File information
Last updated
Original upload
Created by
Trainwiz - DarthVitrialUploaded by
trainwizVirus scan
Tags for this mod
- Companions/Followers
- Lore-Friendly
- Fair and balanced
- English
- Music
- Sound FX
- Voice Acting
- Sky
- Models/Meshes
- Textures
- Modder's Resource
- New Lands
- Quests
- Clothing
- Creatures
- Locations - World Map
- NPC Vendors
- NPCs
- Items - Clutter
- Weapons
- Weapons - Energy
- Weapons - Melee
- Weapons - Explosive
- Power Armor
- DLC: Far Harbor
- Xbox One version available
- DLC: Nuka-World
- Items - Food
- Crafting
- Horror
- Plugins : Regular
Activity logs
This page was last updated on 22 January 2025, 9:31PM
- Changelogs
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Version 2.3.0
- Removed 271 duplicate refs. Noticable file size reduction and some improved performance, but unfortunately means Precombines needed to be rebuilt AGAIN. Sorry to everyone maintaining a PRP patch or other precombine patch, this should be the last time for real.
- Removed many unneeded Commonwealth edits for improved compatibility.
- Fixed many additional mesh errors reported by newer SNIFF versions.
- ESM-flagged. Still a .esp file.
- Ensured all three entrances properly lock once you enter Maxwells World.
- Corrected object bounds on a number of objects.
- Deleted some unused records.
- Minor location data fixes.
- Fixed a CK faction relationship warning.
- Applied persist locations to NPCs.
- Fixed broken encounter zones.
- Fixed players being able to walk through the power generators.
- Adjusted the door in the power station so Stoat wont get stuck on it.
- Generated facegen files to ensure Maxwells World works properly with X-Cell by perchik71
- Repacked with improved compression
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Version 2.2.0
- Added a safety check to the lightning script on the crumbling highway to make sure the lightning stops when you're no longer in the cell.
- Corrected Max Height Data for all cells.
- Fixed incorrect Landscape Normals for all applicable cells.
- Regenerated all terrain LOD and object LOD with higher quality.
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Version 2.1.3a
- Swapped a few waters that I missed in 2.1.3.
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Version 2.1.3
- Set the water in the pump control boss room to not apply radiation on contact to fix a bug with radiation getting stuck in survival mode.
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Version 2.1.2
- Oversight fix - make sure followers are properlly dismissed when getting the Bad Endings.
- Safety check to make it so you can't exit the bus stop while the "vision of the past" effect is active.
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Version 2.1.1
- Thread-Safety improvements to the script that tracks how many Revelers are killed in the intro of Powerball to make sure the counter properly updates even if multiple enemies are killed simultaneously (changed "MQ02GhoulsKilled.SetValue(MQ02GhoulsKilled.getValue()+1)", which is not thread-safe, to "MQ02GhoulsKilled.Mod(1)", which is).
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Version 2.1.0
- Lots of behind the scenes changes, a new save is recommended if updating from a prior version.
- Rebuilt previsibines - any patches involving precombine/previs will need to be updated.
- Fixed a rare bug where the sidequests could fail before entering Maxwell's World if you stood in a specific spot in the Commonwealth.
- Optimized away a few getValue calls in MAX_RespawnAreaChangeScript (the script that teleports your companion to you at key places if they've fallen behind)
- Removed a few unused scripts from the BSA (MAXWELLEntryTrainMove, MaxTestScript, MaxScaleScript)
- Optimization: removed bogus nodes on meshes used for bumpercars, swan boats, jangle's armor, reveler armor, the raygun, the flamethrower, the fireworks cannon.
- Several meshes had external emittance but were missing BSXFlags node.
- fixed incorrect vertex color and/or external emit flags on dozens of meshes. Removed redundant all-white vertex colors from a bunch of meshes where possible for an overall file size decrease.
- Placed a collision plane to block an area players could get trapped in.
- Added collision planes so players can't fall into the lake if approaching from a specific angle.
- Excluded a few building pieces from being precombined to fix some flickering ceilings in the Time Travel Mountain train station.
- Fixed a glowing void in the floor of the vault coaster.
- If you enter Pump Control/Vault Coaster/Time Travel Mountain without a companion, a companion will be automatically assigned to you, as the quest cannot complete without a companion. Pump Control assigns Jenna, Vault Coaster assigns Stoat, and Time Travel Mountain assigns Wallace.
- Removed Maxwell's World sign from precombine to fix flickering.
- Fixed a subtitle mismatch in Maxwell's intro (his audio says "Andy, I hope you've got the fryers going", but his subtitles said "kept those fryers going")
- Added armor and weapon workbenches to the Haunted House.
- If andy or andrea are killed, they will now revive next time you enter their spawn radius.
- Applied a slight offest to the script that summons your companion so they won't spawn directly on top of you.
- Removed duplicate z-fighting node in the ferris wheel mesh.
- Remove duplicate zfighting blocks in Maxwell's World billboard mesh.
- Fixed some misaligned wall panels in a secret area.
- Fixed a mistake in the "fail sidequests" script - it would formerly only end the sidequests if they were actively tracked.
- Redid some of the True Ending - you can no longer run through Maxwell Tower without killing the bosses Maxwell summons (It was formerly possible to skip the Presence and Nate/Nora).
- Fixed flickering ground panels in the parking lot, secret areas, employee tunnels, time travel mountain, outside raging rivers, etc.
- Grounded various other floating trash piles and other objects in the old bus station, parking lot, the control tower, fantasyland, etc. Dozens of areas.
- Fixed some holes in the world in the parking lot and fantasyland.
- Redid the scripts for the Vault Coaster's death to ensure the ending scene plays properly.
- Added safety check to vault coaster script to make sure it doesn't restart after the boss is dead.
- Fixed disabled spawn trigger for andy and andrea that was supposed to be enabled.
- Made some tweaks to the true ending entry so your companions don't knock you off a cliff.
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Version 2.0.9
- Fixed papyrus spam caused by the Unconventional Plumbing boss not shutting down after the boss is defeated.
- Adjusted the control disabler script to fix an issue where it could leave unattached instances in your save.
- Slightly adjusted where the player stands during the meeting at the end of Fantastic Journey to try and make Wallace stop interrupting Stoat by talking to the player.
- Slightly reduced enemy density in Maxwell City.
- Improved navmesh in Maxwell City.
- fixed missing normal and specular maps for the yellow pipe texture (only relevant for lodgen).
- Fixed NONE REF errors in skeletonmask.nif and skeletonsuit.nif
- Updated tangent spaces in meshes for Teacups and backpacks.
- Fixed invalid block names in the mesh for Jangle's face.
- Redid lodgen with latest xLodGen
- Removed precombine from one building in Maxwell City to fix a flickering issue.
- Fixed a bug where the baseball minigame wouldn't register you hitting the targets until you reloaded a save.
- Removed leftover code in the Maxwells' Demon battle that was trying to trigger a cut mechanic (fixes papyrus spam regarding “none objects” during the battle).
- Fixed another hole in the wall in the Maxwells Demon battle.
- Updated tangent spaces on about two dozen meshes .
- Resized hot dog texture to be a power of two.
- Fixed bad block name on the gazebo mesh.
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Version 2.0.8
- Fixed papyrus spam in the Boston Metropolitan Transport Hub caused by a misused script that was expecting nonexistent linked refs, made a new script that doesn't rely on them.
- Fixed papyrus error in train barn caused by an incorrect property (I was pointing to a sound marker in the wrong cell)
- Cleaned up unneeded properties on a few scripts.
- Fixed missing sound marker references in the tunnel of love causing papyrus spam.
- Fixed a gap in the wall of the Boston Metropolitan Transport Hub.
- Added a few keywords to location refs.
- Fixed papyrus spam in Train Barn caused by missing linkedrefs.
- Fixed a flickering floor in guest services.
- Fixed misaligned wall in the Maxwells Demon boss room.
- Regenerated previsibines (had to, since I changed some placed objects to fix the hole in the wall)
- Added a collision wall to fix a spot where players could get stuck.
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Version 2.0.7b
- Fixed missing Location records that could prevent companion breakdown dialog from playing, among other issues. (Regression from 2.0.7a)
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Version 2.0.7a
- Properly fail sidequests after getting the bad endings as well.
- Dismiss companions as soon as the player enters the crumbling highway so they don't get stuck.
- Created a generic Encounter Zone for the Maxwell's World worldspace to work around an engine bug causing premature cell resets.
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Version 2.0.7
- Fixed Atlantic Defender. The minigame now works.
- Minor optimization to the script "max_busscript" (replaced five or six GetPlayer calls with a PlayerRef)
- Cleaned up an unused property on the Atlantic Defender controller (no functional change).
- Cleaned up remaining invalid NAVI data.
- Fixed a papyrus error when using the orbs in Atlantic Defender.
- Minor optimizations to the other minigame scripts (the rewards were calling GetPlayer a lot, replaced with a single playerRef)
- You can now replay Atlantic Defender once you win.
- Fixed some papyrus spam in Andrea's minigame caused by a missing sound marker.
- Fixed papyrus spam caused by andrea's minigame trying to check a nonexistent baseball inventory.
- Optimized away a bunch of getValue calls in the minigame control script.
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Version 2.0.6
- Added some conditions to the custom music in the mod, to try and mitigate the "stuck music" bug. Can't be fully fixed from our end since it's an engine bug.
- Redid how the followers are implemented. The command wheel (trade, stay/follow, interact with that) is now present for the followers, and the game no longer spams papyrus errors when they start or stop following you.
- Navmesh improvements to Power Plant, True Final Boss, and Pump Control.
- Moved a door marker that was too close to the autoload door and made the CK complain.
- Fixed broken navmesh info map created by a CK bug. (esp is smaller now)
- Re-grounded some mannequins that had started hovering again.
- Added a safety check to MAX_TrainBoss_MoverSmallScript, max_trainboss_moverscript, max_monorailtrapscript, and MAX_TrainBoss_MoverSmall2Script to make sure they won't move the train until the train has loaded in.
- Fixed some papyrus errors in max_trainbossattackerscript
- Added missing conditions to Jenna/Wallace/Stoat's freakout conversations to make sure they only play in the haunted house.
- Fixed missing music in the Vault Coaster fight.
- Minor optimization to the Vault Coaster script.
- Fixed a spot in the vault coaster where players could get stuck.
- Added a map marker to the tunnel of love.
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Version 2.0.5
- Repacked, rezipped, and reuploaded. Hopefully nexus won't corrupt the archive this time.
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Version 2.0.4e
- Safety check - don't kill the player when they enter the haunted house even if they somehow ended up in the Reveler faction. (See the next note)
- Minor optimizations to the hiding script in the employee tunnels, as well as some thread-safety checks to ensure the player can't get stuck in the Reveler faction if they rapidly enter and exit the hiding spot repeatedly.
- Note: if you were affected by the race condition fixed in this version (you’ll know because none of the enemies will be hostile to you), you can fix this by entering the employee tunnels and entering and exiting one of the hiding spots. This will remove the Reveler faction from you and allow you to progress as normal.
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Version 2.0.4d
- Removed a leftover debug script that caused the mod to crash to menu on Xbox when listening to Gale's beacon. No functional change on PC.
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Version 2.0.4c
- Slightly moved a terminal in maxwell's control tower so players don't risk getting interrupted by a chair.
- Minor navmesh improvements to the control tower.
- Removed unneeded "holds holotape" flag from terminals.
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Version 2.0.4b
- Sidequests (Promotional Material, Relit, and Blue Collar Brawl) will now Fail if you complete Maxwell's World without having finished those sidequests (as there is no way to return to Maxwell's World once the mod is complete)
- Fixed bad cover data for navmesh in Atlantic Defender minigame.
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Version 2.0.4a
- Added another safety check and some debug logging to the script that runs when you first enter the Control Tower. If you somehow have exact equal points for the supernatural, ai, and drug endings and don't qualify for the true ending (this should not be possible ever but apparently it happens), the mod will fall back to the supernatural ending as a default.
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Version 2.0.4
- Safeguards for the control tower - if you reach the elevator and for some reason the ending type isn't set or the elevator isn't enabled, an error message will be displayed and the game will manually set the ending type and enable the door, to ensure you can complete the mod. Debug information will also be written to the papyrus log - this information is needed for me to be able to figure out what happened. If you are currently in the control tower and the elevator is not working, return to the second floor, then go back to the elevator on the third floor. This will trigger the debug script to check the elevator.
- Repacked with CAO 5.3.13
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Version 2.0.3c
- The ladder leading to the Crumbling Highway is now Initially Disabled until you speak to Gale , because it was supposed to be Locked until the conversation, but locking autoload doors doesnt work. Using the ladder before meeting Gale would bypass Dark Park, and is a possible cause for Jenna and Wallace not speaking after killing the Revelers because relevant variables wouldn't be set.
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Version 2.0.3b
- Fixed papyrus spam when using the elevators in the power plant and true ending caused by an incorrect keyword on a LinkedRef (LinkCustom04 should have been LinkCustom05. Thanks for the clear and informative keyword names Bethesda)
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Version 2.0.3a
- The crafting recipe for "The militia" weapon pointed to the wrong object.
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Version 2.0.3
- Rebuilt LOD for the entire mod. Better render distance, less pop-in, much nicer looking overall.
- Additional safety check to the exit of the power plant so Stoat won't be teleported back to his hideout if you re-enter later.
- Minor navmesh fix to the Atlantic Defender entrance so Andy doesn't wander off.
- Fixed invalid texture paths in the main gate mesh.
- Fixed invalid texture paths in the ferris wheel mesh.
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Version 2.0.2
- Fixed crafting recipes to provide the correct items.
- Improved performance outside the bus station.
- Added a navcut around the bus station so NPCs wouldn't try to walk through it.
- "Look for skulls missing a body" objective now completes when you complete Blue Collar Brawl.
- Redid navmeshes in the Commonwealth cells edited by this mod to ensure changes from Nuka World are forwarded properly.
- Removed some vines added to the Commonwealth by a wild edit.
- Added a collision box to block an area where players could get stuck.
- Fixed The Presence sometimes spawning invisible animatronics.
- Fixed a few more wooden arches I missed last time.
- Additional safety checks to when Stoat flees the power plant to help make sure it happens, as well as to ensure that the player can still exit (and stoat will return to his hideout) even if he somehow got stuck in the power plant.
- Fixed visual issues around the Vault Coaster if entering from a specific angle.
- Minor optimization to the script that plays when the Presence first appears.
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Version 2.0.1a
- Fixed missing precombine data for commonwealth cells affected by the mod.
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Version 2.0.1
- Added a note outside Gale's Bunker to force start the quest, if for some reason the radio doesn't work.
- Added a safeguard to prevent enemies from entering the house of frights.
- Your current companion will now be teleported to you when you enter the boss room of the Pump Controls, in case they got lost in the pipe maze.
- Fixed flickering floor on the maxwell city bridge.
- Adjusted some clutter in maxwell tower that companions could get stuck on.
- Minor optimizations to the scripts when entering/exiting the bridge in maxwell city and the true ending variant of the "unfreeze time" script (reduced getValue calls, replaced getPlayer with playerRef)
- Extremely minor optimization to the Curse effect script when eating cursed food or using cursed weapons.
- Fixed zfighting on one pillar in simulation mountain.
- Additional minor navmesh cleanups to the control tower.
- "Enter maxwell tower" objective wasn't being marked completed (harmless regression from 2.0, quest still progressed normally)
- Safety check to ensure followers exit the control tower along with you if you got the true ending.
- Fixed a papyrus error that would occur if you tried to re-enter the private facility after winning the battle, or if you saved and reloaded after winning the battle.
- The "escape the tower" objective will now update as soon as you exit the tower during the true ending, rather than at the end of the companion farewell scene, since that scene is skippable.
- Added a navcut to try to prevent chairlifts from getting into inaccessible areas during the true final boss.
- Minor typo fixes (synth > Synth, brotherhood > Brotherhood, missing space in a subtitle)
- Added some safeguards to the master quest control script to ensure scenes are force-started even if a prior scene is stuck.
- Safeguard to teleport jenna and wallace back into the house of frights at the end of Powerball in case one of them got stuck somewhere.
- Very slight clutter adjustment to the house of frights so wallace cant get stuck on the barricades.
- Redid the static collection used for the wooden archways to fix severe z-fighting
- Fixed a flickering pole in the true ending balcony.
- Additional safety checks to when stoat explains the plan at the end of Fantastic Journey - movement is disabled so players can't wander off mid-scene.
- Your current companion will now be teleported to you when you enter the boss room of the vault coaster in case they got lost.
- Fixed some flickering floors in the haunted house.
- Fixed a flickering console in the haunted house.
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Version 2.0
- Update by DarthVitrial
- =====Scripts======
- Disabled MAX_ServerBoss_FakeScript, because it did nothing except spam papyrus errors.
- Fixed a papyrus error in MAX_ServerBoss_Real.
- Disabled a broken and invisible explosion effect in the power plant that was causing papyrus spam.
- Numerous script optimizations (reducing getValue calls, getPlayer called replaced by PlayerRefs)
- Fixed invalid (either removed in the script but still present in the esp, or present but filled with an invalid value) or missing/unfilled properties on MAX_RespawnAreaChangeScript, MAXQuest2GhoulTriggerScript, MAXQuest3PowerSwitch , MAX_FinalBossTrueScript, Max_PowerStationLeaveScript, max_monorailtrapscript, MAX_MinigameMoverScript, MaxQuest2EndScript, and MAX_MinigameControlScript.
- added missing safety check to max_pumpboss_firerscript to prevent papyrus spam
- Added safety checks to MAX_TunneofLoveScript to fix some errors caused by unfilled properties on some areas, fixed some type conversion errors.
- Added missing safety checks to MAXFinalQuestBadGuySceneEnable to prevent papyrus spam.
- Fixed papyrus spam in the battle against the Maxwell express.
- Fixed an issue in max_revelerquest2checkerscript that would prevent it from ever terminating.
- Fixed papyrus error when canceling selecting a destination in the Maxwell Express.
- Fixed papyrus spam when fighting the computer ending boss
- =====Meshes and Textures=====
- Recalculated object bounds on all statics, armors, weapons, actors, miscs, etc.
- Fixed invalid block ordering and invalid block names on several hundred meshes.
- Generated precombines and previs for the mod. Improves performance. Thanks so much to Starhammer and Vlits on the xedit discord for the help.
- Generated new static collections to replace missing ones.
- Removed invalid emittance data from a bunch of walls that the CK complained about.
- Removed nonexistent/invalid texture references from the Maxwell Express model.
- =====World and Level Design=====
- Disabled all Respawn triggers except for the ones that move Andy and Andrea, as the others are no longer used. Made the triggers for Andy and Andrea bigger so they don’t pop in right in front of you.
- Random Reveler ghoul swarms return! Totally redid the whole implementation of the swarms from scratch to be more reliable and more efficient.
- Fixed a ton of navmesh errors (all navmesh errors reported by the CK are fixed now).
Also added a ton of additional navmesh to the exterior sections of Maxwells World so Followers can navigate more easily without taking the long way around and improved existing exterior navmesh in tons of areas. - Redid interior navmesh for the majority of interior cells to fix numerous areas where followers could get stuck.
- Adjusted some trigger boxes throughout the mod so the player wouldn’t accidentally miss them or so that there wouldn’t be a delay in them triggering.
- Added a navcut to stop feral clowns from trying to run through a blocked wall.
- Fixed misplaced or clipping mannequins in the haunted house.
- Fixed some floors in the vault coaster you could fall through.
- Added collisions to block some areas where players could get stuck.
- Fixed flickering floors in dozens of interior areas, and several areas in the exterior, such as simulation mountain and the parking lot.
- Added some lights to the true final boss room to help point to the levers.
- Covered up holes in the world, fixed floating objects (trees, rocks, etc), fixed various gaps in walls, and other similar fixes throughout the exterior worldspace.
- Fixed missing sky on the bridge.
- Significantly reduced the amount of randomly placed Reveler Ghouls in the overworld. (325 down to 123)
- Added/adjusted a bunch of small collision planes in the overworld to ensure players can’t bypass trigger boxes.
- Adjusted some collision boxes on the bridge between Maxwell city and simulation land to stop players from falling off and getting trapped.
- Added a bunch of ammo containers around the area.
- Fixed a few areas in the transport hub where players could fall out of the world.
- Total rewrite of the infinite-looping hallway in the employee tunnels to ensure the Golly Gee facility actually opens.
- Added map markers to a number of locations. Fast travel is disabled in maxwells world but this way you won’t forget where an area was.
- Made a number of locations Clearable.
- =====Quests=====
- Added a warning message after accepting the quest from Gale if you’re below level 30.
- Jenna will no longer try to stand inside Wallace when telling you about how to change the power in the park.
- Fixed missing conditions on gales radio that would cause Dark Park to start prematurely.
- Rebuilt the Gale Radio scene to use a Radio instead of a Camera so the voice actually plays, changed frequency from 88 to 104.5 to avoid conflict with official creation club dlc.
- Significantly nerfed the HP of the pump core boss.
- Fixed bad dialog conditions on Jenna and Wallace’s breakdown dialogs that could prevent players from speaking to them if the ending quest had begun.
- Added a note to pump control to make the boss make more sense.
- Added a bunch of safety measures to the beginning of Powerball to prevent the player from entering the haunted house prematurely and to prevent Jenna and Wallace from wandering off.
- Added some safety checks to force-start stoats introduction in the house of frights at the end of fantastic journey if the scene fails to start or stops prematurely, and to teleport Jenna/Wallace/stoat into the scene if they got stuck somewhere.
- Significantly nerfed the HP for the final boss, all variants.
- The baseball throwing minigame can now be repeated if you lose.
- Upon first entering the haunted house, the door will lock until you finish the intro cutscene with Jenna and Wallace and select your partner. This is done because exiting prior to finishing their introductions breaks the next scene.
- Lock the door to the power plant once you awaken the Presence, since you're supposed to use the other exit.
- Moved Maxwell and his Revelers closer to the haunted house for the intro cutscene to fix a case where player dialog would fail to appear because Maxwell was deemed too far away.
- The side quest "Blue collar brawl" can now be started (and completed)
- Fixed missing quest objectives in Powerball (turn on the generators, talk to your companion after escaping), objectives will now properly appear in your journal.
- Made the baseball throwing minigame significantly easier (you wont run out of baseballs now, and the bottles are worth more points)
- Added a note to the train barn to explain the boss mechanics.
- Fixed an error where trying to turn off power to Maxwell City would instead turn off power in Raging Rivers.
- Adjusted the final dungeon so you can’t skip the true ending minibosses.
- Fixed an issue where stoat wouldn’t have his dialog at the end of Fantastic Journey if you entered the house of frights without waiting for him to finish talking.
- Added a safeguard to ensure Jenna, Wallace, and stoat are all properly brought into the control tower when you enter it, even if they’d gotten stuck somewhere.
- ======NPCs=====
- Fixed bad hold packages (1MAXQuest2JennaHold, 1MAX_RobotsHoldPosition, 1MAXQuest2MaxwellHoldPosition, 1MAX_DemonCombat, 1MAXWallaceQuest3StandStill ).
- Rides and Reveler Ghouls no longer have a passive constant self-heal effect.
- Fixed some cases where Andy and Andrea would spawn in inaccessible areas.
- Fixed invalid NoSlowApproach values on swan boat, chairlift, and Gale.
- Made custom races for various mod-added enemies rather than reusing vanilla races, also allowing me to remove incorrect keywords from some enemies (for example bumper cars had the Mirelurk keyword before). No functional change.
- Nerfed the HP of the Jangles and Vault Boy enemies.
- The animatronic statues in the Maxwell Theater now properly disable when the real animatronics spawn.
- Slightly nerfed the Maxwell express’s HP.
- Maxwell is no longer occasionally placed in the wrong area during the true final boss.
- Swan boats are now properly part of the Reveler faction and will not randomly attack other Revelers.
- =====Other=====
- Time now unfreezes when not in the Maxwells World location.
- repacked bsas with latest CAO with compression, full texture optimization, and mipmap generation.
- converted custom music from wav to xwm so it could be packed in a compressed BSA.
- Forwarded relevant records from fallout4.esm, farharbor.esm and NukaWorld.esm. *Far Harbor and Nuka World are now required masters. Sorry.*
- Made player not immortal while in Maxwells world. This never worked to begin with and would just get players trapped in a bleedout state.
- Cleaned with xedit. Removed 347 ITMs
- Created a custom Region record for Maxwell's World, reverted changes to vanilla Region records.
- Fixed an incorrect sky file path in the maxwells world weather.
- Added an empty explosion effect to the Presence‘s attacks to make the ck stop complaining.
- Fixed invorrect audio path for the air raid siren sound (it was looking for a wav instead of xwm)
- Many fixes too minor to mention here, like minor navmesh adjustments in various exteriors, slight repositioning of literally thousands of objects (primarily to fix z fighting), fixing tiny seams in some objects, minor typo fixes in some subtitles, etc. If I logged all of those the log would be too big to read.
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- Author's activity
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January 2025
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22 Jan 2025, 9:31PM | Action by: DarthVitrial
File added
'Maxwells World [version 2.3.0]'
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22 Jan 2025, 9:26PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
August 2024
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10 Aug 2024, 3:58AM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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10 Aug 2024, 3:43AM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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10 Aug 2024, 3:39AM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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08 Aug 2024, 7:55PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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08 Aug 2024, 7:15PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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08 Aug 2024, 6:45PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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08 Aug 2024, 6:28PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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08 Aug 2024, 5:49PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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08 Aug 2024, 5:33PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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07 Aug 2024, 11:18PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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07 Aug 2024, 6:48PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
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07 Aug 2024, 6:47PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.3.0'
January 2024
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31 Jan 2024, 9:23PM | Action by: DarthVitrial
File added
'Maxwells World [version 2.2.0]'
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31 Jan 2024, 9:15PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.2.0'
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31 Jan 2024, 8:40PM | Action by: DarthVitrial
Changelog added
'Change log added for version 2.2.0'
October 2023
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10 Oct 2023, 5:12AM | Action by: DarthVitrial
Attribute change
'Description changed.'
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10 Oct 2023, 5:12AM | Action by: DarthVitrial
Attribute change
'Description changed.'
September 2023
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26 Sep 2023, 5:29PM | Action by: DarthVitrial
File added
'Maxwells World [version 2.1.3a]'
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- Mod page activity
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May 2025
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13 May 2025, 6:36AM | Action by: vanzXcyrus
Endorsed
'Maxwell\'s World'
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13 May 2025, 12:23AM | Action by: captainkrypton05
Untracked
'Maxwell\'s World'
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12 May 2025, 10:58PM | Action by: captainkrypton05
Tracked
Maxwell's World
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11 May 2025, 9:45PM | Action by: ShadyPCE
Untracked
'Maxwell\'s World'
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11 May 2025, 7:39PM | Action by: man2021men
Endorsed
'Maxwell\'s World'
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10 May 2025, 8:18PM | Action by: Killstreakcard
Tracked
'Maxwell\'s World'
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09 May 2025, 3:55AM | Action by: StoneConstruct
Untracked
'Maxwell\'s World'
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08 May 2025, 10:30PM | Action by: wayfaresky
Tracked
'Maxwell\'s World'
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08 May 2025, 3:42PM | Action by: nixonnf
Endorsed
'Maxwell\'s World'
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08 May 2025, 9:00AM | Action by: BaiXiaochun2
Tracked
'Maxwell\'s World'
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08 May 2025, 4:52AM | Action by: champo2421365929
Endorsed
'Maxwell\'s World'
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07 May 2025, 5:24PM | Action by: Obcorbino2146
Tracked
Maxwell's World
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07 May 2025, 2:52AM | Action by: Callingshotgun
Endorsed
'Maxwell\'s World'
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05 May 2025, 5:18PM | Action by: homeboydk
Tracked
'Maxwell\'s World'
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05 May 2025, 11:48AM | Action by: QQpy3ka
Endorsed
'Maxwell\'s World'
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04 May 2025, 10:07PM | Action by: BoredBarracks
Untracked
'Maxwell\'s World'
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03 May 2025, 9:35PM | Action by: DopeBoden
Tracked
'Maxwell\'s World'
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03 May 2025, 3:26PM | Action by: ccrul216
Tracked
'Maxwell\'s World'
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02 May 2025, 9:53PM | Action by: Glasyalabolas25
Tracked
'Maxwell\'s World'
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02 May 2025, 5:51AM | Action by: BurningSorrows
Tracked
'Maxwell\'s World'
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