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This page was last updated on 26 January 2023, 4:43AM
- Changelogs
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Version 4.0
- Added an icon to the Surgical Mask that was made obtainable from an AWOP NPC (thanks, Bentobart!)
- Revision of almost every Aid item in AWOP for Fallout 3. Many of the buffs they grant were knocked down in strength (although they still scale with Survival). Lengths were shortened, usually drastically. More common items have buffs lasting only about 1-2 minutes now, generally. Rarer items might last 2-4, and the unique items generally get you 5 minutes. Values on many items have been increased to reflect their rarity and utility compared to vanilla counterparts. Hunger and Thirst replenishment was approved on appropriate items, like soups, stews, or other crafted food. Health bonuses have been made uniform among similar items; you should get the same amount of healing from different variations of Potato Crisps, or tpyes of Snack Cakes.
- Reverted the addition of some AWOP FO3 enemies to the Animal Friend Faction, it totally invalidated a few dungeons. Might come up with a more interesting solution later.
- Brought 4D storage prices down to be more in line with TTW 3.3's economy. Removed the "-X" I suffixed their names with since NV AWOP is incompatible right now.
- Bumped up values for the Butcher Knife and Tactical Baton, in line with other raised stats and requirements. Care was taken to get Old World Gourmet and Food Sanitizer bonuses hopefully all present and aligned, this time.
- Lowered skill requirement for the .44 Rifle from 75 to 60... It doesn't really seem that much better than a general Hunting Rifle (which rquires Guns 50)
- Raised Defective Auto Plasma price to 700, a little higher than the Plasma Rifle's 650 (it used to be 25 lol)
- Auto Plasma value raised to 1250, as it is unique and its DPS is insane
- Added Zhu-Rong Scoped .44 Magnum to White Line Nightmare challenge list
- Removed Zhu-Rong Scoped .44 from the Chinese Zodiac challenge list. It seems a bit against the spirit of the challenge
- Added missing radroaches to Radroach formlist
- Added some Medium/Heavy AWOP armors to the Travel Light(and related) perk blacklist
- Hyphenated "Nuka-Cola" in some cell names
- Reworked the Beast Lords. They use Fallout 3 Raider faction and voice settings now, meaning you'll be able to hear far more combat chatter from them, see them smoking or doing certain idle animations, they'll attack who Raiders normally would attack, they can be Mezzed, et cetera. They also now have a chance to drop minor animal-related items, like dog bowls. They may sometimes carry a Cattle Prod in addition to their primary weapon.
- Reverted Brain Destablizer attack animation. Still kept "Don't use 1st person IS" flagged, for good reason.
- Added pickup/drop SFX to the Holy Flamer, Triple Shot Missile Launcher, and Tactical Baton.
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Version 3.0
- Finally updated the non-TTW version of the plugin with all relevant changes from 2.0.
- Removed numerous edits that are now redundant with recent Interim Fixes releases.
- Fixed the Rebreather Mk II to actually provide Water Breathing.
- Changed Carbon Fiber parts for Anti-Materiel Rifle Mk II to not reduce the weapon's weight below 10, for Heavyweight perk users and to match the AWoP-WRP patch.
- Goodsprings Wasteland Vigilante-types should have appropriate lines and working voices now.
- Removed 1st Recon Beret from dead NCR Bodyguard in Novac Train Station sublevel, because they're so widespread with AWoP they're not special anymore.
- Dagmar in the Underground Diner now sells a lot less stuff. The fridges behind her are no longer unlocked containers with a free two-year supply of food and drinks, but instead are now owned by Dagmar and can only be opened with a key she drops on death. She still sells quite a bit of goods, and should have more randomness to what she's stocking and how much.
- Changed a silly line where Roach would say Hayward "knocked up" some ammo. Kinda funny, but I don't think that was the intended tone.
- Replaced the Vault Military Trenchcoat's model with one made by mc_Tammer/user826 for their NIF-bashed Armor Mod. These assets were included with permission. Thank you!
- Removed weight from all 4D Storage Devices for simplicity's sake. Also for the benefit of those who use the Low 4D Patch like myself.
- The Metal Armor Mk II repair list now includes Gecko-Backed variants from Honest Hearts and (if you have TTW) Gamma Shield Armor from the Pitt.
- Buffed the base and critical damage on the 12 Gauge Single shotgun, because it seems laughably bad by the time you can get your hands on it.
- Fixed the directory of some new icons for some of the misc. items so they should appear ingame instead of an error.
- Renamed some named Legion NPCs to be less redundant (e.g. any named NPC with "Legionary" in their name had it removed, as they are visibly legionaries. Similar to named NCR troopers just being just "Mags", instead of "NCR Trooper Mags").
- Made a lot of adjustments to commonly-used leveled lists that many AWoP NPCs pull from to improve their level balance. There are too many for me to list, but a couple of examples: many NPCs that could formerly spawn with Assault Carbines and Hunting Shotguns at level 1 now won't until at least levels 7 and 11, respectively. These same NPCs would wait all the way until level 12 to start with low-tier Mk II weapons like the 9mm, Laser, and Silenced .22 Pistols. Now, they instead can start showing up with them at levels 3, 4, and 4 respectively. Lower-power Mk IIs should be spawning before higher-power vanilla weapons.
- Hayward's formerly SS-tier inventory and amount of caps has been reduced significantly to match his dialogue (and not be horrifically unbalanced): "[not] much, but it's all good stuff". Most of the high-grade weapons he sells are now level-restricted, so don't expect to walk in there at level 5 anymore with four Hunting Rifles you brought to max condition with Weapon Repair Kits and waltz out with a Riot Shotgun Mk II. He no longer keeps a single, guaranteed copy of a bunch of Mk II guns. Those are all based on a leveled list now.
- Hayward's room is now locked with a Very Hard lock, what with the expensive guns and mods in there. There is more than one way to gain access to the room, however.
- Hayward's normal Laser RCW Mk II has been replaced by an unplayable version and unplayable ammo, so he can no longer effectively be disarmed by buying up his Electron Charge Packs.
- Roach and Hayward will more casually sandbox around the building instead of never eating, using furniture, etc -- they've got a whole platoon in the part of the building they're in so I figure they'd be a little more relaxed.
- Knocked down the amount of caps Doctor Vandereng and Tecoult have on hand.
- Fixed a number of errors overlooked in the Mojave Bunker e-mails. Changed date formats within to American.
- ALL ITEMS FROM HERE UNTIL THE "FO3" SECTION ARE UPDATES TO CHALLENGE FORMLISTS:
- AWoP 5.56mm Pistol variants now count towards the "Benefit or a Hazard" challenge.
- AWoP 5.56mm Pistol, Power Fist, Ripper, and Plasma Defender variants now count towards the "Vault 13's Revenge" challenge.
- Hardened Machetes now count towards the "You Don't Belong in this World" challenge.
- AWoP's named Legion members now count towards the "Against All Tyrants" challenge. Also, the AWoP Cowboy Repeater, Hunting Rifle, Trail Carbine, Brush Gun, Ranger Sequoia and Hunting Revolver variants are now usable for that challenge.
- The X-13 team members now count towards the "Armed for Bear" challenge.
- AWOP's Hardened Machete, and Mk II/III Ballistic Fist and Rippers now count for the "Armed for Bear" challenge.
- AWoP's Knife and Combat Knife variants now count towards the "Historical Propriety" challenge.
- AWoP's Mk II Tire Iron, Baseball Bat, .44 Magnum, Sawed-Off Shotgun, and the Hardened Machete now all can be used for the "White Line Nightmare" challenge. Also, all AWoP Vipers, Jackals, and Fiends count towards the challenge (you're welcome, setting that up was TEDIOUS!!!!).
- AWoP Mister Gutsys and Sentry Bots now count towards the "Man-Machine Interface" challenge. Also, the Tire Iron Mk II is now usable for that challenge.
- The "Benefit or a Hazard", "Deathclaw Pro Hunter", "Man-Machine Interface", and "Vault 13's Revenge" Challenges have had their kill requirements increased due to the increase in their availabilty and weapon possibilities.
- Removed the Pulse Gun and Overcharged Plasma Pistol from the BeamChallengeLIST formlist, as it's only supposed to include rifle-grip energy weapons.
- FO3 - corrected the "Welcome to Fort Detrick Rumble!" note giving the wrong directions to Blacktooth Publishing.
- FO3 - Added Fallout 3 unique Ripper variants to WeaponRippers formlist.
- FO3 - Patient 1126 set to properly use Super Mutant weapons.
- FO3 - Made most AWoP FO3 weapon variants repairable with their NV Mk II counterparts, if they exist. NV Baton and 10mm SMG Mk II may be repaired with their AWoP FO3 counterparts.
- FO3 - Removed redundant Combat Armor from many Mercenary NPCs
- FO3 - Added teleport SFX to teleporters
- FO3 - Made various fixes to Dogs and Mole Rat NPCs such as having Animal Friend apply to them, not granting karma upon being killed, not allowing them to be pickpocketed, slightly improving some of their stats, etc (some dogs may still allow pickpocket due to vanilla records, these should be addressed by YUP or similar).
- FO3 - numerous weapon corrections and balances accross the board -- melee, guns, and all. Many needed to have skill and/or STR requirements increased (or added in the first place). Many needed to display bonuses to crit. chance, limb damage, etc. Melee weapons usually were missing a special VATS attack.
- FO3 - Brain Destabilizer no longer uses Iron Sights animations because they just got in the way.
- FO3 - Corrected various container names (e.g. Brief Case -> Briefcase).
- FO3 - Butcher Knife changed to the Cleaver model from NV for flavor. Uses the Cleaver repair list and gains its slightly higher reach.
- FO3 - Fixed Security Helmet rendering sideways. Removed Mask slot to match TTW settings on similar helmets.
- FO3 - Renamed "Radroach Dead" to "Dead Radroach". Lol.
- FO3 - Added a Pip-Boy icon for the Surgical Mask that The Nurse can drop. Added a world model so it can be picked back up again if dropped.
- FO3 - Adjusted some bushes in The Yard to hide their hollow mesh.
- FO3 - Adjuted some paintings in the Friendship Asylum Security Office that were floating pretty bad.
- FO3 - Made Maxwell's stock less insane (he had literally 69 Stimpaks when I first ran into him, Jesus!) Added a static bible to his pulpit.
- FO3 - Made Vonda's Ghoul Mask unplayable and gave it 3 DT, so you can't take it from her early, probably won't be able to give her a helmet she prefers to wear over it that won't cover her face, and can no longer duplicate it by taking it before her quest ends and then recieve another one. Made the Ghoul Mask Vonda gives you not be at 100% condition so it won't cause the item-hiding bug if you have more than one Ghoul Mask.
- FO3 - The Holy Flamer counts for the "The Same Could Be Said of All Religous Weapons" challenge.
- FO3 - Changed a couple of Crazed Ghouls to have proper ghoul eyes.
- FO3 - Fixed Yao Guai Chili mentioning the dehydration stat outside of Hardcore Mode if you're not carrying Food Sanitizer.
- FO3 - Yao Guai in AWoP4FO3 locations now advance the Yao Guai Hunter challenge. While I was at it, I made the challenge only show notifications every 10 you kill, instead of for every one, since TTW ups the requirement from 10 to 50.
- FO3 - The Triple Shot Missile Launcher now counts towards the "Aiming is Optional" challenge.
- FO3 - Removed "Can Be All Races" flag from well over a hundred AWoP4FO3 NPC records. It's only supposed to be on NPCs designed arouned it, like Dad. Not to mention, it causes issues like skin tone mismatches and uses a ton of extra resources, I could tell the game was chugging when there were a lot of those guys around.
- FO3 - Whiskey(Fresh) heals over a short time rather than instantly, like similar items.
- FO3 - Old World Gourmet now affects Vodka(Fresh).
- FO3 - Added icons to 4D storage devices from Fallout 3. Renamed them to 4D Storage Device, Gen. [#]-X to differentiate them from the New Vegas variants.
- FO3 - The Security Helmet(FO3) and Tech Glasses(NV, currently unused) are now included in the In Shining Armor headgear list.
- FO3 - Added duration on Increased Health effect for FO3 Ciders. For real, this time.
- FO3 - Nerfed various food items -- Ciders, flavored pre-War food variants, etc. to have their buffs apply for much shorter durations - usually between one to two minutes. Some effects that were extremely strong were toned down, like on Secret Recipe/Gift Box Snack Cakes.
- FO3 - Removed the Museum Object quest script from the Antique Coin Collection misc. item, as I'm guessing it's mistaken and may even be able to break the quest. I also made it possible to use as Rock-it Launcher Ammo.
- TTW - AWoP Feral Ghoul Reaver variants are now equipped with Radioactive Gore and have been given the ability to use it, similar to Feral Ghoul Reavers from Broken Steel/Point Lookout. Should mix up the combat at ghoul locations.
- TTW - Merged AWoP and TTW AnimationRestrictedPowerFist formlists.
- TTW - included TTW's Cattle Prod crit. improvements on the Cattle Prod Mk. II
- TTW - Added DC's Sawed-Off and Point Lookout's Double-Barrel shotguns to the repair list for the Sawed-Off Shotgun Mk II.
- TTW - Added Scoped .44 Magnum to the repair list for the .44 Magnum Mk II.
- TTW - AWoP Mirelurk variants now count towards the "Lurk Liquidator" challenge.
- TTW - AWoP Chinese weapons and remnants now count towards the "Chinese Zodiac" challenge.
- TTW - AWoP Riot and Combat shotgun variants now count towards the "Shotgun Diplomacy" challenge.
- TTW - Feral Ghoul Roamers, Reavers, and Glowing Ones from AWoP 3 and NV were added to the appropriate formlists so killing them advances the "Ghoul Grinder - [Roamer/Reaver]" or "Glowing, glowing, gone!" challenges.
- TTW - AWoP Deathclaw variants now count towards the "Death to the Deathclaw" and "Deathclaw Pro Hunter" challenges. Also, the Mk II Recharger Rifle and Silenced .22 Pistol are now usuable for the "Deathclaw Pro Hunter" challenge.
- TTW - AWoP lever-action rifle variants now count towards the "Oh Henry!" challenge.
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Version 2.0 TTW
- Started adding better TTW compatibility. Requires TTW.
- Touched up a couple of the notes a bit more. A lot of them still need work.
- Fixed typo on Baculus' Concentrated Psycho.
- Added non-unique GRA variants of weapons to the Mk II/III repair lists.
- Added Bowie Knife to Combat Knife Mk II/III repair list.
- Fixed a typo I made in Reed's goodbye line.
- Renamed "Legion Traveller" NPCs ("Traveler" is the correct spelling).
- Increased damage output of the Mk II Laser Pistol, Laser Rifle, and Recharger Rifle to match buffs to vanilla variants from TTW/YUPTTW. Also increased value of Recharger Rifle Mk II for similar reasons.
- Added some spread to the Hunting Revolver Mk II (half of the regular version's), so that the spread-reducing mod had something to improve. Not to mention 0 spread is, y'know, OP.
- Added minimum spread to the Brain Destablizer, Wattz Auto Laser Prototype, and the Mk II variants of the Tesla Cannon, Victory Rifle, and Cowboy Repeater. This fixes them getting a 0% chance to hit in VATS while under the effects of Steady. Their minimum spread is half that of their normal counterparts.
- Added support for GRA weapon mods on MK II and Mk II weapons. Weapons that have both GRA and base game mod iterations will use the base game versions when applicable, so they hopefully won't have mods disappear if you've already applied them.
- Renamed some FO3 consumables to flow a bit better.
- Renamed FO3 "Re-enforced Leather Armor" to "Leather Armor Mk II".
- Fixed Potato Crisps, BBQ showing Starvation stats when not playing Hardcore.
- Changed Varmint Rifle Mk II and its withAmmo leveled list to .22LR. Projectile has also been appropriately changed.
- Gave more appropriate Pip-Boy icons to junk items such as movie discs and movie tickets. (NV + FO3)
- Fixed a repeatable speech check for Roon.
- Fixed a typo in the cell name of Lady Frumperton's Fashions (FO3).
- Added pick-up/drop SFX for Wasteland Smoothie (FO3).
- Added duration on "Increased Health" effect on the following items so the effect doesn't go away immediately: Steak Crispbake, Wake-up Brew(NV), all Cider variants(FO3), Wasteland Smoothie(FO3),
- Made "Steak Crispbakes" and Wake-up Brew(NV) recipes only produce one item instead of several, because their effects are crazy, especially with high Survival. I am strongly considering turning items like these into "chems" so their effects don't increase with Survival, sort of like Nightstalker Squeezin's. EDIT: Or following the suggestion I made to others I made on the AWoP team and changing their health buff to regular healing.
- Replaced the NV Wake-up Brew recipe's product with the FO3 version, so you can't get two separate, differently-functioning versions of what should be the same item anymore.
- FO3 Wake-up Brew now restores 120 Sleep in Hardcore mode, grants a bottle cap upon consumption, and had its Agility and AP buffs adjusted to match the now-unobtainable NV version.
- -Added all AWoP's new non-scripted, non-quest misc. items to the Rock-it Launcher ammo list for your enjoyment.
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Version 1.1
- !! Fixed a number of critical errors I made with dialogue that had the capacity to break companions, and probably other serious issues that I had yet to encounter.
- Made various changes to the the Powder Ganger Faction to match YUP.
- Replaced a couple instances in an AWoP interior where a non-functional clone of the Medical Brace junk item was placed, rather than the normal version.
- Fixed Wake-up Brew capitalization.
- Fixed Ballistic Fist Mk II having the Power Fist Pip-Boy icon.
- Changed Sergeant Arkus' armor to NCR Trooper Mantle Armor, because come to think of it, Ranger Patrol Armor is also a bit too nice for someone to be wearing 30 feet away from the beginning of the game.
- Fixed a couple of small inconsistencies in the notes for some recipes.
- Renamed NCR Special Forces Sniper NPCs (again. I had formerly renamed them to NCR Sniper Specialists) to just NCR Marksmen, because that fits my original goal of making their name less of a mouthful.
- Marked numerous hatches in the Searchlight Hangar as Inaccessible, as they formerly opened into a void.
- Renamed some atomic bombs in Redoubt 04RR8 that had been originally designated "The One", which is supposed to be a unique and unrelated encounter in the vanilla game.
- Fixed my misspelling of the word 'misspelling' on the .esp header. Lol.
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Version 1.0
- REQUIRES LR, OWB, and GRA due to asset use(Rebreather Mk II repair, teleporter SFX, and 5.56mm Pistol Mk II repair, respectively)! If there are enough requests I may consider a non-DLC version.
- All dialogue, notes, and terminal entries were reviewed extensively over the course of many hours. Fixes and changes number by the hundreds, possibly over a thousand. Commas, mispellings, sentence fragments, redundancies, capitalization, run-on sentences, clarification, separate paragraphs, the list goes on and on. Basically every instance of 'OK', 'ok', 'O.K.', or 'o.k.' were changed to 'Okay' for consistency. I tried my best to really, REALLY cut down on the number of ellipses in dialogue and writing, because '...' was absolutely EVERYWHERE. Special attention was paid to some characters' dialogue in the late-game quests, which were especially bad.
- I rewrote "Where oh where has the legion spy gone?" as best as I could. I usually try not to criticize too harshly, but most of the quest's writing/objectives were pretty horrendous. It goes by the name "Inglorious Baxter" now.
- All other visible quests have had their objectives proofread and tweaked(although not needing as much attention as the above quest).
- A small handful of low-Intelligence responses added to some of the dialogue.
- Changed some cell names that should have been one word(e.g. Watch Tower, Store Room, and locations including "Sub Level" in their name). Any relevant keys have had the same change.
- Added a Rebreather Mk II, which works similarly to the vanilla Rebreather. It replaces a vanilla one that had been placed in an AWoP cell. It has the additional bonuses of +15 Rad Resistance, +5 Science, higher durability, and higher value(although it may not be capable of degrading in the first place). It is not a quest item so it can be dropped, sold, or given to NPCs. It can be repaired with Breathing Masks from Lonesome Road. Also, it uses the Mouth and Nose Ring equipment slots instead of the Mask slot, so you should be able to wear it with glasses.
- Added AWoP radroaches to the radroach formlist, which is useful for getting the Bug Stomper challenge. I know for a fact this change conflicts with TTW -- I'll probably make a patch if anyone asks.
- Dr Vandereng renamed to Doctor Vandereng(not abbreviated).
- A formerly nameless NPC near Novac was renamed to Wasteland Hero.
- All NCR Special Forces NPCs were renamed to be less of a mouthful.
- Most NCR NPCs had their 1st Recon Berets replaced with regular green Berets, because I felt First Recon are supposed to be a little more special than that. The same goes for Sergeant Arkus, I think Goodsprings is a little early to have access to apparel that buffs Critical Chance.
- Begrudgingly changed all instances of "Nightstalker" to "Night stalker". Personally, I believe in the former, but the latter tends to be in TTW and YUP, so I'll hop on that bandwagon.
- Reimann Bunker Teleporters make the Big MT Transportalponder! sound when used rather than door opening/closing SFX.
- Changed Metal Armor Reinf. Mk II from Medium to Heavy armor.
- "12 ga shotgun" renamed to 12 Gauge Single Shotgun.
- That Gun Mk II renamed to 5.56mm Pistol Mk II.
- The aforementioned pistol(and its unique counterpart) can now be repaired with regular 5.56mm Pistols, in addition to its original repair parts.
- Mk II Recharger Rifles can now be repaired with Laser Rifles(regular and Mk II), similar to how the vanilla Recharger Rifle can be repaired with Laser Rifles.
- Mk II Recharger Pistols now use the same animations as the vanilla Recharger Pistol, and iron sights should no longer be off.
- All one-handed melee weapons given swinging sounds. Vanilla ones often didn't have any, either, but mods like YUP fix this, so I matched those fixes.
- Mk II Cattle Prod variants were given some more fitting sounds than those from the Chinese Sword.
- The Zap Glove Mk II had its SFX fixed, distant NPCs using them will no longer sound like it's right in front of your face. The Ballistic Fist Mk II had similar changes.
- Wake Up Brew renamed to Wake-Up Brew.
- Spicy Naan Bread recipe now only produces one Spicy Naan Bread, rather than four; it's a REALLY strong food item!
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- Author's activity
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January 2023
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26 Jan 2023, 9:04PM | Action by: Manan6619
Attribute change
'File \'AWOP - Manan\'s Tweaks for FO3\' changed to \'AWOP - Manan\'s Tweaks for FO3 (TTW)\'.'
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26 Jan 2023, 4:43AM | Action by: Manan6619
File added
'AWOP FO3 SawyerBatty Patch [version 1]'
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26 Jan 2023, 4:40AM | Action by: Manan6619
File added
'Low 4D Storage for AWOP FO3 [version 1]'
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26 Jan 2023, 4:33AM | Action by: Manan6619
Changelog added
'Change log added for version 4.0'
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26 Jan 2023, 4:32AM | Action by: Manan6619
Attribute change
'Description changed.'
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26 Jan 2023, 4:16AM | Action by: Manan6619
File added
'AWOP - Manan\'s Tweaks for FO3 [version 4.0]'
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26 Jan 2023, 4:13AM | Action by: Manan6619
Attribute change
'File \'A World of Pain - Manan\'s Tweaks for NV\' changed to \'AWOP - Manan\'s Tweaks for NV\'.'
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26 Jan 2023, 4:12AM | Action by: Manan6619
Attribute change
'File \'Low 4D Storage for TTW\' description changed.
File \'Low 4D Storage for TTW\' category changed to Old versions.'
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26 Jan 2023, 4:11AM | Action by: Manan6619
Attribute change
'File \'AWOP-WRP-Manan\'s Tweaks Patch\' description changed.'
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26 Jan 2023, 4:11AM | Action by: Manan6619
Attribute change
'File \'AWOP-WRP-Manan\'s Tweaks Patch - TTW\' description changed.
File \'AWOP-WRP-Manan\'s Tweaks Patch - TTW\' category changed to Old versions.'
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26 Jan 2023, 4:08AM | Action by: Manan6619
Attribute change
'File \'A World of Pain - Manan\'s Tweaks\' changed to \'A World of Pain - Manan\'s Tweaks for NV\'.
File \'A World of Pain - Manan\'s Tweaks for NV\' description changed.'
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25 Jan 2023, 3:45AM | Action by: Manan6619
Attribute change
'Description changed.'
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25 Jan 2023, 1:25AM | Action by: Manan6619
Attribute change
'File \'Manan\'s Tweaks 3.0 - AWOP TTW\' category changed to Old versions.'
December 2022
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21 Dec 2022, 10:59PM | Action by: Manan6619
Attribute change
'Description changed.'
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21 Dec 2022, 10:58PM | Action by: Manan6619
Attribute change
'Name changed to \'AWoP Manan\'s Tweaks - Comprehensive Proofreading - DLC Integration\'.'
November 2022
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28 Nov 2022, 6:08AM | Action by: Manan6619
Attribute change
'Description changed.'
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28 Nov 2022, 5:54AM | Action by: Manan6619
Attribute change
'Description changed.'
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28 Nov 2022, 5:44AM | Action by: Manan6619
Attribute change
'File \'AWoP - Manan\'s Tweaks\' changed to \'A World of Pain - Manan\'s Tweaks\'.'
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28 Nov 2022, 5:43AM | Action by: Manan6619
Attribute change
'File \'A World of Pain - Manan\'s Tweaks 3.0 TTW\' changed to \'Manan\'s Tweaks 3.0 - AWOP TTW\'.'
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28 Nov 2022, 5:43AM | Action by: Manan6619
Attribute change
'File \'AWoP - Manan\'s Tweaks\' changed to \'AWoP - Manan\'s Tweaks 3.0\'.'
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May 2024
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23 Feb 2024, 5:59PM | Action by: Phantomsanic360
Endorsed
'AWoP Manan\'s Tweaks - Comprehensive Proofreading - DLC Integration'
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22 Feb 2024, 4:51AM | Action by: seofon
Tracked
'AWoP Manan\'s Tweaks - Comprehensive Proofreading - DLC Integration'
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14 Feb 2024, 7:16PM | Action by: iLex812
Endorsed
'AWoP Manan\'s Tweaks - Comprehensive Proofreading - DLC Integration'
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