Fallout 3

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CivisRomanus

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CivisRomanus

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About this mod

Better game performance, reduced CTDs and stuttering, smoother gameplay.

Requirements
Permissions and credits
Translations
  • Spanish
  • Portuguese
  • Italian
  • German
Donations
Requires main game and all DLCs.
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Mod version 1.62
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Fixes, tweaks and improves > 800 scripts, 115 AI packages, > 48 Quests, > 150 dialogue lines and numerous (other) small (or big!) annoyances.
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Loading order:
1. CivisRomanus Unofficial Fallout 3 Fixes
2. CivisRomanus Unofficial Fallout 3 Fixes Dialogues
3. CivisRomanus Unofficial Fallout 3 Fixes Optional - requires FOSE.
4. CivisRomanus Unofficial Fallout 3 Fixes Cheat Items
*Interiors illumination included in Optional only.
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Read Me. Yes, I know it might be a bit boring... and pointless... and a totally waste of time.
But it isn't.
Read the articles for "new in version".
Read the article "How to clean UF3P and get rid of Wooden Planks bug in UF3P version 2.3.2".
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NPCs:
1. Fix for all named NPCs in Rivet City not sleeping in their beds. You will no longer see Shrapnel wandering in Capital Wasteland, if Flak is enslaved or dead.
2. Fix for Angela and Diego not sleeping together after getting married.
3. Fix for Seagrave Holmes getting stuck in Vera's boudoir during his sleeping package.
4. Fix for Ant Researcher spawning every 3 days with Science skill book.
5. Fix for Bethesda Offices raider spawning every 3 days with Big Guns skill book.
6. Fix for Enclave scientist spawning every 3 days with Science skill book.
7. Scribes Bowditch and Peabody will have their Repair skill increased (greatly).
8. Tulip and Winthrop will act like human beings not like bots. They will sleep and eat like any other ghoul in Underworld.
9. Fix for Quinn sleep and sandbox package. During his "sandbox" package, he will only wander without randomly sleeping because he has nothing better to do.
10. Fix for the glitch introduced by UF3P to Sudden-Death Overtime gang members after getting the mask from Ledoux. They will properly disappear and will no longer be stuck in Nuka-Cola Plant.
11. Fix for Winger Mercier disappearing before getting the note from him, if you enter the area then leave (without taking the note). He will disappear after you take the note, not before.
12. The patient in Rivet City will have some nice chats with Doctor Preston and he will administer himself the prescribed medication.
13. Fix for Garza getting killed in Super Mutants camp outside Rivet City during his flight deck stroll package.
13bis. Fix for Catherine, Croatoa, Jackson, Jimson, Kenny, Marguerite, Obadiah, Panada, Woodrose wrong stats (Charisma 44, 207 etc.) and clothing.
14. Fix for Croatoa giving you an unbreakable Fertilizer shovel.
15. Fix for Desmond having leveled clothes with wrong stats.
16. Fix for Cryptochromatic Spectacles setting stage 71 and displaying objective 80 in The Velvet Curtain quest every time you add them to your inventory and enabling and disabling some manor marker, every time you equip and unequip them even outside Point Lookout area.
17. Fix for Prosper (Pitt) being Vault Dweller instead of Slave.
18. The Tenpenny Guard shooting outside targets will wear the unique Tenpenny Combat Helmet.
19. Commander Jabsco will wear an unique set of armor and helmet and will have his stats corrected.
20. You'll see some "Brass Lantern customers" in Megaton, in Brass Lantern (evidently!).
21. Confessor Cromwell_Pray12x4  included. He will pray only between 12-16, then he will wander around Megaton having nice chats with his "flock" until he goes to sleep.
22. Fix for the Enclave officer spawning every 3 days with Jack the Ripper.
23. You can steal the key from Herbert Dashwood, after completing Tenpenny Tower quest, if you did not get it before (via dialogue, during the quest, Argyle found).
24. Mother Curie, Brother Gerard, Rosa, and the other members of the Holy Atom gang will disappear, if you kill Mother Curie.
25. The Holy Water pamphlets will no longer re-spawn, if you kill Mother Curie.
26. Haley will have 100 Repair skill by default.
27. Moira and Panada will have the Repair skill increased.
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NPCs Repair Skill Boosted  will further improve Repair skill for NPCs marked as Repairmen.
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28. Fix for some Enclave officers wrong stats.
29. Fix for Project Purity scientists having Charisma 208 and being Vault Dwellers instead of Scientists.
30. Sentinel Lyons, Scribe Jameson and Scribe Yearling will look like real ladies not like some bots painted with make-up.
31. Fix for Paladin Gallows and Dusk being stuck during their "Sandbox" package.
32. Fix for Moira not opening the door at 8 o'clock sharp.
33. Fix for Leo Stahl dialogue lines, if you wear Vault Suits and Tunnel Snake Jacket when you speak to him for the first time.
34. Anchorage Elevator Fix  included.
35. Your Second House In Megaton  included, without the extra custom-created items.
36. Aqua Pura Holy Water Tidal Basin Water Water Beggars Fix  included.
37. Ghouls Glowing Spell Fix  included.
Quests
Fixes for The Superhuman Gambit quest:
38. Fix for the quest's script. Moved the flee packages for battle ants and robots from quest's script (not working as intended) to battle ants and robots (creatures) as their default package (working as intended now).
39. Fix for battle ants and robots respawning every 3 days after being killed before reaching their lairs, without introducing useless custom created scripts as UF3P did.
40. The battle ants and robots will follow The Antagonizer and The Mechanist after finishing their intro dialogues. They (ants and robots) will properly disappear after reaching their lairs.
41. You will find The Ant Sting and Protectron Gaze on their bodies, if you did not get them before (via dialogue).
42. Fix for Joe Porter merchant container having ownership set to Uncle Roe.
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Major fixes for You Gotta Shoot'em in the Head quest:
43. Fix for an endless loop in quest's main script, checking if you have the keys in your inventory, setting some variables and resetting them every 5s.
44. The quest will be properly stopped, if you get the T-51b armor before Crowley.
45. Crowley will say something if you did that, even if you are not wearing the armor. The words might get around, if a Mighty Wasteland Mean Sonofabitch cracked some Army fort and found some cool armor there.
46. The quest will be stopped, if you side with Allistair Tenpenny and shoot Crowley in the head (or elsewhere rounded).
47. The quest will be stopped, if you took the money from Allistair, kill Crowley, then shoot Allistair in the head too (or elsewhere).
48. The quest will no longer be stopped the second time, if Crowley gets the armor before you.
49. You'll get T-51b in mint condition, if you get it before Crowley. Crowley will get a 70% damaged version of T-51b, if he gets it before you.
50. You can reverse pickpocketing Crowley (another piece of armor), if you consider that T-51b belongs to you and only you. He will be aware of that (after) and will say some dialogue lines.
51. Fix for Crowley's travel to Fort Constantine package. He will no longer get stuck "between worlds" in Museum of History entrance area, if you gave him all the keys. He will continue his trip outside the Museum, then, when he reaches the metro escalators, he will start running to Fort Constantine.
52. Crowley will no longer continue his trip to Fort Constantine, if you steal at least one key from him in Underworld, Museum of History entrance area OR outside (the Museum), before he reaches the metro escalators. He will get confused and will say some dialogue lines.
53. Dave's safe will become your property, if he gives you the key OR he, Rosie or Bob become(s) "El Presidente".
54. Fix for some quest's variables related to Rosie's or Bob's dialogue lines after being elected instead of Dave.
55. Dave's body will disappear only if you looted the key AND his Chinese Assault Rifle from his body.
56. Fix for Dave, Dukov, Ted key scripts setting quest's conditions, when you get them.
57. You can safely say "You're a waste of breath" to Ted, he will no longer flee.
58. Dave's (under specified conditions) and Dukov's bodies will disappear "the next load", if you killed them.
59. Dukov will greet you only once with his more than annoying dialogue entries (greetings).
60. Fix for Cherry's Rivet City A.S.(Artificial Stupidity) package and her clothing, if you "save" her from Dukov.
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Other quests:
61. The more than annoying Tutorial quest, Achievements quest, Point Lookout Achievements quest and the achievements tracking block in DLC03CreatorQuestScript will be stopped. Tutorial quest ticks every s, even if you are at level 33. Achievement quests ticks for nothing every 5s, even if GFWL no longer tracks Fallout 3 achievements. Play your game in your way, not theirs and shoot those stupid achievements in the head. The time for hand-holding is long gone too, no real need to be told "To sneak press C or LS" every 20s until you perform that action.
62. Fix for Baby Steps, Growing Up Fast, Future Imperfect and Escape! script processing 100 times/s until you finish them (or leave the Vault 101).
63. Fix for The Guns of Anchorage, Paving the Way and Operation Anchorage! quests script processing 100 times/s until you finish them.
64. Fix for Dr.Adami script processing 1000 times/s even if for only 9s.
65. Fix for DLC02AudioHolotapes, DLC02ChineseDialogue, DLC02FF, DLC02LD, DLC02RadioOutcast, DLC02StrikeTeamOff, DLC02StrikeTeam hidden quests for not being stopped after finishing the VSS.
66. Fix for Death From Above and Who Dares Wins, DLC01DialogAshurRadio, DLC04Generic quests script processing 100 times/s. DLC01DialogAshurRadio quest runs for nothing, is set for some speakers' dialogues which are destroyed by default. Fixed its script processing (switched to default).
67. Fix for Galaxy News Radio, Those!, Oasis, Agatha's Song, Finding The Garden of Eden, The Velvet Curtain, Steerage Rats (hidden), MZ Post Quest Dialogue quests script processing 10 times/s.
68. Fix for Not of This World, This Galaxy Ain't Big Enough script processing 100 times/s until they are finished.
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If you care that much, the default script processing for a quest should be every 5s not 1000, 100 or 10 times/s. Every 1s it is, let's say, acceptable, neither good nor bad.
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69. Fix for the glitch introduced by UF3P when you tell Reilly that all the Rangers are dead (in Underworld).
70. Fix for the hidden quest The Lost Initiate. Paladin Hoss, Initiate Pek and the other BOS Knight will properly update their A.S. packages during and after the quest is finished.
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Companions:
71. All companions (except Dogmeat and RL-3) will properly reset their health after a fight.
72. All companions will properly re-evaluate their combat attitude after the fight. They will holster their weapons, follow you and will not get stuck with rictuses on their faces (not as much as before anyway).
73. Fix for RL-3 not being possible to be hired when the Invisible Pink Unicorn's conditions are met. You can hire and fire your bucket of bolts as much as you like, if your karma is neutral and you have the caps (to buy it from Tinker Joe).
74. You can use Dogmeat and RL-3 as target practice as much as you like, anytime you like and anywhere you like. Lucas Simms will no longer start shooting you while you smack your rabid dog or make some fine adjustments to RL-3 neural circuits with a Sledgehammer.
75. Fix for Dogmeat, Fawkes and RL-3 having 15000 HP and 10500 HP at level 30. Their health reduced x10, but they can advance up to level 50.
76. Reinstated "RL-3 Survive" armor for RL-3 and Dogmeat. Yes, they will share the same armor. Their Damage Resistance will be gradually increased up to max. 60% DR depending on your level (max. armor at level 14). If you hire them, they'll get the armor, if you fire them, they'll lose it.
77. Dogmeat will slowly recover its health like a lizard and RL-3 will gradually reroute its neural paths after a fight or after being used as target practice (10 HP/s).
78. Fix for Tinker Joe still following RL-3 (a brief period) after being sold (RL-3).
79. Fix for RL-3 still following Tinker Joe (a brief period) after being bought (RL-3).
80. Fix for Fawkes' broken Damage Resistance. He should have 50% DR now, instead of 100% (which is never possible anyway).
81. Restored ammo 10mm for Butch's 10mm Pistol. UF3P replaced its ammo with "5.56ammoRobot" and botched the Butch's script with it.
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Use Shoot Karma In The Head  and you can hire and fire any companion anytime you want. Your karma is your monkey, not the opposite.
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A.S. Packages:
82. Fix for broken "Wait at" Agatha, Rivet City, Arefu, Temple Union, Megaton, Paradise Falls, Canterbury Commons and Evergreen Mills caravans' packages. Caravans will properly change their locations now.
83. Fix for some BOS initiate that (should) throws grenades and speaks to Paladin Glade in Pentagon area after. It has a broken script that does nothing useful.
84. Fix for Krenshaw's waiting package when you finished all battles in Pitt's Arena. He will run to greet you, not float with his hands clasped behind.
85. Fix for Ashur's DLC01TP03AshurGoodbyeDialogue package when he have to speak to the intercom, after Krenshaw has left. UF3P eliminated this package and introduced another glitch, they made Ashur walking in circles when he is speaking to the intercom. Fixed now, Ashur will speak to the intercom like a normal human being, then he will say some dialogue lines to you, then he will leave the area (running).
86. Fix for Olin and McGraw getting stuck and staring at an empty stand after you retrieved the Winterized T-51b Armor.
87. Fix for Charon, Fawkes and RL-3 "activate panel" package at the end. They were not broken per se, they have better conditions now anyway.
88. Fix for Sally Initial Force greet package null conditions.
89. Put an end to the insane Sally's "Whatcha' want?" greeting every time you return to the Engineering Core during the Among the Stars quest.
90. Fix for DLC03WQ01GuardBackToRC guardians' package. They will run back to Lepelletier now, not chilling out in the Wasteland at their leisure and getting killed by Super Mutants.
91. Fix for FFOutcastMorganYellForCasdin package when she should say her dialogue lines to Casdin instead of greeting you again.
92. Fix for Lucy praying in the Church of Atom Tuesday, Thursday and Saturday between 11-13 during Blood Ties quest. She should wait for you (and your news about her brother!) at Moriarty's, not praying at nothing, which did not care one tiny iota when humans bombed their beautiful world to smithereens.
93. Fix for Manya's MegManyaHangHouse6x12 and MegManyaSandboxOutsideHouse6x12 packages. She should keep her door unlocked now.
94. Fix for Nathan never sleeping and wandering Megaton (endlessly) due to some broken conditions in his packages.
95. Fix for Nathan "visit" Doc Church's Clinic, Moriarty's Saloon, Craterside Supply, Water Processing Plant broken packages. He should properly visit these locations now.
96. Fix for Bryan Wilks never sleeping and getting stuck in Vera's boudoir, if you sent him to his cousin at the end of Those! quest.
97. Fix for Victoria Watts' MS08RailroadFindPlayer, MS08RailroadForcegreet, MS08RailroadSandboxWait and MS08VictoriaHangOutAtRC packages. She should try to find you only in Rivet City area, not in the arse of nowhere. She will also properly disappear (not being only disabled!), if you put a bullet in her head after she gave you the android component or you spoke to Pinkerton without entering in Rivet City.
98. Fix for Sister, Garza, Ted Strayer "wandering flight deck" packages. Particularly Garza has a very bad habit of wandering in Super Mutant camp outside Rivet City where he is getting killed in no sweat (as I said in Fix 13.)
99. Fix for Mister Burke sleeping around Susan Lancaster instead of his bed in Tenpenny Tower, if you sided with him and detonated the A-Bomb.
100. Fix for PappySandbox9x12 package, when he should wander in Big Town, not outside it, near Super Mutants around Moonbeam Outdoor Cinema area.
101. Millicent Wellington will wander around Tenpenny Tower, not around the Warrington Trainyard, after she kills her husband.
102. Fix for Chief Gustavo not waiting for you inside Tenpenny Tower, due to MS12DebugStandInLobby package missing conditions.
103. Vera Weatherly will wander the Hangar deck only in weekends, not every day.
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Dialogues lines:
104. The Anchorage Quartermaster will give you a Silenced 10mm pistol and 3 Stealth Boys, if you choose the Sniper package and want to go sneaky-sneaky.
105. "I found a Brotherhood Holotag. What should I do with it?" will appear only once.
106. If you say "Frankly, I don't give a damn." to Scribe Jameson, you can kiss goodbye your BOS holotags deal with her. She is a nice lady, so beware.
107. You can say "Okay, then we have a deal." after asking her "What's my reward if I bring you these Holotags?".
108. Tweak for Scribe Jameson dialogue scripts, when she counts the holotags given.
109. Fix for Scribe Yearling broken dialogue scripts, when she counts the Pre-War books given.
110. Scribe Yearling will accept ANY type of Pre-War books (there are only 2 in F03) and she will properly reward you with caps and XP.
111. You will have better chances of finding Pre-War books in loot (all types). Father Clifford and Diego will carry one (they did not before due to broken SublistBooks100 leveled list).
112. The scripts counting the Pre-War books in Scribe Yearling dialogue lines work by exclusion not by addition. If you have 1 Pre-War book (BookGeneric01) and 1 Pre-War Book (PreWarBook) in your inventory, only 2 selling options ("I'll trade one." and "Take all the books I have.") will be available, not 3 ("I'll trade two.").
113. Reactivated the hidden line (due to wrong conditions) "Actually, I don't have any books to trade." (added <Bored.> because I wanted to). You can say that, Scribe Yearling will say something in disgust and you will lose 10 Invisible Pink Unicorn points.
114. "I'll take 5.56 ammo." not "I'll take .556 ammo." with Protector Casdin.
115. "In return, we'll pay you with your choice of 5.56 ammo..." not "In return, we'll pay you with your choice of .556 ammo..." with the same Protector.
116. Casdin will give you the Fort Independence key after he says "You've definitely proven your worth...". Don't bother stealing the key from him, just give him what he wants and you will be happy.
117. Fix for "Learn more about the escaped android." objective not being completed when you speak to Harkness and activate the Code Violet.
118. Fix for optional objective "[Optional] Discover what Dr. Preston knows about the android." not being completed after speaking to Doctor Preston.
119. Fix for "Reach the engineering core of the ship." objective not being completed when you speak to Sally after reaching the Engineering Core during Not of this World quest.
120. Some hidden activator which runs a script with empty gamemode block will be properly deleted after fix 119.
121. You can trade in batch with Eclair all your Strange Meat, if you have a deal with MacCready.
122. Sierra Petrovita will craft in batch (depending of the minimum amount of one of the ingredients) her Mississippi Pie.
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Scripts fixes (300). Each of these fixes are related (or not) to the other 122 fixes presented. Each of these fixes corrects something.
123. Temple of the Union members will heal faster (5 HP/ s not 0.1 HP/s) during their travel to Lincoln Memorial.
124. AntAgonizerScript and MechanistScript tweaked.
125. Tweaks for all Caravan Traders and their Brahmins scripts.
126. Fix for Timebomb script running all the time while you are in the area.
127. Fix for Big Town Sentry bots scripts running all the time while you are in the area.
128. Statesman Elevator Button Proper Fix  included.
129. Fix for Marie's Crib script running all the time while you are in the area.
130. Fix for Ashur's Script to fulfill the other fixes.
131. Fix for T-51b Armor script and all scripts related to You Gotta Shoot'em in the Head quest (Crowley, keys, quest, dialogue lines etc.)
132. The scripts running in Bog area will be properly stopped and the activators (using them) deleted after you left the area. Some nasty activators will not even trigger or when they trigger, they do what other activators did before.
133. Fix for DLC04ActorInventoryScript and other 3 scripts related to switching the non-playable weapons (used by tribals and creepers) with the playable ones.
134. Major fix for DLC04CapitalDuchessTravelActivatorSCRIPT. You will arrive to Point Lookout in 3 days (not 1 month, it's not across the ocean!), the months with 30 days, February (only with 28 days not 29 as in bisextile years), the months with 31 days and the old to new year passing will be properly considered when traveling to Point Lookout (setting correctly the arrival date). Your radiation and drug addiction will (also) be cured (only health was restored before).
135. Fix for DLC04MQ01SCRIPT (main quest script) for killing some mirelurks every 5s, even if they were killed before.
136. Fix for Vault 101 inside door script running unstopped until you leave the area for the first time.
137. Fix for GECK script running endlessly while you are in the area, until you or Fawkes get it.
138. Fix for GECK pop-out messages (choosing options).
139. Fix for MQ02VirgoIIDishScript running endlessly while you are in the area, until you get the dish.
140. Fix for MQ08CellConsoleScript running endlessly while you are in Vault 87 cells area, until you activate the alarm and unlock the cells.
141. Fix for Sydney's script and all scripts related to Stealing the Independence quest (Ink container, Declarations of Independence, Sydney's vendor container, activators etc.)
142. Fix for bugs presented in: https://fallout.fandom.com/wiki/Stealing_Independence, available during the quest only.
143. Fix for some hidden activators running in Outcast Armory, even if you have finished the VSS.
144. Fix for 4 scripts related to AFB Vertibirds take-off and landing (in AFB area and not only).
145. Nerves of Steel will regenerate your AP +20% faster instead of 1 AP/10s.
146. Rad Absorption perk will decrease your radiation level 1 rad/2s instead of 1 rad/20s.
147. Solar Powered will restore your health 0.5% total health/s instead of 1 HP/10s.
148. Three Dog's GNR room will become your property, if you put a bullet in his head. His body will no longer linger 3 days, if you retrieved his glasses and bandana from his body (only if you killed him after installing the mod).
149. Fix for Butcher, Donovan, Brick and Reilly broken scripts conditions. Reilly's Rangers quest is stopped tens of times per seconds, if you hit or killed one of their gang members (quest running or not!). No siree.
150. Fix for The Replicated Man quest's script checking some disabled conditions every 5s (empty gamemode block).
151. Fix for Reddin being pushed away 2 times after she gets smacked by the Behemoth.
152. The GNR super-mutants should no longer respawn every 3 days after the battle has finished.
153. Fix for slaves' scripts (when you enter Downtown, the right side) still running on them, even if they are disabled.
154. Fix for DLC01FFCollectionSCRIPT which tracks some GFWL achievement and checks if that condition has been fulfilled every 5s.
155. Fix for an empty gamemode block in DialogueTenpennyScript which ticks every 5s.
156. Fix in DialogueRepublicDaveScript which sets you as (their) "enemy" every 5s, if you entered without permission and you are less than 1000 game units from the center of the "Republic".
157. Fix for FFSupermutantCaptiveSCRIPT running endlessly on Super mutants captives, while you are in the area. They will properly disappear and their scripts will stop running, if they are freed or dead (the captives).
154. Major fixes for HD00InfirmaryScript and HD00LabScript running on Your First Infirmary and You First Laboratory. They will no longer run unstopped while you are in your house, Your First Laboratory will properly cure all addictions (Ultrajet included). No longer need to go to doctors for "I might be addicted to something." even if you have cured your addictions (Ultrajet excluded) using Your First Laboratory.
155. Fix for GenericScript which establish your "Addicted" stat (0 = no addiction, 1 = addicted). The loop will run only once (in both cases), not every 5s.
... plus other fixes for a total of 300 scripts fixed, tweaked or improved.
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Other fixes:
156. Gary 23 glitch is no longer possible. If you really want Jingwei's armor and hat use FG - Wanda aka Paratrooper Assault Rifle  and you will be more than happy.
157. Rendered inert DLC03EnchLaserShotgun (40->1), DLC03EnchSupersledge (25->1) and DLC04NonPlayerDamageAdd (25->1) object effects of Tri-Beam Laser Rifle, Super-Sledge (Broken Steel variant) and non-playable weapons used by tribals and creepers. A stupid BB Gun should not have 29 base Dam. in THEIR hands while in your hands, the SAME weapon has only 4 (base Dam.). The mighty BB Gun should have the SAME damage no matter who is firing it. Same for Tri-Beam Laser Rifle. In Super Mutant's Overlord hands this weapon has a whopping 195 Dam. per shot, while in your hands, it has only 75.
158. 17 annoying drop item sounds fixed. Dropped items will no longer sound like a cork pulled off from a bottle of wine. You'll see the difference when you give Scrap Metal to Walter or books to Scribe Yearling.
159. Bent Tin Cans and Tin Cans will weigh 0.1 kg instead of 1 kg (each). Or pounds, if you are very fond of the Imperial system.
160. Paradise Falls Bar Scene Fix  included.
161. Dogs Heads Will Explode Too  included.
162. Fixes for Ghoul Ecology and Xenotech Expert perks.
163. Fix for weapons reloading sounds glitches due to duplicates in EditorID for WPNShotgunDoubleBarrelJam and WPNShotgunDoubleBarrelReload.
164. Fix for Alien spell armor. They will have max. 84% DR instead of 110% DR.
165. You can kill the Alien Workers without losing Invisible Pink Unicorn points.
166. DLC05FollowerRegen will also restore the head, torso and limbs conditions for all named NPCs in MZ (1 HP/s), if their health percentage falls below 100%.
167. Toshiro Kago will be a badass leveled Samurai (min. level 15) instead of a level 1 character having 500 HP and only 5 in his skills.
168. Fix for Alien Biogel and Alien Adapted Biogel. You will get only one effect (positive or negative) no matter how many of them you shot in a row.
169. Fix for 2 Forge protectrons that cannot be looted due to wrong conditions in ForgeGenericProtectronSCRIPT.
170. The Outcasts in Fort Independence will no longer get crazy, if Casdin is dead and you are not the killer and you are not their friend (yet).
171. Murphy will correctly count the Sugar Bombs given for Ultrajet (ratio 8:1) and will also be a solid chem dealer.
172. Less Annoying Mole Rat Wonder Meat Maker  included.
173. Fix for "Automated Maintenence" in Protectrons' Pods Terminals.
174. Fix for "Medical Armor Prototype" wrong line in Fort Constantine T-51b terminal.
175. Fix for 83 messages (pop-out and normal) telling you (for ex.) that "Dogmeat is waiting outside of Vault 101." or "You are no longer Well Rested." for 10s. I got this, don't treat me like I'm suffering of dyslexia. Their duration greatly reduced (x5) or made them normal (pop-out) with a duration of max. 3s.
176. You can craft your beloved Nuka-Cocktail 5 times faster (or any other custom weapon at Workbench).
177. Fix for Chinese Stealth Armor. I got rid of that stupid helmet prone to all sort of glitches and also I cut its weight in half. Way over-powered that one.
178. Fixes for some activators triggering the image space adapter (blue tint hallucination) in Vault 106. If the blue tint is not disabled when you leave the vault, go to upside-down room and the hallucinations will disappear.
179. Fix for Punga plants not respawning every 3 days. You will also have 33% chance of getting an extra fruit (wild or refined, more plausible fruit picking).
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Want more?
Maybe next time.

Have a good one. Mod.

Credits:
Bethesda.
Me.
Laniakea.

Many thanks to:
Nexus - for allowing us posting fixes which do not ruin our gameplay.