Fallout 3

About this mod

An update of the original unofficial patch with a unified single plugin and tons of additional community fixes.

Requirements
Permissions and credits
Translations
  • Spanish
  • Portuguese
  • Polish
  • Italian
  • German
  • French
Changelogs
Donations

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 58,000 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 to 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 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

New Steam Fallout 3 Game Of The Year Edition v1.7.0.4 Installation Instructions 
  1. Make sure your steam FO3 GOTY is fully installed and updated to 1.7.0.4
  2. 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
  3. Click Ok to both popup messages
  4. Go to Options and configure your settings the way you want them
  5. When you're done with your settings click Ok so it will save and exit out of that window
  6. Then click Play (starting the game once will automatically create more files for you in Documents/My Games/Fallout3)
  7. Exit the game when you get to the main menu

Updated Unofficial Fallout 3 Patch Installation Instructions
  1. Uninstall any error-fixing mods that are already included in this patch
  2. Uninstall the original Unofficial Fallout 3 Patch by Quazzy and any prior version of this mod if present
  3. 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
  4. 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)
  5. To manually set ArchiveInvalidation Invalidated, go to your Documents/My Games/Fallout3 folder and open your FALLOUT.INI
  6. In your FALLOUT.INI file find bInvalidateOlderFiles=0 and change the 0 to 1
  7. Exit and save changes
  8. Download Fallout Anniversary Patcher and inside its zip file, extract all files into your Fallout 3 goty folder where your Fallout3.exe is located
  9. Open Patcher.exe in your Fallout 3 goty folder, follow its instructions, and wait until it says it's finished, then exit the window
  10. Download FOSE and inside it's zip file, extract all those files to your Fallout 3 goty folder where your Fallout3.exe is located
  11. Download Command Extender and inside its zip file, put the fose folder into your Fallout 3 goty/Data folder
  12. Install a mod manager (Mod Organizer 2 Preferably)
  13. Download the Main download in the Files section for this mod and use your Mod Manager to install the FOMOD installation
  14. Before launching the game, make sure your load order in your mod manager is in the order below
  15. Make sure your load order has all check marks next to each esm file
  16. Launch the game from your mod manager using Fallout3.exe
  17. Start a new game! Not necessary if you already started a new game with v3.0+ on your savegame. If you disregard this step and load a current game that never had this patch running on it, expect game breaking bugs to occur

Load Order
  • Fallout3.esm
  • Anchorage.esm
  • ThePitt.esm
  • BrokenSteel.esm
  • PointLookout.esm
  • Zeta.esm
  • Unofficial Fallout 3 Patch.esm

Highly Recommended Mods You Should Install

Uninstallation
  • Use your Mod Manager to uninstall
  • 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, it 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 an 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 an unique recon set and for what you're about to face (which is the fun enclave battle ). That armor set is hardly more powerful then 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 Moriartys 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:
  1. Burke will only disappear/be disabled from game if you charm him and not blow up megaton
  2. You're able to initiate conversations with Burke at appropriate times including before and after quests
  3. Burke is a resident of Megaton with a daily routine
  4. Burke's house can be unlocked with his house key
  5. Burke's house key is in his inventory
  6. Burke has a daily routine at Tenpenny Tower

Goodies (Optional in FOMOD installer)
  • 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 (WARNING: Ice Cold Nuka Cola Quantums can't be given to Sierra Petrovita during the quest The Nuka-Cola Challenge)
  • All permanent companions and temporary followers will draw their weapons when hired or a teammate and following the player
  • 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
  • Regulator HQ enemy spawns that are behind it changed to regulator faction guard dogs (also prevents the brahmin and NPCs inside from being killed)
  • 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 then other bugs

Current Version Changes (3.1.9.1)
  • 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 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
  • Included Point Lookout Blackhall Manor Rail Fix by mintygang
  • 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
  • Included Floating Fix by TelShadow (Some were already fixed)
  • 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 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)
  • Removed TTW schematic note changes (oops missed those)
  • 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

Previous Version Changes (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 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)
  • Included TTW YUP FO3 Fixes:
  1. Raider Iconoclast Armor female glove model/texture fixes
  2. Energy Resistance abbreviation spelling error fix
  3. Enclave officer female model fix
  4. Vodka model fix
  5. Broken sidewalk model fix
  6. Male npcs animation hit in the head fix
  7. Glowing Ones melee decision hold time fixes
  8. Minimal use door flags to 2 doors
  9. Advanced Radiation Suit Effect player condition fix
  10. Forge Electromagnetic Pulse condition fix
  11. Robobrain Mesmetron condition fix
  12. FX Gore Pop Head impact fix
  13. 2 Computer Chair no name fixes
  14. 16 idle animation fixes including Robobrain's power down animation fix
  15. Statesman Hotel Elevator poppup message spelling error fix
  16. Gas Valve popup message spelling error fix
  17. New Medical Brace name fix
  18. Mister Sandman Perk fixes
  19. Enclave Deathclaw ragdoll death pose fix
  20. Glowing One Ragdoll death pose fix
  21. Med-X Withdrawal condition fixes
  22. Ultrajet Withdrawal condition fixes
  23. Discharge Hammer actor effect condition fixes (cut weapon but Goodies restores it)
  • Included TTW Weapon model/texture fixes:
  1. 10mm Pistol
  2. 10mm Pistol Silenced
  3. 10mm Submachinegun
  4. 32 pistol
  5. 44 magnum
  6. Alien Atomizer
  7. Alien Blaster
  8. Alien pistol
  9. Alien Rifle
  10. Assault Rifle 
  11. Atomic Pulverizer
  12. Axe
  13. Auto Axe
  14. Baseball Bat
  15. BB Gun
  16. Bottle Cap Mine
  17. Captains sidearm
  18. Chinese Pistol
  19. Chinese Assault Rifle (Anchorage)
  20. Combat Knife
  21. Combat Shotgun
  22. Cryo Grenade
  23. Cryo Mine
  24. Dartgun
  25. Destabilizer
  26. Double Barrel Shotgun
  27. Drone Cannon
  28. Fatman
  29. Firelance
  30. Flamer
  31. Frag Grenade
  32. Frag Mine
  33. Gauss Rifle
  34. Ghoul grenade
  35. Heavy Incinerator
  36. Hunting Rifle
  37. Infiltrator
  38. Jingwei's Shocksword
  39. Katana
  40. Knife
  41. Laser Gatling
  42. Laser Rifle
  43. Laser Pistol
  44. Lead Pipe
  45. Lever Action Rifle
  46. Lincoln Rifle
  47. Mesmetron
  48. Minigun
  49. Missile Launcher
  50. Nail Board
  51. Nuka Grenade
  52. Paulson's Revolver
  53. Police Baton
  54. Plasma Grenade
  55. Plasma Mine
  56. Plasma Pistol
  57. Plasma Rifle
  58. Pool Cue
  59. Powerfist
  60. Pulse Grenade
  61. Pulse Mine
  62. Railway Rifle
  63. Repellent stick
  64. Rock-It Launcher
  65. Rolling Pin
  66. Rusty Knife
  67. Sawed Off Shotgun
  68. Shishkebab
  69. Shock Baton
  70. Shovel
  71. Sledgehammer
  72. Sniper Rifle
  73. Supersledge
  74. Tireiron
  75. Trench Knife
  76. 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
  • Included Vault 101 Door Camera Fix by TelShadow (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 Fallout 3 Broken Steel Title Update by NiraZero
  • 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 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)
  • Included fixes only from BenTweaks by BenzSmoke which are:
  1. Fixed 27 map marker icon types
  2. 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)
  • 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)

(3.1.6)
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(3.0)
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(2.3.2)
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(2.2)
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(2.1)
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(2.0)
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(1.9.3)
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(1.8)
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(1.7)

(1.6.1)
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(1.5)
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(1.4)
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(1.3)
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(1.2)
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(1.1)
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(1.0)
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Permissions and Team
Ask us first through PM please. Making patches to be compatible with other mods is fine, no need to ask permission first.

hairylegs222 - Merging/Fixes bugs/Backporting/Description Page/fomod installer
BenWah - Founder
prisoner416 - Finds bugs
Tale Of Two Wastelands

Programs Used
GECK Extender
FO3Edit
FOMOD Creation Tool
BSA Browser
BSAopt