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Changelogs
Version 0.5a
This Version is Planned to Finish Randomizing All Features of the fo3 DLCs
Version 0.4a
All NPC Inventories and Creatures from the base game of fo3 are randomizing, playtesting and bug-fixing will follow in 0.4b
Fixed a Bug that caused Dad to not refill the right type of ammo in the intro sequence.
Version 0.3a
Completely Randomized the death items for fallout 3 creatures (Zeta Aliens, Trogs, Mirelurks, etc)
Various Fallout 3 Creatures have had their weapons randomized (Specifically: Vault 87 Mutants, Guardian Drones, Aliens, and Swampfolk). I may have missed some incompatible weapons, so let me know if any of these show up with no animation with a certain weapon.
Expanded the randomizer in the capital wasteland to a larger area around Megaton, Tenpenny Tower, and GNR.
Various Fallout 3 Creatures that fire specific projectiles like a weapon have had these projectiles randomized (Specifically: Chimera Tanks and Liberty Prime)
Version 0.2c
Added all fallout 3 weapons and apparel to the random pool, including cut content added by ttw (Cryolator, Army Power Armor, etc.)
Fixed bug in which no creatures would replace the ants in springvale school
Removed a script that caused the spider mine from anchorage to be removed from the game when not in the simulation
Excluded Companion Weapons and Simulation Items that essentially have infinite condition from the random pool
Version 0.2b
Randomized everything in Springvale
All new ammo has been added to the item pool
All aid items are added to the randomization pool
All misc items and weapon mods added by ttw are now in the random pool
Weapon Schematics are added to the list of randomized misc items
Version 0.2a
Included some fallout 3 creatures I missed into the randomization pool (Nukalurks, variants of Fire Ants, Higher level aliens)
Added the Unique Reskins of individual creatures such as Fawkes and Deputy Weld to the pool of creatures, changing their names back to super mutant, protectron, etc.
Added a bunch of protectron reskins added by ttw to the creature pool
Added Anchorage winterized robots to the creature pool
Version 0.1
Initial File Upload
Liberty Prime is included in pool of creatures with significantly lowered health and no invincibility
The "BB gun" quest in vault 101 provides the proper ammo for your weapon when asking for more ammo
Changes
In the Current State of the Mod, Everything Should be Completely Functional When Starting in Either the Capital or Mohave Wasteland and Playing in the Mohave. The Rest of the Capital Wasteland is Next on the Agenda.
Total pool of creatures that are randomized now includes all creatures exclusive to Fallout 3 (Including some crazy ones like Liberty Primes{health nerfed} and Chimera Tanks)
Creature spawns (only Vault 101, the surrounding area, Tenpenny Tower, and GNR are fully complete on the Fallout 3 side)
Randomized perk levels now include all perks from Fallout 3
S.P.E.C.I.A.L. stats and tagged skills are randomized at the Capital Wasteland start (can still be changed) (has only been tested when skipping the goat exam)
All of the optional randomizer choices now function in the Capital Wasteland
Weather now adds Fallout 3 elements, such as anchorage and point lookout
Randomized the inventories of NPCs from Fallout 3 (only Vault 101, the surrounding area, Tenpenny Tower, and GNR are completely done)
Includes Fallout 3 exclusive items in the pool of items used for containers and inventories
Applied the randomizer to Fallout 3 containers (Unfinished)
Applied the randomizer to Fallout 3 quest rewards (Unfinished)
Requirements/Installation
Fallout: New Vegas with all DLC and Fallout 3 with all DLC (A clean install of these if TTW hasn't been installed)