler:
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In progress of fixing all of Megaton to account for when npcs are dead for dialogues (Examples: Screen1, Screen2, Screen3)
Removed being able to repair the Chinese Assault Rifle and Assault Rifle with each other
Removed being able to repair the Tri-beam Laser rifle and Laser Rifle with each other
Added Radio Stutter Fix by Razorwire (Agatha's Station wasn't fixed so I used this mod's method to fix it and I had to convert all its mp3s to wav files)
Remade/Fixed 102 DLC mesh armors thanks to (insaneplumber)
Correct reorder of NIF block (almost all NIF require, it seems to me that Beth had some problem in 3ds max NIF plugin for FO3/FNV because this problem has been almost completely eliminated in Skyrim)
Correction of BS Num UV Set and UV (if any noticed)
Face Normals (all NIF)
Smooth Normals (all NIF)
Update All Tangent Spaces (all NIF)
Overhaul fixes to Mister Burke and restored him into the game fully (Screens)
Burke's hitmen won't appear if he's dead
Burke's hitmen won't appear if you charmed him
Burke will only disappear/be disabled from game if you charm him and not blow up megaton
You're able to initiate conversations with Burke at appropriate times including before and after quests
Burke is a resident of Megaton with a daily routine. Going to his house to sleep at night, sit in that chair at Moriartys during the day, etc
Burke's house isn't level locked and only unlocked with his house key
Burke's house key is back in his inventory
Burke has a daily routine at Tenpenny Tower. Hanging out in the balcony area during the day, sleeping in his own bed at night, etc
Fixed a dialogue with Lucass Simms to only appear at a certain time (Screen)
Fixed a dialogue with Moira Brown to only appear at a certain time (Screen)
Fixed a dialogue with Billy Creel to only appear at a certain time (Screen)
Fixed the Lawbringer/Contract Killer perks so fingers only appear on the correct npcs
Fixed Junders Plunkett's Finger to be the only finger that appears on his death
Fixed the dialogue with Sonora Cruz when turning in Junders Plunkett's Finger to only appear if Junders Plunkett is dead and you have Junders Plunkett's Finger. Also Junders Plunkett's Finger actually gets removed from your inventory when you turn it in when before it didn't (Screen)
Fixed a dialogue caps check with Jericho
Fixed a medicine speech check with Doc Church
Updated vorbis dll files
(2.0)
Spoiler:
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In progress of fixing all of Megaton to account for when npcs are dead for dialogues (Examples: Screen1, Screen2, Screen3)
Fixed the dialogue option, "What's the word around town?" with Manya so she says the correct response instead of her saying this: (Screen). Funny that her voiced response works when she's talking about herself.
Fixed all 3 (yes there's supposed to be 3) Megaton Brass Lantern customers to actually have dialogue and be friendly. Only npc in there that's supposed to be rude is Andy. The devolopers had dialogue in there for them but it wasn't implemented correctly (Screen)
Fixed 2 dialogue errors with Derek Pacion (Screen1, Screen2)
Fixed 4 dialogue typos with Cindy Cantelli (Example)
Fixed a dialogue typo with the player: "Just take all the scrap metal I have. No charge. I just want to help" Missing a period.
Fixed a dialogue typo with Bryan Wilks: "Every time I'd sneak in there, he'd be sitting at that funny looking TV machine with the green words pushing buttons." -> "words, pushing"
Fixed 3 dialogue options to only appear while you have certain keys equipped and the "You Gotta Shoot Em In The Head" quest is running when talking to Mister Crowley:
Dukov is dead. I blew his brains out. <Lie>
Dave's head popped like a zit. <Lie>
I put a bullet right between Ted Strayer's eyes. <Lie.>
Fixed a dialogue with Breadbox "Oh... hey! What do you need, young lady?" to only say that to a female
Fixed a dialogue with Rothchild so he says the correct audio for it (Screen)
Fixed a bug in Red's "backtojail" package that causes her sometimes to return to Germantown and sit in the cell where you initially find her (thanks to RoyBatterian)
Fixed the bugs with Head of State and killing the slavers before getting the order to do so from Hannibal (thanks to RoyBatterian)
Fixed 9 dialogues with doctors determining how many caps the player has incorrectly (thanks to TTW Unofficial Patch)
Fixed an intelligence speech check with Agatha so the player can only say it once "I guess a homemade violin is never quite in tune..." (thanks to TTW Unofficial Patch)
Fixed the dialogue with Harden Simms so you can initiate dialogue with him everytime (Screen)
Fixed Harden Simms goodbye responses so he doesn't say "Sorry!" for every time he says bye to you
Removed Doctor Li's glasses from her inventory. This change doesn't fix anything, restores cut content, and didn't make sense with the ending slideshow (Screen)
Fixed followers to immediately enter the cycle airlock for the purifier when asked to (thanks to TTW Unofficial Patch)
Fixed this dialogue choice with Zip from "What have you got to trade for an ice cold bottle of Nuka-Cola?" to "What have you got to trade for a bottle of Nuka-Cola?" so it's not confusing whether you're able to trade an Ice cold Nuka-Cola with him or not
Fixed when discussing Nuka-Cola with Zip to only appear if you have 1 or more Nuka-Cola
Fixed Zip's dialogue so the player can initiate dialogue with him everytime
Fixed this dialogue with Zip "Oh hey, hi. You again, huh? I thought maybe you'd be blown up or shot or something by now, but I guess not. Not yet, anyway." so he only says it to you after talking with him once
Fixed/Repositioned the Yao Gao that was in the walls inside the Yao Guai Cave (Screen)
Fixed Recently built shack name to Doctor Lesko's Shack
Fixed Doctor Lesko's Shack to not set ownership to Doctor Lesko after completing the quest Those! so anything you loot afterwards won't be considered theft and going into Lesko's shack won't be considered trespassing, and if you stay too long, Lesko will flee
Removed Mother Curie III's weapon since she's an extremely peaceful character, and does not become hostile if you killed Brother Gerard in order to enter the Monastery, or even if you flat out tell her that you're going to wipe out her cult. If threatened, she simply states that she expected some form of religious persecution and that she refuses to respond to violence with violence. If you initiate combat against the Holy Light cult, Curie will simply cower and flee
Fixed the radio message from Three Dog to not say "Somethin' about Super Mutants takin' residents prisoner... All I know is the kid could have helped, and didn't. Nice going, asshole." and instead say the correct message, after saving BigTown from the supermutants which completes the Big Trouble in Big Town quest
Fixed Sticky to initiate dialogue with him after he makes it to Big Town and Red isn't there. All he said was a goodbye one liner "Where's Red?"
Fixed 3 dialogue prompt errors with Abraham Washington involving selling the Lincoln's Repeater, Lincoln's Voice, and John Wilkes Booth Wanted Poster (Example)
Fixed a dialogue with Sticky to recognize that Red isn't in Big Town yet (Screen)
Fixed 8 dialogue errors involving text errors and speech mismatches (Screens)
Overhaul fixes to Dukov, Cherry, and Fantasia's dialogues (Example1, Example2)
Fixed a few dialogues with Bleak involving talking about the Paradise Falls Guards (Example)
(1.9.3)
Spoiler:
Show
Added Frag Mine from Anchorage and Cryo Mine from Mothership Zeta to the PerkDemolitionExpertWeapons list
Expanded Stop Insulting Me Outcasts to the Operation Anchorage DLC. There were 27 dialogues that needed to be fixed along with various checks for wearing armor
Fixed the following dialogue lines so they make sense and don't break immersion:
Enclave strength is at 100%. They're getting reinforcements from somewhere, but we still haven't determined the location of their headquarters
It appears the Enclave troops have moved beyond the purifier, into the surrounding Wasteland region. No telling how far they might spread
There's been another Behemoth sighted in the Wasteland, in the Evergreen Mills region. That's heavy Raider country, so things could get interesting
Super Mutant activity in D.C. is high, but nothing out of the ordinary. The area around Galaxy News Radio is... nearly secure
Fixed Poplar's Hood and Maple's Garb's repair lists
Fixed generic slave greetings in The Pitt, so named slaves will use their unique dialogue, even after player had started The Pitt fights (thanks to qwertyasdfgh)
Fixed a condition in Nola's dialogue, so the correct line is used when she had healed the player (thanks to qwertyasdfgh)
Fixed Lulu's greeting, so she gives player food more than once (thanks to qwertyasdfgh)
Fixed doctor's dialogues so they offer medical services in situation when player's health is full, but one or more of the limbs are damaged (thanks to qwertyasdfgh)
Scribe Yearling will no longer tell player about returning BoS dogtags, like she's in the Citadel, while she's actually at Arlington Library (thanks to qwertyasdfgh)
Fixed female ground mesh of Worn Slave Outfit from Pitt DLC to be the same as male one, instead of Wasteland Settler Outfit ground mesh which it was assigned for some reason (thanks to qwertyasdfgh)
Object Position Fixes to 10 placed references which are tool cabinets, rocks, rubble, tire piles, etc (thanks to qwertyasdfgh)
Fixed the Raven Rock door so you can't destroy it and it will only be destroyed at the appriopriate time, which is while you're escaping from Raven Rock
Fixed Victoria Watts from finding you wherever you are in the Wasteland while advancing in the Replicated Man quest. She will only confront you in Rivet City
(Faction Reaction Error) Faction 'MS13FreedSlaveFaction' (06068A9C) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'MS13FreedSlaveFaction' (06068A9C). (Faction Reaction Error) Faction 'MS13FreedSlaveFaction' (06068A9C) is a Friend or Ally of Faction 'SlaveFaction' (0002F560), but Faction 'SlaveFaction' (0002F560) is not a Friend or Ally of Faction 'MS13FreedSlaveFaction' (06068A9C)
(Faction Reaction Error) Faction 'MS13FreedSlaveFaction' (06068A9C) is a Friend or Ally of Faction 'ParadiseFallsSlaveFaction' (000389DE), but Faction 'ParadiseFallsSlaveFaction' (000389DE) is not a Friend or Ally of Faction 'MS13FreedSlaveFaction' (06068A9C)
(Faction Reaction Error) Faction 'DLC01RadioTowerRaiderFaction' (020054FC) is a Friend or Ally of Faction 'DLC01WernherFaction' (020054FB), but Faction 'DLC01WernherFaction' (020054FB) is not a Friend or Ally of Faction 'DLC01RadioTowerRaiderFaction' (020054FC)
(Faction Reaction Error) Faction 'DLC01SlaveFrontGateFaction' (0200A7FB) is a Friend or Ally of Faction 'DLC01RaiderFrontGateFaction' (0200A73B), but Faction 'DLC01RaiderFrontGateFaction' (0200A73B) is not a Friend or Ally of Faction 'DLC01SlaveFrontGateFaction' (0200A7FB)
(Faction Reaction Error) Faction 'FreedSlaveFaction' (0002F561) is a Friend or Ally of Faction 'SlaveFaction' (0002F560), but Faction 'SlaveFaction' (0002F560) is not a Friend or Ally of Faction 'FreedSlaveFaction' (0002F561)
(Faction Reaction Error) Faction 'FreedSlaveFaction' (0002F561) is a Friend or Ally of Faction 'ParadiseFallsSlaveFaction' (000389DE), but Faction 'ParadiseFallsSlaveFaction' (000389DE) is not a Friend or Ally of Faction 'FreedSlaveFaction' (0002F561).
Fixed all merc grunt outfits to be repaired with each other. The unique versions are all exactly the same as the common ones so only the common ones are now used in game. Put the unique versions in the repair list in case other mods still use the pointless unique versions
Added hundreds of object placement fixes thanks to DCbug
In progress of fixing all of Megaton to account for when npcs are dead for dialogues (Examples: Screen1, Screen2, Screen3)
(1.8)
Spoiler:
Show
Improved and fixed more VATS camera path errors
Fixed in the quest "Aiding the outcasts" the "enter the simulation pod" objective never gets completed
Fixed an IV Stand with an empty blood pack that's used 5 times in the game that can be looted to obtain a full blood pack
Fixed a dialogue with Tiffany Cheng to recognize you're a male (Example)
Fixed a dialogue typo with Doctor Banfield (Example)
Fixed 2 dialogues involving Butch and Officer Gomez in the Trouble on the Homefront quest
Fixed another dialogue involving Moira Brown to account for all vault suits
Fixed a dialogue typo involving Shakes
Fixed 3 dialogues involving Daniel Littlehorn to recognize you have the Contract Killer perk
Fixed a dialogue involving Sonora Cruz to recognize you have the Lawbringer perk
Fixed Doctor Barrows terminal
Fixed a dialogue typo involving Deputy Weld
Fixed 3 dialogue typos involving Bannon
Fixed a dialogue typo involving Walter
Fixed a dialogue typo involving Zip
Fixed a dialogue typo involving Milo, Shipping Foreman
Fixed a dialogue typo involving Uncle Leo
Fixed 2 dialogue conditions and a typo involving Mister Gutsy
Fixed a dialogue to recognize you have the medic power armor equipped involving Mister Gutsy
Fixed a dialogue typo involving Protector Casdin
Fixed 48 notes/holodisks that had typos, missing icons/models
Fixed 7 packages having incorrect flags/conditions/references
Fixed 2 floating bushes
Fixed this: if you go into Tenpenny Penthose floor after completing Tenpenny Tower quest (in favor of tower residents), security guard there will use greeting dialogue from that quest, instead of his special greeting, making it impossible to use speech skill to gain acsess to Tenpenny suite. (thanks to qwertyasdfgh)
Fixed Scribe Jameson to recognize you have dog tags
Fixed the Enclave Hellfire Armor/Helmet repair lists
Fixed the Chinese Stealth Armor so you can't wear hats with it
Fixed the sink in the player's home at Megaton to be consistent. Megaton having a working water purification system, your sink produces sludge on par with what you find out in the wastes makes no sense and is an oversight (thanks to FOOK2)
Added Anchorage Gauss Rifle VATS Damage Fix by coelomate (This fixes it by removing entirely the little 'explosion' graphic. The weapon now does proper damage under all circumstances (that I have tested...) and makes the same noises/has the same visuals, except for the small blast. A low price to pay for a working as intended gun)
Added Ranger Helmet Texture Unlocker by aiglos357 (Only included the fix which is the esp texture change. The original UF3P already did this similar fix to the Talon Combat Helmet)
Fixed Head Wrap's Object Effects to have +1 Perception bonus (The only head wear object in the game without a bonus to perception. Hats and bandanna's already have one so leaving out the Head Wrap is an oversight)
Fixed a spelling error in the Dirty Pre-War Businesswear's Object Effect
Fixed all Aqua Pura Crates to be disabled/enabled at appropriate times. Some were missing enable parent triggers
Fixed Faydra, Tobar, Catherine, and any other character having that problem of not staying in their position and wandering off to find you wherever the player is (Older FO3Edit versions caused this bug when cleaning the DLCs and saving them which stripped off important subrecords. Re-download the DLCs and clean them again with the newest FO3Edit version) credit: rickerhk
(1.5)
Spoiler:
Show
Fixed all VATS Camera Path errors
Form list fixes to FO3 + DLC esms (Mostly thanks to FOOK2)
Removed abbreviation to effects
Fixed Tobar and Catherine so they stay put near the Point Lookout Ferry Boat (This bug doesn't always happen and this only works on a new game, tested. Spotted by nemesis200767)
Fixed 2 naked raider npc inventories in the Evergreen Mills Bazaar
Fixed music type in Evergreen Mills Foundry
Fixed/Removed Paladin Vargas being set to non-essential in the Following in His Footsteps Quest
Fixed Leo Stahl's Drug container to require only a key to open instead of very hard lock level, otherwise Leo's barter will break after picking the lock (spotted by polbashkisneslo)
Fixed Archive Invalidation was previously only being installed when point lookout DLC option was selected
Installer warns if fallout executable not found. Detects version and warns if old, displaying link to 1.7 update. Displays detected dlc
Fixed old installer's Fallout.ini updating code to work with Windows 7 & 8
Removed all -300000 coordinates which can cause a nasty glitch
Instead of initially disabling placed references and then adding them in the same cell, the disabled record has been replaced with the added one, and the added one is removed (FO3Edit's compare feature makes this simple to do)
Fixed Feral Ghoul Reaver's losing their radioactive glow effect (UF3PReaverGlowFixScript applied to DLC04CrFeralGhoul4A)
Fixed missing bottle sounds for beer, purified water, and unpurified water
Fixed all Centaur's 3D firing sound + Resistance Type
Fixed Blackhawk's Pickup/Drop sounds
Fixed Black Bart's Bane's Pickup/Drop sounds
Fixed The Kneecapper's Pickup/Drop sounds
Fixed Xuanlong Assault Rifle's Pickup/Drop sounds
Fixed Plasma Grenade's Equip/Unequip sounds
Fixed Chinese Assault Rifle's Pickup/Drop sounds
Fixed Chinese Dragoon Assault Rifle's Pickup/Drop sounds
Fixed Jingwei's Shocksword's Critical Effect + Resistance type + Removed Player Only flag
Fixed Callahan's Magnum's Pickup/Drop sounds
Fixed Radioactive Gore's Resistance Type
Fixed Bio-Gas Canister's Icon/Pickup Drop sounds/Flags/Resistance Type
Fixed Cryo Mine's Pickup/Drop sounds
Fixed all sword's blocking sounds
Fixed when you receive ordinary power armor from Sarah to receiving the Lyons Pride Power Armor instead. It didn't make sense with what sarah says when she gives you the power armor and you weren't able to receive this armor in the game
Fixed when you receive ordinary recon armor from Sarah to receiving the Composite Recon Armor instead. You weren't able to receive this armor in the game
Ownership fixes to Murphy's place in the Northwest Seneca Station
Fixed the beggars so they die or not when giving them Aqua Pura depending on if the FEV was inserted into the purifier
Fixed Haley in PL so he restocks his inventory
Fixed Sawbones so he restocks his inventory
Fixed Wasteland Doctors so they restock their inventory's
Fixed Wasteland Junkies so they restock their inventory's
Fixed Wasteland Merchants so they restock their inventory's
Fixed Scavengers so they restock their inventory's
Fixed a couple dialogue lines with Holly that didn't check the pc's sex type (Screen)
Added The Pitt's Flamer to the Pyromaniac Perk list
Added the Laser Rifle to the Tri-beam Laser Rifle's repair list
Fixed Doctor Li's inventory so she has her glasses on
Many fixes to all 3 of General Chase's Overcoat + Colonel Autumn's Uniform
Fixed prevention of the Enclave appearing at the start of the game
Fixed Panada to no longer hover over the leaningon wall
Fixed In the A Meeting of the Minds quest the Reward Vault Key now opens the Reward Vault instead of it opening automatically, and if desmond dies you still get the key
Fixed Mister Burke hitsquad to not attack you when you charmed him with the Black Widow Perk
Fixed all T-51b's repair lists
Fixed Ash and Goo Piles to disable on next cell load
Fixed all Effects to be abbreviated
Fixed the auto-completion bug in the This Galaxy Ain't Big Enough quest (Thanks to FOOK2)
21 leveled item fixes with incorrect flags/armor/etc
Fixed Star Paladin Cross so she follows you again if you told her to wait
Fixed missing compass markers in The Replicated Man quest
Fixed the music type in the Rivet City bow
Fixed 2 door names in the Rivet City bow along with re-naming Pinkerton to Horace Pinkerton to go with the door names + fixed his class type since he's more of a doctor then a mechanic
Fixed the name of the Broken Bow cell to Rivet City Broken Bow
Added Holy Water Pamphlets Disabler by bigmill (Changed so that when you successfully complete the Holy Water quest, all the pamphlets get disabled. This fix disabled 1 out of 4)
Ref (00041EA8) to base object LvlScavenger (000302CA) in cell MetroCenter03 (0, 0) (0001A285) should be persistent but is not
Ref (000C53FD) to base object LvlScavenger (000302CA) in cell zGeorgetownRadiationKing (0, 0) (00061F8D) should be persistent but is not
Ref (00020EDE) to base object LvlScavenger (000302CA) in cell zLuckyGrocery (0, 0) (0001FEC5) should be persistent but is not
Ref (0400EA80) to base object DLC04Haley (0400EA7D) in cell DLC04ShackHardwareStore (0, 0) (0400811E) should be persistent but is not
Ref (000CC73A) to base object LvlScavengerGuardEditorLoc (000CC766) in cell Wilderness (-3, -15) (00001190) should be persistent but is not
Ref (0004E5B9) to base object PotomacFisherman (0004E5B8) in cell Wilderness (9, -9) (00000CC0) should be persistent but is not
Ref (0006DD19) to base object LvlScavenger (000302CA) in cell FFEnclaveCamp19 (-29, 20) (00000EFA) should be persistent but is not
Ref (0002694D) to base object LvlScavenger (000302CA) in cell MQ11KeyBridge03 (12, -11) (00000CFB) should be persistent but is not
Reference attached to wrong cell for its location: REFR Form 'UF3PTwilightZone' (060384F3) to STAT form 'AirRaidAlarm01' (000AFC2F) in Cell (null)
Activate parent 'DLC04PuzSwitchD' (0400DE04) is not in same cell. Activation may not work properly
Activate parent 'DLC04PuzSwitchA' (0400DE03) is not in same cell. Activation may not work properly
Errors were encountered during InitItem for reference: Base: 'DLC04FF05AviaryPuzzle03ControlBox' (0400DE0E) Ref: '' (0400DE02) Cell: 'Aviary' (04000887) (3, -3) in world 'DLC4Pointlookout' (04000802)
(Faction Reaction Error) Faction 'DLC05NPCFollowerFaction' (050068DF) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC05NPCFollowerFaction' (050068DF)
(Faction Reaction Error) Faction 'DLC04DesmondFaction' (04006645) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC04DesmondFaction' (04006645)
(Faction Reaction Error) Faction 'DLC04PetDogFaction' (0400C1EB) is a Friend or Ally of Faction 'DLC04DesmondFaction' (04006645), but Faction 'DLC04DesmondFaction' (04006645) is not a Friend or Ally of Faction 'DLC04PetDogFaction' (0400C1EB)
(Faction Reaction Error) Faction 'DLC03PresMetroRobotFaction' (030064CB) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC03PresMetroRobotFaction' (030064CB)
(Faction Reaction Error) Faction 'DLC03WQ01PlayerFriendFaction' (0300674A) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC03WQ01PlayerFriendFaction' (0300674A)
(Faction Reaction Error) Faction 'DLC03EnclaveBaseRobotFaction' (03008CCE) is a Friend or Ally of Faction 'EnclaveFaction' (0001D3FD), but Faction 'EnclaveFaction' (0001D3FD) is not a Friend or Ally of Faction 'DLC03EnclaveBaseRobotFaction' (03008CCE)
(Faction Reaction Error) Faction 'DLC03EnclaveBaseDClawFaction' (0300946C) is a Friend or Ally of Faction 'EnclaveFaction' (0001D3FD), but Faction 'EnclaveFaction' (0001D3FD) is not a Friend or Ally of Faction 'DLC03EnclaveBaseDClawFaction' (0300946C)
(Faction Reaction Error) Faction 'DLC03WQ01PlayerFriendTrackCrimeFaction' (0300B30E) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC03WQ01PlayerFriendTrackCrimeFaction' (0300B30E)
(Faction Reaction Error) Faction 'DLC01CombatSlaves' (0200375B) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC01CombatSlaves' (0200375B)
(Faction Reaction Error) Faction 'DLC01WernherFaction' (020054FB) is a Friend or Ally of Faction 'DLC01RadioTowerRaiderFaction' (020054FC), but Faction 'DLC01RadioTowerRaiderFaction' (020054FC) is not a Friend or Ally of Faction 'DLC01WernherFaction' (020054FB)
(Faction Reaction Error) Faction 'DLC01RaiderFrontGateFaction' (0200A73B) is a Friend or Ally of Faction 'DLC01SlaveFrontGateFaction' (0200A7FB), but Faction 'DLC01SlaveFrontGateFaction' (0200A7FB) is not a Friend or Ally of Faction 'DLC01RaiderFrontGateFaction' (0200A73B)
(Faction Reaction Error) Faction 'DLC02OutcastFaction' (01000E21) is a Friend or Ally of Faction 'BrotherhoodOutcastFaction' (0001D3FF), but Faction 'BrotherhoodOutcastFaction' (0001D3FF) is not a Friend or Ally of Faction 'DLC02OutcastFaction' (01000E21)
(Faction Reaction Error) Faction 'DLC02ChineseEndBattleFaction' (01002989) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC02ChineseEndBattleFaction' (01002989)
(Faction Reaction Error) Faction 'DLC02GeneralEndBattleFaction' (0100299C) is a Friend or Ally of Faction 'DLC02CombatAmericanFaction' (010043F2), but Faction 'DLC02CombatAmericanFaction' (010043F2) is not a Friend or Ally of Faction 'DLC02GeneralEndBattleFaction' (0100299C)
(Faction Reaction Error) Faction 'DLC02StrikeTeamFaction' (01002D09) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC02StrikeTeamFaction' (01002D09)
(Faction Reaction Error) Faction 'DLC02CombatChineseFaction' (010043F1) is a Friend or Ally of Faction 'DLC02AmericanCaptiveFaction' (010091E7), but Faction 'DLC02AmericanCaptiveFaction' (010091E7) is not a Friend or Ally of Faction 'DLC02CombatChineseFaction' (010043F1)
(Faction Reaction Error) Faction 'DLC02CombatAmericanFaction' (010043F2) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC02CombatAmericanFaction' (010043F2)
(Faction Reaction Error) Faction 'DLC02StrikeTeamFaction1Point' (01005000) is a Friend or Ally of Faction 'DLC02StrikeTeamFaction' (01002D09), but Faction 'DLC02StrikeTeamFaction' (01002D09) is not a Friend or Ally of Faction 'DLC02StrikeTeamFaction1Point' (01005000)
(Faction Reaction Error) Faction 'DLC02StrikeTeamFaction2Points' (01005001) is a Friend or Ally of Faction 'DLC02StrikeTeamFaction' (01002D09), but Faction 'DLC02StrikeTeamFaction' (01002D09) is not a Friend or Ally of Faction 'DLC02StrikeTeamFaction2Points' (01005001)
(Faction Reaction Error) Faction 'DLC02StrikeTeamFaction3Points' (01005002) is a Friend or Ally of Faction 'DLC02StrikeTeamFaction' (01002D09), but Faction 'DLC02StrikeTeamFaction' (01002D09) is not a Friend or Ally of Faction 'DLC02StrikeTeamFaction3Points' (01005002)
(Faction Reaction Error) Faction 'DLC02StrikeTeamFaction4Points' (01005003) is a Friend or Ally of Faction 'DLC02StrikeTeamFaction' (01002D09), but Faction 'DLC02StrikeTeamFaction' (01002D09) is not a Friend or Ally of Faction 'DLC02StrikeTeamFaction4Points' (01005003)
(Faction Reaction Error) Faction 'DLC02AmericanCaptiveFaction' (010091E7) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'DLC02AmericanCaptiveFaction' (010091E7).
(Faction Reaction Error) Faction 'TraderFaction' (00065374) is a Friend or Ally of Faction 'PlayerFaction' (0001B2A4), but Faction 'PlayerFaction' (0001B2A4) is not a Friend or Ally of Faction 'TraderFaction' (00065374)
(1.3)
Spoiler:
Show
Rivet City save crash fix
Optimized textures to save space in the BSA
Plugins reduced to 2 files thanks to BenWah
(1.2)
Spoiler:
Show
UF3P: Improved the installer, now uses the "component" view instead of "tasks" also added a warning if DLC(s) are detected in your
G4WL folder which would cause Fallout 3 to crash if you tried to load a plugin that relied on the DLC.
UF3P: Fixed the Glowing One glow fix for the Glowing One's invloved in the Tenpenny Tower attack causing it to mess up the
UF3P: Fixed the Protectron "flying" fix, as a side effect of fixing it any pre-place dead Protectron had their arms
floating off their bodies until you "touched" them (Altered Mesh: \Creatures\Protectron\Skeleton.nif).
UF3P: Fixed the installer appending "Fallout 3" when you selected a folder, eg if I manually selected my Fallout 3 folder it
would appear as "D:\Games\Fallout 3\Fallout 3".
UF3P: Removed the VATS accuracy perk fix as it was fixed in the official v1.5.0.22 patch (Removed Quest: UF3PVATSPerksFix,
Removed Script: UF3PVATSPerksFixScript, Removed Global Variable: UF3PVATSFixOff).
UF3P: Fixed not being able to loot Ymir\Frank if you happened to kill him while they where in the middle of the event due to
the previous fix (Altered Script: YmirSCRIPT).
UF3P: Accidently forgot to fix the "Hollowed-Out Rock" sounds, created the sounds for it previously but forgot to change the
container to use the new sounds (Alterted Container: HollowRockContainer).
UF3P: Installer will no longer activate the DLC related patches if you don't actually have the DLC (caused Fallout 3 to crash).
UF3P: Forgot to make an outcast version of the Mr Gutsy brain plate (New Mesh: outcastbrain.nif).
UF3P: Fixed Three Dog looping due to the previously unlocked dialogue not being setup correctly.
UF3P: UF3P's installer will now detect and offer to remove INumHWTHreads from your fallout.ini if it is set to anything
other then 2 as it can cause a varying range of crashes. Fallout 3 internally has INumHWTHreads set to 2 so having it stated in fallout.ini at all is useless.
Operation Anchorage: Changed the name of the "T-51b" activator (the thing that actually gives you the armor) to "Winterized
T-51b Power Armor" (Altered Activator: DLCAnchT51DisplayArmor01).
Operation Anchorage: Fixed Covert Ops perk, no longer marked as playable as all reward perks should be, also corrected a typo
in the description, changed "Operation:Anchorage" to "Operation: Anchorage" (Altered Perk: DLC02CovertOps).
Operation Anchorage: Fixed General Chase's Overcoat not using the correct texture when equipped on a female, even though it is
impossible to get this item in normal gameplay it was fixed for the cheaters! (Altered Armor: DLC02OutfitArmyGeneral).
Operation Anchorage: Fixed soldier posing with a Fatman instead of a Missle Launcher (Altered Mesh: dlcanchfatmananimobject.nif).
Operation Anchorage: Fixed American Soldier at the field hospital having an african american head with a caucasian body (Altered
NPC: DLC02FF007PatientSittingA).
Operation Anchorage: Fixed the Quartermaster not behaving like all other NPC's in the simulation when killed eg. vanishes
when killed ect (Altered NPC: DLC02FieldHQQuartermaster).
Operation Anchorage: Fixed the Explorer perk not working if you took it before you installed Operation Anchorage (New Script:
UF3PEPFixOAScript, New Quest: UF3PEPFixOA).
Operation Anchorage: Fixed the Winterized T-51b Power Armor using the standard T-51b texture on the upper left arm when the
Pip-Boy wasn't equipped and the gloves using the standard texture (Altered Armor: DLC02ArmorPowerT51b, DLC02ArmorPowerT51bWasteland, New Form List: UF3PArmorWinterizedPower51bList, New Armor Addon: UF3PWinterizedPowerArmor51bLeftHand, UF3PWinterizedPowerArmor51bRightHand).
Operation Anchorage: Fixed Winterized T-51b Power Armor not using the same texture as the rack\stand (Altered Texture Set:
DLCAnchT51bArmor, Altered Armor: ).
Operation Anchorage: Fixed the room bounds of the Outcast Outpost's armory room being too small causing the placed
mainframes under the T-51b stand to not appear in-game (Altered Cell: DLC02VSS01).
Operation Anchorage: Fixed a suit of Winterized T-51b Power Armor placed to low causing it to clip into the ground and stand
Operation Anchorage: Fixed "General Chase's Overcoat" not using the correct texture when dropped onto the ground (Altered
Armor: DLC02OutfitArmyGeneral).
The Pitt: Fixed the effect on Gamma Shield Armor not being named the same, changed "Lead-Lined Armor" to "Gamma Shield Armor"
(Altered Object Effect: DLC01EnchMetalArmorLead).
The Pitt: Fixed the effect on Filtration Helmet not being named the same, changed "Air Filtration" to "Filtration Helmet"
(Altered Object Effect: DLC01EnchMetalArmorLead).
The Pitt: Fixed the effect on Laborer Outfit not being named the same, changed "Wasteland Outfit" to "Laborer Outfit" (Altered
Object Effect: DLC01EnchMetalArmorLead).
The Pitt: Fixed the Explorer perk not working if you took it before you installed The Pitt (New Script: UF3PEPFixTPScript,
New Quest: UF3PEPFixTP).
The Pitt: Fixed overlapping mesh causing flickering (Altered Mesh: dlcpittneormpwlstairsl01.nif).
The Pitt: Fixed Ashur's Power Armor using the Raider Iconoclast Armor inventory icon instead of its own inventory icon
(Altered Armor: DLCPittArmorPowerAshur).
The Pitt: Improved the Steel Ingot fix, optimized script and you'll no longer hear the generic item activation sound (Altered
Script: DLC01SteelPlateActivatorSCRIPT).
Broken Steel: Fixed the Pyromaniac perk not affecting the Burnmaster, Zhu-Rong v418 Chinese Pistol and Nuka-Grenade (Altered
Form List: PerkPyromaniacWeapons).
Broken Steel: Fixed being able use the unique Flamers to repair the normal Flamers (Altered Form List: RepairFlamer).
Broken Steel: Fixed being able use the unique Gatling Lasers to repair the normal Gatling Lasers (Altered Form List: RepairGatlingLaser).
Broken Steel: Fixed being able use the unique Scoped .44 Magnum's to repair the normal Scoped .44 Magnum's (Altered Form List:
RepairScoped44Magnum).
Broken Steel: Fixed being able use the unique Super Sledge's to repair the normal Super Sledge's (Altered Form List: RepairSuperSledge).
Broken Steel: Fixed The Burnmaster, Experimental MIRV, Miss Launcher, A3-21's Plasma Rifle, Zhu-Rong v418 Chinese Pistol and
Firelance not setting Harold on fire (Altered Form List: MS10SetHaroldOnFireWeaponsList).
Broken Steel: Fixed Dogmeat's script setting the PlayerHasFollower variable to 0 upon his death (Dogmeat doesn't check
PlayerHasFollower nor is he controlled by it at all) which allowed you to aquire a second follower if you already had another follower with you and Dogmeat at the time (Altered Script: DogmeatSCRIPT).
Broken Steel: Fixed Three Dog's dialogue about the Last, Best Hope of Humanity not running for males due to a bad karma check
(Altered Dialgoue: 58080).
Broken Steel: Fixed the Explorer perk not working if you took it before you installed The Pitt (New Script: UF3PEPBSFixScript,
New Quest: UF3PEPBSFix).
Broken Steel: Fixed forcefield effect not animating properly due to typo in name (Altered Mesh: dlc03enclaveforcefieldglow01.nif).
Broken Steel: Fixed liperty prime wall scan not animating properly due to typo in name (Altered Mesh: dlc03primewallscanfx.nif).
Broken Steel: Fixed project purity water not animating properly due to typo in name (Altered Mesh: dlc03ppurityfxtankrun.nif).
DLC03WQ03MotherCurieGhoul, DLC03WQ03SunOfAtom, New Script: UF3PReaverGlowFixScript).
Broken Steel: Fixed Glowing One's losing their glow effect (Altered Creature: DLC03WQ03CrGlowingApostle, New Script:
UF3PGlowingOneGlowFixScript).
Broken Steel: Fixed the Puppies! perk making you unable to hire a follower when Dogmeat died and was respawned (Altered Script:
DLC03CreatorQuestScript).
Broken Steel: Undid the levelling change to Dogmeat, Fawkes and Sergeant RL-3 which caused them to have massive amounts of
health (Dogmeat has 15000HP when you're at level 30). Dogmeat\Fawkes\Sergeant RL-3 will only have massive amounts of health if they where just found, if you already found them before Broken Steel was activated then they won't have massive amounts of HP (Altered Creature: FFEU255Dogmeat, MQ08Fawkes, RL3Follower).
Broken Steel: Fixed Aqua Pura killing beggers even if you didn't put the FEV into the water purifier (Altered Script: WaterBeggarNPCSCRIPT).
Broken Steel: Fixed the "Nerves of Steel" perk increasing the action point regeneration rate by only 0.1 point per
second (%2.5 increased rate) which sure as hell isn't the advertised "you regenerate Action Points much more quickly than you normally would.", Nerves of Steel will now increase action point regeneration rate by 50% (calculated dynamically by the fActionPointsRestoreRate setting) (Altered Script: DLC03APRegenScript).
Broken Steel: Regenerated all bodymod data and left it uncompressed, the texture join between the head and body is less noticable now.
Broken Steel: Fixed one of the Super Mutant Overlord types not being pickpocketable (Altered Creature: DLC03CrSuperMutant4GunA).
Broken Steel: Fixed the sound of the water gushing out of the 3 pipes at Project Purity sounding rather weak, turns out they
accidently used the wrong sound effect (Altered Movable Static: DLC03FXPPWaterFall).
Broken Steel: Undeleted all references and disabled them instead, this will stop Enclave Soldiers spawning before the
appropriate quest has been finished.
Point Lookout: Fixed the teddy bear not using the new icon created for it (Altered Misc Item: TeddyBear01).
Point Lookout: Fixed Riverboat Ticket using the note icon instead of the passcard icon which now matches the passcard mesh it
uses (Altered Misc Item: DLC04BoatTicket).
Point Lookout: Removed invalid animation from The Krivbeknih (Altered Mesh: dlc04alterevilbook01.nif).
Point Lookout: Fixed the paint rings on the vases not moving down when you activated the pedestal, the animation and scripting
for it was all there just Bethesda named the block in the nif incorrectly preventing it from working (Altered Mesh: dlc04aviarypuzzlepaint01.nif, dlc04aviarypuzzlepaint02.nif, dlc04aviarypuzzlepaint03.nif, dlc04aviarypuzzlepaint04.nif).
Point Lookout: Fixed cabinet door not opening, the animation for it was all there just Bethesda named the block in the nif
incorrectly preventing it from working (Altered Mesh: dlc04shackcabinet01doorsingle.nif).
Point Lookout: Fixed railing using a non existant normal map (Altered Mesh: dlc04boardwalkbarricade01.nif).
Point Lookout: Removed invalid animation from the destroyed brain tank (Altered Mesh: dlc04brainpoddead.nif).
Point Lookout: Fixed the buoy's not bobbing around, the animation for it was all there just Bethesda named the block in the nif
incorrectly preventing it from working (Altered Mesh: dlc04buoy01.nif).
Point Lookout: Removed the invalid animation from the static buoy (Altered Mesh: dlc04buoy01static.nif).
Point Lookout: Regenerated all bodymod data and left it uncompressed, the texture join between the head and body is less noticable now.
Point Lookout: Punga fruit plants will now be marked as destroyed when you collect them so you can no longer "try" to interact
with them (Altered Script: DLC04PungaPlantSCRIPT).
Point Lookout: Fixed the Ghoul Ecology perk's conditions running in the perk selection area instead of the target which made the
perk always be in effect on everything not just ghouls (Altered Perk: DLC04FF06GhoulEcology).
Point Lookout: Fixed the Mirelurk Ecology perk's conditions, it was checking to see if the player was a Mirelurk instead
of the target thus the extra damage was never applied. Also fixed the conditions, it was checking to see if the target was a "Mutated Animal" more then just Mirelurk's are classed as a "Mutated Animal" so added an extra check so the damage is ONLY applied to Mirelurk's (Altered Perk: DLC04MirelurkEcology).
Point Lookout: Fixed NavMesh error in the Lighthouse (Altered Cell: DLC04Lighthouse).
Point Lookout: Fixed Feral Ghoul Reaver's losing their radioactive "glow" effect (Altered Creature: DLC04CrFeralGhoul4A, New
Script: UF3PReaverGlowFixScript).
Point Lookout: Fixed the floating wall idle markers causing Panada to float (Altered Cell: DLC04PointLookout>Wilderness -1,-1).
Mothership Zeta: Fixed the cyro pod not animating correctly due to incorrect name (Altered Mesh: dlc05cryopodanimated.nif).
Mothership Zeta: Fixed the alien door control not animating correctly due to incorrect name (Altered Mesh: dlc05terminal01.nif).
Mothership Zeta: Fixed the cyro gas not animating correctly due to incorrect name (Altered Mesh: dlc05cryoburst.nif).
Mothership Zeta: Fixed the core coolant switch not animating correctly due to incorrect name (Altered Mesh: dlc05generatorcoolantswitch.nif).
Mothership Zeta: Fixed the core not animating correctly due to incorrect name (Altered Mesh: dlc05mzrmgenerator01core.nif).
Mothership Zeta: Fixed the teleporter matrix not animating correctly due to incorrect name (Altered Mesh: dlc05mztelepad01.nif).
Mothership Zeta: Fixed the train lights not animating correctly due to incorrect name (Altered Mesh: dlc05trainlights.nif).
Mothership Zeta: Fixed the camera eye's in the holding cells not animating around due to incorrect name (Altered Mesh:
dlc05cameraeye01.nif, dlc05cameraeye02.nif).
Mothership Zeta: Fixed the robot assembly conveyor belt not moving due to incorrect animation name (Altered Mesh:
Fallout 3: Fixed the left male and female gloves on the Enclave officer's uniform clipping into the Pip-Boy if you happened to
have the Pip-Boy glove disabled (Altered Mesh: \Armor\EnclaveOfficer\glovel.nif, \Armor\EnclaveOfficer\gloveml.nif).
Fallout 3: Fixed the targets you have to shoot with the BB Gun in the quest "Growing Up Fast", the quest said "Shoot all three
targets with the BB Gun." yet you could shoot 1 target 3 times, fixed only 1 target having a quest marker on it (other 2 didn't have the condition setup correctly) also the quest marker on the target will now vanish once you shoot it (Altered Script: CG02TargetSCRIPT, Altered Quest: CG02).
Fallout 3: Fixed Yao Guai's left get up animation missing a target causing it never to work (Altered Idle Animation: YGGetUpLeft).
Fallout 3: Fixed Cheng Personal Computer not displaying a Daily Affirmation for Saturday, the Saturday Daily Affirmation
condition was set to "GetIsID" instead of "GetDayOfWeek" (Altered Terminal: IrvingChengTerminal, MS12TenpennyIrvingChengTerminal).
Fallout 3: Fixed SArchiveList in GECKCustom.ini trying to load "Fallout - Voices 2.bsa" (which does not exist) instead of
"Fallout - MenuVoices.bsa", you'll now be able to listen to alot more dialogue in the G.E.C.K now.
Fallout 3: Fixed broken conditions in a dialogue line from Gob (I guess they don't have a lot of Ghouls in the Vault.) which
prevented it from ever being heard (Altered Dialogue: MegGobGreeting1>"I guess they don't have..." 1DD19).
Fallout 3: Fixed broken condition in a dialogue line from Manya (I'm sorry, I just haven't been paying any attention at all
since Nathan died.) which prevented it from ever being heard (Altered Dialogue: MegTownRumors>"I'm sorry, I just haven't been..." 1E87F).
Fallout 3: Fixed broken dialogue condition which cause the line not to be said all the times it was ment to be (Altered
Dialogue: NormalToCombat>"How many of those things are in here?" 18637).
"Potato Crisps" and "Junk Food" are identical in every way (icon\mesh ect) except the name, renamed "Junk Food" to "Potato Crisps"
(Altered Ingestible: JunkFood).
Fallout 3: Fixed the dirty old version of the Pre-War Kid's Outfit using the good\clean texture when equiped on a female
instead of the dirty\old texture (Altered Armor: KIDOutfitPrewarChildOld).
Fallout 3: Fixed objective display issues in the Tenpenny Tower quest, only 1 of the 2 generators where displayed as an
objective and the terminal wasn't being displayed as an objective even though it was setup to (don't think terminals can be marked as objectives?) also the objective marks will now disappear too (Altered Quest MS12, Altered Cell: WarringtonStation03).
Fallout 3: Fixed the electrical boxes invloved in the Tenpenny Tower quest not behaving as as all other electrical boxes, not
exploding and not making any sound (Altered Movable Static: MS12ElectricBoxExplode).
Fallout 3: Fixed Missile Launcher using a glow map on the incorrect part in 1st person (Altered Texture Set:
1stPersonMissileLauncherTexture02).
Fallout 3: Fixed Theo's Ammo Box not animating opening\closing (Altered Mesh: ms18theosammobox.nif, Altered Container: MS18TheosAmmoBox).
Fallout 3: Fixed the L. O. B. Enterprises Secure-Case having a rather inappropriate open\close sound effect (Altered
Container: LOBEZhuRongBriefcase).
Fallout 3: Fixed trapped terminals displaying the message box "This computer trap is disarmed and won't explode unless it
it rearmed." when you happen to shoot it, also as a sideffect the little spinning antenna won't spin anymore when the trap is disarmed (Altered Script: TrapComputerSCRIPT, TrapComputerFaceSCRIPT).
Fallout 3: Fixed Bottle Cap Mines having no deactivation sound (Altered Projectile: MineBottleCapProjectile).
Fallout 3: Fixed the filing cabinet opening sound not fully being heard before the menu opened (Altered Mesh: cabinet01.nif).
Fallout 3: Fixed weird interaction between the Wasteland Doctor Fatigues and the WastelanderDoctorApparel level list on Cutter
which when she was killed 2 Wasteland Doctor Fatigues would appear in her inventory and if you looted 1 the other would vanish too but Cutter would still appear wearing it (Altered NPC: Cutter).
Fallout 3: Fixed Mary wearing adult clothing and also corrected her class, was " Vault Dweller" instead of "Villager" (Altered NPC: Mary).
Fallout 3: Fixed Dogmeat's script setting the PlayerHasFollower variable to 0 upon his death (Dogmeat doesn't check
PlayerHasFollower nor is he controlled by it at all) which allowed you to aquire a second follower if you already had another follower with you and Dogmeat (Altered Script: DogmeatSCRIPT).
Fallout 3: Fixed typo in Dogmeat's death message, all other follower's death messages end with an exclamation mark but not
poor old Dogmeat (Altered Message: FollowerMessageDeadDogmeat).
Fallout 3: Fixed all messages referring to "Sergeant RL-3" as "RL3" (Altered Message: FollowerMessageLeaveRL3, FollowerMessageDeadRL3).
Fallout 3: Fixed a bug in Sergeant RL-3's dialogue allowing you to hire all the followers (Altered Dialogue: BD047).
Fallout 3: Fixed left and right gloves using the incorrect normal map, was using the armor normal map instead of the
glove normal map (Altered Mesh: WastelandClothing02\glovemr.nif, WastelandClothing02\gloveml.nif).
Fallout 3: Fixed The AntAgonizer's and The Mechanist's minions respawning (New Script: UF3PRespawnFix, Altered Creature:
MS02BattleAnt, MS02BattleRobot).
Fallout 3: Fixed being able to steal from Protector Casdin then sell it back to him (Altered NPC: ProtectorCasdin, New
Script: UF3PNoPickpocket).
Fallout 3: Fixed Protector Casdin equipping Power Armor\other armor ect after selling them to him (Altered Script: UF3PNoPickpocket).
Changed the name of "Power Helmet" to "Brotherhood Power Helmet" as both "Power Helmet" and "Brotherhood Power Helmet" are
identical (Altered Armor: ArmorPowerHelmet).
Fallout 3: Fixed Lucky 8 Ball not behaving correctly (if you put it into a container the luck bonus would not be removed and
then when you took it out the luck bonus would be removed, also the luck bonus wouldn't be removed if the Lucky 8 Ball was removed from you via RemoveAllItems) (Altered Script: MS01Lucky8BallScript, Altered Spell: MS01Lucky8BallAbility, New Base Effect: UF3PLuckyEightBallMagicEffect, New Script: UF3PLuckyEightBallMagicEffectScript).
Fallout 3: Fixed the "Crumpled Note" in the "The Brass Latern" that was embedded in the wall preventing you from picking it up
and gaining the password to to unlock the terminal (Altered Cell: MegatonTheBrassLantern).
Fallout 3: Fixed the Nuka-Cola Clear Formula having the inventory icon of "junk" instead of the "holotap" icon (Altered Misc
Item: MS05NukaColaDisk).
Fallout 3: Fixed Empty Nuka-Cola Bottle having the inventory icon of "junk" instead of the "cola" icon (Altered Misc Item:
NukaColaBottle).
Fallout 3: Fixed Turpentine having the inventory icon of "junk" instead of the "turpentine" icon (Altered Misc Item: Turpentine).
Fallout 3: Fixed Bloatfly Meat using the Ant Meat model and icon (Altered Ingestible: BloatflyMeat)
Fallout 3: Fixed Empty Syringe having the inventory icon of "junk" instead of the "morphine" icon (Altered Misc Item: SurgicalSyringe01).
Changed the name of "Large Whiskey Bottle" to "Empty Scotch Bottle" after all it is using the exact same model as Scotch, also fix
its icon as it was using the "junk" icon instead of the "scotch" icon (Altered Misc Item: WhiskeyBottle02).
Fallout 3: Fixed 8 Ball not using the inventory icon of "junk" instead of the "8 ball" icon (Altered Misc Item: 8 Ball).
Fallout 3: Fixed Empty Whisky Bottle not using the inventory icon of "junk" instead of the "whisky" icon (Altered Misc
Item: WhiskeyBottle01Empty01).
Fallout 3: Fixed Scotch appearing as an empty bottle (Altered Ingestible: Scotch, New Mesh: whiskeybottle02full.nif).
Fallout 3: Fixed mounted brahmin heads missing the shadow effect around them due to it not being setup correctly (Altered
Mesh: mountedbrahminhead01.nif).
Fallout 3: Fixed the hatch on the roof of Luccas Simms's house not having opening\closing sounds (Altered Door: DoorCollision01).
Fallout 3: Fixed 25 dead NPC's that are set to respawn (Altered NPC: LootToxicDump01NPC, DeathclawLoot1VendorMale, AWMTed,
Fallout 3: Fixed Lug-Nut having quite noticable difference between his head skin color and his body skin color (Altered NPC: LugNut).
Fallout 3: Fixed GameDaysPassed calculating incorrectly, the more time you played the game the the bigger the gap would be when
the day changed in the sleep\wait screen (day would change at say 7am after playing for 20 hours) (New Quest: UF3PGameDaysPassedFix, New Script: UF3PGameDaysPassedFixScript).
Fallout 3: Fixed bad navmesh at the entrance of the Dunwich Building causing follows to appear behind the building when you
exit it (Altered Cell: Wasteland>DunwichBuildingExterior -26, -18).
Fallout 3: Fixed mine completely concealed in the ground (Altered Cell: Wasteland>Wilderness 8,-7).
Fallout 3: Fixed incorrect gender check which made females unable to intimidate Andy Stahl with their strength (Altered
Fallout 3: Fixed issues with heads (HeadHuman: some corrections to the LookUp morph. HeadHumanChildFemale, HeadFemale,
HeadOldFemale: Corrected issue where entire head would bloat in SquintLeft or SquintRight.) (Altered Mesh: HeadChild.nif, HeadChildFemale.nif, HeadFemale.nif, HeadHuman.nif, HeadOld.nif, HeadOldFemale.nif, Altered EGM & TRI: headchild.egm, HeadChild.tri, HeadChildFemale.egm, HeadChildFemale.tri, HeadFemale.egm, HeadFemale.tri, HeadHuman.egm, HeadHuman.tri, HeadOld.egm, HeadOld.tri, HeadOldFemale.egm, HeadOldFemale.tri).
Fallout 3: Fixed Elder Lyon's Robe not being dismemberable, created female version of the robe, fixed clipping issues
with Pip-Boy, created ground version of the robe and created a new inventory icon for it (Altered Mesh: \Armor\ElderLyons\outfitm.nif, New Mesh: \Armor\ElderLyons\outfitf.nif, \Armor\ElderLyons\go.nif, New Texture: apperal_Elder_Lyons_Robe.dds, Altered Armor: OutfitElderLyons, Altered Armor Addon: ElderLyonsGloveL, ElderLyonsGloveR).
Fallout 3: Fixed Eulogy Jones' Hat using the "glow" icon instead of the proper icon like everything else uses (Altered Armor:
OutfitEulogyJonesHat).
Fallout 3: Fixed Chryslus Building Reception Area, Chryslus Building Lower Offices and Chryslus Building Basement not using
the dungeon music (Altered Cell: ChryslusBuilding01, ChryslusBuilding02, ChryslusBuilding03).
Fallout 3: Fixed the enternally burning fires on the motorcycle when it was destroyed (Altered Mesh: motorcycle01hulk.nif).
Fallout 3: Fixed the enternally burning fires on the eletrical box when it was destroyed (Altered Mesh: electricbox1hulk.nif).
Fallout 3: Fixed the enternally burning fires on the fusion generator when it was destroyed (Altered Mesh: fusiongeneratorhulk01.nif).
Fallout 3: Fixed 3 turrents in Vault-Tec Administration that where placed into the roof too high causing them get stuck\have
trouble aiming (Altered Cell: VaultTecHQ03).
Fallout 3: Fixed Mirelurk's being incorrectly affected by the PushActorAway command (they wern't being knocked down, this fix
may also fix other weird Mirelurk bugs I'm heard about but never been able to reproduce), the problem was caused by a simple rogue NiNode which the removal of fixed the problem (Altered Mesh: \Mirelurk\skeleton.nif, \Mirelurk\skeleton2.nif).
Fallout 3: Fixed Paladin Hoss, Brotherhood of Steel Paladin and Initiate Pek following the play around after completeing the
quest at Falls Church (Altered AI Package: FF02FallChurchPaladinHossFollowPlayer, FF02BrotherhoodKnightFollowPlayer).
UF3P: Fixed 3 meshes that got accidently broken (shader flags where removed on 2 parts) which caused those fixed parts to be seen
through other mesh parts (Altered Mesh: utlhallsm1wayexsmpipe01.nif, UtlHallSm1WayExSmReg01.nif, utlhallsm1wayexsmpipe02.nif, utlrmcorljunc01.nif).
Fallout 3: Fixed the female version of the Oasis Villager Robe having a gore cap texture around the neck (Altered Mesh:
OasisVillager\outfitf.nif).
Fallout 3: Fixed part of the rivet city tile set that had bad havok blocking the entire section (Altered Mesh: rcrmwallmidendinc04.nif).
UF3P: Corrected typo in the scripts for the fixes "Fixed Wasteland Survival Guide quest not checking\calculating the correct
health percent." and "Fixed Prototype Medic Power Armor not checking\calculating the correct health percent." which broke them totally, turns out you can only use forward slashes in sums (eg. 20 / 100) but if you use a backslash it doesn't work plus the G.E.C.K doesn't complain about it so I had no idea (Altered Script: MS14PowerArmorScript, MS03script).
UF3P: With the "Fixed G.E.C.K complaining about a lot of "missing" textures relating to NPC's mouth\ears ect" I stupidly put them
in the BSA (since the files don't actually exist it was safe to) anyhow you'd need to add UF3P's BSA to the G.E.C.K ini for the errors to go away or load the UF3P ESP. These files are no longer in UF3P's BSA.
UF3P: Is no longer an ESM (well that was short lived! I really should of tested it more...), any modified placed object will be
unaffected if it doesn't have an ESM override, once there is a way to automatically generate ESM overrides then it will be an ESM again.
UF3P: Placed all of UF3P's new meshes into a BSA to allow easier management.
UF3P: Removed 4 accidental (identical to master) edits.
UF3P: Set GREETINGS dialogue priority to 65, because GREETINGS was edited its dialogue priority was set to the default 55 and
overrode Operation Anchorage's change which had the priority set to 65 since UF3P is a ESP not a ESM (unknown if this change actually caused any problems with Operation Anchorage or not) (Altered Dialogue: GREETINGS).
UF3P: Fixed player house imagespace fix not setting the proper imagespace for the "Love Machine Theme" (Altered Script:
UF3PPHCIFScript).
UF3P: Fixed the fixed diner, forgot to turn NifSkope's auto sanitize back on after fixing some other meshes which resulted in
the diner crashing the G.E.C.K (Altered Mesh: diner01.nif).
UF3P: Removed all changes to outside Vault 101 (Wasteland>Vault101Exterior -4,-4) as changing anything in it caused
the game to crash if you fast traveled from it to Springvale School (Wasteland>SpringvaleSchoolExterior01 -1,-2).
The Pitt: Tried fixing the Auto Axe vanishing when used, only the blade disappears now instead of the whole weapon (simple
unequip & re-equip and it is back till you restart Fallout 3) and from as far as I can tell it is related to the new 2 hand melee animation (NifSkope can't open it so no way to fix it for the time being) (Altered Mesh: dlcanchautoaxe.nif, Altered Static: 1stPersonDLC01AutoAxe).
The Pitt: Fixed missing chains on the ground version of the Auto Axe (Altered Mesh: dlcanchautoaxego.nif).
The Pitt: Made Steel Ingots behave more like a real item on the ground instead of a activator, no more item added message
(Altered Script: DLC01SteelPlateActivatorSCRIPT).
The Pitt: Fixed floating flame in the steelyard (Altered Cell: DLC01SteelMillExterior).
The Pitt: Removed invalid light node from the cauldron (Altered Mesh: dlcpitt_cauldron01.nif).
The Pitt: Undid a change The Pitt did to an already used AI package, duplicated the changed package and made The Pitt NPC use it
instead (Altered Package: DefaultRuntoLinkedLocationNoFallout, New Package: UF3PDefaultRuntoLinkedLocationNoFallout, Altered NPC: DLC01LvlSlaveCombatMove).
The Pitt: Fixed the effect on Ashur's Power Armor not being named the same, changed "Pitt Power Armor" to "Ashur's Power
The Pitt: Regenerated all bodymod data and left it uncompressed, the texture join between the head and body is less noticable now.
Operation Anchorage: Fixed Winterized T-51b Power Armor having the normal T-51b Power Armor script causing it to complete the
quest "You Gotta Shoot 'Em in the Head" (Altered Armor: DLC02ArmorPowerT51b, DLC02ArmorPowerT51bWasteland).
Operation Anchorage: Fixed receiving the NPC version of the Winterized T-51b Power Armor which had over 9 million hitpoints and
the NPC version of Winterized T-51b Power Helmet which had over 900000 hitpoints (Altered Script: DLC02VSSArmorDisplayScript, Added Quest: UOAPWT51bPAFix, Added Script: UOAPWT51bPAFixScript).
Operation Anchorage: Fixed being able to wear helmets ect while the Chinese Stealth Armor was equipped (Altered Armor:
DLC02ArmorStealth, DLC02ArmorStealthWasteland).
Operation Anchorage: Fixed Winterized T-51b Power Helmet having the power armor icon instead of the power armor helmet icon
Fallout 3: Fixed door which wasn't properly position causing a gap big gap up top and clipping off the door knob, 1 floating
litter (Altered Cell: zDCint11a).
Fallout 3: Fixed the now unused books that Bethesda was going to use as alternate versions for the "Pre-War Book" which where
spawning from some level lists, since the book had no name they where appearing invisible and the container was never appearing [EMPTY]. The level list has been updated, all the "bad books" have been removed from it and the proper book has been added to it (BookGeneric01) also added names and icons to all the "bad books" so you can now loot any existing "bad books" generated from before using UF3P (upon looting the "bad book" it will add the proper "Pre-War Book" and remove it self) (Altered Leveled Item: SublistBooks100, Altered Book: BookGeneric02, BookGeneric03, BookGeneric04, BookGeneric05, BookGeneric06, BookGeneric07, BookGeneric08, Added Script: UF3PPreWarBookConverter).
Fallout 3: Fixed hole in a part of the Rivet City interior (Altered Mesh: rchallsmstairs02.nif).
Fallout 3: Fixed UV errors, bad havok, capped some holes and removed invalid animations from the school desks (Altered Mesh:
Fallout 3: Fixed jaggy trim (Altered Texture: edgetrim01.dds).
Fallout 3: Fixed alien's head vanishing depending on angle (Altered Mesh: alien.nif).
Fallout 3: Replaced all creature versions of the Failed FEV Experiment with the moveable static version as the creature version
had the potential to crash the game (because it lacked everything to make it a creature) (Altered Moveable Static: FailedFEVSubject, Altered Cell: Vault87a, Altered Creature: FEVSubject).
Fallout 3: Fixed incorrect havok sound effects for Brahmin, Centaur, Dog, Giant Ant, Mirelurk, Mirelurk King, Mole Rat,
Queen Ant, Behemoth and Yao Guai (Altered Mesh: Brahmin\skeleton.nif, Centaur\skeleton.nif, Dog\skeleton.nif, GiantAnt\skeleton.nif, Mirelurk\skeleton.nif, MirelurkKing\skeleton.nif, MoleRat\skeleton.nif, QueenAnt\skeleton.nif, SMBehemoth\skeleton.nif, YaoGuai\skeleton.nif)
Fallout 3: Fixed typo, "Splitting" to "Spitting" to match the audio (Altered Dialogue: MQ01ThreeDogCT03a>"Oh come on..." BC71E).
Fallout 3: Fixed 1 mis-aligned pavement section, had to adjust another 3 pavement sections and traffic light pole because of it
(Altered Cell: DCworld12>Wilderness 23,-12).
Fallout 3: Fixed removed (disabled) safty poster that was out of the playable area and unseeable (Altered Cell: zWheatonArmory).
Fallout 3: Fixed removed (disabled) poster that was out of the playable area and unseeable (Altered Cell: zLuckyGrocery).
Fallout 3: Fixed NukaLurk Meat, now has the Mirelurk Meat icon instead of the Mirelurk Cake icon (Altered Ingestible: MS05NukalurkMeat).
Fallout 3: Fixed the Plamsa Rifle's green barrel being untexture when looking into it (Altered Mesh: plasmarifle.nif).
Fallout 3: Fixed Combat Knife using 1st person textures even in 3rd person (Altered Mesh: combatknife.nif).
Fallout 3: Fixed Silenced 10mm Pistol using 1st person textures even in 3rd person (Altered Mesh: 10mmpistolsilenced.nif,
Altered Static: 1stPerson10mmPistolSilenced).
Fallout 3: Fixed Sledge Hammer using 1st person textures even in 3rd person (Altered Mesh: sledgehammer.nif).
Fallout 3: Fixed 10mm ammo, now uses the 10mm ammo normalmap instead of the 44 magnum ammo normalmap (Altered Mesh: 10mmammo.nif).
Fallout 3: Fixed 2 types of female radier's have the incorrect voice (Altered NPC: Raider1MeleeHF, Raider1RifleHF).
Fallout 3: Fixed the havok matrial type on the computer console rack, was using stone when it should of been using metal
(Altered Mesh: computerrack01.nif).
Fallout 3: Fixed bad havok positioning on the Chinese Pistol (Altered Mesh: mauserpistol01.nif).
Fallout 3: Fixed bad havok positioning on the Tire Iron (Altered Mesh: tireiron.nif).
Fallout 3: Fixed bad havok positioning on the .32 Pistol (Altered Mesh: 32snubnose.nif).
Fallout 3: Fixed bad havok positioning on the Lincoln Rifle (Altered Mesh: lincolnrifle.nif).
Fallout 3: Fixed bad havok positioning on the Sniper Rifle (Altered Mesh: sniperrifle.nif).
Fallout 3: Fixed Plasma Rifle texturing as it was using the normal resolution normalmap texture in 1st person instead of the
high resolution normalmap texture (Altered Texture Set: 1stPersonPlasmaRifle02Texture).
Fallout 3: Fixed bad UV on Crunchy Mutfruit (Altered Mesh: mutfruit01.nif).
Fallout 3: Fixed Michael Masters missing voice for the second part dialogue line of "I'm interested in the Pre-War Theme." and
"I'm interested in the Love Machine Theme.", the first dialogue line cannot be fixed as the voice for it just hasn't been recorded (New Sound: HD02_HD02HouseTheme05_000C481D_1.ogg, HD02_HD02HouseTheme05a_000C481D_1.ogg, New LIP: HD02_HD02HouseTheme05_000C481D_1.lip, HD02_HD02HouseTheme05a_000C481D_1.lip).
Fallout 3: Fixed the bartender killing event, no longer possiable to talk to either Ymir or Frank which caused it to break
(Altered Script: YmirSCRIPT, New Message: UF3PNameBlank, UF3PNameYmir, UF3PNameFrank).
Fallout 3: Fixed 13 instances of the tracking lights in Tenpenny Tower Lobby not being "on" yet emitting light (Altered Cell:
Tenpenny01, New Static: UF3PTrackLightingFullyOn01NoBeams, New Mesh: UF3PTrackLightingFullyOn01NoBeams.nif).
Fallout 3: Fixed 14 instances of the tracking lights in Tenpenny Suites not being "on" yet emitting light (Altered Cell: Tenpenny02).
Fallout 3: Fixed 9 instances of the tracking lights in Penthouse Suites not being "on" yet emitting light (Altered Cell: Tenpenny03).
Fallout 3: Fixed wood, edge trim, street litter, suburban rubble normalmap causing the texture to change color between
normal\dark depending on the lighting and view angle (Altered Texture: wooddetails_n.dds, edgetrim01_n.dds, streetlitter01_n.dds, suburbanrubble01_n.dds).
Fallout 3: Fixed 1 mis-aligned poster that was only partially visiable, 1 poster totally concealed (Altered Cell:
DCworld17>FallsChurchParkingLot 5,-15).
Fallout 3: Fixed poster cluster's posters being too far behind each other which caused some posters to vanish\only appear at a
distance and also fixed a few little UV errors (Altered Mesh: postercluster02.nif).
Fallout 3: Fixed the female asian Brotherhood of Steel Initiate's voice, it was set to the correct asian voice but it lacked
all the initiate voice so switch it to the default female voice (Altered NPC: CitadelBrotherhoodInitiate06).
Fallout 3: Fixed the crane used for liberty prime not being visiable until you where up to that part of the quest (Altered
Cell: CitadelWorld>CitadelBaileyNW 8,-13, New Mesh: StaticCrane_LibertyPrime01.nif).
Fallout 3: Fixed the Brotherhood of Steel and the Outcast Robobrain buttons having alpha properties making them nearly
Fallout 3: Fixed Charon's Combat Shotgun and the one he uses in the killing scene, it was using 5.56mm projectiles, wrong reload
animation, wrong attack animation, wrong on hit type and was ejecting assult rilfe shell casings (Altered Weapon: FollowersCharonShotgun, FollowersCharonShotgunScene).
Fallout 3: Fixed Sticky triggering mines laid by the residents of Big Town (Altered Script: StickyScript).
Fallout 3: Fixed all the holes in the Rivet City carrier tower (Altered Mesh: rcaircarriertower.nif).
Fallout 3: Fixed the shadow around 1 building at the Republic of Dave where the ground was uneven causing it to clip into
rocks ect so created a new mesh without the shadow for use in that instance (Altered Cell: Wasteland>RepublicofDave 19,27, New Mesh: WoodShack03NoShadow.nif, New Static: UF3PWoodShack03NoShadow).
Fallout 3: Fixed various items near the Brotherhood of Steel guard not belong to the Brotherhood of Steel faction in the Taft
Tunnel also fixed a case of 5.56mm Rounds clipping into another (Altered Cell: TaftTunnel01).
Fallout 3: Fixed Sydney's ammo case so it will now only appear when she has arrived at The Ninth Circle also she now has her key
to unlock the ammo case (Altered Script: MS15SydneyScript, Altered Quest: MS15 (altered stage 100 script)).
Fallout 3: Fixed a lot of floating items on the upstairs desk in the Megaton's player house (Altered Cell: MegatonPlayerHouse).
Fallout 3: Fixed massive boulder badly placed exposing un-meshed underside, altered terrain 2 times to conceal un-meshed
underside of massive boulder\ground, raised up totally concealed bush (Altered Cell: Wasteland>Wilderness 0,7).
Fallout 3: Fixed sharp little point of land poking threw a boulder (Altered Cell: Wasteland>Wilderness 0,8).
Fallout 3: Fixed not being able to open the Overseer's desk and get access to the hidden room in Vault 92, you can now open it
via the terminal near by also added an eletrical switch inside the Overseer's Tunnel (just like the Overseer's Tunnel in Vault 101), fixed the badly placed door in the Overseer's Tunnel which caused a big gap, moved the stealthboy on the Overseer's desk to the side instead of front as a havok bug causes it to go a little wonky when the desk is opened and fixed the rubble pile clipping into the Overseer's Tunnel (Altered Cell: Vault92aOverseer).
Fallout 3: Fixed dirty and clean Nuka-Cola Fridge having no opening\closing sounds (Altered Mesh: nukafridge01.nif,
nukafridge01clean.nif).
Fallout 3: Fixed typo, "Nuka-Cola fridge" is now known as "Nuka-Cola Fridge" (Altered Container: NukaFridge).
Fallout 3: Fixed destroying the Masterbrain's security uplink causing all the dead robots to resurrect (Altered Script: MS17QuestScript).
Fallout 3: Fixed Vault-Tec Administration floor not having the correct music, it now ahs the default dengon music like the
previous 2 floors (Altered Cell: VaultTecHQ03).
Fallout 3: Fixed Evan King having no key to open his house which prevented several AI packages from working correctly
(Altered NPC: EvanKing, New Key: UF3PArefuEvanKingHouseKey, Altered Cell: ArefuKingResidence).
Fallout 3: Fixed 3 keys with no pickup\putdown sound effects, checked all keys (Altered Key: CutterVendorKey,
ProntoVendorKey, SmilingJackVendorKey).
Fallout 3: Fixed 2 spaces infront of the dialogue (Altered Dialogue: MS06TempleUnion>"We are the only hope..." 27f8c)
Fallout 3: Fixed 1 space infront of the dialogue (Altered Dialogue: GREETINGS>"Welcome to Potomac Attire..." 22c96).
Fallout 3: Fixed being able to get unlimited amounts of Sydney's 10mm "Ultra" SMG and 10mm ammo (Altered Dialogue:
MS15FinTLSydneyBackground03 b39f6).
Fallout 3: Fixed incorrect havok hit effect on the vault overseer's desk (Altered Mesh: vrmoverseerdesk01.nif, vrmoverseerdeskr01.nif).
Fallout 3: Enabled alpha blending on the switch to reduce jaggyness (Altered Mesh: genelecswitch01.nif, genelecswitch02.nif).
Fallout 3: Fixed all air flow holes on the utility halls not appearing "rusted" as they should, majority of them never appeared
rusted but with the right lighting and angel some would flicker between rusted\not rusted, looks like Bethesda was trying to do something the engine didn't support fully (Altered Mesh: utlhallsm1wayalcove01.nif, utlhallsm1wayexsmdblpipe01.nif, utlhallsm1wayexsmdblreg01.nif, utlhallsm1wayexsmpipe01.nif, utlhallsm1wayexsmpipe02.nif, utlhallsm1wayexsmreg01.nif, utlhallsm1waypipe01.nif, utlhallsm1waypipetoregl01.nif, utlhallsm1waypipetoregr01.nif, utlhallsm1wayreg01.nif, utlhallsm1wayregtoalcovel01.nif, utlhallsm1wayregtoalcover01.nif, utlhallsm2waypiper01.nif, utlhallsm2wayreg01.nif, utlhallsm3wayreg01.nif, utlhallsm3wayreg01.nif, utlhallsmendexsmpiper01.nif, utlhallsmendexsmreg01.nif, utlhallsmendpipel01.nif, utlhallsmendpiper01.nif, utlhallsmendreg01.nif, utlhallsmstairsreg01.nif, utlhallsmstairssht01.nif, utlrmwallexbg01.nif, utlrmcoroutwalll01.nif, utlrmalcove01.nif, utlrmalcove02.nif, utlrmcorin01.nif, utlrmcorin02.nif, utlrmcorinexsml01.nif, utlrmcorinexsmr01.nif, utlrmcorljunc01.nif, utlrmcoroutwallr01.nif, utlrmcortjunc01.nif, utlrmtorm01.nif, utlrmtorm02.nif, utlrmwall01.nif, utlrmwall02.nif, utlrmwall03.nif, utlrmwallwin01.nif).
Fallout 3: Added measures to retreive NPC's that vanish to the twilight zone in Megaton (New Activator:
UF3PMissingNPCFixerActivator, New Script: UF3PMissingNPCFixerScript, Altered Cell: MegatonWorld>Wilderness 0,-1).
Fallout 3: Fixed Large Ruined Book clipping into another book (Altered Cell: NtnlArchives01).
Fallout 3: Set the shopping trolly's havok to clutter from props, this will stop the "accidental" high speed shopping trolly
deaths also reduced its alpha testing so the linea arn't so thin\cut and added stenciling to fix missing texture on the underside (Altered Mesh: shoppingcart01.nif).
Fallout 3: Fixed Glowing One's losing their glow (New Script: UF3PGlowingOneGlowFixScript, UF3PGlowingOneGlowFixMS12Script,
also clipping into wall, raised 2 broken mirrors to make room for sinks, 1 floating metal shelf, 2 signs floating off wall, 3 floating rubble pile (Altered Cell: VaultTecHQ02).
Fallout 3: Fixed 2 floating papers, 1 floating street litter, 1 metal shelf clipping into railing, 1 metal table clipping into
railing, 1 locker clipping into railing, 3 sunken chair, scaled down 4 footlockers clipping into bed (Altered Cell: zDCint12RangerCompound).
Fallout 3: Fixed 1 floating street litter (Altered Cell: zLuckyGrocery).
Fallout 3: Fixed 1 floating street litter (Altered Cell: zRegulatorHQInterior).
combat knife, 2 floating guts, 1 floating tin can, 1 floating nuke, 1 floating street litter (Altered Cell: Wasteland>Church03 -4,9).
Fallout 3: Fixed 1 floating ammo case (Altered Cell: Wasteland>Church02 -5,9).
Fallout 3: Fixed 1 poster cluster clipping into wall, 4 floating street litter (Altered Cell: Wasteland>Wilderness -12,-2).
Fallout 3: Fixed 4 floating street litter, 1 badly aligned pavement section causing a gap (Wasteland>Wilderness -11,-2).
Fallout 3: Fixed 6 floating street litter, 4 floating street lights, 1 sunken street light (Altered Cell: Wasteland>Wilderness -11,-3).
Fallout 3: Fixed 1 floating street light, 4 floating street litter, 1 floating bench, 1 floating cement planter (Altered
Cell: Wasteland>JuryStreetMetroEcterior -10,-3).
Fallout 3: Fixed 2 floating street light, 1 floating street litter (Altered Cell: Wasteland>Wilderness -12,-3).
Fallout 3: Fixed 1 floating rock, 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness -11,-4).
Fallout 3: Fixed VATS accuracy perk's (Commando, Wired Reflexes, Gunslinger) not working which was broken in v1.1, this is a
workaround that requires FOSE to function and ONLY works on the existing VATS perks (New Quest: UF3PVATSPerksFix, New Script: UF3PVATSPerksFixScript, New Global Variable: UF3PVATSFixOff).
Fallout 3: Fixed scaled down footlocker so it doesn't clip into bed when opened (Altered Cell: Wasteland>Wilderness 6,-18).
Fallout 3: Fixed Mutagen Tank flickering between dark\light depending on your position also fixed alpha making some parts
invisible (Altered Mesh: ms04mutagentank01.nif).
Fallout 3: Fixed the Merc Charmer Outfit hands not being dismemberable causing the left\right hands to stay attached to the
person if their arms where blowen off, affected only male NPCs (Altered Mesh: WastelandClothing01\glovemr.nif, WastelandClothing01\gloveml.nif).
Fallout 3: Fixed Colonel Autumn's Uniform hands not being dismemberable causing the left\right hands to stay attached to the
person if their arms where blowen off, affect both male and female NPCs (Altered Mesh: ColonelAutumn\glovefleft.nif, ColonelAutumn\glovefright.nif, ColonelAutumn\gloveleft.nif, ColonelAutumn\gloveright.nif).
Fallout 3: Fixed 1 out of bounds skeleton (exceeded the 32000 unit limit) in the Police HQ - Top Floor, all the skeleton's parts
where missing and its main body was embedded into the floor up to the head (will have to reset game to see this fix in effect) (Altered Cell: GermPoliceHQ03).
Fallout 3: Fixed being able to equip glasses and masks while wearing the rivet city security helmet with puts it in line with
the vault secrity helmet since they are exactly the same (Altered Armor: ArmorRivetCitySecurityHelmet).
Fallout 3: Fixed a few UV errors causing gaps due to alpha on the destroyed bus and also plugged the gaps around the doors
(Altered Mesh: bus01.nif).
Fallout 3: Fixed a few UV errors causing gaps due to alpha and fixed a gap caused by mis-aligned vertices (Altered Mesh:
pedwalkrampl01.nif, pedwalkrampr01.nif)
Fallout 3: Fixed the Lenfant plaza pyramid having the incorrect cube map on the windows (Altered Mesh: lenfantplazapyramid01.nif).
Fallout 3: Fixed a few UV errors on the tenpenny chandeliers (Altered Mesh: tenpennychandelier.nif, tenpennychandelierdark.nif).
Fallout 3: Fixed baseball fence having the incorrect havok causing it to block bullets\projectiles, now match the other
Fallout 3: Fixed Three Dog going on about "grayditch has gone quiet" even after the quest "Those!" was completed. It had a bad
check, was "GetStage MS04 < 200" thing is stage 200 didn't exist only 100 so it was always returning true thus you always got that news no matter what (Altered Dialogue: 96D7F)
Fallout 3: Fixed 2 ammo boxes inaccessible due to the tunnel's havok also repositioned a few ammo boxes to avoid clipping into
other ammo boxes\cinder blocks (Altered Cell: zDCint12b).
Fallout 3: Fixed flickering between terrain and mesh (Altered Cell: DCwolrd17>WestFallsChurchStation 4,-14).
Fallout 3: Fixed 2 floating trees (Altered Cell: Wasteland>Wilderness -1,-2).
Fallout 3: Fixed the Brotherhood of Steel soldiers in the lookout boxes sometimes falling out (Altered Cell:
Wasteland>Wilderness 9,-16).
Fallout 3: Fixed Robobrain's hand moving about when they are deactivated (setunconscious 1) (Altered Idle Animation:
RobobrainUnconscious).
Fallout 3: Fixed the Sentry Bot's missle launcher missing the missle launching sound (Altered Weapon: SentryBotMissileLauncher2HL).
Fallout 3: Fixed terrain to cover a large gap in a big mesh (Wasteland>Wilderness -23,-17).
Fallout 3: Fixed Sentry Bot deactivation animation constantly looping from the start instead of just playing once and
looping at the end like all other robots when deactivated (Altered Animation: SentryBot\IdleAnims\specialidle_powerdown.kf, Altered Idle Animation: SentryBotUnconscious).
Fallout 3: Fixed flickering pipe, slight UV error and remove a totally black bit of mesh doing nothing (Altered Mesh: rcextbldcor01.nif).
Fallout 3: Fixed Enclave Power Armor anf Tesla Power Armor having no collar making it look rather bad when you only equipped
it without a helmet (New Mesh: PowerArmorCollar.nif, New Armor Addon: UF3PEnclavePowerArmorCollar, UF3PTeslaPowerArmorCollar, Altered Armor: ArmorTeslaHelmet, ArmorEnclaveHelmet, Altered Form List: ArmorPowerEnclaveList, ArmorPowerTeslaList).
Fallout 3: Fixed Three Dog's Paradigm of Humanity dialogue missing gender checks causing him not to say the right lines if
you where female (Altered Dialgoue: 58079, 5807A, 5807B, 5807C)
Fallout 3: Fixed Three Dog's Head of State dialogue missing a gender check (Altered Dialogue: 5C94B).
Fallout 3: Fixed missing scripting from Three Dog's dialogue about the quest "Trouble on the Home Front" (Altered Dialogue: 5C8E8).
Fallout 3: Added in missing dialogue which prevented Three Dog talking about the Outcasts and Brotherhood (Altered Dialogue:
RadioGNRNewsStoryGenericRELAY 96D77).
Fallout 3: Fixed Three Dog not talking about the quest "The Nuka-Cola Challenge" before you completed it (Altered Dialogue:
Fallout 3: Fixed Galaxy News Radio not playing generic music occasionally (Altered Dialogue: RadioGNRMusicIntroGeneric>57AFC).
Fallout 3: Fixed dog's having no head tracking, when you talk to Dogmeat\Doc they'll now actually look at you (Altered Body Part
Data: DogBodyPartData, DogMeatBodyPartData).
Fallout 3: Fixed the animation beaker not being transparent (Altered Mesh: aobeaker.nif).
Fallout 3: Fixed a few UV errors on the lab equipment (Altered Mesh: chemistryexperiment01.nif).
Fallout 3: Fixed hot plate's beaker not being transparent and also fixed its underside not being textured (Altered Mesh: hotplate01.nif).
Fallout 3: Fixed dead Protectron's suffering spazz attacks when you left and re-entered a cell they where due to bad havok
(Altered Mesh: skeleton.nif).
Fallout 3: Fixed gap in the hosptil building (Altered Mesh: hospital03.nif).
Fallout 3: Fixed bad alpha on the sentry bot's outcast brain cap texture which caused it to be nearly invisible (Altered
Texture: \SentryBot\brain_outcast.dds).
Fallout 3: Added a Outcast brain cover for the Outcast version of the Eye Bot (note: the Outcast Eye Bot isn't actually used
in-game, a resource for other mods to use) (New Mesh: \EyeBot\brain_outcast.nif).
Fallout 3: Fixed missing stenciling on the plasma rifle (near barrel) also tweaked the green glass more (Altered Mesh: plasmarifle.nif).
Fallout 3: Added Outcast version of Mister Gutsy\Mister Handy, textures are all there but no meshes for it (note: not used or
added anywhere in-game, a resource for other mods to use) (New Mesh: EyeBot\outcast.nif, EyeBot\outcastbuzzsaw.nif, EyeBot\outcastflametank.nif, EyeBot\outcastflamethrower.nif, EyeBot\outcastplasmagun.nif, EyeBot\outcastplasmapack.nif, EyeBot\outcastfrontclaw.nif, EyeBot\outcastleftclaw.nif, EyeBot\outcastrightclaw.nif).
Fallout 3: Added left and right claw for Mister Gutsy, a resource for mods to use (New Mesh: gutsyrightclaw.nif, gustyleftclaw.nif).
Fallout 3: Fixed bad UV on violin bow causing a gap (Altered Mesh: ms17bow.nif).
Fallout 3: Fixed the player not making ANY grunt sounds (from damage, power attacks ect) permanently (problem even persists in
gamesave) after coming into contact with a bear\toilet trap (New Script: UF3PGruntFixScript, New Quest: UF3PGruntFix, Altered Script: TrapToiletSCRIPT, trapBearTrapScript).
Fallout 3: Fixed a few radiation spots that had their radiation amount\radius reversed, eg a radius of 10 with a radiation
level of 500... if you managed to step into that tiny radius you'd be dead real fast (Altered Cell: DCworld18>Wilderness 9,-15, Wasteland>Wilderness -7,22, Wasteland>CorvegaFactoryExterior 16,4).
Fallout 3: Fixed incorrect weight of Dirty Pre-War Parkstroller Outfit, now weight 2 like all the other outfits instead of
10 (Altered Armor: OutfitPrewarSpring2Dirty).
Fallout 3: Fixed incorrect weight of Dirty Pre-War Relaxedwear, now weight 2 like all the other outfits instead of 5
(Altered Armor: OutfitPrewarCasualwear2Dirty).
Fallout 3: Fixed Eugene and Vengeance not using the minigun VATS camera path (Altered Camera Path: SpecMiniGun).
Fallout 3: Fixed Burnmaster not using the flame thrower VATS camera path (Altered Camera Path: FlamerAttacks).
Fallout 3: Fixed Experimental MIRV not using the Fat Man VATS camera path (Altered Camera Path: FatManCams).
Fallout 3: Fixed the T-51b Power Helmet using the power armor icon instead of the power armor helmet icon (Altered Armor:
ArmorPowerT51bHelmet).
Fallout 3: Fixed Scribe Bowditch and Scribe Peabody having really low repair skill, even Peabody boasts how good at
repairing he is... changed their class from "Scribe" to "Brotherhood of Steel Scribe" which has repair as a main skill (Altered NPC: ScribeBowditch, ScribePeabody).
Fallout 3: Fixed the army protectron not using the army model version (Altered Creature: CrProtectronArmy, NtlGuardDepotCrProtectron).
Fallout 3: Removed invalid animations from the suitcase (Altered Mesh: suitcase01.nif).
Fallout 3: Fixed Deputy Weld not having the sheriff badge decal and the megaton decal, for some reason these wern't checked
in the model list for him even though Deputy Weld is the only protectron they could possibly belong on (Altered Creature: DeputyWeld).
Fallout 3: Fixed the Metro Protectron's not having the Metro decals enabled on them (Altered Creature: GenericMetroProtectron).
Fallout 3: Changed "Enter character name." to "Enter character name:" (Altered Game Setting: sEnterName).
Fallout 3: Fixed the nuke imagespace modifier (appeared of the nuke explosion) making the screen dark instead of brighter (very
noticable if you fire off a nuke during the night) (Altered Imagespace Modifier: NukeSmallISFX).
Fallout 3: Fixed Shady Hat having incorrect object effect name, changed "Head gear" to "Shady Hat" (Altered Object Effect:
EnchClothingShadySunGuard).
Fallout 3: Fixed T-51B Power Armor having incorrect object effect name, changed "T-51b Armor" to "T-51b Power Armor"
(Altered Object Effect: EnchT51bArmor).
Fallout 3: Fixed T-51B Power Helmet having incorrect object effect name, changed "T-51b Armor Helmet" to "T-51b Power Helmet"
(Altered Object Effect: EnchT51bArmorHelmet).
Fallout 3: Fixed Lesko's Lab Coat having incorrect object effect name, changed "Lab Coat" to "Lesko's Lab Coat" (Altered
Object Effect: MS04EnchClothingLeskosLabCoat)
Fallout 3: Fixed Sheriff's Duster having incorrect object effect name, changed "Duster" to "Sheriff's Duster" (Altered
Object Effect: EnchClothingSimmsOutfit).
Fallout 3: Fixed Takoma Park Little Leaguer Cap having no object effect name (Altered Object Effect: EnchTakomaCap).
Fallout 3: Fixed Tesla Helmet having incorrect object effect name, changed "Tesla Armor Helmet" to "Tesla Helmet" (Altered
Object Effect: EnchTeslaArmorHelmet).
Fallout 3: Fixed Red's Jumpsuit having incorrect object effect name, changed "Combat Jumpsuit" to "Red's Jumpsuit" (Altered
Object Effect: EnchClothingChinComSuit).
Fallout 3: Fixed The Tenderizer not using its already existing object effect, The Tenderizer now has a stacking reduced damage
Fallout 3: Fixed The Tenderizer using the heavy swing sounds instead of the medium swing sound (Altered Weapon: WeapUniqueTenderizer).
Fallout 3: Fixed Colin Moriarty missing the key Jericho talks about to unlock his "Filing Cabinet" (Altered NPC: ColinMoriarty).
Fallout 3: Fixed the "Filing Cabinet" Jericho talks about not actually being a filing cabinet but a gun cabinet, also
renamed it to "Moriarty's Filing Cabinet" and replaced the shotgun\ammo in it with respawning caps to match what Jericho says (Altered Container: MegatonColinsCabinet, Altered Cell: MegatonMoriartysSaloon)
Fallout 3: Fixed Donovan's Wrench still being a quest item after the completion\failure of the Reilly's Rangers quest (Altered
Quest: MS18, New Quest: UF3PDWFix, New Script: UF3PDWFixScript).
Fallout 3: Fixed the Bloody Mess perk making it harder to complete the quest "You Gotta Shoot 'Em in the Head" since Bloody
Mess can blow off more then the head if you get a head shot causing the script to mess up, the "Bloody Mess" part (not the damage) of the perk will be disabled when the quest starts and enabled again once the quest finishes (Altered Actor Effect: PerkBloodyMess).
Fallout 3: Fixed Luccas Sims not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101
Security Armor (Altered Dialogue: MS11LucasSimmsSayToPlayer>"We'll I'll be damned...").
Fallout 3: Fixed Billy Creel not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101
Fallout 3: Fixed Jericho not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101
Security Armor (Altered Dialogue: GREETING>"Oh, Look. Another one...").
Fallout 3: Fixed Leo Stahl not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101
Security Armor (Altered Dialogue: GREETING>"Well Goddamn..." 1D768 and 15138).
Fallout 3: Fixed the people of Paradise Falls not recognizing you're from vault 101 if you're wearing Vault 101 Utility
Jumpsuit or Vault 101 Security Armor, also fixed the checks running on the NPC themselfs instead of the player (target) which caused these lines to never be spoken (Altered Dialogue: GREETING>"You look like a damn fool in that Vault Suit" 443B7).
Fallout 3: Fixed 2 lines of Paradise Falls dialogue not recognizing you're wearing a vault suit (Altered Dialogue:
HELLO>"Nice outfit. You raid a vault or something?" 3A4F1, HELLO>"Fucking Vault brats..." 3A4F2
Fallout 3: Fixed Grouse recognizing you're from vault 101 if you're wearing the Tunnel Snake Outfit, the Tunnel Snake Outfit
has nothing at all that accociates it to vault 101 so how can he recognize it? (Altered Dialogue: PFGrouseGreetingInitial1>'Are you kidding me?..." 3949F).
Fallout 3: Fixed ground versions of the Power Armor and Outcast Power Armor missing decals (New Mesh: powerarmoroutcastgo.nif,
Fallout 3: Both ArmorPower and ArmorPowerBrotherhoodOfSteel are identical in every way except name,
changed the name of ArmorPower to Brotherhood Power Armor to match ArmorPowerBrotherhoodOfSteel as they are both used on members of the Brotherhood of Steel (Altered Armor: ArmorPower).
Fallout 3: Fixed mutants not recognizing Outcast Power Armor, Lindin's Outcast Power Armor, Cross's Power Armor, T-51B Power
Armor, Enclave Power Armor or Tesla Power Armor (Altered Dialogue: HIT>"Die, metalman!" 1EFAF).
Fallout 3: Fixed 3 Paradise Falls dialogue not recognizing the other type of power armor, also fixed the checks running
on the NPC themselfs instead of the player (target) which caused these lines to never be spoken (ArmorPowerBrotherHoodOfSteel) (Altered Dialogue: GREETING>"Nice! Did you get that monkey suit from the Brotherhood?" 443B9, HELLO>"Goddamn tin can." 3A4EF, HELLO>"Looks like one of those Brotherhood assholes..." 3A4F0).
Fallout 3: Fixed Brotherhood of Steel hit dialogue not recognizing the other type of power armor (Altered Dialogue:
Hit>"Aggh! It's called Power Armor for a reason, freak!" 93BAF).
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Fallout 3: Fixed missing stencil on the Tenpenny chandilier's (Altered File: tenpennychandelier.nif, tenpennychandelierdark.nif).
Fallout 3: Fixed incorrect collision type and hit effect type on monorail car (Altered Mesh: monorailcar01.nif).
Fallout 3: Removed invalid animation from hanging corpse (caused G.E.C.K error)(Altered Mesh: raidercorpsedressing05.nif).
Fallout 3: Removed invalid animation from vacuum cleaner part (caused G.E.C.K error)(Altered Mesh: vacuumcleanerpart01.nif).
Fallout 3: Fixed missing normal map for part of the shotgun trap (Altered File: shotguntrap.nif).
Fallout 3: Fixed incorrent collision type and hit effect type on cabinet doors (Altered Mesh: lockercabinetemptydoor01.nif,
lockercabinetemptydoor02.nif).
Fallout 3: Fixed incorrect collision type and hit effect type on DeathClaw cage (Altered Mesh: deathclawcage.nif).
Fallout 3: Regenerated all bodymod data and left it uncompressed, the texture join between the head and body is less
noticable now (Altered Texture: 1333 textures).
Fallout 3: Fixed Yao Guai flying around doing cartwheel's when killed (Altered Mesh: yaoguai\skeleton.nif).
Fallout 3: Fixed the Burnmaster, Experimental MIRV, Miss Launcher, A3-21's Plasma Rifle, Zhu-Rong v418 Chinese Pistol and
Firelance not setting Harold on fire (Altered Form List: MS10SetHaroldOnFireWeaponsList).
Fallout 3: Fixed Deathclaw Gauntlet, changed from melee weapon to unarmed weapon and you can now repair it with itself like all
other constructed weapons (Altered Weapon: WeapDeathclawGauntlet).
Fallout 3: Fixed Pyromancer perk, added Nuka-Grenade, Burnmaster and Zhu-Rong v418 Chinese Pistol to the list that this perk
affects (Altered Form List: PerkPyromaniacWeapons).
Fallout 3: Fixed incorrect opening/closing sounds on "Hollowed-Out Rock" (Alterted Container: HollowRockContainer, Created 2
Sounds: UF3PDRSRockOpen, UF3PDRSRockClose).
Fallout 3: Removed a heap of empty lines from the note "As Requested" (Altered Note: RockNote1).
Fallout 3: Fixed the Lockpick Bobblehead's head not bobbling (Altered Activator: BobbleheadPlacedLOCK).
Fallout 3: Fixed all floating bobbleheads in the Megaton player's house (Altered Cell: MegatonPlayerHouse).
Fallout 3: Fixed all floating bobbleheads in the Tenpenny player's house (Altered Cell: Tenpenny03Player).
Fallout 3: Fixed the Megaton's player house and Tenpenny's player house "forgetting" their lighting theme. The gamesave
isn't designed to save changes to a cell's imagespace, this is the best fix I could come up with but unfortunatly if you load a gamesave inside your house you will have the default lighting theme until you exit and re-enter the house (Added Quest: UF3PPHCIFix. Added Script: UF3PPHCIFixScript).
Fallout 3: Fixed Lawbringer and Contract Killer perks creating multiple fingers/ears on essential NPC's which allowed you to
"farm" them via pickpocketing them (Altered Perk: Lawbringer, Contract Killer).
Fallout 3: Fixed being able to use unique weapons to repair their lesser standard version (Altered Form List:
Fallout 3: Fixed inaccessable "Tumblers Today" book in Vault 108, it is now ontop the step ladder instead of underneath it
(Altered Cell: Vault108a).
Fallout 3: Fixed The Mechanist dialogue check only requiring The AntAgonizer's suit yet it removed both the suit and helmet
from the player and it gave them to he Mechanist allowing you to get a second copy of the helmet if you killed/pickpocketed him (Altered Dialogue: GREETINGS>MS02> "Well Done!..." and "You had best...").
Removed invalid light node from chandelier (Altered Mesh: lamplightchandelier.nif).
Fallout 3: Fixed Chinese Jumpsuit\Dirty Chinese Jumpsuit appearing invisible until you "touched" it if placed into the world
eiher via mod or Fallout.esm ect (Altered Mesh: ChineseCommando\go.nif).
Fallout 3: Fixed Chinese Bandana\Red's Bandana appearing invisible until you "touched" it if placed into the world eiher via mod
or Fallout.esm ect (Altered Mesh: bandanaredgo.nif).
Fallout 3: Fixed Raider Wastehound Helmet\Boogeyman's Hood appearing invisible until you "touched" it if placed into the world
eiher via mod or Fallout.esm ect, also corrected its position so it doesn't float and enabled stenciling so you can't "see" into anymore (Altered Mesh: helmetraider03go.nif).
Fallout 3: Fixed Leather Armor\Wanderer's Leather Armor appearing invisible until you "touched" it if placed into the world
eiher via mod or Fallout.esm ect (Altered Mesh: LeatherArmor\m\go.nif).
Fallout 3: Fixed Regulator Duster\Vance's Longcoat Outfit\Sheriff's Duster appearing invisible until you "touched" it if
placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: LucasSimms\m\go.nif).
Fallout 3: Fixed Oasis Robe\Oasis Villager Robe\Maple's Garb appearing invisible until you "touched" it if placed into the world
eiher via mod or Fallout.esm ect (Altered Mesh: OasisDruid\go.nif).
Fallout 3: Fixed Raider Sadist Armor appearing invisible until you "touched" it if placed into the world eiher via mod or
Fallout 3: Fixed misaligned graffiti on wall, was floating off and to high up (doubt a person would of pulled out a ladder
to do some graffiti that high up the building) also fixed another 3 cases of graffiti floating off the wall (Altered Cell: xWildernessSpringValeSchool).
Fallout 3: Partially fixed floating littler, ground is uneven so it can't be fixed totally (Altered Cell: Vault101Exterior).
Fallout 3: Fixed rubble wall sticking out of a rock (Altered Cell: DCWorld18>Wilderness 8, -11).
Fallout 3: Junders Plunkett will no longer drop Junders Plunkett's Finger (any existing Junders Plunkett's Finger in your
inventory will be removed), the dialogue isn't setup to remove the finger nor is it set to check for it and the finder appears if you have the Lawbringer perk or not, dialogue simply checks if you have killed Junders Plunkett (Altered Leveled Item: DeathItemJundersFinger, Added Quest: UF3PJPFFix, Added Script: UF3PJPFFixScript).
Fallout 3: Fixed gap in the plasma rifle mesh also added a connection slot for the power cell, previously it was plugging into
nothing also fixed the effect (Altered Static: 1stPersonPlasmaRifle, Altered Mesh: plasmarifle.nif, Altered Texture: fxwhite2.dds).
Fallout 3: Fixed missing underside and interior of the vault locker (Altered Mesh: lockervault01.nif).
Fallout 3: Fixed bad UV on retaining wall stairs (Altered Mesh: rwstairsstone02.nif, rwstairs02.nif).
Fallout 3: Fixed bad UV (Altered Mesh: wastermstairsdoorway01.nif).
Fallout 3: Fixed all containers in the player's house in Megaton, items will no longer vanish or will npc's steal from them also
set the cell ownership to the player so things shouldn't get marked as "stolen" sometimes if you leave them around the place (Altered Cell: MegatonPlayerHouse).
Fallout 3: Fixed badly rotated rock cluter allowing you to see inside of it (Altered Cell: Wasteland>Wilderness -7, 18).
Fallout 3: Fixed Button Gwinnett not removing the Ink Container from you, upon Button Gwinnett's death the Ink Container will
be removed from your inventory and the Restoration Supplies Container, also it will be removed from your inventory if you have already completed the quest before using UF3P (Altered Dialogue: GREETINGS>"Saints alive!...", Altered Script: ButtonGwinnettScript, Added Quest: UF3PICFix, Added Script: UF3PICFixScript).
Fallout 3: Fixed Gandma Sparkles checking her own karma instead of the player's for her dialogue responces (Altered Dialogue:
FFDCRockCreekGrandmaRumors>"Some fellas came by here a while ago that said they was lookin' for some troublemaker...", FFDCRockCreekGrandmaRumors>"Some fellas came by here a while ago that said they was lookin' for some dogooder...").
Fallout 3: Fixed The AntAgonizer's Helmet, it had 2 havok parts both the same except one was simple and the other was
complex so removed the complex duplicate (Altered Mesh: helmetantagonizergo.nif).
Fallout 3: Fixed Chinese Commando Hat, it had 2 havok parts both the same except one was simple and the other was complex so
removed the complex duplicate (Altered Mesh: hatchinesecommandogo.nif).
Fallout 3: Fixed Enclave Officer Hat, it had 2 havok parts both the same except one was simple and the other was complex so
removed the complex duplicate (Altered Mesh: hatenclaveofficergo.nif).
Fallout 3: Fixed Pre-War Baseball Cap\Kid's Baseball Cap\Takoma Park Little Leaguer Cap, it had 2 havok parts both the same
except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: hat1950sadultcapgo.nif).
Fallout 3: Fixed Pre-War Bonnet, it had 2 havok parts both the same except one was simple and the other was complex so removed
the complex duplicate (Altered Mesh: hat1950sladygo.nif).
Fallout 3: Fixed Raider Arclight Helmet\Torcher's Mask, it had 2 havok parts both the same except one was simple and the other
was complex so removed the complex duplicate (Altered Mesh: helmetraider02go.nif).
Fallout 3: Fixed Oasis Druid Hood\Poplar's Hood\Oasis Exile Hood which had about half a dozen havok blocks from various other
Fallout 3: Fixed Motorcycle Helmet, it had 2 havok parts both the same except one was simple and the other was complex so
removed the complex duplicate (Altered Mesh: helmetwastelandclothing01go.nif).
Fallout 3: Fixed Stormchaser Hat, it had 2 havok parts both the same except one was simple and the other was complex so removed
the complex duplicate (Altered Mesh: hatwastelandclothing02fgo.nif).
Fallout 3: Fixed Roving Trader Hat, it had 2 havok parts both the same except one was simple and the other was complex so
removed the complex duplicate (Altered Mesh: hatwastelandmerchantgo.nif).
Fallout 3: Fixed Pint-Sized Slasher Mask, it had 2 havok parts both the same except one was simple and the other was complex so
removed the complex duplicate (Altered Mesh: clownmaskgo.nif).
Fallout 3: Fixed Eyebot Helmet\Crow's Eyebot Helmet, it had 2 havok parts both the same except one was simple and the other was
complex so removed the complex duplicate (Altered Mesh: eyebothelmetgo.nif).
Fallout 3: Fixed Hockey Mask\Ledoux's Hockey Mask, it had 2 havok parts both the same except one was simple and the other was
complex so removed the complex duplicate (Altered Mesh: hockeymaskgo.nif).
Fallout 3: Fixed Party Hat, it had 2 havok parts both the same except one was simple and the other was complex so removed the
complex duplicate (Altered Mesh: partyhatgo.nif).
Fallout 3: Fixed Biker Goggles, it had 2 havok parts both the same except one was simple and the other was complex so removed
the complex duplicate (Altered Mesh: goggleswastelandclothing03go.nif).
Fallout 3: Fixed misaligned wall section causing a gap, 5 floating metal shelves, 5 metal boxes now floating becuase of fixing
the metal shelves (Altered Cell: CapitolBuilding04).
Fallout 3: Fixed gap in the utility door (Altered Mesh: utldoor01.nif)
Fallout 3: Fixed Goalie Ledoux, Centre Dubois and Winger Gervais not appearing and Milo, Shipping Foreman missing the "May I
have the key to the Research Safe?" dialogue option if you found the Nuka-Cola Clear Formula before or after the "The Nuka-Cola Challenge" quest (Altered Dialogue: MS05TLRDSafeKey, Added Quest: UF3PFTFFix, Added Script: UF3PFTFFixScript).
Fallout 3: Fixed Goalie Ledoux not running away after giving him the Nuka-Cola Clear Formula also Goalie Ledoux, Centre Dubois
and Winger Gervais will now immediately run away after you give Goalie Ledoux the Nuka-Cola Clear Formula (Altered AI Package: SDOLedouxDialogPackage, Altered Script: SDOHandlerScript).
Fallout 3: Fixed the missing icon for the "Shipping Computer Login Code" dropped by Milo, Shipping Foreman when he is killed
(Altered Note: MS05ShippingPassword).
Fallout 3: Fixed the Ninja Perk, it will now grant +15% increased crit chance with melee and unarmed weapons (Altered Perk: Ninja).
Fallout 3: Fixed typo in enchant effect name, "Ranger Battlearmor" now "Ranger Battle Armor" (Altered Object Effect: MS18EnchRangerArmor).
Fallout 3: Fixed typo in enchant effect name, "Minderlithe" now "Poplar's Hood" (Altered Object Effect: MS10EnchClothingOasisHood).
Fallout 3: Fixed typo in enchant effect name, "Dr. Barrow's Lab Coat" now "Wasteland Doctor Outfit" (Altered Object Effect:
EnchClothingDoctorsLabCoat).
Fallout 3: Fixed typo in enchant effect name, "Mindersight" now "Maple's Garb" (Altered Object Effect: MS10EnchClothingOasisGarb).
Fallout 3: Fixed some excessively glossy caused by the official v1.1 patch (Altered Texture: da_n.dds, hairbun_n.dds,
Fallout 3: Fixed holes in the second level of the Rivet City carrier near the door that allowed you to see into it (Altered
Mesh: rcextaircarrier01.nif).
Fallout 3: Fixed hole that allowed you to see inside near the doorway to the broken off section of Revit City (Altered Mesh:
rcexaircarrierfront.nif).
Fallout 3: Fixed elevator control pannel not animating (looked weird when the elevator was moving but the control pannel
wasn't), a slight UV error and incorrectly aligned havok (Altered Mesh: ElevatorControl01.NIF).
Fallout 3: Fixed the door leading into the Washington Monument having a different sound then the one inside (Altered Door:
MQ02WashingtonMonumentOuterDoor).
Fallout 3: Fixed overlapping duplicate mesh part on the skeleton which caused flickering also the skeleton's left shoulder bone
will no longer detach with the arm (matches the right side now plus the left shoulder bone had no havok so it would clip into objects)(Altered Mesh: skeletonmale50scasual.nif).
Fallout 3: Fixed 1 metal box clipping into another, 1 barrel clipping into railing, 2 metal shelfs clipping into railing and
moved 2 more metal shelfs that are now clipping into the oens moved, 1 floating suitcase, 1 terminal clipping into wall and ceiling, 1 ammo box clipping into wall, 1 metal box clipping into wall, 1 terminal clipping into wall (Altered Cell: FortC04).
Fallout 3: Fixed 4 floating papers, 1 desk clipping into another desk, raised 4 sinks embedded too far into the ground. 1
Fallout 3: Fixed overlapping mesh causing flickering in THe BRass Latern (Altered Cell: MegatonTheBrassLantern).
Fallout 3: Fixed gap in trench mesh (Altered Mesh: trenchtunroom01.nif, trenchtuncurve01.nif).
Fallout 3: Fixed all phone kiosk's having untextured parts near the cable connecting to the phone and the cacle connecting to
the base also fixed parts of the mesh vanishing due to alpha (Altered Mesh: phonekioskdouble01.nif, phonekioskdoublecor01.nif, phonekioskquad01.nif, phonekiosksingle01.nif).
Fallout 3: Fixed 5 ammo boxes near the Brotherhood fo Steel in the Arlington Library, they now belong to them (Altered Cell:
ArlingtonLibrary01).
Fallout 3: Fixed gray edges on the metro pavement (Altered Mesh: metrosidewalksurround01.nif)
Fallout 3: Fixed Shrapnel's AI packages, his sleep pagkages where set for him to sleep near to where Flak was... if Flak
happened to be enslaved then Shrapnel would travel the wastelands to get to Flak so he could sleep near him (Altered AI Package: ShrapnelSleepSat23x8, ShrapnelSleep3x8NotSat).
Fallout 3: Fixed both Shrapnel and Flak, they should both sleep in their beds now, seems a lot of the NPC's like to play
musical beds every night... (Altered AI Package: ShrapnelSleepSat23x8, ShrapnelSleep3x8NotSat, FlakSleep23x8, Altered Cell: RCUpperDeckMid).
Fallout 3: Fixed scope crosshair position, aiming for the head should actually "hit" the head now instead of missing over long
distances (Altered Mesh: scope01.nif).
Fallout 3: Charon and Ahzrukhal will no longer become "stuck" if you walk too close to them while they are discussing the
"end" of the contract also fixed Ahzrukhal not saying the dialogue line he was ment to (Altered AI Package: UnderworldCharonKillAhzrukhalSceneDialogue, Added Quest: UF3PCaAFix, Added Script: UF3PCaAFixScript).
Fallout 3: Fixed milk crate, it no longer weights a massive amount slowing you down to a crawl when you lift it up and you
can no longer lift NPC\creatures up with it (boy did lifting a few hundred pound brahmin with a tiny milk crate look funny!) (Altered Mesh: milkcarton01.nif).
Fallout 3: Fixed brahmin "tipping" moo sound, it will now be 3D positional (Altered Script: CRBrahminScript).
Fallout 3: Fixed Ash and Goo pile s not vanishing upon cell reset if the reference was persistant (Added Script: