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Last updated
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Created by
Hairylegs222 BenWahUploaded by
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About this mod
An update of the original unofficial patch with a unified single plugin and tons of additional community fixes.
- Requirements
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DLC requirements
DLC name Operation: Anchorage The Pitt Broken Steel Point Lookout Mothership Zeta Off-site requirements
Mod name Notes ArchiveInvalidation Invalidated Command Extender FOSE Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets Some assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
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
AxonisDonation Points system
This mod is not opted-in to receive Donation Points
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Translations
- Spanish
- Polish
- German
- French
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Translations available on the Nexus
Language Name Spanish Author: pq08 UUF3P - FWE Compatibility Patch-TRADU Spanish-Castellano Spanish Author: Huerta UPDATED Unofficial Fallout 3 Patch Spanish Spanish Author: cubo82 UPDATED Unofficial Fallout 3 Patch - Spanish_Translation German Author: BenWah - translated by BockworschtSoldier UPDATED Unofficial Fallout 3 Patch german translation French Author: typhon0 UPDATED Unofficial Fallout 3 Patch French Polish Author: BenWah and Hairylegs and prisoner416 UPDATED Unofficial Fallout 3 Patch Polish Translation - Changelogs
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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)
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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
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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
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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
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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
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Version 3.1.2
- Fixed a greeting dialogue with the Mechanist
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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
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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
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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
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Version 2.3.2
- Removed Fixed Party Hat by KiCHo666 which caused CTD
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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
- Fixed corrupted dialogue records due to a FO3Edit script
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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
- Fixed Lucy and Walter to not disappear from Megaton (thanks to InAComaDial999)
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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
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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
- In progress of fixing all of Megaton to account for when npcs are dead for dialogues
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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
- In progress of fixing all of Megaton to account for when npcs are dead for dialogues
-
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
- Removed tunnel snake jacket texture&mesh
-
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
- Improved and fixed more VATS camera path errors
-
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
- Added Sleep in Megatons Common House by sparbog
-
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
- Added Tesla Cannon Vertibird One Shot Fix by Pr0bability
-
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)
- Fixed all VATS Camera Path errors
-
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)
- Merged all files into one ESM thanks to Tommy
-
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
- Rivet City save crash fix
-

Updated Unofficial Fallout 3 Patch
An Update of the Original Unofficial Fallout 3 Patch mod by Quazzy
Fallout 3 Setup Advice
More Fallout Setup Advice
The Method | Tome of xEdit
Top 15+ Best Fallout 3 Mods 2020
Top 25 Best Fallout 3 Mods Of All Time (Ranked)
The best Fallout 3 mods | PCGamesN
Best Fallout 3 Mods ⭐ - Rank Top Ten
Russian Version
French Version
Spanish Version
Spanish Translation

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.
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 53,000 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 is the way to go.
Vanilla bugs unknown how to fix
- 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
Requirements
- Fallout3.esm
- Anchorage.esm
- ThePitt.esm
- BrokenSteel.esm
- PointLookout.esm
- Zeta.esm
Your load order in your mod manager must have these esm files in this order.
Installation
- For a new Fallout 3 installation follow this guide Fallout 3 Setup Advice (Ignore the newb friendly part in step 6)
- Uninstall any error-fixing mods that are already included in this patch
- Uninstall the original unofficial patch by Quazzy and any prior version of this mod if present
- ** This is a complete replacement for the original unofficial patch, the two must not be used at the same time!
- Install ArchiveInvalidation Invalidated (this is in the setup advice but required for this patch to work)
- Install FOSE current beta version into your Fallout 3 folder (this is in the setup advice but required for this patch to work)
- Install Command Extender to your Fallout 3/Data folder
- Install a mod manager (Mod Organizer 2 is suggested lower)
- Download the Main download and use your Mod Manager to install the FOMOD installation
- Before launching the game make sure all DLC's + UUF3P esms are checked and FOSE are running
- Start a new game (Not necessary if you already started a new game with v3.0+ on your savegame)
Load Order
- Fallout3.esm
- Anchorage.esm
- ThePitt.esm
- BrokenSteel.esm
- PointLookout.esm
- Zeta.esm
- Unofficial Fallout 3 Patch.esm
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
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
- Companions have their weapons drawn when the player does, Sydney will too
- 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
Mod Suggestions
- Vanilla UI Plus
- Mod Organizer 2
- Fallout 3 Tick Fix
- FO3 Mod Limit Fix
- lStewieAl's Tweaks
- Ogg Vorbis Libraries
Cut Content Restored and Reasons
- 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:
- 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
Current Version Changes (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)
Previous Version Changes (3.1.6)
- 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
- Included Better Vanilla Barber Pole by 3Dog
- Included Point Lookout - No more silent Doors by prensa
- 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
- 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)
- 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 (Screen)
(2.3.2)
- Fixed corrupted dialogue records due to a FO3Edit script
- Fixed some armor texture sets and beards
- Removed Fixed Party Hat by KiCHo666 which caused CTD
- Fixed Lucy and Walter to not disappear from Megaton (thanks to InAComaDial999)
- Removed the changes to the Chinese Stealth Armor/Helmet so players can wear the helmet separately from the armor 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
- Added PL Terminal Fix (Photo File - Wan Yang) by YakutatazuParasite
(2.2)
- 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)
- 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)
- 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 (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 a few dialogues with Maggie (Screens)
- Fixed 2 dialogue bugs with Andy Stahl (Screens)
- 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)
- 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 a dialogue mismatch with Threedog (Screen)
- Fixed a dialogue typo with Bannon (Screen)
- 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 speech check with Doctor Barrows (Bugged Screen, Fixed Screen)
- Fixed/Switched around a few dialogues with Uncle Roe's responses (Example)
- Made adjustments to the unarmed/melee VATS cameras
- FWE Patch - updated UUF3P form lists to include FWE armor/weapons/etc
- Fixed this Bug 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 (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 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 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 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 (Example)
- 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)
- Added Frag Mine from Anchorage and Cryo Mine from Mothership Zeta to the PerkDemolitionExpertWeapons list
- Added Paladin Hoss - Initiate Pek Fix by RoyBatterian
- Removed FormID 0002E027 so you will be able turn in BOS dog tags to Scribe Jameson
- Fixed 4 floating rocks near Paradise Falls (Example)
- Fixed a dialogue typo mismatch with Amata (Example)
- Removed/Fixed changes to the Chinese Stealth Helmet/Armor
- Added Fixed Tunnel Snake Jacket by elek2008
- Added Fixed Sewer Entrance Name by deanoman
- Removed everything that Point Lookout Goodies adds to the game and only kept the fixes (Sorry it took me so long to do this)
- Added Charon Scene Shotgun Fix (V1.1) by RoyBatterian
- 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 by DeJuanNOnley
- Added Zeta Turret and Drone Karma Fix by DeJuanNOnley
- Added Alien Captive Recorded Log 12 Fix by DeJuanNOnley
- Added Brand Fix by DeJuanNOnley
- Added Milo Dialogue Fix by DeJuanNOnley
- 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 a typo mismatch with Lucass Simms (Screen)
- 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 a wooden cabinet's mesh, Before/After screen (thanks to qwertyasdfgh)
- Fixed 4 Nova Dialogue typos/mismatches (Screen1, Screen2, Screen3, Screen4)
- Fixed a dialogue mismatch with Colin (Screen)
- Fixed a typo with Leo Stahl (Screen)
- Fixed a dialogue option to only appear when the bomb hasn't been disarmed yet (Screen)
- Added Smoking NPC Bug Fix by DarknessSquall
- 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 (Screen)
- Fixed 7 dialogues in Rivet City to account for if Tammy Hargrave is dead
- Fixed a dialogue typo with Bryan Wilks (Screen)
- Added Head Of State Fix by Quazzy and Link_of_Hyrule (The attempted fix that was already in this patch didn't work)
- Fixed a dialogue mismatch with Doctor Lesko (Screen)
- Added Moriarty's Terminal Fixed by Tukka
- 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 by phoenix0113
- Added Gary 23 Race Fixed by phoenix0113
- Added MZ - Paulsons Outfit Fix by Gloops (UUF3P already fixed some of these)
- Fixed the following Geck warnings:
- (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 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 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)
- 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
(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
(1.6.1)
- Added Tesla Cannon Vertibird One Shot Fix by Pr0bability (1.6.1 fix, no plugin changes)
- Fixed music type in Southern Shack
- 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)
- 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
(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 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)
(1.4)
- Merged all files into one ESM thanks to Tommy
- Added Error Corrections - Reduce CTD by Tommy (hairylegs222), Error Fixes list
- 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)
(1.3)
- Rivet City save crash fix
- Optimized textures to save space in the BSA
- Plugins reduced to 2 files thanks to BenWah
(1.2)
- 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 variables (Altered Script: MS12FeralGhoulScript, Deleted Script: UF3PGlowingOneGlowFixMS12Script).
- 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 4 typos, changed "Elemndorf" to "Elmendorf" (Altered Note: DLC02ProtocolNote01, DLC02ProtocolNote02, DLC02AmericanIntelNote01, Altered Terminal: DLC02ArtilleryProtocolTerminal).
- 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 (Altered Cell: DLC02AnchorageBattle>Wilderness 1,-4).
- 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).
- Broken Steel: Fixed 1st person texture errors (Altered Static: 1stPersonDLC03HeavyIncinerator, 1stPersonDLC03LaserScatterGun).
- Broken Steel: Tesla Cannon not using the 1stperson texture for the ECCell when in first person (Altered Static: 1stPersonDLC03TeslaCannon, New Texture Set: UF3P1stPersonECCellBS).
- Broken Steel: Fixed Aqua Cura cart having bad collision layer type (Altered Mesh: dlc03stagecart.nif).
- Broken Steel: Fixed typo causing missing normal map (Altered Mesh: dlc03bnkramp1way01.nif).
- Broken Steel: Removed invalid animation from deathclaw cage (Altered Mesh: dlc03deathclawcage.nif).
- Broken Steel: Fixed incorrect collision layer type on stove plate (Altered Mesh: dlc03stovenob01.nif).
- Broken Steel: Fixed incorrect collision layer type on fence (Altered Mesh: dlc03prmetroclfence01.nif).
- Broken Steel: Fixed a condition on the Turret Control System missing a reference for a condition (Altered Terminal: DLC03Sector01Terminal01).
- Broken Steel: Fixed Enclave Robobrain's not using the Enclave brain button (Altered Mesh: brain_enclave.nif, Altered Creature: DLC03CrRobobrainEnclave, CrRobobrainEnclave).
- Broken Steel: Fixed the already existing Enclave Sentry Bot's not using the new Enclave texture (Bethesda updated them all but these ones) (Altered Creature: RavenRockCrSentryBotGLEnclave, RavenRockCrSentryBotGLEnclave02, RavenRockCrSentryBotMGEnclave, RavenRockCrSentryBotMGEnclave02).
- Broken Steel: Fixed the animated Laser Rifle having the same holes in the mesh as the original did (Altered Mesh: dlc03laserrifleanimobject.nif).
- 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 Three Dog talking about how clean the water is before the player even did the quest (Altered Dialogue: 010095BC, 010095BD).
- Broken Steel: Fixed Dogmeat being refered to as a puppy when he wasn't actually a puppy (Altered Script: FollowersQuestSCRIPT, Altered Dialogue: FollowersFired>"aroo?" BD072, FollowersHired>"Bark!" 96B8B, FollowersLetsGoNotYet1>"aroo?" 96BA2).
- Broken Steel: Fixed Super Mutant Overlord's missing the gore gap for the blown off head part (Altered Mesh: smbonecrusher.nif).
- Broken Steel: Fixed Feral Ghoul Reaver's losing their radioactive "glow" effect (Altered Creature: DLC03CrFeralGhoul4A, 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: dlc05assmblnanim01.nif, dlc05assmblnanim02.nif, dlc05assmblnanim03.nif, dlc05assmblnanim04.nif, dlc05assmblnanim05.nif).
- Mothership Zeta: Fixed 4 cube maps that had the incorrect dimensions causing them not to work (Altered Texture: dlc05mzsmalllights_e.dds, dlc05mzsmalllightscryo_e.dds, dlc05mzsmalllightsdesat_e.dds, dlc05mzsmalllightsstasis_e.dds).
- Mothership Zeta: Fixed incorrect havok type and sound effect on butter cup leg part (Altered Mesh: dlc05buttercupleglow01.nif).
- Mothership Zeta: Fixed pipe base only animating once and never again which you never saw anyway since the bad animation move it down\up out of view (Altered Mesh: dlc05pipebigbase01.nif).
- Mothership Zeta: Fixed the "Anchorage Quartermaster Shipment" note not playing anything (Altered Note: DLC05AnchorageHolotape).
- Mothership Zeta: Fixed "General Chase's Overcoat" being the snow combat armor which had no textures if you didn't have Operation Anchorage installed, it is now as it should be, an Overcoat (Altered Armor: DLC05GeneralChasesOvercoat, DLC05Medals).
- Mothership Zeta: Fixed the alien blaster "Captain's Sidearm" not using the high resolution 1st person texture on the power cell (Altered Static: DLC051stPersonAlienBlasterClean).
- Mothership Zeta: Fixed the havok on the "Alien Atomizer" being misaligned also fixed the missing texture for the powercell (Altered Mesh: dlc05alienpistol.nif).
- Mothership Zeta: Fixed the "Drone Cannon" not using the high resolution 1st person texture for one of the parts (Altered Static: 1stPersonDLC05RobotCannon).
- Mothership Zeta: Fixed force field generator not animating correctly due to incorrect name (Altered Mesh: dlc05forcefieldgenerator.nif).
- Mothership Zeta: Fixed gravity bumper not animating correctly due to incorrect name (Altered Mesh: dlc05gravitybumper.nif).
- Mothership Zeta: Fixed alien's not habing transparent helmets (Altered Texture: dlc05alienhelmet.dds, Altered Mesh: dlc05alien3.nif).
- Mothership Zeta: Fixed "Alien Worm Food" having not eating sound effect (Altered Ingestible: DLC05AlienWorm).
- Mothership Zeta: Fixed space pod not animating correctly due to incorrect name (Altered Mesh: dlc05spaceshipmerc01.nif).
- Mothership Zeta: Fixed the butter cup machine animating correctly due to incorrect name (Altered Mesh: dlc05glassbuttercupmachine01.nif).
- Mothership Zeta: Fixed 2 missing death ray control holograms, bad animation caused this (Altered Mesh: dlc05holo02.nif, dlc05holo03.nif).
- Mothership Zeta: Removed invalid animation from room section (Altered Mesh: dlc05mcrmwallhalf01.nif).
- Mothership Zeta: Fixed UFO crash not animating correctly due to incorrect name (Altered Mesh: dlc05ufocrash.nif).
- Mothership Zeta: Regenerated all bodymod data and left it uncompressed, the texture join between the head and body is less noticable now.
- Mothership Zeta: Fixed the Drone Cannon having no icon when initially looted (Altered Weapon: DLC05WeapRobotCannonNonPlayer).
- Mothership Zeta: Fixed the Destabilizer not having the correct hand grip and reload/jam animation (Altered Weapon: DLC05WeapRifleUnique, New Mesh: _1stperson\2hahandgrip2_railwayrifle.kf, _1stperson\2hajamh.kf, _1stperson\2hareloadh.kf, _male\2hahandgrip2_railwayrifle.kf, _male\2hajamh.kf, _male\2hareloadh.kf).
- Mothership Zeta: Fixed being able to use Alien Epoxy when the weapon was already at full health (Altered Ingestible: DLC05AlienEpoxy, Altered Script: DLC05AlienEpoxyEffectSCRIPT, New Message: UF3PAlienEpoxy).
- Mothership Zeta: Fixed the aline chair having the wrong havok hit effect (Altered Mesh: dlc05alienchair.nif).
- Mothership Zeta: Fixed space suit wearing aliens gore caps not appearing correctly causing gaps (Altered Mesh: dlc05alien2.nif, dlc05alien3.nif).
- Mothership Zeta: Fixed Drone Cannon sometimes appearing backwards on the Guardian Drones (Altered Mesh: dlc05droidcannonnonplayer.nif).
- Mothership Zeta: Fixed Alien Captive Recorded Log 7 missing alien speech (simply reused some existing alien speech) (New Sound: DLC05Gener_DLC05SamuraiHol_0000A880_1.ogg, DLC05Gener_DLC05SamuraiHol_0000A880_1.lip, DLC05Gener_DLC05SamuraiHol_0000A880_5.ogg, DLC05Gener_DLC05SamuraiHol_0000A880_5.lip).
- 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, LDJuryStDead01, LDFallsChurchDead1, LDCorvegaFactoryDead1, AWMLoot1ArmorMale, FFMutantCampCorpse01, LootGibsonUnique, RavenRockEnclaveDEAD, FFEnclaveEncampment03EnclaveCorpse, FFEC20DeadEnclaveRipperHF, FFEC20DeadEnclaveBigGunHM, UniqueEnclave4OfficerJackTheRipper, Loot1Enclave4OfficerAF, FFEnclaveEncampment03OfficerCorpse, FFEC20DeadEnclaveOfficerAM, ShalebridgeFFNoteGuy, DEADGhoulWastelanderCF, DEADGhoulWastelanderHM, DEADWastelanderCF, DEADWastelanderHM, DEADWastelanderAAM, DEADWastelanderAM, DEADWastelanderCM, DEADWastelanderHF).
- Fallout 3: Fixed 9 dead creatures that are set to respawn (Altered Creature: DeadDogVicious, LDFortCDeadGhoul01, DeadMirelurk02, DeadMirelurk01, LDDeadMolerat, DEADCrYaoGuai, DeadEyebotEnclave, DeadProtectron, FFRaiderCamp17SuperMutantDead).
- Fallout 3: Fixed overlapping mesh causing flickering (Altered Mesh: neormpitwallstairsl01.nif).
- Fallout 3: Fixed an ambient effect that had testing which caused it to vanish when using AA\Transpareny Multisampling (Altered Mesh: fxmistlow01long.nif, ltrayglowgreenbrt01.nif,ltrayglowgreengrdflat.nif, ltrayglowgreengrdflatbrt01.nif).
- 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 Dialogue: MegAndyGreetingIntimidate>"Well now, looks like..." 1D2D0).
- Fallout 3: Fixed mis-aligned projectile emitter on the Laser Rifle (Altered Mesh: laserrifle.nif).
- Fallout 3: Fixed opening the Behemoth's gate via the switch at Evergreen Mills causing him not to come out and attack (Altered Script: EvergreenMillsElectricalSwitch01SCRIPT).
- Fallout 3: Fixed Mirelurk Spawning Pod using the gorebag opening sound as the closing sound (Altered Container: MS03MirelurkEggClutchCont03a).
- Fallout 3: Fixed Mirelurk Egg Clutch using the gorebag opening sound as the closing sound (Altered Container: MirelurkEggClutchContEmpty03a).
- Fallout 3: Fixed Mirelurk Egg Clutch using the gorebag opening sound as the closing sound (Altered Container: MirelurkEggClutchCont03a).
- Fallout 3: Fixed a gore leg missing parts due to it being out of bounds (Altered Cell: Vault108a).
- Fallout 3: Fixed emissive color on the Sentry Bot's combat inhibitor (Altered Mesh: sentrybotgatlingcannon.nif, sentrybotgatlingcannon_army.nif, sentrybotlasergatling.nif, sentrybotlasergatling_army.nif).
- Added stencilling to the rubble piles which should globally alleviate their seemingly "floatyness" (Altered Mesh: offrublpilea01.nif, offrublpilea02.nif, offrublpilea03.nif, offrublpilea04.nif, offrublpilea05.nif).
- Fallout 3: Fixed 1 hole caused by badly placed boulder (Altered Cell: Wasteland>Canterbury08 17,10).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>CanterburyMarketN 16,11).
- Fallout 3: Fixed 1 floating book, 1 floating shelf (had to move 2 additional books that now clipped into it) (Altered Cell: Vault108c).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -17,-2).
- Fallout 3: Fixed 1 floating blood splatter (Altered Cell: ShacktownInterior07).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -27,7).
- Fallout 3: Fixed badly placed boulder causing gap (Altered Cell: Wasteland>Wilderness -25,3).
- Fallout 3: Fixed 1 flickering light (Altered Cell: RavenRock02).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: SpringvaleSchool02).
- Fallout 3: Fixed plugged a big gap (Altered Cell: DCworld06>MVSSuperMutantOverpass 18,-6).
- Fallout 3: Fixed badly placed wall section causing gap (Altered Cell: DCworld06>MVSSuperMutantOverpass 18,-6).
- Fallout 3: Fixed Eat'o'tronic 3000's being activatable if they where already open by default also fixed it so if the Eat'o'tronic 3000 happened to reset (closed) somehow you can open it again (Altered Script: AutomatScript01).
- Fallout 3: Fixed 3 floating tin cans (Altered Cell: OurLadyHope02).
- Fallout 3: Fixed 1 floating brick (Altered Cell: DCworld06>MVSHotelEntrance 18,-7).
- Fallout 3: Fixed 2 very floating coffee tables (Altered Cell: StatesmanHotel01).
- Fallout 3: Fixed 1 floating cinder block (Altered Cell: TakomaStation).
- Fallout 3: Fixed 1 floating fan (Altered Cell: MetroCenter08).
- Fallout 3: Fixed land clipping into mesh causing flickering (Altered Cell: DCworld18>Wilderness 8,-11).
- Fallout 3: Fixed 1 floating fire barrel, 1 floating trolly, 1 litter hanging off the edge, 1 floating coffee kettle, 1 floating first aid kit, 2 floating tin cans (Altered Cell: DCworld17>Wilderness 5,-12).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: FFRadioCache06).
- Fallout 3: Removed a mushroom that was inside a building (nothing it could "grow" on) and was floating too (Altered Cell: Wasteland>Wilderness -17,13).
- Fallout 3: Fixed 3 floating rock clusters (Altered Cell: Wasteland>Wilderness -17,15).
- Fallout 3: Fixed 1 badly placed cliff face causing a gap (Altered Cell: Wasteland>Wilderness -23,18).
- Fallout 3: Fixed floating pillars in the Museum of History Entrance (Altered Mesh: museumrotunda01.nif).
- Fallout 3: Fixed Gatling Laser using the first person texture for the Electron Charge Pack (New Texture Set: UF3P1stPersonECCell, Altered Static: 1stPersonGatlingLaser).
- 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).
- Fallout 3: Improved shadow fix (Altered Static: UF3PWoodShack03NoShadow, Deleted Mesh: WoodShack03NoShadow.nif).
(1.1)
- 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).
- UF3P: Fixed Ninja perk fix (Removed Perk Alter: Ninja, Altered Actor Effect: PerkNinja).
- UF3P: Fixed a typo in one of UF3P's folders which caused a few fixed meshes not to be applied.
- UF3P: Adjusted the gap cap on the utility door that caused flicking in 1 known instance (Altered Mesh: utldoor01.nif).
- UF3P: The Unofficial Fallout 3 Patch is now an ESM.
- The Pitt: Fixed the infiltrator not using the correct texture for the trigger and catch (Altered Mesh: dlc01infiltrator.nif).
- The Pitt: Fixed incorrect havok type on Ashurs Palace (Altered Mesh: dlcpitttoweroflearning.nif, dlcpitttoweroflearninglit.nif).
- The Pitt: Fixed missing normalmaps for a few meshes (Altered Mesh: dlcpitthcourtdirt512.nif, dlcpitthcourtstrhole01.nif, dlcpitthcourttrenchcapl01.nif, dlcpitthcourttrenchcapr01.nif, dlcpitthcourttrenchstr01.nif, dlcpitthcourttrenchstr02.nif).
- 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 Armor" (Altered Object Effect: DLC01EnchPowerArmorAshur).
- The Pitt: Fixed Raider Iconoclast Armor, Raider Paingiver Armor, Raider Throwdown Armor, Raider Commando Armor and Raider Ordinance Armor lacking names on their object effects (Altered Object Effect: DLC01EnchArmorRaider1, DLC01EnchArmorRaider2, DLC01EnchArmorRaider3, DLC01EnchArmorRaider4, DLC01EnchArmorRaider5).
- The Pitt: Fixed 1 floating rubble pile (Altered Cell: Wasteland>DLC01RadioTower -19, 29).
- The Pitt: Fixed 1 floating rubble pile (Altered Cell: Wasteland>DLC01SlaveCamp -20, 30).
- 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 (Altered Armor: DLC02ArmorPowerT51bHelmetWasteland, DLC02ArmorPowerT51bHelmet).
- Operation Anchorage: Fixed elevator getting "stuck" (Altered Script: DLC02ElevatorSCRIPT).
- Operation Anchorage: Fixed havok on the Jingwei's Shocksword so it now actually fits the sword (Altered Mesh: dlcanchenergysword.nif).
- Operation Anchorage: Fixed bad havok positioning on the Chinese Pistol (Altered Mesh: dlcanchchinesepistol.nif).
- Operation Anchorage: Missing alpha from the snow version of the Mister Gutsy (Altered Texture: dlcanchsnowgutsy.dds).
- Operation Anchorage: Fixed a few meshes missing normal maps (Altered Mesh: dlcanchmine01.nif, dlcanchmine02.nif, dlcanchmine03.nif, dlcanchindustrialmachine02.nif, dlcanchtruckarmy01.nif, dlcanchvsslight.nif).
- Operation Anchorage: Fixed all briefing battlemap parts not animatining due to incorrect names (Altered Mesh: dlcanchblmmines.nif, dlcanchblmcamp.nif, dlcanchblmchimeradepot.nif, dlcanchblmenemyhq.nif, dlcanchblmfieldhq.nif, dlcanchblmlisteningpost.nif).
- Operation Anchorage: Fixed quite a few unused meshes that simply had typos in the texture names causing them to have no textures (Altered Mesh: dlcanchcorkboard01.nif, dlcanchcorkboard02.nif, dlcarch_snow_trenchdirtstr01.nif, dlcarch_snow_trenchdirtstrtall01.nif, dlcarch_snow_trenchisland02.nif, dlcarch_snow_trenchstr02.nif, dlcarch_snow_trenchstr03.nif).
- Operation Anchorage: Fixed some building meshes that where pointing to the non existant dull shiny environmental map (Altered Mesh: dlcanchartbgcorwalldockfrontl01.nif, dlcanchartbgcorwalldockfrontr01.nif, dlcanchartbgcorwalldocksidel01.nif, dlcanchartbgcorwalldocksider01.nif, dlcanchartsmwallwin01.nif, dlcanchtruckarmy01.nif).
- Operation Anchorage: Fixed bad collision type on a few meshes (Altered Mesh: dlcanchgunbatteryshell01.nif, dlcanchgunbatterysilo01.nif, dlcanchminerock02.nif).
- Operation Anchorage: Fixed being able to loot 3 peices of Scrap Metal in the Listing Post within the anchorage simulation (Altered Cell: DLC02CommCenter).
- Operation Anchorage: Regenerated all bodymod data and left it uncompressed, the texture join between the head and body is less noticable now.
- Fallout 3: Fixed the enclave locker, it had the same problem as the vault locker and the ruined vault locker (Altered Mesh: lockerenclave01.nif).
- Fallout 3: Fixed invalid animation on the underworld door (caused G.E.C.K error)(Altered Mesh: underworldentrancedoor.nif).
- Fallout 3: Fixed bad havok positioning on hanging raider corpse (Altered Mesh: raidercorpsedressing05.nif).
- Fallout 3: Improved Charon and Ahzrukhal fix, instead of resetting the dialogue option allowing you to start the event again Charon's and Ahzrukhal's AI will simply be reset allowing the event to procede normally (Altered Script: UF3PCaAFixScript).
- Fallout 3: Fixed a few occurrences of abnormally small "midget" NPC's spawning (Altered Cell: Wasteland>Wilderness -12,26 Wasteland>Wilderness -13,26 Wasteland>CarFort -24,19 Wasteland>Wilderness 3,-4 FortBannister01).
- Fallout 3: Fixed metal helmet appearing differently when worn on females compaired to what it looked like when dropped\worn on males\inventory icon (Altered Armor: ArmorMetalHelmet).
- Fallout 3: Fixed 5 floating metal boxes, 1 metal box clipping into wall (Altered Cell: CorvegaFactory01).
- Fallout 3: Fixed 1 milk crate that was clipping into a metal shelf (Altered Cell: zPS08Interior).
- Fallout 3: Fixed 1 floating phone (Altered Cell: NukaColaPlant01).
- 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: schooldeska01.nif, schooldeska02.nif, schooldeskadirty01.nif, schooldeskadirty02.nif).
- Fallout 3: Fixed 1 floating school desk, 1 floating litter (Altered Cell: MerestiMetro01).
- Fallout 3: Fixed 2 bits of "worn" floating off the National Archive building (Altered Mesh: nationalarchives.nif).
- Fallout 3: Fixed rather noticable sharp edge in a ground texture (Altered Cell: Wasteland>Wilderness -24,6 -24,5)
- Fallout 3: Fixed flickering footpath (Altered Cell: 17,4).
- Fallout 3: Added a new Vault Door Control Pod inside Vault 106, previously it only had 1 outside which made it possible to activate it then run inside and be trapped (Altered Cell: Vault106a).
- Fallout 3: Fixed UV map on litter which was clipping of parts of the texture (Altered Mesh: streetlitter01.nif, streetlitter02.nif, streetlitterdark01.nif, streetlitterdark02.nif, streetlitteredgeshaded01.nif).
- 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 floating shrub (Altered Cell: Wasteland>BigTownMutants).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>Vault106Exterior).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -9,3).
- Fallout 3: Fixed removed (disabled) a toilet that was outside of the playable area and unseeable (Altered Cell: UnderworldConcourse).
- Fallout 3: Fixed removed (disabled) a lamp that was outside of the playable area and unseeable (Altered Cell: LincolnTent03).
- Fallout 3: Fixed removed (disabled) safty poster that was out of the playable area and unseeable (Altered Cell: FortBannister01).
- Fallout 3: Fixed move a cluster of rocks up that where totally hidden under the ground (Altered Cell: Wasteland>Wilderness -1,20).
- Fallout 3: Fixed removed (diabled) a big rock that was totally concealed (Altered Cell: Wasteland>Wilderness 13,-18).
- Fallout 3: Fixed suken desk, also had to adjust all the items ontop of it (Altered Cell: FortC04).
- Fallout 3: Fixed ground clipping into mesh causing flickering (Altered Cell: Wasteland>TenpennyExterior01 -16,-17).
- Fallout 3: Fixed overlapping mesh causing flickering (Altered Mesh: tenpennytowerbalcony02.nif).
- 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 totally invisible (Altered Mesh: brain_bos.nif, brain_outcast.nif).
- Fallout 3: Added a set of Outcast Robobrain tracks, all other versions had their own tracks but not the Outcast's. Also updated all Outcast Robobrain's to use the new tracks (New Mesh: righttrack_outcast.nif, lefttrack_outcast.nif, Altered Creature: CrRobobrainOutcast, ).
- Fallout 3: Fixed the Brotherhood of Steel Robobrain's tracks using the Outcast textures (Altered Mesh: righttrack_bos.nif, lefttrack_bos.nif).
- Fallout 3: Fixed the Masterbrain having no brain (Altered Creature: MS17VaultTecMasterbrain).
- Fallout 3: Fixed typo, "Shot glass" is now known as "Shot Glass" (Altered Misc Item: ShotGlass01).
- Fallout 3: Fixed typo, "Pre-war Money" is now known as "Pre-War Money" (this is the only item with pre-war in its name not to be capatilised) (Altered Misc Item: PrewarMoney).
- Fallout 3: Fixed Citadel - A Ring, Citidel - B Ring and Citadel - Laboratory, now are owned by the Brotherhood of Steel (Altered Cell: CitadelARing, CitadelBRing, CitadelLob).
- Fallout 3: Fixed The AntAgonizer's ants not having any names thus you couldn't loot them (Altered Creature: MS02BattleAnt).
- Fallout 3: Fixed the Regulator Headquarters not belonging to the Regulator's (Altered Cell: zRegulatorHQInterior).
- Fallout 3: Fixed incorrect havok type and hit effect on the Envlave wire bundle floor mount (Altered Mesh: ecvwirebundlefloormount01.nif).
- Fallout 3: Fixed replaced the 2 rusted radiated sinks in Raven Rock - Level 2 and Raven Rock - Level 3 with nice clean non-radiated ones, I mean after all Tenpenny has clean water yet Raven Rock doesn't?! (Altered Cell: RavenRock2, RavenRock3).
- Fallout 3: Fixed incorrect havok type and hit effect on the citadel wiring (Altered Mesh: citadelwiresend01.nif, citadelwiresend02.nif, citadelwiresstraight01.nif, citadelwiresstraight02.nif).
- 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 3 floating plates, 3 floating phone, 13 floating coffee mugs, 2 large destroyed books, 10 drinking glasses (Altered Cell: VaultTecHQ01).
- Fallout 3: Fixed 1 toobox clipping into shelf, 3 floating street litter, 1 large destroyed book, 1 overlapping rubble pile causing flickering, 1 floating garbage can, 3 floating cinder blocks (Altered Cell: VaultTecHQ02).
- Fallout 3: Fixed rubble pile clipping into desk (Altered Cell: VaultTecHQ03).
- 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 3 floating tin cans (Altered Cell: Wasteland>WheatonArmoryExterior 10,7).
- Fallout 3: Fixed 4 floating and clipping into wall metal box, 2 floating paper debris, 1 floating destroyed terminal, 5 floating metal box, 1 floating terminal, 1 suitcase clipping into plank, 1 floating clipboard, 1 floating locker which was also clipping into a metal roof beam, 1 floating rug, 2 floating milk crate, 2 floating chair, 1 floating locker, 1 floating couch (Altered Cell: MegatonCratersideSupply).
- Fallout 3: Fixed 1 floating chair, 1 floating papers, 2 metal box clipping into cabinet and had to move sword since it was resting on one (Altered Cell: MegatonJerichosHouse).
- Fallout 3: Fixed 1 floating destroyed terminal, 1 floating phone clipping into destroyed terminal, 2 floating papers, 1 floating coffee pot, 4 floating books, 1 floating bobble head, 2 floating chairs (Altered Cell: MegatonLucasSimmsHouse).
- Fallout 3: Fixed Wasteland Survival Guide quest not checking\calculating the correct health percent (Altered Script: MS03script).
- Fallout 3: Fixed Prototype Medic Power Armor not checking\calculating the correct health percent(Altered Script: MS14PowerArmorScript).
- Fallout 3: Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness 13,22).
- Fallout 3: Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness 17,7).
- 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: Fixed utility room section with overlapping mesh causing flickering (Altered Mesh: utlrmcoroutwalll01.nif).
- Fallout 3: Fixed seam near doorway of the pentagon building (Altered Mesh: pentagonexterior01.nif).
- Fallout 3: Fixed giant ant's animation containing incorrect sounds (Altered Animation: mtright.kf, mtleft.kf).
- Fallout 3: Fixed vault vent fan not animating (spinning) due to incorrect settings (Altered Mesh: vhallfan01.nif).
- Fallout 3: Fixed uncapped ceiling pipe in 2 of the vault interior section (Altered Mesh: vurmexit01.nif, vurmboothwallwindow01.nif).
- Fallout 3: Fixed sealed more hols in the Rivet City carrier (Altered Mesh: rcextaircarrier01.nif).
- Fallout 3: Fixed ham radio not fully animating (dial face didn't light up) due to incorrect settings (Altered Mesh: hamradio.nif).
- Fallout 3: Fixed Pre-War Relaxedwear, Dirty Pre-War Relaxedwear, Dirty Pre-War Casualwear not appearing the same when dropped as when equipped (Altered Armor: OutfitPrewarCasualwear2, OutfitPrewarCasualwear2Dirty, OutfitPrewarCasualwearDirty).
- Fallout 3: Fixed Lesko's Lab Coat texture set not being used properly (Altered Armor: MS04LeskosLabCoat).
- Fallout 3: Fixed Talon Combat Helmet appearing as a normal combat helmet when dropped (Altered Armor: ArmorCombatHelmetTalon).
- Fallout 3: Fixed Naughty Nightwear appearing as a normal Sexy Sleepwear when dropped (Altered Armor: MS04AmorousAttire).
- Fallout 3: Fixed Vault 108 Jumpsuit not appearing the same when dropped (Altered Armor: VaultSuit108).
- Fallout 3: Fixed Tesla Helmet's neck using the normal enclave armor texture instead of the tesla armor texture (Altered Armor: ArmorTeslaHelmet).
- Fallout 3: Fixed incorrect animation settings on the type 2 concoles that caused a few dials not to flicker (Altered Mesh: console02.nif).
- Fallout 3: Fixed invalid light on chandelier (Altered Mesh: lamplightchandelieroff.nif).
- Fallout 3: Fixed G.E.C.K complaining about a lot of "missing" textures relating to NPC's mouth\ears ect (Added Texture: earshuman.dds, earshuman_n.dds, earshuman_sk.dds, mouthhuman_n.dds, mouthraider_n.dds, teethlowerghoul_n.dds, teethlowerhuman_n.dds, teethlowerraider_n.dds, teethupperghoul_n.dds, teethupperhuman_n.dds, teethupperraider_n.dds, tongueghoul_n.dds, tonguehuman_n.dds, tongueraider_n.dds).
- Fallout 3: Fixed the animation on the wasteland sky plane which caused it not to appear at all (Altered Mesh: wastelandskyplaneoverheaddome.nif).
- Fallout 3: Fixed the female version of the Athlete of the Wastes Outfit (kid clothing) causing G.E.C.K error (Altered Mesh: WastelandChild05\outfitf.nif).
- Fallout 3: Fixed the incorrect havok on the Big Spoon which prevented it from ever being picked up (Altered Mesh: bigspoon01.nif).
- Fallout 3: Fixed gap near the left arm and jacket on the Wasteland Wanderer Outfit (Altered Mesh: WastelandSettler02\M\outfit.nif).
- Fallout 3: Removed the invalid animation from the hospital exterior (Altered Mesh: hospital.nif).
- Fallout 3: Fixed incorrect animation settings causing the Galaxy New Radio tower's bulbs not to turn on when the tower was turned on (I always wondered why they place pulsing red lights near the tower) (Altered Mesh: mq02radiotower.nif).
- Fallout 3: Fixed incorrect animation setting causing the green pipes near project purity in the jefferson memorial not to animate as intended (Altered Mesh: pptubes01.nif).
- Fallout 3: Fixed incorrect animation settings causing the project purity tank water in the jefferson memorial not to animate as intended (Altered Mesh: ppurityfxtankfog01.nif).
- Fallout 3: Removed the invalid animation from the interior underworld door (Altered Mesh: underworldentrancedoorinterior.nif).
- Fallout 3: Fixed incorrect animation settings on the large enclave door causing G.E.C.K errors (Altered Mesh: ecvdoorbg01.nif).
- Fallout 3: Fixed the missing normalmap on the disarmed shotgun trap (Altered Mesh: shotguntrapshell.nif).
- Fallout 3: Fixed incorrect collision type and hit effect on a ruined vault light (Altered Mesh: lightceilingvaultr04on.nif).
- Fallout 3: Fixed missing normal on the floor of Nathan's house (Altered Mesh: megatonnathanshouseinterior.nif).
- Fallout 3: Fixed the moon scape having a parallax map but not the correct flags for it to be used (Altered Mesh: mq02moonscape.nif).
- Fallout 3: Fixed missing normal map on the neuro mainframe and all the wiring (Altered Mesh: neruoim01.nif, neruoim02wires.nif, neruoim02wires01.nif, neruoim02wires02.nif, neruoim02wires03.nif, neruoim02wires04.nif, neruoim02wires05.nif, neruoim02wires06.nif, neruoim02wires07.nif, ).
- Fallout 3: Fixed missing normal maps for the armory interior (Altered Mesh: ramshacklefuselaginterior01.nif).
- Fallout 3: Fixed incorrect collision type on a megaton interior section (Altered Mesh: shackexitwallregtall02.nif).
- Fallout 3: Fixed incorrect collision type and also replaced the existing havok with a more accurate one on the cuppa joe sign (Altered Mesh: signcoffeeacuppajoe02.nif).
- Fallout 3: Removed the invalid animation on the ruined vault projector (Altered Mesh: vprojectorr01.nif).
- Fallout 3: Fixed incorrect animation settings causing the washington monument sky dome not to animate at all (Altered Mesh: washmonskydome.nif).
- Fallout 3: Fixed flicking on the trips in the washing monument interior (Altered Mesh: washingtonmonintbase01.nif).
- Fallout 3: Fixed flicking on the VR pods (Altered Mesh: tlpod01.nif, tlpodfemale01.nif, tlpodmale01.nif).
- Fallout 3: Fixed Mister Gutsy's\Handy's bloody buzzsaw not being named properly causing it not to work (Altered Mesh: andybuzzsawbloody.nif).
- Fallout 3: Fixed Andy not setup to use the correct animations which caused him to not attack with the buzzsaw, very occasionally attack with the flame thrower and caused G.E.C.K errors (Altered Creature: MS16Andy).
- Fallout 3: Fixed Willow, she had a energy weapon yet had very low skill in using it... changed her class from Slave to SoldierEnergy (Altered NPC: Willow).
- Fallout 3: Fixed UV errors and slight alignment errors on school desk, school desk dirty and the ruined vault school desk (Altered Mesh: schooldesk01.nif, schooldeskdirty01.nif, schooldeskdirtyr01.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, Altered Creature: CrFeralGhoulGlowingOne, MisterKellerGlowingOne, MS12FeralGhoulAttackGlowingOne, MS12FeralGhoulGlowingOne, redRacerMonster, UnderworldEthyl, UnderworldMeat).
- Fallout 3: Fixed all of Arefu becoming hostile to you if 1 of them happened to die not by your hands... say high speed trolly\barrel some random creature ect (Altered Script: MS09ArefuResidentScriptEvanKing, MS09ArefuResidentScript).
- Fallout 3: Fixed Mister Handy not having a proper plasma gun mesh (Altered Mesh: gutsyplasmagun.nif).
- Fallout 3: While looking over Fallout 3 files I found a full set of unused fire ant queen textures... the Marigold Ant Queen AKA the Fire Ant Queen will now use this texture (Altered Creature: MS04CrQueenAnt, New Mesh: fireantqueen.nif).
- Fallout 3: Fixed 1 floating shack light (Altered Cell: AndaleTheSmithsBasement).
- Fallout 3: Fixed 4 floating paper debris (Altered Cell: AndaleTheWilsonsShed).
- Fallout 3: Fixed 1 floating paper debris, 2 paper debris hidden under the ground, 1 door facing the wrong way (Altered Cell: ArefuSchenzyResidence).
- Fallout 3: Fixed 1 floating fridge, 2 paper debris hidden under the ground, 5 floating blood, 1 fridge cipping into wall (Altered Cell: ArefuWestResidence).
- Fallout 3: Fixed 4 floating street litter, 1 floating toilet, 1 floating sink (Altered Cell: BigTownCommonHouse2).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: BigTownGraveyard).
- Fallout 3: Fixed 1 floating stain, 8 floating paper debris, 2 floating chair, 1 floating bed, 1 floating sink that was too far from the wall as well, 1 floating toilet, 2 blood stains floating off wall, 1 clock floating off wall (Altered Cell: BigTownRedClinic).
- Fallout 3: Fixed 2 floating papers, 4 floating plates, 1 floating milk crate, 3 floating whiskey bottles, 1 floating fan, 1 floating book (Altered Cell: CanterburyGarage).
- Fallout 3: Fixed 1 floating museum divider, 1 sunken broken museum divider, 1 sunken car, 1 floating fan, 1 floating book, 1 sunken chair, 1 desk cipping into floor (Altered Cell: CorvegaFactory01).
- Fallout 3: Fixed bad UV on the muesum divide, underside had a white line (Altered Mesh: muesumdividedouble01.nif, muesumdividersingle01.nif).
- Fallout 3: Fixed 1 floating Steam Gauge Assembly (Altered Cell: CorvegaFactory02).
- Fallout 3: Fixed 1 floating destroyed terminal, 1 floating papers (Altered Cell: DunwichBuilding01).
- Fallout 3: Fixed 14 floating street litter (Altered Cell: VaultTecHQ03).
- Fallout 3: Fixed 10 floating street litter, 4 floating chair, 4 floating paper debris, 2 floating chalk board, 3 sunken sinks 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).
- Fallout 3: Fixed 4 floating rubber mat, 1 floating chair, 1 floating suitcase, 1 floating rug, 1 floating desk, 1 flaoting fan, 1 floating phone, 1 floating ashtray, 1 floating phone, 4 floating papers, 2 floatng folders, 2 floating clipboards, 1 floating mug, 1 floating Cigarette (Altered Cell: zScrapyardShackInterior).
- Fallout 3: Fixed 4 floating street litter (Altered Cell: zSpringvaleBanditHouse).
- Fallout 3: Fixed 1 floating street litter (Altered Cell: zWheatonArmory).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>FFRaiderCamp08 -9,2).
- Fallout 3: Fixed 1 floatng rock cluster (Altere Cell: Wasteland>Wilderness -4,10).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -1,18).
- Fallout 3: Fixed 2 floating rock cluster (Altered Cell: Wasteland>TownRuins03).
- Fallout 3: Fixed 1 floating tree, tree growing out of rock (Altered Cell: Wasteland>Wilderness -5,27).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -8,26).
- Fallout 3: Fixed 1 floating table, 1 floating radio, 1 floating ashtray, 1 floating milk carton, 2 floating blood, 1 floating 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 1 floating filing cabinet, 1 toolbox clipping into wall (Altered Cell: NtlGuardDepot04).
- Fallout 3: Fixed 2 floating debris pile (Altered Cell: NtnlArchives01).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: OurLadyHope02).
- Fallout 3: Fixed 1 floating paper, 1 floating poster, 1 floating spoon, 1 floating beer, 1 floating plate, 1 floating plate, 1 floating cup, 1 floating sugar bombs, 1 floating pork n beans (Altered Cell: zBethOffice02).
- Fallout 3: Fixed 3 floating debris pile (Altered Cell: MuseumAmerican03).
- Fallout 3: Fixed 2 floating rubble piles (Altered Cell: Wasteland>Wilderness 11,12).
- Fallout 3: Fixed 3 floating rubble pile (Altered Cell: FortBannister03).
- Fallout 3: Fixed 1 metal box clipping into shelf (Altered Cell: TepidSewer01).
- Fallout 3: Fixed 1 first aid kit clipping into another (Altered Cell: Wasteland>Wilderness -4,-11).
- Fallout 3: Fixed not being able to grab a large whisky bottle and pitcher due to them being placed too close to the wall also had to move 3 glasses from moving the pitcher (Altered Cell: RavenRock02).
- Fallout 3: Fixed not being able to grab 2 knifes, a ball and a iron that where placed too close to the cave wall (Altered Cell: EverGreenMillsBazaar).
- Fallout 3: Fixed milk bottle, milk create + some contents that could not be grabbed due to being placed to close to the wall (Altered Cell: NtlGuardDepot06).
- Fallout 3: Fixed locker that opened into desk (Altered Cell: Vault101bMS16).
- Fallout 3: Fixed 1 mis-aligned door causing gap into the void (Altered Cell: Vault101dMS16).
- Fallout 3: Fixed 1 badly placed radier wall (Altered Cell: 4,-20).
- 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 G.E.C.K complaining about missing deffuse\normal map (Altered Mesh: mouthhumanchildfemale.nif, teethlowerhumanchildfemale.nif, teethlowerhumanchild.nif, teethupperhumanchildfemale.nif, teethupperhumanchild.nif, tonguehumanchildfemale.nif).
- Fallout 3: Fixed 2 footlocker clipping into bed when opened (scaled down to fit) also had to move whisky bottle and Med-X ontop of it (Altered Cell: SatcomArray01bb).
- Fallout 3: Fixed fridge in the Garden Shed that had a bloody hand print on it that vanished when you opened the fridge (Altered Cell: AndaleTheWilsonsShed, New Mesh: FridgeClosed01BloodyHandPrint.nif, New Container: UF3PAndaleFridge).
- Fallout 3: Fixed 1 floating destroyed car (Altered Cell: Wasteland>Wilderness 9,8).
- Fallout 3: Fixed 1 floatng rock cluster (Altered Cell: Wasteland>Wilderness 5,5).
- Fallout 3: Fixed ammo box ontop of 2 other causing them to open into it (Altered Cell: EvergreenMillsNorthSideBossHouse).
- Fallout 3: Fixed rubble pile clipping into trailer (Altered Cell: Wasteland>FFRaiderCamp17 -23,5).
- Fallout 3: Fixed 8 floating rubble piles, moved 2 rubble pile hanging over a slope, moved 2 rubble pile not fulling concealing the "caved" end (Altered Cell: TakomaStation).
- Fallout 3: Fixed 6 floating paper debris (Altered Cell: FranklinMetro02).
- Fallout 3: Fixed 11 floating paper debris, 2 floating concrete barriers (Altered Cell: FranklinMetro01).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: DCworld06>Wilderness 17,-6).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: DCworld06>Wilderness 18,-8).
- Fallout 3: Fixed 1 floating and clipping ammo box (Altered Cell: DCworld06>Wilderness 18,-6).
- Fallout 3: Fixed 1 litter pile, 1 floating litter pile (had to disable it since there was no room to relocate it and the ground it was on is too uneven for it) (Altered Cell: zDCWorld06).
- Fallout 3: Fixed 2 floating rubble pile (DCworld06>Wilderness 19,-4).
- Fallout 3: Fixed 1 floating rubble pile (DCworld06>Wilderness 19,-3).
- Fallout 3: Fixed 1 floatng rubble pile, disabled a nearly totally concealed rubble pile that was sticking through the roof which looked quite weird (Altered Cell: VaultTecHQ01).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: VaultTecHQ03).
- Fallout 3: Fixed 5 floating litter pile (Altered Cell: VaultTecHQ02).
- Fallout 3: Fixed road chunks trimming due to fixing the trimming texture (Altered Mesh: scolparkinglotchunk01.nif, scolparkinglotchunk02.nif, scolparkinglotchunk03.nif, scolparkinglotchunk04.nif, scolparkinglotchunk05.nif).
- Fallout 3: Fixed ugly black edges on the lines on the paradise fall road chunks and overpass road sections (Altered Mesh: parkinglotchunk01.nif, parkinglotchunk02.nif, parkinglotchunk03.nif, parkinglotchunk04.nif, roadoverpasscollapsedchunk01.nif, roadoverpassmid01.nif, roadoverpassmid01broken02.nif, roadoverpassmid01broken.nif, roadoverpassmid3way01.nif, roadoverpassmidcap01.nif, roadoverpassmidsolid01.nif, roadoverpassmidsupport01.nif, roadoverpassramp01.nif, roadoverpassramp02.nif, roadoverpassrampnometal.nif, roadoverpasstransition01.nif, roadoverpasstransitionnometal.nif).
- Fallout 3: Fixed rebar using wrong texture and alpha on some road overpass sections which caused them not to appear at all (Altered Mesh: roadoverpassrampnometal.nif, roadoverpassmid01broken02.nif, roadoverpassramp01.nif, roadoverpassmid01broken.nif).
- Fallout 3: Fixed 2 textures with incorrect alpha channel (Altered Texture: neoclassicalmaintile03.dds, neodarkmaintile03.dds).
- Fallout 3: Fixed 13 graffiti that became flickery from a distance (Altered Cell: Wasteland>Wilderness 9,8).
- Fallout 3: Fixed slight UV error on wasteland road patch (Altered Mesh: wastelandroadpatch.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 fences (Altered Mesh: backstopruin.nif, backstop.nif).
- 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 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -9,5).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: Wasteland>WheatonArmoryExterior 10,7).
- Fallout 3: Fixed 1 floating litter, 1 badly aligned rubble pile revealing the empty underside (Altered Cell: zWheatonArmory ).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness 10,8).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -9,10).
- Fallout 3: Fixed 3 floating rock cluster (Altered Cell: Wasteland>Wilderness -3,11).
- Fallout 3: Fixed utility texture missing some alpha (Altered Texture: UtilityFrameSheet01.dds).
- 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 1 floating chimney (Altered Cell: Wasteland>SpringvaleBanditHouse -2.-3).
- Fallout 3: Fixed 3 floating rubble pile (Altered Cell: Wasteland>Springvale -2,-4).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: Wasteland>MegatonMainGate -1,-5).
- Fallout 3: Fixed 1 floating paper debris (Altered Cell: SuperDuperMat).
- Fallout 3: Fixed 1 floating barrel (Altered Cell: TepidSewer01).
- Fallout 3: Fixed 1 incorrectly aligned wall section (Altered Cell: Wastelands>FairfaxRuinsExterior01 -5,-12).
- Fallout 3: Fixed 2 floating litter (Altered Cell: DCworld15>MasonDistrictPartArtdeco01 7,-10).
- Fallout 3: Fixed 1 floating papers, 1 flickering papers, 1 floating rubble pile (Altered Cell: FloodedSewer01).
- Fallout 3: Fixed 21 floating litter, 6 floating chairs (Altered Cell Wasteland>TempleOfTheUnionExterior 13,15).
- Fallout 3: Fixed 1 floatng rock cluster, 2 floating bushes (Altered Cell: Wasteland>Wilderness -6,16).
- 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: RadioGNRPlayerExploitsRELAY>AFC0D, RadioGNRPlayerExploitsMS05>5A54B, RadioGNRPlayerExploitsMS05>5A54C, RadioGNRPlayerExploitsMS05>5A54D)
- 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 2 floating books (Altered Cell: NtnlArchives01).
- Fallout 3: Fixed 1 empty bottle embedded in a rock (Altered Cell: MetroCenter02).
- Fallout 3: Fixed 4 floating mine (Altered Cell: DCworld03>DupontCirclePlaza 15,-7).
- Fallout 3: Fixed toilet door placed too far back, 1 street litter that disappeared depending on viewing angle (Altered Cell: MetroCenter01).
- Fallout 3: Fixed poster floating too far away from the rest (Altered Mesh: postercluster01.nif).
- Fallout 3: Fixed overlapping mesh causing flickering (Altered Mesh: utlhallsm2wayreg01.nif).
- Fallout 3: Fixed mis-aligned wall section causing a big gap (Altered Cell: DupontCircleHive).
- Fallout 3: Fixed bad UV causing part of the mesh to disappear due to the alpha (Altered Mesh: BLD06CornerMetroEntrance01.NIF).
- Fallout 3: Fixed Nuka-Cola Quantum not having the Nuka-Cola drinking sound (Altered Ingestible: MS05NukaColaQtm).
- Fallout 3: Fixed SchematicsImprovedMsg
- Fallout 3: Fixed texturing error on a few beards (Altered Head Part: BeardMustacheCircle, BeardMustacheCurlyFull, BeardMustacheFull, BeardGoateeWide, BeardGoateeWideFull).
- Fallout 3: Removed alpha testing from various FX's which caused them to appear pixillated\vanish entirly depending on your antialiasing\transparency multisampling.
- Fallout 3: Fixed ballons changing between dark\light depending on angle viewed (Altered Mesh: balloons01.nif, balloonsingle01.nif, balloonsingle02.nif, balloonsingle03.nif).
- Fallout 3: 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).
- Fallout 3: Fixed a lot of world spaces using the incorrect Water and LOD Water Type (Altered Worldspace: CitadelWorld, DCStreet02, DCworld01, DCworld03, DCworld05, DCworld06, DCworld08, DCworld10, DCworld12, DCworld17, DCworld18, GNRroofWorld, MamaDolcesWorld, MonumentWorld, NtlGuardDepotWorld, StatesmanRoofWorld, WashMonTop, Oasis, OasisHarold).
- Fallout 3: Enabled the tree canopy shadows in the Wasteland, even though the Wasteland has few trees (just the ones around the entrance to the oasis) it should be on anyway (Altered Worldspace: Wasteland).
- Fallout 3: Fixed missing stenciling (Altered Mesh: sewerentrancedoor01.nif).
- Fallout 3: Fixed missing flags on the Tranquility Lane mailboxes (Altered Mesh: mailboxdithers01.nif, mailboxhenderson01.nif, mailboxneusbaum01.nif, mailboxrockwell01.nif, mailboxsimpson01.nif).
- Fallout 3: Fixed footpath clipping into another footpath causing flickering (Altered Cell: Wasteland>Wilderness -1.-16).
- Fallout 3: Fixed ruined surgical cart missing mesh parts\untextured areas (Altered Mesh: surgicalcartr01.nif).
- Fallout 3: Fixed terminal interface power button light overlay causing a dark square (Altered Mesh: terminalinterface01.nif).
- Fallout 3: Fixed L.O.B. Enterprises - Sam Johnson's Terminal appearing ruined\off, all other desktop terminals in the game that are actually usable arn't off\ruined (Altered Terminal: LOBESJohnsonEmployeeTerminal).
- Fallout 3: Fixed missing stencilling on the enclave generator (Altered Mesh: ecvbasegenerator01.nif).
- Fallout 3: Fixed the NPC Pip-Boy's using the XBox texture instead of the PC texture, also added button glows and tured the screen off (Altered Mesh: pipboyarmfemalenpc.nif, pipboyarmnpc.nif).
- Fallout 3: Fixed the Liberty Prime in the Citadel Lab missing its visor (Altered mesh: utelevatorplatform01.nif).
- Fallout 3: Fixed overlapping mesh causing flickering (Altered Cell: Wasteland>FortConstantineExterior01 -17,26).
- Fallout 3: Fixed incorrect name of map maker, marker was nammed "Flooded Metro" yet it lead to "Arlington/Wasteland Metro" and there was already an instance of "Flooded Metro" too (Altered Cell: Wasteland>ArlingtontoWasteland 7,-8).
- Fallout 3: Fixed Pre-War Relaxedwear using incorrect icon (Altered Armor: OutfitPrewarCasualwear2).
- 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 resistance debuff (Altered Weapon: WeapUniqueTenderizer).
- 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 Security Armor (Altered Dialogue: GREETING>"Hooo Weee!").
- Fallout 3: Fixed Old Man Harris not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101 Security Armor (Altered Dialogue: AndaleOldManHarrisGreeting1a>"No! Well... yes.").
- 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, powerarmorbosgo.nif, Altered Armor: ArmorPower, ArmorPowerBrotherhoodOfSteel, ArmorPowerOutcast).
- 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).
(1.0)
- 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: Repair10mmPistol, Repair10mmSubmachineGun, Repair32CaliberPistol, RepairAssaultRifle, RepairBaseballBat, RepairBBGun, RepairBrassKnuckles, RepairChineseAssaultRifle, RepairChineseOfficerSword, RepairChinesePistol, RepairFatMan, RepairFlamer, RepairGatlingLaser, RepairGlasses, RepairHuntingRifle, RepairKnife, RepairKnifeCombat, RepairLaserPistol, RepairLaserRifle, RepairMinigun, RepairMissileLauncher, RepairNailBoard, RepairPlasmaRifle, RepairPoliceBaton, RepairPoolCue, RepairPowerArmor, RepairPowerArmorHelmet, RepairPowerFist, RepairRipper, RepairRollingPin, RepairSawedOffShotgun, RepairScoped44Magnum, RepairShotgunCombat, RepairSledgeHammer, RepairSniperRifle, RepairSuperSledge, RepairSwitchblade, RepairTireIron, RepairVaultSuit).
- Fallout 3: Fixed Nuka-Grenade not being classed as an explosive by the Demolition Expert perk (Altered Form List: PerkDemolitionExpertWeapons).
- Fallout 3: Fixed Alien Power Cell's falling though the ground at Recon Craft Theta (Altered Cell: ReconCraftTheta).
- Fallout 3: Fixed T-51b Power Armor and T-51b Power Helmet not being repairable, you could use them to repair other power armor but couldn't repair it with anything?!... (Altered Armor: ArmorPowerT51b, ArmorPowerT51bHelmet).
- Fallout 3: Fixed the Enclave Eyebot's laser not being classed as energy damage (Altered Weapon: EyeBot1HP).
- Fallout 3: Fixed the Alien Blaster not being classed as energy damage (Altered Weapon: WeapAlienBlaster).
- Fallout 3: Fixed the Firelace not being classed as energy damage (Altered Weapon: WeapUniqueFirelance).
- Fallout 3: Fixed the Laser Turrents not being classed as energy damage (Altered Weapon: Turret01Laser2HR, Turret02Laser2HR, Turret03Laser2HR).
- Fallout 3: Fixed incorrect collision type and hit effect type on 2 vault ceiling light (Altered Mesh: lightceilingvaultr01on.nif, lightceilingvaultr02on.nif).
- 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 Pre-War Casualwear\Dirty Pre-War Relaxedwear\Pre-War Relaxedwear\Dirty Pre-War Casualwear appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: 1950stylecasual01\m\go.nif).
- Fallout 3: Fixed Pre-War Spring Outfit\Dirty Pre-War Parkstroller Outfit\Pre-War Parkstroller Outfit\Dirty Pre-War Spring Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: 1950stylecasual02\go.nif).
- Fallout 3: Fixed Enclave Scientist Outfit\Advanced Radiation Suit\Radiation Suit\All-Purpose Science Suit\Environment Suit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: EnclaveScientist\go.nif).
- Fallout 3: Fixed Enclave Officer Uniform appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: EnclaveOfficer\go.nif).
- Fallout 3: Fixed Dirty Pre-War Businesswear\Grimy Pre-War Businesswear appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: EnclaveOfficer\go.nif).
- Fallout 3: Fixed The AntAgonizer's Costume appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect, also fixed it "floating" when you dropped it from your inventory (Altered Mesh: AntAgonist\go.nif).
- Fallout 3: Fixed Brotherhood Scribe Robe appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: BoSScribe\go.nif).
- Fallout 3: Fixed Recon Armor appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: BosUnderArmor\m\go.nif).
- Fallout 3: Fixed Eulogy Jones' Suit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: EulogyJones\go.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.esm ect (Altered Mesh: RaiderArmor02\go.nif).
- Fallout 3: Fixed Raider Badlands Armor appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect, also fixed it disappearing when it got close to the edge of your screen (Altered Mesh: RaiderArmor03\go.nif).
- Fallout 3: Fixed Raider Blastmaster Armor appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: RaiderArmor04\go.nif).
- Fallout 3: Fixed Tenpenny's Suit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: TenPenny\tenpennygo.nif).
- Fallout 3: Fixed Tunnel Snake Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: TunnelSnake01\m\go.nif).
- Fallout 3: Fixed Vault 101 Utility Jumpsuit\Modified Utility Jumpsuit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: VaultSuitUtility\m\go.nif).
- Fallout 3: Fixed Merc Charmer Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandClothing01\go.nif).
- Fallout 3: Fixed Merc Troublemaker Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandClothing02\go.nif).
- Fallout 3: Fixed Merc Adventurer Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandClothing03\go.nif).
- Fallout 3: Fixed Merc Veteran Outfit\Merc Cruiser Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandClothing04\go.nif).
- Fallout 3: Fixed Wasteland Surgeon Outfit\Wasteland Doctor Fatigues\Merc Grunt Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandDoctor01\gom.nif).
- Fallout 3: Fixed Roving Trader Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandMerchant01\go.nif).
- Fallout 3: Fixed Wasteland Wanderer Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandSettler02\m\go.nif).
- Fallout 3: Fixed Wasteland Settler Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandSettler03\m\go.nif).
- Fallout 3: Fixed missing mesh for the underside of clean and ruined pool tables (Altered Mesh: pooltable.nif, pooltableruin.nif)
- Fallout 3: Checked Cell: Wasteland>Wilderness -5, 1. Grounded floating windmill (Altered Cell: Wasteland>Wilderness -5, 1).
- Fallout 3: Fixed Small Scorched Book stuck in chair (Altered Cell: Vault106a).
- Fallout 3: Fixed floating doors/hood/bumper on a destroyed car wreck (Altered Cell: DCWorld18>Wilderness).
- Fallout 3: Fixed crack near the near the Megaton clinic door outside which loowed you to see inside the mesh (Altered Mesh: megatonclinic.nif).
- Fallout 3: Checked Cell: Wasteland>MilitaryCP01. Fixed Metal Box that was clipping into the back of a truck (Altered Cell: Wasteland>MilitaryCP01).
- Fallout 3: Fixed mouse sensitivity in menus not being the same as in-game (fix added to UF3P program).
- Fallout 3: Fixed 2 rips in the terrain (Altered Cell: Wasteland>Wilderness 0,27).
- Fallout 3: Fixed missing underside and interior of the ruined vault locker (Altered Mesh: lockervaultr01.nif).
- Fallout 3: Fixed 3 floating terminals, 1 floating milk bottle hidden inside a terminal (Altered Cell: Vault106b).
- Fallout 3: Fixed .308 Caliber Round ammo embedded in a bed (Altered Cell: Vault106c).
- Fallout 3: Fixed 3 floating metal crates (Altered Cell: FriendshipMetro02).
- Fallout 3: Fixed floating street littler (Altered Cell: zcChevyToVernon).
- Fallout 3: Fixed floating sandbag wall (Altered Cell: DCWorld09>Wilderness 11, -10).
- Fallout 3: Fixed floating garbage can (Altered Cell: MetroCeneter07).
- Fallout 3: Fixed Ammunition Box embedded in monorail track (Altered Cell: MetroCenter01).
- Fallout 3: Fixed misaligned esclator causing a big gap (Altered Cell: MetroCenter08).
- Fallout 3: Fixed floating tree (Altered Cell: TheMallNtnlArchives).
- Fallout 3: Fixed trash can embedded in a metal support pole (Altered Cell: DCWorld18>Wilderness 8, -9).
- Fallout 3: Fixed floating barrel which was also upsidedown (Altered Cell: LOBEnterprises04).
- Fallout 3: Fixed 3 floating cinder blocks (Altered Cell: zcArlingtonToFalls)
- Fallout 3: Fixed chair embedded in a filing cabinet draw (Altered Cell: ArlingtonLibrary03).
- Fallout 3: Fixed misaligned brick wall section (Altered Cell: DCWorld12 28, -14).
- Fallout 3: Fixed gaps in a courtyard wall section (Altered Mesh: rhcourtyardwalltinter01.nif).
- Fallout 3: Fixed missing havok on 2 lower wooden beam sections in the ruined house (Altered Mesh: houseruined01.nif).
- Fallout 3: Fixed gap around the underside edge of the ruined vault table (Altered Mesh: tablevaultr01.nif).
- Fallout 3: Fixed paper litter's black/jaggy edges (Altered Texture: streetlitter01.dds. Altered Mesh: streetlitter01.nif, streetlitter02.nif, streetlitterdark01.nif, streetlitterdark02.nif, streetlitteredgeshaded01.nif, shackpaperdebris01.nif, shackpaperdebris02.nif, shackpaperdebris03.nif, shackpaperdebris04.nif, shackpaperdebris05.nif).
- Fallout 3: Fixed floating rock cluster (Altered Cell: MarigoldStation02).
- Fallout 3: Fixed floating ammo box, 3 metal shelfs that where partially embedded in the wall causing flickering and as a result had to move 3 ammo boxes aswell (Altered Cell: MuseumAmerica03).
- Fallout 3: Fixed 6 metal shelfs that where partially embedded in the wall causing flickering and as a result had to move 6 metal boxes and a pilot light aswell
- Fallout 3: Fixed misaligned wall corner section causing a gap (Altered Cell: MamaDolceFactory).
- Fallout 3: Fixed floating rubble pile (Altered Cell: Wasterland>Wilderness 1, -14).
- 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 2 floating chairs (Altered Cell: BigTownCommonHouse1).
- Fallout 3: Fixed 2 floating chairs (Altered Cell: BigTownTownHall).
- Fallout 3: Fixed floating couch (Altered Cell: MegatonCommonHouse).
- Fallout 3: Fixed 4 floating metal boxes and a lamp (Altered Cell: MegatonTheBrassLatern).
- Fallout 3: Fixed floating chair (Altered Cell: MegatonBillyCreelsHouse).
- Fallout 3: Fixed 2 floating metal boxes (Altered Cell: MegatonChildrenofAtom).
- Fallout 3: Fixed 2 floating metal boxes, 1 paper pile and 1 metal box that was clipping into the side of the house (Altered Cell: MegatonLucyWestsHouse).
- Fallout 3: Fixed corner shack section missing stenciling (Altered Mesh: shackcornerinreg02.nif).
- Fallout 3: Fixed 1 floating terminal, 2 floating folders, 1 office papers, 1 floating suitcase, 1 floating ammo case, 1 floating vent, 5 floating street littler, 1 floating dresser and 3 floating books (Altered Cell: RCHangerDeckMid). sunken note
- Fallout 3: Fixed 3 floating street litter, 1 floating power box (Altered Cell: RCLowerDeck).
- Fallout 3: Fixed floating microfiche machine(Altered Cell: GNR02).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: GNR01).
- Fallout 3: Fixed 1 floating paper debris, 1 floating coffee mug, 1 floating terminal, 1 floating paper pile and 1 floating fan (Altered Cell: HubrisComics01).
- Fallout 3: Fixed missing alpha on paper and also fixed the mesh's UV (Altered Texture: paper01.dds, Altered Mesh: paper01.nif).
- Fallout 3: Fixed 1 floating litter (Altered Cell: SpringvaleSchool01).
- Fallout 3: Fixed 1 floating litter and 1 floating paper debris (Altered Cell: CanterburyUncleRoesHouse).
- Fallout 3: Fixed 1 floating litter and 1 little clipping into the ground (Altered Cell: MegatonNathanandManyasHouse).
- Fallout 3: Fixed 1 floating paper debris, 2 metal boxes, 1 glass and 1 metal box clipping into a wall (Altered Cell: MegatonMoriartysSaloon).
- Fallout 3: Fixed 1 floating anesthesia machine, 1 floating booby trapped terminal, 1 floating terminal, 1 floating litter, 2 floating stools and 1 floating metal box (Altered Cell: OurLadyHope01)
- Fallout 3: Fixed 4 floating chairs, 1 floating paper debris, 1 floating ammo case (Altered Cell: ArefuAbandonShack).
- Fallout 3: Fixed 1 floating metal box, 1 floating chair (Altered Cell: ArefuKingResidence).
- Fallout 3: Fixed 1 floating ammo case (Altered Cell: GERPoliceHQ03).
- Fallout 3: Fixed 1 floating couch (Altered Cell: GreyditchAbandoned01).
- Fallout 3: Fixed 2 floating tables, 1 floating milk bottle, 1 floating pack of cigarettes, 1 floating terminal, 1 floating clipboard, 1 floating ashtray, 3 floating typewriters (Altered Cell: LOBEnterprise01).
- Fallout 3: Fixed 2 paper placed too low causing flickering, 1 floating teddy bear, 2 floating terminal, 1 floating coffee mug, 2 floating folder, 1 floating office papers, 1 floating assorted papers, 1 floating breifcase (Altered Cell: LOBEnterprise03).
- Fallout 3: Fixed metal box clipping into flood light (Altered Cell: MamaDolces02).
- Fallout 3: Fixed 1 floating bed, 1 floating destroyed terminal, 1 floating assorted papers, 1 floating lamp, 1 floating torn painting, 1 floating Tumblers Today book, 1 floating litter (Altered Cell: MinefieldInterior01).
- Fallout 3: Fixed 1 floating destroyed terminal, 1 floating globe, 1 floating D.C. Journal of Internal Medicine, 1 floating pre-war book (Altered Cell: MinefieldInterior03).
- Fallout 3: Fixed floating bed, impossibly balanced cage, impossibly balanced cinder block, floating bath tub, floating metal box, impossibly balanced wardrobe (Altered Cell: AlexandriaArms01MinefieldInterior03).
- Fallout 3: Fixed 1 floating globe, 1 floating camera, 1 floating pencil, 1 floating desk pad planner, 1 floating drinking glass and 1 floating lunchbox (Altered Cell: AndaleTheSmithsHouse).
- Fallout 3: Fixed 1 floating desk pad planner and 1 floating phone (Altered Cell: AndaleTheWilsonsHouse).
- Fallout 3: Fixed 1 paper debris hidden totally under the floor (Altered Cell: ArefuWestResidence).
- Fallout 3: Fixed 2 holes in the laser rifle (Altered Mesh: laserrifle.nif, Altered Static: 1stPersonLaserRifle).
- Fallout 3: Fixed UV bug on the laser pistol (Altered Mesh: laserpistol.nif).
- Fallout 3: Fixed floating door causing a gap into the void (Altered Cell: Vault87a).
- Fallout 3: Fixed floating metal box (Altered Cell: HubrisComics03).
- Fallout 3: Fixed floating cluster of road chunks (Altered Cell: Wasteland>Wilderness -20, 11).
- Fallout 3: Fixed gap near the window edge allowing you to see into the void and also plugged a hole under the window ledge (Altered Mesh: wastermwindow01.nif).
- Fallout 3: Fixed hole under the window ledge (Altered Mesh: wastermwindow02.nif).
- Fallout 3: Fixed hole under the window ledge (Altered Mesh: wastekitchenwindow01.nif).
- Fallout 3: Fixed hole under the ruined vault terminal (Altered Mesh: terminaldeskr01.nif).
- Fallout 3: Fixed cluster of floating rocks (Altered Cell: Wasteland>MerestiTrainyard -1, 7).
- Fallout 3: Fixed overlapping mesh section causing flickering (Altered Mesh: utlrmwallexbg01.nif).
- 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 1 floating rubble pile and 1 floating road chunk (Altered Cell: Wasteland>Wilderness -29, 22).
- Fallout 3: Fixed missing stencil on rubble pile (Altered Mesh: rubblepile04.nif).
- Fallout 3: Fixed force field hit sound effect, now uses 3D sound so the sound effect comes from the force field it self instead of you being able to hear the sound effect across the map if you happened to shoot it (Altered Script: ForceFieldImpactReactionScript).
- Fallout 3: Fixed Sonora Cruz bad AI causing her to run away, also gave her a default AI package so she wanders around and she will also teleport back to the Regulator's HQ if she happened to of run away aready (Altered NPC: SonoraCruz, Altered Cell: zRegulatorHQInterior).
- Fallout 3: Fixed ownership of 2 fans and 2 coffee mugs being set to your dad also fixed 1 floating duck and cover book (Altered Cell: FortC03).
- Fallout 3: Fixed 1 first aid kit clipping into a metal box (Altered Cell: MerigoldStation01).
- Fallout 3: Fixed Dave's safe counting as steal if Rosie won the election and gave you the code and told you to help yourself to it (Altered Dialogue: GREETING>"Well now... who could have...", Added Quest: UF3PRDSOFix, Added Script: UF3PRDSOFixScript).
- Fallout 3: Fixed Herbert "Daring" Dashwood safe counting as stealing even though he gave you the key to it (Altered Dialogue: DarningArgyleDeadTopic>"Dead? Argyle?...", Altered Cell: Tenpenny02, Added Quest: UF3PHDDSFix, Added Script: UF3PHDDSFixScript).
- Fallout 3: Fixed the Brahmin at Girder Shader, it was the Megaton Brahmin thus it would always travel back to Megaton (if it could survive the trip) if you came across it, replaced it with the default Brahmin which won't travel (Altered Cell: Wasteland>GirderShadeExterior).
- Fallout 3: Fixed Eyebot Helmet making you go blad when equipped also it no longer modulates your voice after all it is an open helmet (Altered Armor: HelmetEyebot, Crow's Eyebot Helmet).
- Fallout 3: Fixed milk bottle stuck in sandbag (Altered Cell: MetroCenter05).
- Fallout 3: Fixed over lapping mesh causing flickering (Altered Cell: MuseumAmerica01).
- Fallout 3: Fixed floating bus (Altered Cell: Wasteland>Wilderness 5, 10).
- Fallout 3: Fixed 1 floating rubble pile (Altered Cell: Wasteland>Wilderness -25, 19).
- Fallout 3: Fixed missing underside of the ruined anesthesia machine (Altered Mesh: anesthesiamachiner01.nif).
- Fallout 3: Fixed flicking "worn" parts (Altered Mesh: UndNRmPitWallStairsR01).
- Fallout 3: Fixed flicking pillars (Altered Mesh: undnrmpitwallstairsl01.nif).
- 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 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness -8 20).
- Fallout 3: Fixed 1 badly roated paper debris (Altered Cell: EvergreenMillsNorthsideBossHouse).
- Fallout 3: Fixed 1 floating paper debris (Altered Cell: FortIndependence01).
- Fallout 3: Fixed 3 floating beds (Altered Cell: LincolnTent03).
- Fallout 3: Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Campground03 -8, -1).
- Fallout 3: Fixed 1 floating terminal,1 floating desk lamp, 2 floating desk planners, 1 floating coffe mug, 1 floating assorted papers (Altered Cell: Vault101b).
- Fallout 3: Fixed 1 floating terminal,1 floating desk lamp, 2 floating desk planners, 1 floating coffe mug, 2 floating assorted papers (Altered Cell: Vault101bMS16).
- Fallout 3: Fixed bed in Megaton's player causing you to become stuck if you jumped on it, also fixed the navmesh which caused Wadsworth to get stack at the end of the bed (Altered Cell: MegatonPlayerHouse).
- Fallout 3: Fixed bad UV on grocery display counter (Altered Mesh: grocerydisplaycounter02.nif).
- Fallout 3: Fixed parking lot lights at Paradise Falls not looking like they where actually "on" even though they emitted light (Added Mesh: parkinglotlight01ON.nif, parkinglotlight01ON.nif, parkinglotlight01ON.nif, Added Static: UF3PParkingLotLight01ON, UF3PParkingLotLight02ON, UF3PParkingLotLight03ON, Altered Cell: ParadiseFalls>ParadiseFallsCC -8 15, ParadiseFalls>ParadiseFallsFront -8, 16, Wasteland>ParadiseFallsExterior05 -8, 15, Wasteland>ParadiseFallsExterior08 -8, 16).
- Fallout 3: Fixed 1 badly placed boulder allowing you to see inside of it (Altered Cell: Wasteland>Wilderness -20, -16).
- Fallout 3: Fixed 1 badly placed boulder allowing you to see inside of it (Altered Cell: Wasteland>Wilderness 2, 8).
- Fallout 3: Fixed 1 overlapping mesh causing flickering (Altered Cell: DCWorld11>GeorgetownCell02 13, -8).
- Fallout 3: Fixed 2 flickering street litter (Altered Cell: zcArlingtonToFalls).
- Fallout 3: Fixed 1 overlapping mesh causing flickering (Altered Cell: SuperDuperMart).
- Fallout 3: Fixed 1 badly placed pavement allowing you to see under it and also fixed the overlapping flickering it was causing (Altered Cell: MuseumAmericanExterior).
- Fallout 3: Fixed 3 badly placed wall sections allowing you to see under the ground (Altered Cell: DCWorld18>Wilderness 8, -10).
- Fallout 3: Fixed 1 badly placed house allowing you to see under the ground (Altered Cell: Wasteland>Wilderness 5, -10).
- Fallout 3: Fixed 1 floating Chinese Pistol and 1 floating large scorched book (Altered Cell: zcGeorgetownToMall).
- Fallout 3: Fixed a break in the navmesh in Pen. Ave/Seward Sq Metro at the entrance to Seward Square which caused followes to turn around and go back (Altered Cell: zcPennAveToSeward).
- Fallout 3: Fixed Plunkett's Valid Points, they can now be repaired by other Brass Knuckles (Altered Weapon: WeapUniqueJundersBrassKnuckles).
- Fallout 3: Fixed 1 cluster of floating rocks (Altered Cell: Wasteland>Wilderness -11, 4).
- Fallout 3: Fixed 3 cluster of floating rocks, 1 floating shrub, 1 large floating rock (Altered Cell: Wasteland>xWilderness03 -10, -4)
- Fallout 3: Fixed 1 cluster of small floating rocks (Altered Cell: Wasteland>xOldCalvertonNE -9, -3).
- Fallout 3: Fixed 1 cluster of small floating rocks, 1 floating rock (Altered Cell: Wasteland>xOldCalvertonSE -9, -4).
- Fallout 3: Fixed 1 cluster of small floating rocks (Altered Cell: Wasteland>Wilderness -6, -3).
- Fallout 3: Fixed 3 floating car blocker, 1 floating street light (Altered Cell: Wasteland>Wilderness 2, -15).
- Fallout 3: Fixed 2 floating litter (Altered Cell: Wasteland>Wilderness 3, -14).
- Fallout 3: Fixed 1 floating street light (Altered Cell: Wasteland>Wilderness 2, -14).
- Fallout 3: Fixed 1 floating street light, 1 floating litter (Altered Cell: Wasteland>Wilderness 3, -13).
- Fallout 3: Fixed 1 floating litter (Altered Cell: Wasteland>Wilderness 6, -5)
- Fallout 3: Fixed 9 floating litter (Altered Cell: Wasteland>HubrisComicsExterior 6, -6).
- Fallout 3: Fixed 3 floating litter (Altered Cell: Wasteland>Wilderness 7, -6)
- Fallout 3: Fixed 4 floating litter (Altered Cell: Wasteland>Wilderness 6, -5)
- Fallout 3: Fixed bad UV on the ruined office desk (Altered Mesh: desk01corner.nif).
- Fallout 3: Fixed metal box and ammo box not being owned (red) by the Republic of Dave (Altered Cell: Wasteland>RepublicofDave 19, 27).
- Fallout 3: Fixed 1 floating light post (Altered Cell: Wasteland>Wilderness 5, -5).
- Fallout 3: Fixed a back of a rock face that wasn't covered properly allowing you to see into it (Altered Cell: Wasteland>Wilderness -20, -7).
- Fallout 3: Fixed 2 floating light posts, 3 floating benches, 4 floating street litter, 5 grafitti floating off the wall (Altered Cell: Wasteland>SuperDuperMartExterior 4, 5).
- Fallout 3: Fixed 5 floating bench, 2 floating litter (Altered Cell: Wasteland>Wilderness -17 13).
- Fallout 3: Fixed 1 floating bench, 1 floating litter (Altered Cell: Wasteland>RooseveltHighschoolExterior -16, 13).
- Fallout 3: Fixed 2 floating light pole, 3 floating litter (Altered Cell: DCworld17>WestFallsChurchStation 4, -14).
- Fallout 3: Fixed 3 floating litter (Altered Cell: Dcworld17>Wilderness 6, -13).
- Fallout 3: Fixed 15 floating litter, 3 floating light pole, 1 floating suitcase, 1 floating papers (Altered Cell: DCworld17>EastFallsChurch 7, -13).
- Fallout 3: Fixed 4 floating litter (Altered Cell: DCworld17>Wilderness 7, -12).
- 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 3 floating litter (Altered Cell: DCworld17>Wilderness 6, -13).
- Fallout 3: Fixed 1 floating litter (Altered Cell: DCworld17>Wilderness 6, -14).
- Fallout 3: Fixed 2 floating litter (Altered Cell: DCworld17>Wilderness 5, -14).
- Fallout 3: Fixed 2 floating parking lot light pole, 2 floating bench, 2 floating litter, 1 floating mail box (Altered Cell: DCworld17>FallsChurchParkingLot 5, -15).
- Fallout 3: Fixed 1 floating double phone kiosk (Altered Cell: DCworld06 20, -4).
- Fallout 3: Fixed 1 floating double phone kiosk, 1 floating bench, 1 floating bus shelter, 1 floating trash can, 1 floating litter (Altered Cell: Wasteland>Wilderness -17, -19).
- Fallout 3: Fixed 2 floating cement planter, 4 floating litter (Altered Cell: Wasteland>WarringtonStationExterior -18, -19).
- Fallout 3: Fixed 2 floating light pole (Altered Cell: Wasteland>Wilderness -18. -20).
- 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 helmet\hat nifs (Altered Mesh: hoodoaisisdruidgo.nif).
- Fallout 3: Fixed The Mechanist'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: helmetmechanistgo.nif).
- Fallout 3: Fixed Metal 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: helmetmetalarmormgo.nif).
- 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, haircrewcut_n.dds, hairf01_n.dds, hairf_n.dds, hairwastelandf_n.dds, hairwastlandm_n.dds).
- Fallout 3: Fixed gap caused by boulder not properly concealing it (Altered Cell: Wasteland>Wilderness 0, -6).
- Fallout 3: Fixed UV error on underside part of the lectern (Altered Mesh: lectern01.nif).
- Fallout 3: Fixed big seam extending the length of a ruined building (Altered Mesh: blddupontangled02.nif).
- Fallout 3: Fixed big gap around the outside of the ruined diner, gap around the interior roof and a gap near the doorway (Altered Mesh: diner01.nif).
- Fallout 3: Fixed the lack of eye movement on the player's eyes caused sometimes after leaving Vault 101 (Added Quest UF3PZSFix, Added Script: UF3PZSFixScript).
- Fallout 3: Fixed rockface with a gap that wasn't properly concealed (Altered Cell: Wasteland>SniperShack -23, 8).
- Fallout 3: Fixed 4 floating litter (Altered Cell: Wasteland>Wilderness2 -19, -20).
- Fallout 3: Fixed 14 floating litter, 4 floating cement planter, 4 floating shrub (Altered Cell: Wasteland>TenpennyExterior01 -16, -17).
- Fallout 3: Fixed console stack clipping into bed frame, 3 floating litter, 1 floating paper debris, 2 console stacks clipping into wall (Altered Cell: CitadelARing).
- Fallout 3: Fixed 1 bed clipping into wall, 1 floating bed and repositioned the now clipping footlocker, 1 floating bed, 3 floating paper debris, 3 floating litter, 1 metal box clipping into desk, 1 floating phone, 1 bed clipping into wall and repositioned the now clipping footlocker, 4 floating papers, 3 floating folder, 1 locker clipping into wall, 3 console clipping into wall, 2 console pannel clipping into wall, 3 floating chairs, 3 floating console pannel, 1 console stack clipping into wall (Altered Cell: CitadelLab).
- Fallout 3: Fixed 1 floating phone, 1 floating terminal, 1 locker clipping into railing also repositioned drinking fountain because of it, 5 floating litter, 1 floating paper debris, 1 first aid kit floating off wall, 4 floating footlockers, 5 floating beds, 2 floating chair, 1 floating desk, 1 floating lamp, 1 floating radio, 1 floating stealth boy, 2 floating book, 1 floatin sensor module, 1 floatign conductor, 1 floating metal box, 1 floating floor buffer, 2 floating folders, 1 floating fan (Altered Cell: FortC03).
- Fallout 3: Fixed flickering and over "darkness" on pants of the ghoul type with a shirt (Altered Mesh: ghoulvariant.nif).
- Fallout 3: Fixed a stray polygon causing flickering (Altered Mesh: megatondecksupportsht.nif).
- Fallout 3: Fixed terrain causing flickering on a mesh (Altered Cell: Wasteland>AndaleNE -4, -17).
- Fallout 3: Fixed overlapping interior corner causing flickering (Altered Cell: MegatonClinic).
- Fallout 3: Fixed overlapping building section causing flickering (Altered Cell: Wasteland>Wilderness -6, -11).
- Fallout 3: Fixed objective "Kill all the slavers near the Lincoln Memorial." for the quest "Head of State" not being marked as completed even through it was, had not effect on the quest progression at all, just a little display bug (Altered Script: MS06Script).
- Fallout 3: Fixed typo, changed "and and" to "and" (Altered Dialogue: MS08MedicalClue08>"Need specialized equipment..." 00023A02).
- Fallout 3: Fixed typo, changed "Pinkteron" to "Pinkerton" (Altered Dialogue: MS08MedicalClue08>"Dammit! Why are you..." 00024D45).
- Fallout 3: Fixed typo, changed "civilzation" to "civilization" (Altered Dialogue: GREETINGS>"If we value the pursuit of knowledge..." 00025FCB).
- Fallout 3: Fixed typo, changed "daugher" to "daughter" (Altered Dialogue: GREETINGS>"This isn't a good time..." 0001F0FC).
- Fallout 3: Fixed typo, changed "what what" to "what" (Altered Dialogue: CitTalkRothchildElderLyons5>"All right, all right..." 00025916).
- Fallout 3: Fixed typo, changed "Scorpian" to "Scorpion" (Altered Dialogue: DialogueTenpennyConv01>"I envy your..." 00045330).
- Fallout 3: Fixed typo, changed "be be" to "be" (Altered Dialogue: DialogueTenpennyConv01>"Oh, I'm alright..." 0004540F).
- Fallout 3: Fixed typo, changed "all all" to "at all" (Altered Dialogue: MS01StickHandsEscortStory>"And was our brave hero..." 000295C9).
- Fallout 3: Fixed typo, changed "smoothkin" to "smoothskin" (Altered Dialogue: MS14NotInterested>"Hey, that's your loss..." 0002B856).
- Fallout 3: Fixed typo, changed "to to" to "to" (Altered Dialogue: MS18TLGotBattery>"Well, what the fuck..." 0002B93A).
- Fallout 3: Fixed typo, changed "coinc" to "conic" (Altered Dialogue: RadioGNRPlayerExploitsMS08>"I'd ask the kid from 101" 0005C90D and 0005C90E).
- Fallout 3: Fixed typo, changed "nourshing" to "nourishing" (Altered Dialogue: >"Your food is very..." 000C7AB2).
- Fallout 3: Fixed typo, changed "" to "Application" (Altered Dialogue: RDDaveCitizenship>"First off, you will...">"Application denied..." 0002C870).
- Fallout 3: Fixed typo, changed "Radway" to "RadAway" (Altered Dialogue: UnderworldWinthropPartsChangeMindReward>"I'll trade you five..." 000370FA).
- Fallout 3: Fixed typo, changed "you you" to "you" (Altered Dialogue: WarringtonKilledFerals>"So you killed a bunch..." 000629D7).
- Fallout 3: Fixed typo, changed "chile" to "chilli" (Altered Dialogue: BigtownTownWhereDidYouComeFrom>"A few dozen attacks..." 000483C0).
- Fallout 3: Fixed typo, changed "-Fixed " to "stabilizer" (Altered Dialogue: HELLO>"Just hold still..." 0006B226).
- Fallout 3: Fixed typo, changed "torc" to "torque" (Altered Dialogue: HELLO>"Hello, Henry. I just got..." 0001FC13).
- Fallout 3: Fixed typo, changed "llike" to "like" (Altered Dialogue: HELLO>"You smell..." 000384B5).
- Fallout 3: Fixed typo, changed "utilitze" to "utilize" (Altered Dialogue: HELLO>"It appears you've been..." 000C49B2 and 000C49B3).
- Fallout 3: Fixed typo, changed "Phillps" to "Phillips" (Altered Dialogue: NormalToAlert>"Ah you think you can..." 0001708D).
- Fallout 3: Fixed typo, changed "you you" to "for you" (Altered Dialogue: AndaleJackSmithGreetingBasement2c2>"Well, whatever..." 0007E15E).
- Fallout 3: Fixed typo, changed "helpling" to "helping" (Altered Dialogue: MQ05DadHelpMe>"Helpling people?..." 0001CE6A).
- Fallout 3: Fixed typo, changed "Akzrukhal" to "Ahzrukhal" (Altered Dialogue: GREETING>"Don't you look absolutely..." 00030712).
- Fallout 3: Fixed typo, changed "Azhrukhal" to "Ahzrukhal" (Altered Dialogue: GREETING>"It's so weird here..." 0003712A).
- Fallout 3: Fixed typo, changed "Akzurkhal" to "Ahzrukhal" (Altered Dialogue: UnderworldTalkAhzurkhalCough1>"Sounds like you need..."
- Fallout 3: Fixed typo, changed "who who" to "who" (Altered Dialogue: HELLO>"Did you hear about..." 00028D88).
- Fallout 3: Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownTownWhatsWrong>"You've seen those..." 0004716D).
- Fallout 3: Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownTownWhosInCharge>"No one's really..." 000629C8).
- Fallout 3: Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownSentryGreeting2A>"Don't think you'll scare..." 00049048 and 000632B0).
- Fallout 3: Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownBittercupGreeting2b>"I was dating Pappy..." 00029253).
- Fallout 3: Fixed typo, changed "Ahzrukhal" to "Ahzrukhal" (Altered Dialogue: >"No. Go talk...." 000332AF).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>CarFort -24, 19).
- Fallout 3: Fixed 3 floating fridge, 5 floating blood pool, 1 floating chair (Altered Cell: AndaleTheSmithsBasement).
- 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 floating terminal, 1 desk clipping into wall, 1 floating phone, 1 floating lunchbox (Altered Cell: FortC01).
- Fallout 3: Fixed 5 floating litter, 1 floating gun cabinet, 1 floating parking lot light, 1 wood wall chuck clipping into wall (Altered Cell: Wasteland>Wilderness 6, -18).
- Fallout 3: Fixed 3 floating litter (Altered Cell: Wasteland>Wilderness 7, -18).
- Fallout 3: Fixed 5 floating litter (Altered Cell: Wasteland>Wilderness 8, -18).
- Fallout 3: Fixed 1 clock floating off wall, moved 1 sandbag wall to conceal hollow underside, 2 floating sandbag walls (Altered Cell: Wasteland>FFTalonCompanyCamp01 8, -20).
- Fallout 3: Fixed misaligned street section causing a big gap (Altered Cell: Wasteland>ArlingtonLibraryExterior 8, -19).
- Fallout 3: Fixed 1 floating litter (Altered Cell: Wasteland>MQ11Gate03cell 13, -14).
- Fallout 3: Fixed 3 floating litter (Altered Cell: Wasteland>Wilderness 14, -15).
- Fallout 3: Fixed 2 floating litter (Altered Cell: Wasteland>Wilderness 14, -14).
- Fallout 3: Fixed 1 misaligned road section causing a big gap (Altered Cell: Wasteland>Wilderness 15, -14).
- Fallout 3: Fixed 1 misaligned road section causing a big gap (Altered Cell: Wasteland>Wilderness 15, -16).
- Fallout 3: Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness 16, -17).
- Fallout 3: Fixed 1 floatng shrub (Altered Cell: Wasteland>Wilderness 16, -18).
- Fallout 3: Fixed 2 floating rock cluster (Altered Cell: Wasteland>Wilderness 13, -18).
- Fallout 3: Fixed 6 floating bench, 2 floating litter, raised 1 litter totally hidden underground (Altered Cell: Wasteland>Wilderness 15, -16).
- Fallout 3: Fixed 1 floating shrub (Altered Cell: Wasteland>Wilderness 16, -17).
- Fallout 3: Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness 15, -17).
- Fallout 3: Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness 15, -20).
- Fallout 3: Fixed 2 floating barricades (Altered Cell: Wasteland>Wilderness 16, -21).
- Fallout 3: Fixed Bubblegum showing it gives 0 rads but actually gives 1 rad (Altered Ingestible: Bubblegum).
- Fallout 3: Fixed Blamco Mac and Cheese, Bubblegum and Cram, now classed as Food not BigGuns (Altered Ingestible: BlamcoMacandCheese, Bubblegum, Cram).
- Fallout 3: Fixed 3 floating ashtray (Altered Cell: JuryStStation01).
- Fallout 3: Fixed 1 floating crate, 1 floating wiskey bottle, 1 floating milk bottle (Altered Cell: MuseumTech02NEW).
- Fallout 3: Removed the seemling pointless invisible barrier from Jury St. Tunnels (Altered Cell: JuryStStation02).
- Fallout 3: Enabled alpha testing on all the vault 87's blood splatters which will eliminate most of the overlapping\alpha transparency issues (Altered Mesh: vault87blood01.nif, vault87blood02.nif, vault87blood03.nif, vault87blood04.nif, vault87blood05.nif, vault87blood06.nif, vault87blood07.nif, vault87blood08.nif, vault87blood09.nif, vault87blood10.nif, vault87blood11.nif,).
- 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 flickering papers (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 1 floating plate, 1 floating spork, 1 floating chair (Altered Cell: Underworld9thCircle).
- Fallout 3: Fixed incorrect colllision on the anchorage memorial sign (Altered Mesh: signanchoragememorial.nif).
- Fallout 3: Fixed 2 badly places tires not lining up with the wooden strut they where ment to be supporting, 1 steps overlapping causing flickering (Altered Cell: FFRadierCamp21).
- 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 piles not vanishing upon cell reset if the reference was persistant (Added Script: UF3PCleanupAshAndGooPiles, Altered Activator: DefaultAshPile1, DefaultAshPile2).

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 - Project oversight & founder
prisoner416 - Finds bugs
Tale Of Two Wastelands