- Fixed Navmesh Canterbury06 that got quirky in the ESM version
- Fixed Navmesh Canterbury03 that got quirky in the ESM version
Version 1.0.2
- Disabled leftover debugging stuff in aCENPCsCommonScript
- Fix missing Navmesh in Diner near JukeBox
- Embellished dog behaviour with some idles
- Thief cage lamp post UUF3P fix
- Disabled drug use.
- Adjusted aCEClinicFixPetCageTrigger
Hopefully fixes a rare occurrance of NPCs getting stuck in the pet cage.
Version 1.0.1
- aCEOutpostScavenger removed flag No Low Level Processing
Prevents getting stuck inside the bar when player is elsewhere
- aCECanterburyGuard1 changed voicetype
- aCECanterburyGuard3 changed voicetype
More dialog should now be voiced
- AI Package aCETownhallBudStandby tweaked schedule
- ACEFailedExperiment scripts
Better reward
- aCEAddAbilityRegenHealthTriggerScript
Add spell to Dom,Machete,JoeP,UncleRoe
- Worldspace Wasteland
Boarded up a few broken windows
- Navmesh Canterbury06 is quirky in the ESM version. Attempt to fix by refinalizing.
Canterbury Estates - Some Ideas by hikky71 Fallout 3 » Buildings
An expansion for the mod Canterbury Estates by YourSidekick. This mod adds bugfixes, NPCs, new interiors as well as many tweaks to existing interiors. The equipment in the Player House should now be fully functional, and the Hotel Room is now rentable.
Credits: YourSidekick for his excellent Canterbury Commons expansion. ChuckSteel for the havok friendly kitchen sink. TAJocelyn for the Beds.