Fallout 3

About this mod

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

Requirements
Permissions and credits
Translations
  • Spanish
  • Polish
  • German
  • French
Changelogs

What it does
This mod fixes errors and bugs in Fallout 3 + all DLCs. Cut content has been reviewed/restored only if fixable and able to blend into the game perfectly. The optional Goodies includes essential things I personally feel the game should have.

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
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:
  1. Burke will only disappear/be disabled from game if you charm him and not blow up megaton
  2. You're able to initiate conversations with Burke at appropriate times including before and after quests
  3. Burke is a resident of Megaton with a daily routine
  4. Burke's house can be unlocked with his house key
  5. Burke's house key is in his inventory
  6. Burke has a daily routine at Tenpenny Tower

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

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

hairylegs222 - Merging/Fixes bugs/Backporting/Description Page/fomod installer
BenWah - Project oversight & founder
prisoner416 - Finds bugs
Tale Of Two Wastelands