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From NoBark: Fixed an extra meshes folder in the paths for grenaderiflelongbarrelmerc.nif and grenaderiflemerc.nif, without missing meshes this time Fixed alpha bug in ashpile01.nif, goopile01.nif, goopile02.nif, nvashpile01.nif, and nvashpile03.nif Restored the .45 submachine gun from 3.3.2, fixing the flipped iron sights Fixed the busted All American sticker in 1st person Fixed the broken Single Barrel Shotgun shell texture From Ungeziefi: Added patched executable hashes as valid for the various platforms, verifying game files is now required only if you decompressed BSAs Better wording and more information in the installer, including failure messages Added a check that prevents installation if the user doesn't have enough free storage in the destination folder Fixed broken progress in the challenge "The Bigger They Are..." due to wrong comparison signs in BehemothAchievementSCRIPT and MQ01BehemothSCRIPT Fixed Behemoth in Evergreen Mills not turning hostile if the electrified gate is disabled via the manual switch instead of destroying the generator, EvergreenMillsFenceGate01SCRIPT was only checking for the generator's destroyed status instead of the gate XMarker state Fixed 3 misplaced lights in the Union A&P Station: 10012E4E 10012E5C 10012E5D Applied the "No LOD Water" flag to TheStripWorldNew for better performance, making Aqua Performa redundant Reduced the particle lifetime of all Snow Globes from 33 to 12 seconds for better performance, making Snow Globes Performance Fix redundant (+40% on a 5800X3D system while CPU bound) From Stentorious: Fixed the script lag occurring in cells with numerous gas traps. Adding the scripts edits needed to the TTW plugin means removing the existing script optimization from YUPTTW to not have it overwrite (01010DAB) From dhert: Fixed Super Stimpaks affecting the "Stimpaks Taken" Misc stat and playing the Addiction01ISFX IMOD if used by an NPC From Hairy: Fixed some missing "No Voice Filter" flags causing Shorty to die when not supposed to. Also fixed a missing "ShortyRef.SetRestrained 0" Switched to a more reliable method to disable NPCs in Anchorage entering the main tent Fixed broken "Project Impurity" quest completion due to missing SetStage functions in 2 of Lyon's dialogue lines
From BarryThePirate: Fixed InitExtraMiscStat by setting a variable to 1 after it's init instead of relying on GetGameRestarted. This also fixes the perception assignment bug for characters using Four Eyes and some weapon crafting returning nothing From boltik61: Fixed the Lawbringer challenges bug From NoBark: Improved the light node position in Pip-Boy meshes, to avoid leaking Fixed an extra meshes folder in the paths for grenaderiflelongbarrelmerc.nif and grenaderiflemerc.nif Fixed sprtel wood's firing sound Finished applying environment mapping to weapons Added envmap_fade to a light shining in darkness so it doesn't glow Fixed miscolored sleeves on male combat armors Fixed busted textures on sprtel wood and pewpew's clip Fixed texture issue with the sierra madre security armor and reverted changes to the helmet From Ungeziefi: Tiny improvements to the installer backend and wording, some tag cleanup as well Added a check to prevent installation if FNV is in Program Files, as the guide expects it elsewhere to avoid issues (added instructions in the 2nd upload of 3.3.3a) From DevvEloper: Fixed the dialogue where you can ask Mr. Crowley about the real reason he wants Tenpenny, Dave, Dukov and the other guy killed, after you hear rumors of them being no bigots (3rd upload of 3.3.3a)
From Hairy: Fixed a GNR BOS guard to not go hostile towards the player and cause the BOS in the area to go hostile as well Fixed the faction relationship between the GNR BOS and the Player (None existed) Restored Behemoth to throw boulders Fixed to account for if the vault 101 overseer's office door is locked/unlocked/lock broken or has the key or not when talking to the Overseer before leaving the vault Fixed to account for if the vault 101 overseer's terminal is hacked/locked out or has the password or not when talking to the Overseer before leaving the vault Fixed the vault 101 overseer to only give the player his office key and/or password depending on if the player has them, or door is still locked, or terminal hacked, etc Fixed the dialogue topic "Oh, great. Let me guess, more psychotic little girls..." the player says to Protector McGraw to appear only if the player completes the Tranquility Lane quest. Not stage 70 of Picking Up The Trail quest Fixed Butch to not call for Officer Kendall if he's dead. In the scenario when the player refuses to help Butch save her mom from Radroaches, then Butch calls for Officer Kendall Fixed/Reverted back to vanilla 3 dialogue lines with The Brain that cut the topic choices out involving The Brain rewarding the player with death Fixed The Brain's robots that wouldn't attack involving 4 dialogue lines Fixes Lucas Simms not attacking the player when messing with him in the first conversation. Figured out a much easier simpler solution without altering anything else Fixed the dialogue line "Enclave troops have fortified the purifier complex. With those vertibirds, they're able to transport personnel at a remarkable rate." to not appear too early. There was no condition for them appearing in the Wasteland yet Fixed the dialogue line "They're savage! They're brutal! They're here to keep this worker in his place -- the undefeated Bear Brothers!" to cut out "his" since there's no female line Fixed the dialogue line "Let's find out if the newcomer can hold his own against real fighters! Release! Fight!" to cut out "his own" since there's no female line Fixed the dialogue prompt "Tell me about Allistair Tenpenny." to not appear when Tenpenny is dead Fixed the dialogue line "Oh my... It's brilliant! Even I'm astounded by my genius! No, it's more than that. By OUR genius!" Moira says that was missing some words in the subtitles Fixed the dialogue line "It's named after Allistair Tenpenny, who runs this building. Got a bunch of rich guys that pay him to live in it." for one of the voice types that said "He's got" in the audio file Fixed the dialogue prompt "You said you were looking for Nuka-Cola?" to show up when asking Zip Fixed Jenny Wilson to be blocked from kid karma greetings to not access her unvoiced dialogue topics Fixed/Reworked Ymir's bartender scene to block the player. If the player attacked PF before the bar tender scene ended, then killed Ymir, the player was unable to open his corpse inventory Fixed all the beds in the PF Slaver Barracks. Including ownership fixes and assigning Ymir/Jotun their routine bed locations Fixed all the karma Hello/Greeting PF resident dialogue lines Restored Atomization Critical on death effect for nuke weapons Added the Player shielding eyes and stagger from the Megaton explosion only if in 3rd person camera view. 1st person these idles will not trigger Injected/Restored "Who do we have here?" as the 1st dialogue line for Burke's first force greet to the player in the Saloon Fixed being able to tell Mister Burke yourself that you disarmed the bomb if he didn't see you do it if he was in a Megaton interior, and the player hasn't told Lucas Simms yet "I've disarmed the bomb, Burke. That thing will never explode now." Fixed Burke to force a confrontation if he hasn't yet and the player told Lucas Simms the bomb is disarmed ending the quest (Opportunity to tell Burke yourself that the bomb is disarmed is lost since when the quest ends, the quest dialogue involved is gone) Fixed Mister Burke to confront the player when the bomb is disarmed, he's in the Megaton WorldSpace (not in an interior), and the player hasn't told Lucas Simms yet Fixed Burke's Hitmen to only appear in random encounters if Burke actually knows the bomb is disarmed and he threatened the player, or the player made him mad Fixed/Restored the dialogue line "Do it! Detonate the bomb and together we'll usher in a new age of prosperity!" Burke randomly says to the player on the Balcony when waiting to blow up Megaton Fixed most of Burke's random Hello/Greeting dialogue to account for the new changes Fixed/Adjusted Burkes AI behavior for some of his packages (able to say Hello dialogue, ignoring combat he's not involved in, etc) Fixed Bleak's Greeting dialogue if the player killed the PF NPC guards beforehand. She said the incorrect generic line "What do you need?" Fixed Cutter to be included in the PF hostile scripting. She'll be hostile no matter what if the player attacks PF NPCs, or attacking her triggers all the PF NPCs to go hostile Fixed Cutter's leveled item weapon to not be a raider style, NPC one Fixed all the Big Town residents to do cheer animations for all their dialogue lines when the player returns Red/Shorty and after the invading super mutants die Fixed Kimba and Bittercup to lay mines when the player teaches them how to lay mines. They just stood there doing nothing. Weapon drawn flag on their AI behavior was preventing them to do it Fixed all the Big Town residents except Flash to place their mines in the exact spots. Their dedicated spots weren't assigned Fixed Flash, Kimba, and Shorty to follow Red like the others when learning how to sneak, lay a mine, or see the robots get repaired. Missing packages Fixed Timebomb to sneak when the player teaches Big Town residents. No scripting existed for it in his script Fixed the dialogue line "Thanks for helping us. I just hope we can survive another attack. Probably won't." Big Town residents say to require talking to the player already to not interfere with their first dialogue lines Fixed the dialogue line "Wow. I can't believe that you were able to help Timebomb. And here I was sure that you were ready to just let him die. I guess I had you wrong." Red says to the player to require angering her beforehand Fixed the free healing option "Heal me up, Red." with Red to show up if the player saved TimeBomb Fixed the dialogue line "Well, I'll be damned... That little so-and-so... why didn't I think of that when I was sixteen?" Mr. Brotch says to himself when seeing Wally's GOAT test to trigger before or after the player turns in his/her test Fixed the dialogue prompt "You know what? Forget I said anything." choices to have the correct response from the topic "Out there in the Wastes, man. You must be bored to tears in this town." with Jericho Fixes to hiring RL3 through Tinker Joe's dialogue involving karma, TTW's speech perk, and having a companion or not Fixed 8 PF residents that should be in the ParadiseFallsSlaverFaction Fixed Jotun to have the ParadiseFallsSlaverScript assigned like all the other PF residents. This properly makes all the PF residents hostile if the player attacks him. Also adds to the kill count of how many guards have been killed Fixed Jotun to not warn/attack the player when near Ymir in the Slaver Barracks Fixed Clover, Crimson, and the Child Slaver that was missing the PF hostile scripting if the player attacks them Fixed all the PF residents to not go hostile if the player attacks them if they're already dead and the player didn't kill them Fixed 2 lines with Maggie Disabled/Fixed the player being unable to mezz captives. Player can't talk those NPCs and mezzing NPCs requires initiating dialogue Fixed 2 subtitle mismatches with Bill Seward Fixes 2 speech check failure lines with Macready Fixed the dialogue line "Moriarty pisses in his still -- crazy bastard thinks it's hilarious. Besides, you'll get your throat cut in that pit. You're much better off here." Andy Stahl says to the player to require him being in The Brass Lantern Fixed Silver to only force a dialogue greeting to the player when either the player hasn't talked to Moriarty yet, or the player has and Moriarty asked for a favor. Talking to Moriarty but not asking for a favor will result in no forced greeting and no available topics to appear. No topics exist for Silver in that scenario Fixed the dialogue greeting "Yeah? What is it?" Silver says to the player to trigger when the side quest with her isn't active Fixed 3 dialogue options the player says to Silver after Moriarty asks for a favor, to require Moriarty asking the player for a favor Fixed the dialogue prompt "You don't still offer your... services, do you?" the player says to Silver to require the favor being resolved Fixed the dialogue prompt "What will you do now?" the player says to Silver to require the favor being resolved Fixed Pronto's vendor chest upgrade to add the stimpacks that it originally had before the upgrade (Developers forgot to add it back in) Fixed the dialogue prompt "Can someone in the Citadel train me to wear Power Armor?" the player says to random Citadel NPCs to not appear anymore when the player already has permission from Elder Lyons Fixed any related power armor training topics from showing up if the player already has the Power Armor Training perk Fixed being able to fast travel freely from the The Temple Of The Union after the player tells Hannibal Hamlin to promise to not reveal their location Fixed a gate and a door to be unlocked inside the Farragut West Station at the start of The Temple Of The Union journey to the Memorial. They blocked the NPCs path to get there Fixed 2 slavers that are killed on purpose when Walker begins traveling to the Temple to be accounted for. Depending on where the player goes, they could easily not get counted as dead in scripting which easily broke the quest Fixed the quest Head Of State objective "Kill all the slavers near the Lincoln Memorial." target conditions Fixed the quest Head Of State objective "Join Leroy Walker in attacking the Temple of the Union." target conditions Fixed Hannibal to not warn/attack the player when in the Temple for no reason. His guard package behavior didn't have the "no warn/attack" behavior flag on Fixed Hannibal to switch to his guard package behavior after speaking to the player once and the player didn't promise yet Fixed Hannibal to switch to his guard defend package behavior when the slavers are going to attack. Incorrect conditions Fixed Silas to be part of the Paradise Falls Slaver Faction like the rest of the Memorial slavers Fixed/Added missing scripting for when Walker and his other slavers go back to Paradise Falls. Including PF hostile scripting and adding to the guard count deaths Fixed The Temple Of The Union to go hostile towards the player if the player picklocks the front gate before telling Hannibal Hamlin to promise to not reveal their location and doesn't have the key yet Fixed The Temple Of The Union to go hostile towards the player if the player enters The Temple Of The Union then escapes before telling Hannibal Hamlin to promise to not reveal their location Fixed the dialogue prompt "Not around here, but there is a group of them up north near Old Olney." the player says to Leroy Walker to appear if the player stepped foot inside the Temple Of The Union, hasn't betrayed the Temple yet, and the Temple isn't on their journey yet Fixed the dialogue prompt "I'm looking for runaway slaves." the player says to Simone to only appear after agreeing to help Walker find Hannibal. Not if the player talked to Walker once. Also fixed so it sets the player as an enemy towards the Temple, not just starting combat with Simone only Fixed the dialogue prompt "Actually, I already know he's up north, near Old Olney." the player says to Leroy Walker to appear if the player entered the Temple, talked to Hannibal, and the Temple hasn't begun their journey yet Fixed the dialogue prompt "Maybe. How much is it worth to find these slaves for you?" the player says to Leroy Walker to appear if the player hasn't agreed to find Hannibal yet. Not if Hannibal has asked the player to help or not Fixed the dialogue prompt "That's a really stupid idea." choices the player says to Hannibal Fixed the dialogue greeting "So the Super Mutants are dead? This is wonderful news!" Hannibal says to the player to always trigger when he asked the player to go to the Memorial and returning back knowing the super mutants are dead Fixed the dialogue line "Yeah, I killed them all after telling you not to." Walker says to the player to be a goodbye Fixed the dialogue line "That's close enough. What the hell are you doing wandering around here?" Silas says to the player to set the player knowing the super mutants are dead. Obviously talking to the slavers the player knows they're dead and makes sense with the prompts towards Hannibal when returning the news Fixed the dialogue line "The slaves know their place now, thanks to you." Walker says to the player to not be a goodbye that blocked topics showing up to sell Lincoln artifacts to him Fixed the dialogue line "You have been good to your word. You are welcome at the Temple of the Union anytime." Hannibal says to the player to be a goodbye Fixed the dialogue line "Stay sharp. The Wasteland is dangerous." Simone Cameron says to the player to trigger while traveling to the Memorial (incorrect condition) Fixed 6 dialogue lines involving Hannibal being informed of what's going on at the Memorial. Including prompts only appearing once telling him the super mutants are dead, soldiers are there, slavers are there, or slavers are dead. New developments can be chosen, but repeating the same news in different ways won't appear since he already knows Fixed/Added a new dialogue line to say to Hannibal to account for when the player killed all the Slavers before agreeing to help Hannibal. No choice existed for that circumstance Fixed all the Temple Of The Union NPC greetings when they're near the memorial, and they'll only say those lines when all 8 slavers aren't dead yet Fixed all the Temple Of The Union NPC greetings when the slavers are near the Temple, and they'll only say those lines when all 8 slavers aren't dead yet (Only 6 show up but the counter in the coding is still 8) Fixed all the Temple Of The Union NPC greetings when the player talks to Hannibal once, and before promising to him, to not be goodbyes to unlock a dialogue topic Restored/Fixed the dialogue prompt "Hannibal wants me to promise to keep this place safe. Why should I do that?" the player asks to all Temple Of The Union NPCs after talking to Hannibal once and before promising to Hannibal Restored/Fixed the dialogue prompt "What's the story with Hannibal?" the player asks to all Temple Of The Union NPCs after promising to Hannibal Fixed/Adjusted Dukov, Cherry, and Fantasia's behavior when outside to ignore enemies nearby and combat they're not involved in Fixed/Added being able to tell Lucy West her parents are dead and updated information on her brother Ian after the Blood Ties quest if she doesn't know yet still Fixed Mabel Henderson's robot to not stay hostile after switching the robot back to normal on the terminal inside her house Added a new Pristine Nuka Machine Key to the game (Roy request) Added the Pristine Nuka Machine Key to Sierra's inventory (Roy request) Pristine Nuka Machine Key unlocks Sierra's Pristine Vending Machine (Roy request) Added the Schematics - Nuka-Cocktail to Sierra when she dies (It won't get added if the player already received it from her through dialogue)(Roy request) Fixed Lucas Simms to only trigger his dialogue to Burke when near him. Not across the room or very far away in Megaton Fixed Harkness to be reset by Zimmer after he says the line "A3-21, initialize factory reset, authorization code: Beta, 5, 3, Alpha." and then Harkness says "What?". He'll fall to the ground, go unconscious, then get back up and follow Zimmer Fixed the Harkness and Zimmer confrontation distances when the dialogue triggers. Zimmer was talking to Harkness at the bottom of the stairwell lol Fixed the Harkness and Zimmer confrontation to not continue if either of them dies so they'll immediately change to another routine Fixed/Disabled the player from interrupting the Harkness and Zimmer confrontation, including pickpocketing Fixed Harkness to always have his weapon when shooting Zimmer. Safety script in case he has no weapon or ammo Fixed/Improved the objective "Visit Rivet City to learn more about the android from the Commonwealth." to have a target inside Rivet City. The target will only display if the player has either discovered the Rivet City map marker, or the Marker is visible on the map, but not fast travel enabled yet. Target won't be visible when inside Rivet City Fixed/Restored the prompt "I'm still looking, don't worry. I'll find him." the player says to Zimmer. It will only show up if Pinkerton hasn't revealed to the player who the android is yet Fixed/Restored the prompt "I took a little peek at the files in your computer. Tell me about the android." the player says to Pinkerton. Fixed it to be "Say Once", have custom dialogue choices, fixed the emotion types, adjusted all the conditions, and will complete the objective "Find out what Pinkerton at Rivet City knows about the android." Fixed Pinkerton's Private Computer to be "Very Hard" locked difficulty in accordance with the restored dialogue line Fixed Sydney to move to the 9th Circle when she's on her way there and when the player isn't in the same cell as her Fixed the dialogue line "Before we go, there's one last thing." Wernher says to the player before leaving to the Pitt with companions to be said only once Fixed/Improved all enslaves to be moved to the Paradise Falls slave pen when they're not in the same cell as the player (Beth poorly tried to do this) Fixed/Improved all non-quest enslaves to be disabled when they're not in the same cell as the player (Beth poorly tried to do this) Fixed Grouse to force greet with the correct response to whether the enslave died on the way there or not Fixed TTW's incremented enslave challenge to only happen once per slave. Also after each time Grouse talks to the player giving the caps reward Fixed the dialogue line "Good! Good... now, come speak with me. We have matters to discuss..." The Brain says to the player to be heard after Desmond has been killed inside the Underground Lab. Brain was too far away from the player to hear it Fixed the dialogue line "So, Crowley is dead, eh?" Tenpenny says to the player to take priority over most of his other greetings. The Ghouls are attacking greetings still take priority overall Fixed the dialogue line "I presume you are still honoring our previous arrangement? I enjoy being alive, at least for the moment." Tenpenny says to the player to not be said when Crowley is dead Fixed the dialogue line "I'm mighty appreciative of your straightening things out. Perhaps next time I go on safari I'll take you along." Tenpenny says to the player once to take priority over the line "Hello, hello!" that Tenpenny says once a day to the player Fixed/Restored a bandit ambush at a bridge in Point Lookout. The bridge has "Help Us" painted on the top. It will trigger the NPCs to show up when the player walks through it. Moved 2 of the NPCs so they don't instantly appear in front of the player, but instead they're hiding in the water on both sides. The sniper will appear on the top. Ammo and cinder blocks enabled always on the top Fixed/Restored 13 random encounter Enclave NPCs in the Wasteland (Enabled when they show up in the Wasteland during the Waters Of Life quest) Fixed/Restored 2 random encounter Talon NPCs in the Wasteland Fixed/Restored 2 Raider NPCs in the Evergreen Mills exterior Fixed/Restored 2 dogs and 1 Raider NPC that trigger before the player reaches the Pitt main gate involving slaves trying to escape Fixed/Restored 2 metro robots to appear inside the Adams AFB Metro Exit Fixed/Restored 4 spray jets and 1 mist that blows out of pipes inside the Memorial Sub-Basement Fixed/Removed linked Xmarkers to many NPCs that did nothing Fixed Forty to stay distracted when talking to Eulogy and not have a time limit on the player to go back to Squirrel Fixed Crimson and Clover to not initiate broken dialogue conversations with Eulogy outside his pad. They'll only initiate conversations with him inside his pad Fixed 4 dialogue lines Eulogy says when doing his rounds outside mentioning "ladies" to only be said when Clover and Crimson are following him Fixed 3 random greeting lines Forty says to the player to be goodbyes and not open up dialogue options. There's none left Fixed Karl from The Family to sell items only in his store and no Bloodpacks from first aid kits Fixed the Vault 87 fire alarm model's lights to turn on when freeing Fawkes. Only their fake lights were on Fixed Lucy West and Lucas Simms to be moved to their original positions if they're stuck up where Stockholm is above the Megaton gate entrance (Script will work any time they're up there) Fixed 2 stools in Vault 101 to be unable to sit on them. They're too close to the wall causing the player to go through the wall and go out of bounds when trying to sit on them Fixed the dialogue greeting line "That fight was impressive. One more to go." conditions Midea says to the player Fixed Midea to have an added dialogue line "What do you need? Make it fast." from after winning in the arena up until the player has a chosen path in the Free Labor quest. Her greeting was blank Fixed the random Megaton Refugees that attack the player after blowing up Megaton to only be males since no female attack lines exist Fixed/Improved the Lincoln Memorial border for if Walker's trust is gained. The Slavers won't confusingly attack the player when following Silas as instructed. The stairs will be the trespass warning that engages unique trespass dialogue. Beyond the stairs will initiate combat being enemies towards the player, including the entire square perimeter around the Memorial Fixed the Slavers to not set off their own tripwire traps Fixed the dialogue choice "So... Can I take a peek at the Memorial now?" the player says to Leroy Walker so it shows up when gaining his trust if the player already sells him a lincoln artifact in the 1st conversation Fixed Silas to change his routine immediately when gaining Walker's trust. He was standing there gaurding Walker still Fixed all the Temple NPCs to prepare for their journey to the Memorial immediately after Hannibal says they will Fixes a GNR Radio line cutting out "his" since no female variant exists Fixed the Who Dares Wins quest objective "(Optional) Clear the security breach in the Presidential Metro." to be cleared in every way including killing the Ghouls regardless if the robots are friendly or not, and whether the player helped kill the Ghouls or not while the robots are friendly Fixed the Presidential Metro Sentinel Unit to recognize the Ghoul breach is over so it can fix the main power for the subway using the fuse Fixed the Who Dares Wins scripts to account for if the player's companions/followers have killed the robots and/or Ghouls Fixed Amata that wasn't turning in her G.O.A.T exam when the player turned it in before her Restored missing giving/taking dialogue NPC animations in the entire game for any type of transactions with the player (They only work for NPCs that are standing) Fixed dialogue timings of when items are added/removed from the player. Or at best improved. Items added/removed in between multiple dialogue lines occur after they're said. This works best for their 1st lines Fixed Dave's kid's dialogue greetings when Dave didn't give an ok to the player yet Fixed the Republic of Dave adults to not get stuck after voting Added a NPC giving animation so it looks like the Republic of Dave adults are placing their votes in the ballot box Fixed the dialogue line "All robots! Activate! Destroy Desmond!" the Brain says to trigger when the player betrays the Brain, sides with Desmond, and activates the 1st locked door in the Brain's Underground Lab Fixed the Klaxon alarm glow to not be on too early before the Brain's robots attack the player and Desmond when the 1st locked door is activated in the Brain's Underground Lab Restored a drop down ramp that triggers after The Brain says the player will die in dialogue or if the player keeps shooting the Brain. The 2 ramps that can be walked on switch to being against the wall. Player drops down into the lower level full of protectrons Restored all the static protectrons to be regular ones that activate in The Brain's Underground Lab Restored The Brains' lower level robots to all activate when the player drops into the lower level and the same for the top level ones when returning. They will all activate if the player keeps shooting the Brain Fixed/Restored Mary saying "Man, I hate the graveyard shift." at the beginning of her shift at the front gate Fixed/Restored 7 dialogue lines Wasteland Hunters say randomly talking about finding Yao Guai Fixed/Restored the Megaton Craterside Supply Mercenary saying "I'd put that weapon away if I were you." when the player aims at him Fixed/Restored Dukov saying "You're drawing on me, clown shoes? I don't think so!" when the player aims at him and causes him to be hostile Fixed/Restored Dukov saying "You're drawing on me, bitch? I don't think so!" when the player aims at him and causes him to be hostile Fixed/Restored the player saying "I... uh... only drink for medicinal reasons." to Mother Maya when asking if there's a bar in town Fixed/Restored the player saying "I'm actually just looking for some food." to Mother Maya when asking if there's a bar in town Fixed/Restored the player asking "Can you help me find something else?" to Mother Maya when asking if there's a bar in town Fixed/Restored Mr. Brotch saying "Time for the G.O.A.T. Find a seat and wait for instructions." randomly before taking the test Fixed/Restored the player asking the Vault 101 Security Guards "So, who's the Overseer now?" during the Trouble on the Homefront quest Fixed/Restored the player saying "Whatever you say." to Bittercup after telling her her name is the dumbest name you ever heard Fixed/Restored all of Doctor Barrows unique healing dialogue lines. He was using the wrong lines that the Ghoul wastelander doctors say. Also fixed all the cap amounts to match what he says in the unique lines Fixed/Restored the player asking "You don't get a lot of customers, do you?" to Tulip Fixed/Restored the player asking the Big Town residents "Who's that guy in the clinic?" Fixed/Restored the player asking the Big Town residents "Who's in charge here?" Fixed/Restored the player asking the Big Town residents "Who lives here?" Fixed/Restored the player asking Red "Maybe I can help him." Fixed/Restored sticky to force a conversation by saying "Hey you. Yeah you! Don't bother with the children at Little Lamplight. Let's go to Big Town instead!" to the player after he's rejected being taken to Big Town waiting in front of the Little Lamplight gate Fixed/Restored Sticky's goodbye line "I'll wait over here for you. When you're done playing with the children we'll go to Big Town." when he's waiting to be escorted to Big Town Fixed/Restored the player asking Pronto "What have you made?" to be available after asking him if he makes a lot of his own stuff Fixed/Restored the player asking Pronto "Wow... your own stuff. That's... just stupid. Why take apart good guns?" to be available after asking him if he makes a lot of his own stuff Fixed/Restored the last 2 random dialogue lines Clover says to Eulogy Jones when they're randomly having a conversation Fixed/Restored/Implemented the player saying to Leroy Walker "How about I buy all the Temple of the Union slaves from you?" and accounted for in the entire quest Fixed/Restored the player saying to Simone Cameron "I'm an escaped slave. I was told you help runaways like me. " before entering the Temple of The Union Fixed/Restored the player saying "Nah. I've got things to do. But thanks for the compliment." to Donovan after saving The Rangers and they returned back to their headquarters Fixed/Restored the player saying "That would be great. Maybe I'll speak to Reilly about it." to Donovan after saving The Rangers and they returned back to their headquarters Fixed/Restored the player saying "Well, since I saved your ass, shouldn't you be joining me?" to Donovan after saving The Rangers and they returned back to their headquarters Fixed/Restored the player saying "Where can I get some more ammo around here?" to Reilly's Rangers while helping them Fixed/Restored the player saying "Got anything for these injuries?" to Butcher while helping them Fixed/Restored the player saying "Tell me how this all happened." to Butcher Fixed/Restored the player saying "Um... no. I've still got more important things to do." to Abraham Washington when still not appecting to help him Fixed/Restored the player saying to Abraham Washington "So, you really care about these relics?" Fixed/Restored the player saying to Abraham Washington "Okay pops, just hand over the reward and you can get back to your history books." Fixed the player saying to Button Gwinnett "I'm Thomas Jefferson and I've returned to liberate the Declaration." to require being a male character Fixed/Restored the player saying to Button Gwinnett "I'm an agent of Thomas Jefferson and I've returned to liberate the Declaration." (This requires being a female character by default) Fixed/Restored the player asking Knight Captain Dusk "Do you know about the Enclave?" Fixed/Restored the player saying to Knight Captain Gallows "Yeah, no thanks." when asking for help Fixed/Restored the player saying to Elder Lyons "I was captured by the Enclave." Fixed/Restored the player saying to Elder Lyons "I escaped from Raven Rock." Fixed/Restored the player saying to Elder Lyons "Fine, whatever. Let's get to it." Fixed/Restored Sentinel Lyons to randomly say 4 extra dialogue lines when the player is supposed to step into the Purifier but hasn't yet Fixed/Restored the player saying to Colin Moriarty "Tell me what you know! Tell me everything!" when asking him about Dad Fixed/Restored the player saying to Mister Burke "Forget I mentioned it" when telling him that Simms wants the player to disarm the bomb Fixed/Restored the Tenpenny Security Guard near the front gate to open the gate for the player when directly spoken to with 4 different dialogue responses Fixed/Restored the player asking Dr. Li "I've never heard Dad talk about you. Why is that?" Fixed/Restored the player asking Dr. Li "Why is my father so determined to work on this project again?" when asking about Project Purity Fixed/Restored the player asking Dr. Li "Why wouldn't you help him when he came to you?" when asking about Project Purity Fixed/Restored the player saying to Dad "Okay. I'll be back soon." when he asks the player to kill everything remaining inside the Memorial Fixed/Restored the player saying to Fawkes "Yikes! I'd say whoever beat you with the ugly stick overdid it." inside Vault 87 Test Labs Fixed/Restored the player asking Daniel Agincourt "Where can I find the fuse box?" Fixed/Restored the player asking Daniel Agincourt "Where are the flood control pumps?" Fixed/Restored the player asking Alex Dargon "Where are the flood control pumps?" Fixed/Restored the player saying to President Eden "I'd like to ask you a few questions." Fixed/Restored the player asking President Eden "Can we talk about how I get out of here?" Fixed/Restored the player asking the Enclave Officer "Who the hell are you?" that notices when the player leaves his holding cell inside Raven Rock Fixed/Restored the player saying to Initiate Pek "Mock you? I'd rather kill you." Fixed/Restored the player asking Rivet City Residents "Where can I find Ted Strayer?" during the You Gotta Shoot 'Em in the Head quest Fixed/Restored the player saying to James Hargrave "You're too chicken to run away." with 3 different random responses when he's provoked to run away Fixed/Restored the player saying to Sierra Petrovita "Yoo-hoo! Anyone home?" when she keeps talking about Ronald Fixed/Restored the player saying to Moira Brown "Hold on. I need to know more before I agree to anything." Fixed/Restored the player saying to Moira Brown "Wait. How? I mean, how many people even read anymore?" Fixed/Restored Moira Brown saying "Hey, now. That's my stuff. If you want something, you gotta buy it." when the player looks at something owned by her that's locked Fixed/Restored Moira Brown saying "Whoa, whoa, whoa, hands off the goods." when the player looks at something owned by her that's locked Fixed/Restored the player saying to the Talking Tree Harold "They're worshipping a tree? Ha ha ha!" Fixed/Restored the player saying to Sapling Yew "Did you know your god wants to die?" Fixed/Restored Vault 112 Robots to say "Hostilities will not be tolerated." when attacking them Fixed/Restored Vault 112 Robots to say 2 dialogue lines when the player tries to use an occupied Tranquility Lounger pod Fixed the message "This Tranquility Lounger is occupied." to appear when the player tries to use an occupied Tranquility Lounger pod Fixed the message "You are no longer authorized to use the Tranquility Loungers." to appear when the player tries to use a Tranquility Lounger pod after completing the Tranquility Lane quest Fixed/Restored the player saying to Betty "Sure did. And now you're all alone." after triggering the Vault 112 simulation failsafe Fixed/Restored the player saying to Old Lady Dithers "Sure, sure. I'm working on it. Really." when talking about the Vault 112 simulation failsafe Fixed/Restored the player saying to Janet Rockwell "It's your basement, lady. You tell me." when she discovers someone else's undies Fixed/Restored the player saying to Timmy Neusbaum "I've got a game you can play. It's called Hide and Go Fuck Yourself." Fixed/Restored the player saying to the main Pitt NPCs "Tell me about The Pitt." Fixed/Restored the player asking Midea "So, what's the catch?" when talking about collecting steel ingots Fixed/Restored Raiders saying to Werhner "Go! Get him! Get the traitor!" when starting to attack him near a tower in the Wasteland Fixed/Restored Sandra saying "Now, stay still while mommy takes a few readings. Don't worry, dear, you're perfectly safe!" while she randomly takes notes in front of her crib Fixed/Restored the player asking Catherine "So, what's the catch?" when talking about helping finding her daughter Fixed/Restored the dialogue line "That's enough. McGraw's in charge, so we follow his orders, no matter how much we don't like it." at the end of the conversation the player hears while going down the Anchorage elevator for the 1st time Fixed/Restored the player saying to Protector McGraw "First let's talk about what I get out of this." before entering the simulation Fixed/Restored the player saying to Protector McGraw "Maybe I should just be going." before entering the simulation Restored cut words "Please! Don't shoot!" into one of Stiggs greeting lines Restored cut words "What is that?? What the hell is going on?" into one of Paladin Tristan's greeting lines after seeing Prime destroyed Fixed/Restored extra dialogue lines involved with the conversation between 2 NPCs in front of Megaton about the water beggar dying due to drinking Aqua Cura Fixed/Restored the player saying to Obadiah Blackhall "What are you talking about?" when he mentions death is involved Fixed/Restored a luck dialogue choice "I think it would be good for the Republic, Mister President." towards Dave when trying to obtain Dave's special key Fixed/Restored the player saying to Jack Smith "The families around here seem very close." with 2 cut topics attached to it when the player learns suspicious relations Fixed Shorty to die when he hasn't been rescued yet and completing Big Trouble In Big Town quest Fixed 3 Evergreen Mills slaves inside pens to have the correct dialogue responses for when freed and not freed Fixed 2 Evergreen Mills slaves inside pens to escape when the gate is unlocked (the other slave doesn't escape and reveals that when talking to him) Fixed Fawkes to force greet the player after retrieving the geck Fixed the Enclave Officer in Raven Rock that confronts the player when leaving the starting room to flee for many dialogue lines. He was just standing there Fixed the Enclave Officer in Raven Rock to force greet the player saying "I guess you'd better be on your way... Sorry for the uhh, for the interruption." after talking to the President Fixed the player saying to Fawkes "A friendly Super Mutant. Well, now I've seen everything." to not show up if the player talked to Uncle Leo already Fixed the player saying to Uncle Leo "Who are you? I've never met a friendly Super Mutant before." to not show up if the player talked to Fawkes already Fixed/Added the player saying to Uncle Leo "Who are you?" to show up if the player talked to Fawkes already Fixed the player asking Doctor Lesko "What do you know about Bryan Wilks?" to require talking to Bryan Wilks. Not if the player found his father Fixed the player asking Doctor Lesko "What should I do about Bryan Wilks?" to require talking to Bryan Wilks. Not if the player found his father Fixed the player asking Doctor Lesko "Can't you take responsibility for his father's death?" to require if the player found his father Fixed the player saying to Doctor Lesko "Hey! You're that egghe... I mean scientist the kid was talking about." to only show up when Bryan mentions Doctor Lesko and mentions him being referred to as an egghead Improved Those! Quest script shortening the block towards the ants being frenzied when the player sends out the pulse through Lesko's terminal (Scripting cosmetics) Fixed Scavengers saying to the player "I’m headed to Big Town. There’s good money to be made there. They ordered a ton of supplies, and now that it’s safe, I’m heading up there!" and other similar greetings only when they aren't in Big Town Bog hallucinations will no longer spoil things if the player hasn't experienced them yet. If the player hasn't talked to Moira Brown, Elder Lyons, Lucas Simms, or Mister Burke, they won't appear. If the player hasn't done anything yet with the Megaton bomb, it also won't appear. If the player hasn't talked to Agatha then the violin trees won't appear (Roy requested this along time ago) Fixed/Switched positions with 2 bathroom gender signs in the L.O.B. Enterprises East Wing Fixed/Restored all barter transaction NPC dialogue giving animations Fixed Rory to only say "Thanks for saving me" at the right time Improved the Vault 112 Robobrain's force greet Fixed Sticky to go wait for the player outside of the Little Lamplight gate after he says "So, when you're done with those little kids, we can go to Big Town together! I'll wait outside for you." No scripting at all existed for this line Fixed Sticky's dialogue line "I'll wait over here for you. When you're done playing with the children we'll go to Big Town." to have audio. I accidentally named this restored line wrong Fixed the Rockwell couple in Tranquility Lane to confront each other and initiate conversations when the player fools them into believing something awful or weird they did. Also adjusted their AI behavior and conditions involved with being across different cells Fixed Janet to immediately force greet the player after saying "What's this... Women's clothing? Down here?" Fixed all FO3 incorrect, inconsistent, missing, and double door opening/closing sounds Fixed all package dialogue types (ensures they will trigger) Fixed/Improved both of Sticky's force greets before bringing him to Big Town Fixed Michael Masters' greetings in the Warrington Station to say different lines depending on if the player is detected, sneaking, or has a weapon drawn Fixed a mismatched door in Chevy Chase Fixed Faydra to do a syringe dialogue animation that was missing when saying "Here's a shot for the rads" Fixed the player being unable to talk to the Pitt front gate guards before talking to Mex (no dialogue exists for that) Fixed one of Dr. Li's routines in the Science Lab after the player sides with Seagrave in the Council side quest Fixed if the player interrupts Gob or Moriarty during their conversation after they both see Simms or Burke being killed in the Saloon. Also if the player leaves the Saloon during their conversation Fixed/Reworked the Paradise Falls Carter head exploding scene when the player 1st arrives at the front entrance Fixed the dialogue line "Run Sammy, run! We can make it!" to be heard by the player. It triggered too far away to be heard. Scene will trigger close up to hear the lines Fixed Forty to say "You! Get back here now!" and "You're fuckin' dead, you hear me? Dead!" while Carter is escaping Fixed Forty to also say "Thought you'd get out of here, did you? You little shit. Get back inside, now." to Sammy after Carter's head explodes Fixed Sammy and Forty to walk back into PF after Forty says that line to Sammy Fixed Carter to try to escape even if the PF Residents are hostile towards the player. He was entering into PF breaking the scene when combat was near him Fixed 2 typos when Dominic D'Ellsadro and Uncle Roe mention the Mechanist's real name "Wollinski", not "Wollinksi" Fixed Sarah, Fawkes, Charon, and RL3 to ignore combat when going to the Project Purity chamber and inputting the code. Remaining enclave soldiers outside the doors can cause them to be stuck in combat mode Fixed Rory to be killed when the player tells him he's on his own (he runs for the exit) and either the player or Rory aren't in the Paradise Falls worldspace Fixed Rory to be included being killed with all the other Megaton residents when they're blown up 💥 if he's in Megaton Fixed Rory to be killed if he's on his way to Megaton and the player blows up 💥 Megaton Fixed the Blood Ties quest objective "Locate the Family." to complete when it's displayed and the player already found The Family Fixed when Andy Stahl says "Can't a man eat in peace? Go talk to Jenny or Leo if you need something." only when he's sitting, eating, the player already talked to him, player passed his initial greeting stage, and Jenny/Leo are alive Fixed when Andy Stahl says "Look, I need to balance these books. If you'd like to order some food, please talk to Jenny or Leo. " only when he's sitting, working, the player already talked to him, said once a day, player passed his initial greeting stage, and Jenny/Leo are alive Fixed when Andy Stahl says "Yep. Still balancing the books. Is there something exciting about watching me? Look: Go talk to Jenny or Leo." only when he's sitting, working, the player already talked to him, fixed its emotion type to anger, player passed his initial greeting stage, and Jenny/Leo are alive Fixed when Andy Stahl says "You again. Is there something exciting about watching me? Look: Go talk to Jenny or Leo." only when he's sitting, working, the player already talked to him, player didn't pass his initial greeting stage yet, and Jenny/Leo are alive Fixed when Andy Stahl says "Hmm? Oh. I'm afraid I'm quite busy right now. If it's food you're after, talk to Jenny or Leo. Otherwise, I can't help you." only when the player hasn't talked to him yet, player didn't pass his initial greeting stage yet, and Jenny/Leo are alive Fixed when Andy Stahl says "You again? Go Bother Jenny or Leo, will ya?" only when the player already talked to him, fixed its emotion type to anger, player didn't pass his initial greeting stage, and Jenny/Leo are alive Fixed when Andy Stahl says "Whatever. I need to get back to work." only when he's sitting and working Fixed/Prevented a save glitch at the Vault 101 Birthday party. If the player saved the game when the Overseer is standing next to Old Lady Palmer and the door he entered from is still open. Loading the save, the door didn't close and remained open. That door is supposed to close and leads to out of bounds Fixed the Nuclear Anomaly perk to not harm the player and work as intended Fixed the slaves to stop looking at Ashur and leave after Ashur's speech. They were just standing there looking at Ashur until the player exited the cell and they got disabled Fixed the Taft Tunnel Overflow Door Control Terminal to block the player from using it. If the player used it to unlock the door before Dr Li did, it caused the scientist team to remain in their waiting positions Fixed Moriarty's Saloon to be renamed to Gob's Saloon when Moriarty is dead and Gob is alive Fixed/Cut when Michael Masters says "Still want to live in the past, huh? Well, forget it. Those days are long gone." Unvoiced line that doesn't exist Fixed/Cut when Michael Masters says "Yuck, the thought of walking around naked's making me sick." Unvoiced line that doesn't exist Fixed/Restored Lydia Montenegro to say "Still want to live in the past, huh? Well, forget it. Those days are long gone." when the player is interested in the Pre-War Theme Fixed/Restored Lydia Montenegro to say "Yuck, the thought of walking around naked's making me sick." when the player is interested in the Love Theme Fixed Dr Barrows unique healing dialogue lines to use the Doctors quest instead of Reilly's Rangers quest. When Reilly's Rangers quest ends, all associated dialogue will no longer trigger Fixed when Mister Crowley says "You did me a great favor with those keys. How do you like my new armor? Those keys led me right to it." to not be said once a day so he's not able to say "You stole what was rightfully mine! Get lost." afterwards making no sense Fixed in all ways telling Mister Crowley if Ted, Dave, Dukov, or Tenpenny are already dead before the quest begins Fixed when the player says "Sure. Take it. I don't have any use for it." to Mister Crowley to complete the objectives involving giving him each key Fixed when the player says to Mister Crowley about not having any proof yet to be all goodbyes, be specific towards not having each key, and the player can try again with proof talking to him again Fixed/Restored Mister Crowley to also obtain the T51b Power Helmet when he gets the T51b Power Armor (developers partially did this but didn't finish) Fixed Mister Crowley to not sometimes get stuck trying to obtain the T51b Power Armor when right in front of it (his get PA Helmet package was never ending) Fixed the T51b Power Armor stasis field to get disabled after Crowley gets the armor set Fixed the T51b Power Armor/Helmet to disable themselves after Crowley gets the armor set Added the Flies flag to some flying creatures that were missing it, this means they won't set off mines/tripwires anymore. Fixed Esther, Experimental MIRV and Fat Man to have a critical chance of its restored Atomization effect on death Fixed quests that had finished objectives marked not completed after completing the quests. Aiding the Outcasts, Not of This World, Project Impurity, Protecting the Water Way, Take it Back, The American Dream, This Galaxy Ain't Big Enough, and Trouble on the Homefront Fixed Project Impurity quest to start and objective "Infect the Project Purity water supply... Or not." to be displayed after obtaining the Modified FEV Virus Fixed/Restored Project Impurity quest objective "Infect the Project Purity water supply." to be displayed after obtaining the Modified FEV Virus Fixed/Restored Project Impurity quest objective "Turn in the FEV virus over to Elder Lyons." to be displayed after obtaining the Modified FEV Virus Fixed/Restored Project Impurity quest objective "Turn in the FEV virus over to Elder Lyons." to be completed after giving the Modified FEV Virus to Elder Lyons Fixed/Restored Project Impurity quest objective "Infect the Project Purity water supply... Or not." to be completed after giving the Modified FEV Virus to Elder Lyons Fixed/Restored Project Impurity quest to be completed after giving the Modified FEV Virus to Elder Lyons Fixed/Restored Project Impurity quest objective "Infect the Project Purity water supply." to be completed after inserting the Modified FEV Virus into the Project Purity Auxiliary Filtration Input Fixed/Restored Project Impurity quest objective "Infect the Project Purity water supply... Or not." to be completed after inserting the Modified FEV Virus into the Project Purity Auxiliary Filtration Input Fixed/Restored Project Impurity quest and objective "Infect the Project Purity water supply... Or not." to be completed if the player didn't give the virus to Elder Lyons and didn't infect the water supply Fixed Esther, Experimental MIRV and Fat Man to have a critical chance of its restored Atomization effect on death Fixed the Reilly's Rangers Quest objective "(Optional) Locate the Ranger's ammo crate." target to only show if the player asks Donovan or Brick "Where can I get some more ammo around here?" Fixed/Cut the line "Gonna have to get the code from Butcher though." Brick says since Butcher's line doesn't exist Fixed/Cut the line "Ask Butcher for the code though." Donovan says since Butcher's line doesn't exist Fixed the Hit Squad NPCs (Talon and Regulators) to all attack as a group towards the player if the player attacks them before they engage in dialogue, only the NPC shot would attack Fixed the Hit Squad Regulator NPCs to have the Bounty note and not the other Regulators Reversed/Fixed bad edits that caused Zeta Cryo Lab pods to not activate Fixed some Zeta archways that wouldn't work Fixed TTW train klaxon light to be on and spinning Fixed the player being unable to accept blowing up Megaton after telling Lucas Simms Burke wants to blow up Megaton Fixed Simone's bed in Simone's Tent to be owned by Simone. Not by Caleb Fixed Caleb's bed in Caleb's Tent to be owned by Caleb. Not by Simone Fixed Bill's bed in Caleb's Tent to be owned by Bill. Not by the Player Fixed Alejandra's Sandbox routine to be inside Caleb's tent. Not in Simone's Fixed Caleb's eat and sleep routines to be inside Caleb's Tent. Not in Simone's Fixed Simone's eat and sleep routines to be inside Simone's tent. Not in Calebs Fixed/Re-implemented all of Rivet City's extra flavor dialogue lines residents say at the beginning or end of their routines (going to bed, bar, work, etc). This made some NPC scripts not needed anymore. Fixed many incorrect lines being triggered or at the wrong times. Made all necessary lines to be specific saying to someone, if they're alive, near them. Restored some lines as well Fixed Father Clifford to still preach after Diego and Angela get married Fixed the Rivet City wedding to not break if Angela's "wait to walk down the isle" expired before she got there Fixed the Rivet City wedding to not be at a standstill when Angela is supposed to walk down the isle Fixed the Rivet City wedding residents to have infinite time to show up for the wedding Fixed/Restored Angela and Diego to sleep in their new bed after getting married Fixed/Restored Angela and Diego to sandbox in their new room after getting married (when no other routine is being called) Fixed/Removed empty death leveled item lists from Angela Staley, Cindy Cantelli, Flak, Gary Staley, Jenny Stahl, Paulie Cantelli, Shrapnel, and Vera Weatherly Fixed/Added Gob to say "For you, a discount" to the player if Moriarty is dead Fixed/Added Fawkes to say "We both know you're here to obtain the G.E.C.K. Now, follow me. I'll retrieve the G.E.C.K. for you." if the player hasn't made a bargain with him yet (his line saying "now my part of the bargain" when no bargain was struck made no sense) Fixed Sid and Centaurs in Vault 87 observation cells to not be hostile only until their own cell door's have been unlocked Fixed Sid to not be in the Centaur faction so Centaurs and Super Mutants will attack him after he's released Fixed the named order of the Observation cell terminals Fixed Unsafe Working Conditions and Free Labor quest markers to show the full path of where to go for each objective Fixed Tobar's Wasteland Ferry sandbox routine Fixed the PL ferry boat cutscene to no longer bug out (Player stood there with controls disabled until the timer ran out) Fixed a key's name from "Fuel Stash Conatiner Key" to "Fuel Stash Container Key" Fixed Eulogy's upper exterior door to match its interior counterpart Fixed Paladin Gunny's sleep routine to sleep in a bed (the only unassigned bed in the citadel) Fixed all the Brotherhood dialogue lines when they address each other as sir, sir knight, Paladin, etc Fixed the dialogue choice "Wait, I meant, um, isn't she cute? Here you go." to close the baby's crib, not open it Fixed Silver's side quest dialogue to be unlocked at all times Fixed the dialogue choice "I took care of Silver for you." towards Moriarty to be unlocked Fixed the dialogue choice "You're lying. The Vault's been sealed for 200 years!" towards Moriarty to not be available if the player already knows they ventured out of the vault from reading the Vault 101 overseer's terminal scouting report Fixed the Pitt slaves to not say "Help us" still when the player frees them from the pen in the Wasteland near the cart ride Fixed/Restored Jericho's response "I spent a lot of time out there and I've left a lot of ghosts in my path. Some of them, well... they're coming a bit close to catching up to me." to when asking him about the Wasteland Fixed/Restored Roy Phillips to say "I had a feeling you'd be coming, deep in my angry bones, I just knew it. We're all set, just get that door open!" to the player when approaching the DCTA Emergency Access Terminal Fixed/Restored Roy Phillips to say "Come on kid, get that door open!" randomly to the player when approaching the DCTA Emergency Access Terminal Fixed/Restored Roy Phillips to say "I'm counting on you, get that door open!" randomly to the player when approaching the DCTA Emergency Access Terminal Fixed/Restored Roy Phillips to say "What's the hold up?" randomly to the player when approaching the DCTA Emergency Access Terminal Fixed/Restored Roy Phillips to say "Get this door open already!" randomly to the player when approaching the DCTA Emergency Access Terminal Fixed/Repositioned the DCTA Emergency Access Terminal slightly to the right so the quest compass points to it on the correct side of the wall. Not the opposite side of where the Ghouls are waiting Fixed/Adjusted the Ghoul's AI that are waiting in the Metro Access & Generator to not become hostile so easily towards the player causing Roy to also be hostile (They still will become hostile if the player gets close enough to them) Fixed the Metro Access & Generator Containment Door to only be activated once when unlocked so the player doesn't get negative karma twice when unlocking the door with the terminal and blowing up the transformers Fixed/Blocked the dead body container cheat at the Pitt front gate Fixed the Pitt guards (right after the front gate) to not say you killed his buddies when the player started combat but didn't kill any of them Fixed/Restored Mex that was supposed to say "Hold it right there, grinder. Inspection." if the player is wearing slave clothes before forcing a conversation at the Pitt front gate Fixed/Restored Mex that was supposed to say "Hold it right there, Waster. Inspection." before forcing a conversation with the player at the Pitt front gate Fixed the dialogue choice "How did someone like you get a nickname like Princess?" towards Princess to be only said once (choosing this a 2nd time after asking Sammy about Princess breaks the progression choice) Fixed Grandma Sparkles' Shack name to Grandma Sparkle's Shack Fixed/Moved 2 creature spawns away from Robco so they don't possibly kill Tinker Joe and his robots Fixed the Vault Tec Terminal 76 Project Goals Fixed a Super Mutant Radscorpion Hunter to have a leveled melee weapon Fixed a Super Mutant Radscorpion Hunter to be part of the Super Mutant faction Fixed Vera's dialogue line "Welcome back, sir." to have an added condition to only trigger when the player is near her hotel Fixed Vera's dialogue line "Welcome back, ma'am." to have an added condition to only trigger when the player is near her hotel Fixed/Changed "talk to him." to "let me know when you are ready to order." in the dialogue line "Hi. I'm Angela. My dad runs Gary's Galley. If you want anything to eat, talk to him." Didn't make any sense when she takes orders Fixed Angela's dialogue line "Hi. I'm Angela. I run Gary's Galley. Let me know when you are ready to order." to have an added condition to only trigger when the player is near their restaurant Fixed the turret in the Jefferson Memorial and Gift Shop to be friendly to Super Mutants (requires a new game for this to take effect) Fixed Warrington Station's exterior chain gate to switch to its unlocked model after it's unlocked Fixed a dialogue choice with Old Man Harris to show the proper choice depending on if the player talked to the other Andale residents or not Fixed Ian and Arefu to not go hostile, and not fail the quest unexpectedly if the player attacked The Family afterwards Fixed the dialogue prompt "Look, this place isn't the answer. You need to go home and face your demons." the player says to Ian to be a speech challenge (developers didn't finish setting it up) Fixed all dialogue lines that had too many inconsistent periods .... in the entire game Fixed Dr Li's dialogue line "I'm unarmed! Don't shoot!" to only be spoken if the hostile target has a firearm out Fixed/Changed "am I" to "I'm" text in a Stiggs dialogue line that didn't match the audio Fixed/Moved "is" text in a Mother Curie dialogue line that didn't match the audio line Fixed/Added in "was" text into an Elder Lyons dialogue line that he said in the audio but was missing from the text Fixed/Added in "any" text into a Macready dialogue line that he said in the audio but was missing from the text Fixed/Added in "this" text into a Somah dialogue line that she said in the audio but was missing from the text Fixed/Cut out "I think" text from a Somah dialogue line since she didn't say it in the audio Fixed/Cut out "Can you believe these" from a Brokensteel Megaton Settler dialogue line since one voice type incorrectly said "those" Fixed/Cut out "in that alley in Chevy Chase" from Sarah Lyon's dialogue line "When I first saw you long ago in that alley in Chevy Chase, I thought you were just some trashy Wastelander. I'm glad I was wrong." to account for if the player skipped going to Chevy Chase Fixed all inconsistent spellings of "ghoul" to "Ghoul" in DC Fixed all inconsistent spellings of "muties" to "Muties" Fixed all inconsistent spellings of "super mutant" to "Super Mutant" in DC Fixed all NPC's forced dialogue to account for if their target is dead or not Fixed all scripts and conditions towards locked doors to account for being broken Fixed/Reverted Rivet City doors having "ignored by sandbox" that caused NPCs with sandbox routines to be stuck Fixed/Reverted Rivet City doors having "minimal Use" that caused NPCs to take longer routes Fixed Angela and Gary Staley to ask Rivet City residents to take their orders once per meal time Fixed Angela to say "I'll be right with you." when the player is within Gary's Galley radius Fixed Angela to still offer services when eating at Gary's Galley Fixed Gary Staley to say "Have a seat anywhere. Someone will be with you in a minute." when the player is within the Gary's Galley radius Fixed Angela and Gary Staley's serving times, and to be unlimited for each meal (no need when they're active towards the NPC's eating times) Fixed Angela, Gary Staley, Brock, Belle, Mister Buckingham, and Vera Weatherly to only serve NPCs when the player is in the same cell Fixed Shrapnel to say "Hey, girlie. This ain't a god damn dress shop. There's nothing in here you oughta be buyin'." when Angela Staley is within Shrapnel's store radius and she's currently on a break from work Fixed Tammy Hargrave to say "James? Who knows where that little shit has run off to. Mind your own business, Brock. I'm going to get a drink." to Brock when James isn't in the same cell as her Fixed Father Clifford and Diego to start their preaching dialogue when at the podium (half the time was standing there not talking) Fixed Father Clifford and Diego to not have a difficult time getting to the preach target and they won't get stuck trying to get off of the walkway after the sermon from removing the walkway underneath the Rivet City Church podium Fixed Father Clifford and Diego to stop saying the preach dialogue when their preach package expires (church sermon ended) Fixed Father Clifford and Diego to be always looking forward when preaching Fixed Father Clifford and Diego to be uninterrupted by hello dialogue during their preaching Fixed Rivet City, Megaton residents, and Euology Jones to not get stuck trying to complete routines when the player isn't in the same cell as them (Adjusted AI) Fixed the Behemoth Achievement, Brokensteel President Ghouls, Brother Gerard, Alien Non Hostile, Doctor Lesko, Garza, Mabel Henderson, Mister Burke, Wasteland Survival Guide, Mirelurk quest, Those Queen Ant quest, Tenpenny Tower Feral Ghoul attack, and Reilly's Rangers quest scripts to account for if the player's teammate/follower does the killing blow Fixed the Metro Protectron and Super Mutants in the Dupont Circle Station to stop talking to each other if one of them dies during their conversation Fixed Butch, Christine, Old Lady Palmer, Paul Hannon, Stevie Mack, Susie, and Wally Mack to be seated uninterrupted by hello dialogue at the Vault 101 Bday party Fixed Butch to get up out of his seat to confront the player when wanting the sweetroll Fixed Paul Hannon to follow Butch when he confronts the player, and will go into combat with him if the player makes Butch mad (incorrect package type) Fixed Stanley to not sit too early at the bday party Fixed Stanley to be included in the Growing Up Fast quest script to look at the player when everyone else does Fixed all eat routines to allow searching for food if they don't have any Fixed the Andale residents to have conversations to each other (Adjusted AI) Fixed all NPC forced dialogue to be uninterrupted by hello dialogue (Adjusted AI) Fixed Red to offer services while sleeping (she offers services whenever in the clinic, and that's where she sleeps) Fixed when Cherry steals Dukov's key to be uninterrupted by hello dialogue (Adjusted AI) Fixed Citadel Lyons, Scribes, Knights, and Paladins to have random conversations with each other during all routines (Adjusted AI) Fixed Underworld residents to have random conversations with each other during all routines (Adjusted AI) Fixed Roy Phillips, Bessie, and Michael to have random conversations with each other during all routines (Adjusted AI) Fixed American Captives, injured limping Americans, posing for picture Americans, and American War Correspondent to head for inside the Command Tent and get disabled (before they would stop at the Command Tent's entrance and stay there) From Kazopert: Fixed Point Lookout Moonshine to use the FNV one Fixed Nightkin missing embedded weapon list Restored the Stealth Boy prototype being interactible with during Guess Who I Saw Today Fixed Follower Random dialogue lines Fixed Mister Lopez's greeting line "I wish I had the courage to end it all." to be said at the right time Fixed not missing out on a challenge if a companion kills a Behemoth Fixed/Replaced all static centaurs in DC with a new levelled list for normal and evolved centaurs Fixed all exterior acoustic spaces in FNV to not use "Is Interior" flag Fixed/Added Vera's Dress to the list of items Veronica recognises as a dress Made it so Junk Food, Bubblegum and Gum Drops now restore starvation, also made them get affected by the Food Sanitizer and Old World Gourmet. Fixed White Horsenettle so its effect that restores starvation now works if you have the Food Sanitizer. Made it so you can't wear the Radiation Suit and Breathing Mask at the same time. Made it so you can't wear Talon Combat Helmet, Reinforced with Sunglasses. Made Deathclaw babies and mothers have the correct hit sounds. Made it so the aliens at the Wild Wasteland encounter in New Vegas have alien voices and items from Zeta. Made it so Raul can repair your equipment in his shack if he's a companion Removed a duplicate goodbye for Melody Fixed it so Lily doesn't give you her perk removal message even if she isn't your companion Removed the ability for several random beds in the Wasteland to give you the Well Rested bonus Fixed the Protectron in the EncRobotArmy levelled list so he's actually an army Protectron Fixed several robot spawns in the Mojave so they aren't using DC voicetypes Updated the TTW DLL message so it talks about ROOGNVSE now Fixed an Enclave encampment note that was missing most of its top text Fixed the utility door in the National Archives so you can't make it continually spam the same message Restored Dogmeat's carrying ability Fixed companions to not default to the wrong packages and making NV companions go to DC if you don't immediately hire them Made it so you can wait in Eulogy's Pad Fixed Three Dog's PSA's so it doesn't just play the Ghoul and Raider PSA Fixed Three Dog's one-time intro when you fix the radio dish so it now plays correctly, also fixed a broken link so his last line plays properly Removed Legion ears off of dead Legionnaires since you can get them even if you didn't start/finish the respective quest Fixed the Ranger at Ranger Station Charlie so he isn't (unintentionally) stripped naked Fixed two water pools at Quarry Junction that weren't irradiating you as they should've done Fixed it so you can't trap yourself inside the concrete barriers near Jefferson Memorial Fixed NPCs to only say Karma dialogue lines to the player Fixed a Broken Steel smoke trail that was appearing even if you didn't blow up the Citadel Removed NV doctors from the DC dialogue faction and other small cleanup Updated plugin requirement messages Made Lead Belly reduce radiation from water sources like it should Made all doctor scripts consistent and easier to read Restored an unused addiction line from Julie Farkas Fixed the NV doctor packages so they don't get stuck on the greeting package Fixed some scripts that were failing to compile and recompiled some that needed it Removed all uses of AddPerk in companion hiring scripts as it isn't necessary (And is half-broken anyway) Added one-time adding of Companion Suite/Charisma Bobblehead Perk in the respective scripts. Enabled basic JIP NPC perks by default. (Setting 1) Fixed the Charisma Bobblehead Perk so its damage resistance works properly now Fixed a massive YUP goof by undeleting the dialogue for Deans Blackmail Note and adding impossible conditions instead Removed Auto-Calc from the remaining ingestibles that had it. Marked the magic door in Mama Dolce's as inaccessible. Removed the open/close sound from an ammo box in Lonesome Road as it was duplicated. Fixed an extra space in one of Scribe Jameson's dialogue lines. Made it so asking Scribe Jameson about dogtags prevents the player from still asking about them to other Brotherhood members. Made the spelling of madam consistent. Removed the goodbye flag from all the Citadel Brotherhood greetings so the player can ask them about power armour/holotags. Fixed a missing word in a dialog line about Grayditch. Fixed it so Raider dogs don't attack Raider Brahmin anymore. Fixed the sleeping Brotherhood Knights in the Citadel so they actually snore now on interacting with them. Fixed it so Veronica doesn't randomly greet you in the Capital Wasteland about her quest. Removed AddPerk from the X-42 Giant Roboscorpion. Fixed Harold so his dialogue when not looking at you doesn't sound like it's coming from an intercom. Corrected the filepath for the large/small dog injured sounds. (They were the wrong way around) Fixed a terminal that didn't capitalise RHO. Properly implemented the Gunny/Initiate conversations in the Citadel so they have a more than a 1/1000 chance of running and fixed the grenade package that was using the wrong dialogue target entirely so it wasn't working. Cleaned up the knockdown actor/base/object effects so they have the right flags. Fixed Rex doing double the damage he should do with the Faithful Protector perk. Added a check for Mobius' Glove so it doesn't frenzy over and over again. Fixed inconsistent name of the Gauss Rifle Prototype. Fixed a beam trap in Vault 11 that had ragdoll data which was making it trigger prematurely. Fixed a Nightstalker in Vault 19 that was stuck in the floor. Fixed two trap shotguns in NV that weren't being disabled because they were attached to an enable parent. Removed the Protectron Drones from the Robot faction in Old World Blues since they weren't attacking the Giant Roboscorpion. Fixed scripts calling disable on enable parented objects for picking the Punga tree, during Take it Back!, and when you're at Bitter Springs with Boone. Removed enable parents from the electric arcs that appear when blowing up the Vault 101 reactor so they now appear at the correct time. Increased the threshold for Apocalypse Ain't Got Nothin' because it wasn't changed, and You Run Barter Town as it was too easy to get. Fixed the Black Mountain Centaurs so they're in the same faction as the Super Mutants, they were staying aggroed if you did the quest peacefully. Changed the Metro Protectron in Dupont Circle Station so you can't talk to it and disrupt its package. Also increased its talking timer so he doesn't cut off its own dialogue. Fixed Albino Radscorpions so they're actually in the same factions as the other radscorpions now. Added No Knockdowns to all Spore Plants. Changed the generic locked objects/fire weapon dialogue topics so they check for teammates rather than specific companions. Removed a TTW change that was making it so you were getting your concealed weapons twice when entering the Pitt. Fixed the Book Chute not using it's post-ending dialogue, the variable was being set in the wrong topic. Fixed Mean Sonofabitch talking about being glad he's on his own side. Fixed Specialist Olin saying "We'll be here" to McGraw. Fixed James Garret using drunk goodbyes. Restored 18 lines of attack dialogue from Vault 101 Security that were hidden behind bad random info positioning. Fixed Doctor Li's Flee dialogue so she only says it if the combat target has a gun. Fixed Doctor Barrows healing dialogue so it uses the right spelling. Fixed Sawbones' elevator music getting interrupted. Fixed Daring so his dialogue about GNR and Argyle aren't tied to the Tenpenny Tower quest running. Fixed the Sudden Death Overtime gang so they all run away properly. Fixed some Merchants in New Vegas that were reverting to default dialogue when you asked them what was for sale. Fixed 2 dialogue topics for Fitz so it doesn't go missing when ask other questions. Fixed Mean Sonofabitch so one of his goodbyes is actually marked as a goodbye. Fixed Bill Ronte/Jacob Hoff so their goodbyes are actually marked as goodbyes. Fixed an intermittent issue with Troike where he wouldn't run off when he should. Fixed it so you can't ask Marco about Saint James when he's been arrested. Conditioned out unvoiced lines for the Samurai encounter on the bridge and added appropriate sound effects. Marked the Caesar's Legion and REPCONN Robots as Evil so you don't lose karma for stealing/picking locks from them. Fixed Braun's failsafe note so it doesn't have invalid characters. Added the Ultra-Luxe gamblers to the VNCRStreetFaction faction like the other gamblers. Fixed a gambler that attacked you instead of running away if you started combat. Fixed Walter and Ethel Phebus so they actually sit properly now, their old package was using a radius. Fixed a Vexillarius that with evil Karma as you were gaining Karma for killing him. Fixed Amata's package where she leaves your room so it doesn't block her last line of dialogue. Fixed Smiling Jack so he always stays at his counter and doesn't run off. Added a SPECIAL check for Walker Instinct so you don't waste a perk. Reverted the usage of GetGameDaysPassed for Little Buster's script as it wasn't working if you did the DC start. Fixed a missing period for a quest objective in Trouble on the Homefront. Fixed Mortimer so if you force him out then kill him you can loot his body. Fixed a few scripts in Zeta that were trying to play animations on disabled forms. Removed an incorrect script from Mama Dolce's radio and fixed the voice type on the Vault 101 radio. Re-added the voice filter to the intercom in the Ultra-Luxe. Moved some dialogue from Nurse Graves/Doctor Barrows outside the Reilly's Rangers quest to make sure they still run after the quest is finished. Disabled Montgomery after Anchorage is finished so he doesn't escape the simulation. Changed faction armour so companions that can't wear it can actually carry it. Removed the RefreshItemsList command from TTW as it's fixed properly in-engine now. Added uncompressed facegen to all NPC's Fixed several creatures that had the Swims flag with no swimming animations and added/restored the Flies flag to all creatures that fly. Fixed inconsistent spelling of Nightstalker. Fixed some Honest Hearts traps that were missing checks for the trap/White Legs faction. Restored Player death sounds. Marked a chair as static so you don't get stuck in a desk. Reduced the wander radius for the Great Khan armourers so they don't unlock the jail door, also marked said jail door as owned. Marked the companional dismissal terminal in Craterside Supply as player owned so it doesn't count as a crime to use it. Removed the Player Only flag from Industrial Hand since TTW adds it to some NPC lists. Removed the Cant Drop flag from the Chinese Dragoon Pistol. Fixed an issue with the Zax Eyes using voice lines from President Kimball. Fixed the Second Skin perk having the wrong number (30 instead of 50) Fixed Veronica so she doesn't try to go to Megaton when its been destroyed. Removed invalid idle animations from EDE's stand outside Megaton package. Added the Service Rifle to the WeaponMachinegunLIST form list. Removed the Pulse Gun from the BeamChallengeWeaponLIST form list. Added DC variant weapons to the NVDLC05ChallengeWhiteLineNightmareWeapons form list. Removed the Combat Shotgun from the DLC04SwampFolkWeapons form list. Added the Tuxedo Hat to the TTWItemUniqueList form list. Added the Cryolator to and removed the Fist of Rawr from the TTWChallengeJunkyardDogList. Updated the description of the Junkyard Dog challenge to make it more clear. Fixed Boone and Veronica so they actually aggro on you properly now. (TTW added them to the follower faction but didn't remove them in these cases) Fixed it so you can't get RL-3 without the Speech bobblehead if you have good karma. Reverted TTW's change to the reinforced leather armour icon (It was changed to the regular one for some reason?) Added correct biped flags to the Hellfire Power Armour Helmet to be in line with the rest. Made the 4GB patch checker only check for a value of 0 to work around a JIP bug. Fixes bad random dialogue order and restored StartCombatResponse dialogue for the New Vegas companions. Linked up 100+ StartCombatResponse lines to combat lines so they actually play now. (Surpisingly this wasn't just on Obsidian), also fixed some GetSex checks to check Combat Target. Made Ulysses' mask modulate voice. Implemented TTW Combat Shotgun HQ Reload Sounds (Thanks Bunslinger!) Added the pink power armour to the In Shining Armor list plus the Everything list. Also put it into the test cell and renamed it. Added a blank acoustic space to the endgame cells for NV to prevent ambient sounds bleeding into them. Fixed Jabsco so if you instantly kill him he actually drops his knife now. Added voice modulation to the Chinese Stealth Armor as it was only put on the helmets (The helmets aren't actually used standalone) Dragged a sledgehammer from deep within the void in Hank's Electrical Supply. Removed the turret audio template from the real version of Mr. House. Fixed it so Dad doesn't repeat his 21:6 line if you talk to him again without asking about what to do at Project Purity. Restored a line from Doctor Li where she's shocked to see you if you rescue Dad but he isn't at Rivet City yet. (A script was moving him there immediately and blocking it) Made Colonel Autumn interrupt the conversation between Doctor Li and Dad as it was awkward for him to stand there for a minute straight without saying anything. Made it so you don't have to wait so long for Dad to start talking when you turn the valve at Project Purity. Made George in Tranquility Lane greet you consistently when you first enter. Changed the Swing For The Fences perk so it does 20% more damage instead of flat 10 as it was making automatic melee weapons completely broken damage wise. Optimised and made the trap scripts more compatible with flying creatures by checking the flag directly instead of the kludgey method of checking each creatures weapon. (This also seems to have fixed a few instances of creatures randomly not triggering traps) Added ShowOff as a dependency for the above change. Disables some murder/death lines that check sex since they never fire correctly. Added a 3D loaded check to a disabled veribird near Project Purity since it was trying to play animations on a disabled object. Raised several rocks and shrubs out from underneath Project Purity. Added a companion dismissal terminal to Rivet City in case Megaton is destroyed. Made the Behemoth Club and Gauss Rifle crit effect use the Stonewall system. Made it so Behemoths can now knock you down like other large creatures. Removed the version checking from the TTWStart quest as it's redundant. Updated YUPTTW to 13.1.1 Updated tons of meshes (Mostly SCOLS) to remove the mutable flag from them, saving memory. (Thanks Wall for updating SNIFF and finding this out) Removed the "Hat" flag from recon helmets and wigs as it was making hair pop out of them. Removed either the Hat or Hair flag from headgear since you can't have them flagged at the same time. Fixed two scripts that were still using the broken IsSpellTarget function. Made the Lucky 8 Ball show both drop and pick up messages and hidden the "Good luck added" message. Made it so bear traps, trip wires, and pressure plates work the same as mines. Faction owners walking over them don't trigger them now. Fixed Over-Compensation so the strength requirement only affects big guns like the description says. Fixed some XMarkerHeadings in Cliffside Cavern stuck in the walls that were stopping raiders using their patrol packages properly. Havok settled all mines in the game to avoid issues where they would fall through the floor. Also reverted old mesh changes to most mines as it broke collision and made the issue worse. Recovered tons of mines stuck underneath the geometry that would never appear, mostly around the Pitt Bridge, Wheaton Armory, and Friendship Metro. Deleted most mine fix activators since they aren't needed with the reverted mine meshes. (The one at Point Lookout has been kept as this is a different bug) Adds ownership to some mines that were missing it so the owners don't blow themselves up. Fixed all inconsistent spellings of "ghoul" to "Ghoul" in NV Fixed inconsistent spelling of D.C. Changed the filepath for the empty whiskey bottle to be the same as YUP for compatibility with some mesh mods. Tweaked the train ticket terminals to only require 50 Pre-War Money and added a Repair check for 30 that lets you purchase a ticket for 200 caps. Made all the dependency messages suggest looking at the TBOT guide. Fixed 13 melee weapons not showing VATS attacks because the values weren't set. Fixed a chair that would get you stuck forever. Migrated the DC Yao Guai sounds to the Fallout 3 ESM instead of TTW. Fixed 25 grammar issues/typos. Fixed 112 misplaced statics. From Kazopert - Installer Changes: Fixed it so Irving Cheng isn't missing his Ghoul neighbour dialogue. Fixed it so NV Super Mutants don't use DC footsteps and added some NV footsteps that got incorrectly carried over. Removed the free size check to support Linux. Replaced the OGG encoder with a 64-bit version, decreasing overall install time by 10%. Updated the OGG Vorbis DLL's used by the game to latest. (1.3.7.0) Placed an OGG-to-WAV operation early on in the installer so any BASS errors are found early Split the TTW BSA to make room for the new uncompressed facegen, also moved all meshes out of the misc BSA. Removed any assets in the vanilla BSA's that were also in the update BSA to avoid confusion and conflicts. (Also fixed one issue where an update BSA mesh wasn't being used.) From NoBarkNoBiteNoonan: Fixed the ncr goggles helmet using the combat helmet's icon on female characters Fixed the Enclave Field Research Terminal: RHO Camp's terminal name Fixed an Overload Assembly Line message description Fixed/Replaced all placed microphones with proper statics so they collide correctly Fixed/Removed the embedded sound from a fence record in helios one called CLFence02NoSnd Fixed/Disabled a handful of collision markers on the Strip that seemingly serve zero purpose Fixed collision transforms on a ton of common nifs, should help people trying to SCOL sidewalks, roads, or fences Environment mapped most, if not all windows and other reflective surfaces between both games and added some flags to stop some environment mapped objects from glowing in the dark Restored almost all unused environment mapping Cleaned up a ton of nif geometry Made specular for a lot of textures lacking it, not including geometry or signage Removed collision from all LOD meshes that had it for whatever reason Corrected all unidentified collision layers to ones matching the usecase Corrected a lot of default export stone collision materials to ones better matching the textured materials Removed all outdated collision materials leftover from fallout 3 (the metal stairs in vault 21 should no longer sound like stone) SCOL'd a few assets (the inclined road next to doc mitchel's with the ugly seam, the King's House of Impersonation, the Atomic Wrangler, those big gray buildings next to the Strip gate) MOPP'd a ton of objects lacking multi-material collision (a lot are glass related, most doors with glass now behave like you'd expect, the frames of chainlink fences are finally solid) Fixed a handful of animated objects that weren't looping (a swinging door on the greenhouses, all of the trees in honest hearts, the Sink CIU, the lights on Doc Mitchel's house flicker) Cleaned up a handful of weapons Combined the collision on a few SCOLs so decals worked properly Made gendered textures for the boomer outfits Fixed the light animation for the microfusion hypercharger Made elijah's laer green like in the concept art Fixed the missing jam sound for the 45 auto submachine gun Made nightstalker the consistent spelling Tweaked exploding barrels between ttw to be consistent and give a warning before they explode Made weapon mod descriptions more accurate and consistent Made weird projectile collision layers on electrical pylons transparent Made some texture tweaks to ttw's deathclaw variants Made the windows of enterable rooms on the point lookout hotel glow so you can tell which are used Fixed weird textures on the tranquility lane npc models Probably made 20 and 12 gauge shotguns use the right colored shells Made a female pimpboy mesh that isn't ass or modified from mission mojave assets Fixed holes in the pipboys Credit to the scummiest of them all: added a missing alpha mask to a decal on sunset sarsparilla trucks Created a fingerprintless texture for monitors and applied it to all of the places that would make sense Cleaned bc1 compression from the pipboy normals and water textures and resaved them as uncompressed to remove some ugliness Resized all third person weapon textures to be at least half the 1stperson size (srs the laser weapons were 128 when everything else is at least 256; now most are 512) Replaced the garbage speculars on the chainsaw and autoaxe so they don't look like plastic Fixed a lot of mesh issues with the chainsaw (sadly the chain's UVs are still garbage for now due to a busted export) Fixed instances where GRA replaced the 1stperson textures of some weapons with their low resolution counterparts Made a male version of walking cloud's armor and made it playable since it's supposed to be awarded at the end of honest hearts Replaced the damwar versions of outfits with their full, playable models Credit to inthegrave: placed down some references that you should be able to see from north freeside Fixed the timing on camp mccarran's animated sign, it turns on between 7pm and 7am Credit to theincrediblekraken: fixed flickering on some signs in freeside, tweaked LOD for gomorrah's lights, flipped a glowing window on the tops that was facing the wrong way, fixed some mesh errors on tuxedos, caravan, gambler, and ambassador outfits Fixed honest hearts looping tree animations Edited the bobblehead stand to add an extra spot for big guns (Currently unimplemented but is in the test cell) Fixed a typo From Rikako: Removed env mapping from architecture\suburban\bldgcorner01, 02, and 03 Fixed collision material on vehicles\mustang.nif Cleaned up meshes\clutter\playground\ruined\ufofort01.nif Fixed up smoothing on meshes\vehicles\boat01d.nif Swapped cubemaps on meshes\armor\headgear\ncr_civillian\ncr_civ_glasses_m.nif, ncr_civ_glasses_m_go.nif Greatly reduced draw calls on lots of meshes in dlc03\architecture\andrewsbase\ Fixed a billion stretched UVs on meshes\architecture\urban\buildingscomplete\bldfuturedcworld16.nif Reduced total mesh chunks from 70-something to 5 on meshes\dlc05\dungeons\mz\enginecore\dlc05mzrmenginecorebase01.nif Merged shapes on meshes\architecture\urban\georgetown\gtstorecornera01.nif Fixed UVs and merged shapes on meshes\architecture\strip\nv_mangelos_sign.nif Removed hopefully all the degenerate normals, adjusted collision alignment stuff on meshes\clutter\tombstone\arlingtonmonument01.nif Various fixes to: meshes\dlc04\clutter\dolltrees\dlc04dolltree, meshes\architecture\urban\capitol\capitolrotundainterior01.nif SCOL'd the TV's Camp McCarran Concourse From Darth: Added Power Helmets to DC Brotherhood Members who did not have them, or had them added during Take it Back. Helmets will be unequipped when not in combat Added Power Helmets to Protector McGraw and Defender Sibley. They will unequip them when not in combat Added Scorched Sierra Helmet to Colonel Royez and added script to Royez to equip Helmet in combat Restored Recon Helmet that was cut from Sentinel Lyons. She will remove it during the Take it Back speech, and when activating the purifier. Changed DC Paladin and Outcast Protector Armor Lists to reverse of Hidden Valley Brotherhood (i.e. 4/5 chance of T-45d, 1/5 of T-51b) Changed Lyons Pride Paladins back to T-45d (for consistency in Sentinel Lyons Sacrifice video). Sentinel Lyons still given T-51b in Broken Steel Reverted Paladin Jensen Helmet addition. The joke is that he is an idiot who thinks he is a super hero. No helmet is appropriate Reverted Initiate Reddin to original equipment Fixed Raider Enclave ecounter NPC being given Helmet erroneously Removed Recon Helmet added to Paladin Tristan Added missing gloves to Army and Brotherhood Recon Armor Fixed potential issue where HV Paladins could remove helmets on death Bugs reported by Panzermann: Fixed Anchorage weather image spaces for sunrise, day, sunset, night Fixed 3 Terminals with subtitle mispellings Fixed many dialogue subtitles Fixed 15 note mispellings Restored a Brokensteel Terminal Remote Access Research Terminal note Restored a love letter note from Bittercup that's added through 3 different dialogue choices with her Restored a Dispatch to Scribe Yearling note that's added from Scribe Yearling involving 5 different dialogue choices Restored a Contract With Ahzrukhal note from Ahzrukhal that's added when the player says to him "Sure. Greta is nothing to me. I'll do it." Restored a Nuka 4 Zip! note from Zip when asking him "You said you were looking for Nuka-Cola?" Restored a Note From Walter that's added when saying to him "Sounds good to me. I'll bring you the parts I find." Restored a Mirelurk Spawning Pod note picture from Moira Brown when accepting to do the side quest saying to her "All right, I'll try." Restored a Minefield Playground note picture from Moira Brown when accepting to do the side quest saying to her "I suppose, for the sake of proper research, I can go back into Minefield." Restored a Minefield Playground note picture from Moira Brown when accepting to do the side quest saying to her "I'll head into Minefield. Wish me luck." Restored a Arlington Library Photo note from Moira Brown when accepting to do the side quest saying to her "Okay, I'll check out my local library." Restored a Megaton Atomic Bomb note picture from Mister Burke when accepting to rig the Megaton bomb saying to him 5 different dialogue choices Restored a Notice From Winthrop note when saying to him "Sure, Winthrop. I think I can help you out." From Roy: Fixed Zion Map to remain a quest item so you can travel back and forth to Zion after completing Honest Hearts (Roy bug) Removed empty syringes as a requirement to make poison darts from recipes Adjusted At a Loss For Words challenge to 50 failures to be in line with Sir Talks A lot Fixed bug with NVGeckoMeat having a hardcore checks for reduced strength rather than Lead Belly check Fixed Anchorage simulation T-51b Armor, T-51b Helmet, Chinese Stealth Armor, Chinese General Hat and Chinese General Uniform to have non-playable flag so player cannot loot it Fixed Anchorage simulation Chinese Officer Sword, Chinese Pistol, Flamer, Minigun and Jingwei's Shocksword to have non-playable flag so player cannot loot it Fixed SuperMutantBodyPartDataDC to be in Fallout3.esm Fixed FeralGhoulBodyPartDataDC to be in Fallout3.esm Fixed FeralGlowingOneBodyPartDataDC to be in Fallout3.esm Fixed DLC03FeralGhoulBodyPartDataDC to be in BrokenSteel.esm Fixed SMRagdollDC to be in Fallout3.esm Fixed FeralGhoulRagdollDC to be in Fallout3.esm Fixed GlowingOneRagdollDC to be in Fallout3.esm Fixed DLC03FeralGhoulRagdollDC to be in BrokenSteel.esm Fixed Thermic Lance to not have a "miss" sound so it doesn't destroy your ears Added Reloading Supplies Rare to various DC weapon/ammo vendors Fixed Charisma Bobblehead to show in perk list Fixed Contract Killer to show it needs Evil Karma Fixed Lawbringer to show it needs Good Karma Fixed Just Lucky I'm Alive to properly check alignment and if you already have Thought You Died or Ain't Like That Now Reverted change to Gold Bar value Fixed Burnmaster Equip/Unequip sounds Fixed Cleansing Flame pickup/putdown sounds Fixed Slo-Burn attack animation Fixed Rapid Torch attack animation Fixed Intense Training Perk's conditions Perk and challenge fixes Fixed Pitt Trog NPC leveled lists Fixed Laser Rifle Scope Zoom Double the special ammo in vendors in DC Add some to scrounger (and the NV ammos) to DC From Trooper: Removed the message you get when you pick up flashbangs for the first time. Set the weapon skill for alien pistols to 50 from 75.
YUPTTW to 12.7 from 12.5 Fixed a bug causing Red to leave for Big Town but then going back to her cell Re-encoded a dialogue in OWB to fix crackle Reverts the chemist and daytripper changes as JIP fixes it now
From Hairy: Fixed Red to force greet the player quickly after unlocking her jail cell, and regardless of talking to her beforehand Fixed Red and Shorty's reunion conversation to only trigger when Red is rescued so it doesn't interrupt Red's force greet Fixed/Improved blocking the player from interrupting Brotch/kids while the kids turn in their GOAT tests to not break their dialogue lines. Player can turn in his/her GOAT test once while the other kids are turning theirs in. Added a check just in case the player can't after they all turn in their tests Fixed/Restored Haley to force greet the player when the player enters his shop for the 1st time Fixed/Restored Haley's sandbox routine in his shop Fixed Haley's combat style to ranged since his main weapon is the Hunting Rifle Fixed/Restored the Overseer radio station during The Trouble On The Homefront quest. The restored station is called "Radio 101". By default they set it up so either music or the Overseer announcements play each time from a random percentage Fixed the restored Overseer radio station to play when the player is able to hear amata's distress emergency call (only within the Vault 101 interiors by default for that station) Fixed the restored Overseer radio station to loop its music or announcements continuously Fixed the restored Overseer radio station to get disabled after the quest is over and the player left the vault Fixed the dialogue option "Interested in buying some scrap metal?" towards Walter to only show up if the player agreed to his offer Fixed the Protecting the Water Way quest to account for if the player won the duel against Split Jack, has the option to extort Lepelletier, and than kills the gang afterwards Fixed Anchorage, The Pitt, Point Lookout, and Zeta to not re-enable the Enclave Radio Station after the Take It Back quest has been completed, when traveling back to the Wasteland from them. Fixed the dialogue option "I hear there's a door that doesn't work." towards Joseph to not appear anymore after he repairs the terminal Fixed the quest objective target for the Vault 87 back door terminal to be set off when the Vault 87 back door is unlocked Fixed the quest objective target for Joseph to be set off after he repairs the Vault 87 back door terminal Fixed/Added a missing quest objective target for the Vault 87 back door to be set on when it's unlocked Fixed the dialogue option "Do you suspect your family is in danger?" to Lucy West to not appear after she knows her parents are dead Fixed the dialogue option "Lucy, I have bad news. Your parents are dead." to Lucy West to not appear after she knows her parents are dead and to also set that she knows her parents are dead Fixed Gustavo's greeting line "Hmph. Didn't think you had it in you. Guess you proved me wrong. Good job. Knowing those Ghouls are gone takes a load off my mind. Thanks. You'll be wanting the reward now, won't you? I suppose you've earned it. There's your caps. Contract fulfilled, debt paid. This don't mean we're buddies, alright? Now get going." to be a dialogue choice. It has a prompt "The Ghouls trying to get in are all dead." that wasn't used since it was a greeting. Also fixed so it only pops up after accepting the job to take care of the ghouls and the player killed Bessie, Michael, and Roy. This also makes sense towards what he says and the player can receive a proper reward amount from negotiating the job beforehand Fixed the quest objective "Kill Roy Phillips and his followers." or "Kill Roy Phillips and his followers, or Help the Ghouls get into Tenpenny Tower." or "Help the Ghouls get into Tenpenny Tower, or Kill Roy Phillips and his followers." to only get completed after accepting the job from Gustavo and the player killed Bessie, Michael, and Roy Fixed the quest objective "Help the Ghouls get into Tenpenny Tower." to be set off if it's displayed and the player killed Bessie, Michael, or Roy Fixed/Blocked dialogue towards asking if the Ghouls might move in or if the neighbors want them to move in when the player already killed them Fixed all the dialogue options to accept the job for Gustavo to be goodbyes. This is so the quest can update outside of dialogue and incorrect options won't show up when going back to the main options Fixed Michael Masters and Bessie Lynn to not get moved to Tenpenny if they're dead and the ferals are released Fixed the Tenpenny Tower to not get repaired if Bessie, Michael, and Roy are all dead. There's no one to repair the Tower Fixed responses in the topic "Where are the other Tenpenny Tower residents?" to not popup if Roy is mentioned and he's dead Fixed the GNR Radio reports that talk about the Ghouls trying to move in to check for if they're dead or haven't moved in yet` Fixed/Repositioned the Raven Rock map marker that was underground. This caused followers/teammates to spawn underground when fast traveling to it, especially if the player had multiple followers/teammates Fixed Sydney's chair in Underworld to set ownership for her after the Stealing Independence quest is completed. This prevents other NPCs sitting in it and there's already an EditorID for it as well Fixed Susan to not live in Burke's place too early and only when the Ghouls have moved in. The player could still decide to kill the Ghouls at the time the developers set it up Fixed it so Fawkes doesn't move from his original position in Vault 87 if there are enemies nearby Fixed a typo in Three Dog's dialogue Fixed the Child Slaver's greeting line "Nice as the weather is out here, how about you bring me a kid, so I can get back to Paradise Falls?" to only be triggered before having Bumble following the player Fixed the Child Slaver's greeting line "Just waiting for you to bring me a new friend." to only be triggered before having Bumble following the player Fixed the Child Slaver's greeting line "Just bring me a nice kid to meet, and I'll take care of the rest." to only be triggered before having Bumble following the player Fixed the Child Slaver to have default slaver greeting lines after handing off Bumble to her Fixed Bumble's dialogue topic "No, I don't like the outside!" to not show up when outside of Little Lamplight Fixed the Child At Heart and speech challenge dialogue options towards Bumble to not add a script package. The package is already on her NPC record Fixed Bumble to immediately run back into Little Lamplight and fail the sidequest, if the player shoots the Child Slaver while Bumble is following the player Fixed Bumble to immediately run back into Little Lamplight and fail the sidequest, if the Child Slaver dies Fixed Bumble to immediately flee or run back into Little Lamplight and fail the sidequest, if the player shoots Bumble Fixed to fail the sidequest if the player shoots Bumble at any time Fixed to fail the sidequest if the player shoots the Child Slaver at any time Fixed the Child Slaver to start combat with the player if she sees the player shoot Bumble Fixed Bumble to remove her slave collar at any time the sidequest fails and she retreats back to Little Lamplight Fixed/Blocked the player from interrupting the Child Slaver and Bumble's conversation Fixed Bumble to follow the player through the Little Lamplight exterior door (sometimes she failed to follow) Fixed Bumble and the Child Slaver to get disabled if they make it to Paradise Falls worldspace (only possible if the player follows them to Paradise Falls) Fixed the Child Slaver to get disabled if the player fails the sidequest inside Little Lamplight Fixed Bumble's AI to ignore combat she isn't involved in Fixed Bumble and the Child Slaver's follow/escort packages to avoid radiation in the Wasteland Fixed/Restored Mister Burke to be involved in the Tenpenny attack only if he's currently living in the Tenpenny Tower (waiting to blowup Megaton is another route for him) Fixed/Restored Mister Burke to be involved in the Tenpenny "peaceful" massacre only if he's currently living in the Tenpenny Tower Fixed Mister Burke to go to Tenpenny Tower uninterrupted after he threatens the player then exits Megaton. If the Tenpenny attack is going on during that time, he will wait outside in the Tenpenny patio area until the Tower is repaired Fixed the dialogue line "Back again, hmm? Perhaps you've reconsidered my offer?" Mister Burke says to not show up if you talk to him twice after disarming the bomb and haven't talked to Simms yet Fixed the dialogue line "Don't hurt me!" Mister Burke says to only to be said inside Tenpenny Tower during the attack Fixed the dialogue line "Help us!" Mister Burke says to only to be said inside Tenpenny Tower during the attack Fixed the Tenpenny gate intercom to not have the guard talk to the player at the beginning of the feral attack. NPCs all moved into the Tower and it was checking if that guard was dead yet Fixed the dialogue option "Guess what I have for you?" to Agatha to not appear yet before talking about getting music paper for her Fixed Marguerite's dialogue greetings towards the Still being repaired to not trigger until talking about the job beforehand Fixed Crowley knowing or not knowing whether the player told him the targets are dead or alive, including lying to him Removed redundant ownership from several Megaton cells. From Darth: Fixes the dead money recipes to show up after the dlc starts Restored the cut Barter book that was originally meant to appear in Vault 101. From Roy: Fixed several issues with Feral Ghouls Fixed the shocktrooper armor enchantment Restored the previously deleted GRA forms. Set companions weapon/armors to have 0 weight, except the gannon armor because the player gets a set. Fixed broken collision on vaultrconsolpanel01.nif. From Kazopert: Conditioned out a death line that wasn't even a death line. Made the Prospectors Saloon radio use Radio New Vegas like Trudy suggests it should be. Fixed two death lines that had multiple death lines in one take. Fixed it so the restored Birthday Party NPC's now look at you like the rest of the NPC's. Added code to swap between sounds for the baby rattle and tumbleweed so you don't get any odd sounds either way. Fixed the bug in the Fallout 3 intro where the birthing scene sound would continue into the next cell. Fixed it so the music when you first leave the vault isn't overwritten by the default exploration music. The Mole Rat Wonder Meat recipe now gives you your pressure cooker back. Removed the duplicate Editor ID's of some quests and re-pathed audio instead to remove errors in the log and make them easier to access. Added Honest Hearts death item to a NV spore carrier type that I missed. Fixed water flags/settings in cells. Fixed one of Butch's CombatToNormal lines to not be Say Once. Changed the Ant Queen in Ant Mound to use the fire ant model. Fixed Festus so he doesn't make turret beeping sounds anymore. Changed the Nukalurks so they have appropriate names and combat styles. Changed the Dark Datura poison so it uses the bottle pickup sounds like all the other poisons. Removed the Republic of Dave gate key from Derek Pacion. Removed Lyon's T51-B from Gunny and Bael. Restored the greeting sounds for the Ghouls in the Eternal Glow Basement. Fixed 170 misplaced/floating statics in the wastelands. Removed raider faction ownership from a bed in Fort Constantine. Added Johnny Guitar NVSE and lStewieAl's Tweaks and Engine Fixes as required mods. Moved a creature spawn marker away from an encounter area so it doesn't interrupt it. Fixed Moriarty's terminal so it doesn't advance the quest before you even click on the entry for Dad. Fixed Nathan so he consistently stays in his cell in Raven Rock. Fixed vertibird platforms in raven rock so they play their sounds again. Fixed a random issue where Three Dog announces he's going to play a song and then skips it entirely. Conditioned out more generic dialogue for Charon, Clover and Cross so they don't complain when throwing grenades/using melee. McGraw no longer says his Player only dialogue to other NPC's. Olin is no longer rude to the Player despite saving her life. Montgomery is now frozen along with the rest of the soldiers at the end of Anchorage. Fixed a broken greeting for the outcasts if you're wearing their armour. Fixed one of Sibley's greetings that had a goodbye flag AND a choice. The requistion tapes in Anchorage are now properly removed at the end of the DLC. Fixed a turret thats base wasn't in the ceiling properly. Restored three goodbyes from Burke. Fixed one of Burke's greetings where he commented on you killing the Ghouls near Tenpenny. Restored one of Burke's topics commenting about you disarming the bomb. Made it so the Tenpenny guards now start a conversation with you as they had several unused topics. Restored a hello from Burke that he'll use before he speaks to you for the first time. Fixed/restored Burke's original combat/detection dialogue so it doesn't conflict with his generic Ghoul invasion dialogue. Standardised/fixed all effect scripts that detect Stonewall so they actually work correctly now, ala picking Stonewall doesn't block ALL NPC's from getting knocked down. Made Burke not get teleported instantly to Tenpenny in order to restore his lines where he tells you to meet him there. Fixed Roy Phillips not going into Tenpenny Tower when it's being attacked. Fixed Roy Phillips not following the Player into different levels of Tenpenny Tower when it's being attacked. Fixed two Tranquility Lane cells so they're black and white like they should be. Fixed 34 lines of dialogue to resolve typos/extra spaces/grammar issues. Fixed gaining Karma from killing the Centurions at Hoover Dam. Removed Bessie Lynn from the TenpennyTowerAllResidents faction, instead adding it to her and the other Ghouls when they actually get into Tenpenny Tower. Made all beds in Tranquility Lane static so you can't interact with them. Removed code that moves audio markers and instead disable/enable them, which results in them working more reliably. Fixed the Fire Ant Queen in Marigold so she actually uses her death items. Made the Fire Ant Queen in New Vegas use the Marigold weapon template so she can actually attack you now. Made Doctor Lesko's Science check Say Once and removed it as a recurring choice. Changed the water types in some New Vegas worldspace cells so the placed water there now irradiates you like it should. Fixed some scripts that couldn't compile because of uncommented script "flavour". Updated YUPTTW to 12.4.1 and removed meshes that conflicted with TTW. Made Holy Water increase health over time like all the other ingestibles do. Changed the Startencle use sound to be a chewing sound instead of a Stimpak sound. Fixed 3 Vault jumpsuits that were missing the 1 DR that the others had. Fixed the spelling of maintenance in 5 terminals and one cell. Reverted the ...And Not a Drop to Drink challenge to vanilla as it was broken in TTW. Fixed some challenges so they actually describe their thresholds properly. Fixed inconsistent spelling of Aqua Pura. Fixed a Molerat that wasn't in the Animal Friend faction. Fixed a bad condition in one of Jacob Humboldt's greetings. Fixed several dialogue topics for the Temple of the Union NPC's so they aren't Say Once a Day when they have no other topics to use. Fixed Hannibal Hamlin so his "What is that stone head?" topic is said appropriately. Fixed the message box given when Crowley has died so it actually uses the correct quest name. Fixed the Survival Bobblehead message so it's consistent with the others. Fixed typos/misspellings in 6 notes. Made the names of the Tenpenny Residents consistent. Restored an unused package for the Mister Handy in Georgetown and made him say his lines more frequently. Fixed the Little Leaguer perk so it now actually works. Fixed the Enclave soldiers that appear at Project Purity so they get disabled properly. Made all Maize in the Mojave pickable that have the appropriate model. Fixed the Protectron in Union Station so it has a proper package to wander around. Changed some scripts to use the SetGameHour function that were missed. Made all ref assignments in random encounters use GameMode blocks instead of OnLoad so they work reliably. Restored a speech challenge for Wally Mack in the Vault sequence. Fixed Paladin Cross's hiring dialogue to take the Speech bobblehead into account. Fixed the White Line Nightmare challenge to not count Legion members. Changed the Tranquility Lane entry/exit scripts to not add/remove the Pip-Boy from the player but instead equip/unequip them. Anna Holt is now friendly to the Enclave in Raven Rock so they don't gun her down. Fixed a bug where if you destroyed the Citadel and entered the armoury, you'd exit out into the non-destroyed Citadel. Removed all the extra eyebrows added to beards as it caused more issues than it fixed. Generated PNAM for the New Vegas ESM as it was somehow missing entirely. Removed audio modulation from metal helmets due to the fact the male helmet covers the face but the female version doesn't. Made a door in Union Station inaccessible because it opened into a void. Made the Composite Recon Armour not have 100% health when you first pick it up. Removed the unused Marts Mutant Mod models from VANILLA Feral Ghouls. (Nice one, Obsidian.) Removed the Raider Iconoclast Helmet from DC levelled lists. Removed the extra outfits from the Wasteland Doctor random encounter NPC. Fixed the extra flame damage from Pyromaniac so it only affects the Player. Fixed the Stay Frosty perk so it actually increases damage for non-Cryolator weapons. Made the Brahmin Tipper challenge only increment once per Brahmin. Fixed creature knockdowns so they actually work properly now. Fixed/restored a broken line that the Sentry Bot guards in Raven Rock were meant to say. Added some items in New Urban Apparel to the correct faction. Reverted the persistence changes to the planks in Calvert Mansion as they didn't fix the issue. Made the Citadel guards stay in their current positions instead of wandering. Removed the world model from Wanda. Made the spelling of Pre-War consistent. Fixed mismatched wall textures in Mama Dolces. Fixed the NCR owning the West Pump Station cell when it's occupied by Fiends. Fixed several Nelson buildings being owned by the Legion. Removed a sound from Bighorners that was missing from the files entirely. Fixed an issue with Birch where he'd use default dialogue if you speak to him before you drink the sap. Fixed a footlocker in the NCR outpost outside Nelson so it's owned by the NCR. Fixed ALL extra spaces in dialogue, notes and messages. (Thanks a bunch for the script Zilav!) From Matt: Fixed sight FOV of all energy weapons. From contributors outside of the team: Fixed alpha in carstack01.nif, carstack02.nif, and carstack03.nif (Thanks Pavel!) Added missing env light map fade flags on megatonatomicbomb.nif, megatoncratersidesupply.nif, megatongatehouse01.nif, megatongatehouseout01.nif, megatongates01.nif, megatonlucassimmshouse.nif, megatonrampstraightreg02.nif and megatonturbinegenerator01.nif (Thanks Osu!) Added and updated tons of item mod/companion perk icons. (Thanks Player!) Fixed Sneak2hmAttackSpin.kf so it doesn't break in third-person. (Thanks Hitman!) Installer changes: Removed the TTW DLL from the installer as it's now downloaded separately. (Additionally removed code that conflicted with JohnnyGuitar and JIP fixes.) Removed the thumbs.db from one of the Fallout 3 BSA's. (Why Bethesda?) Updated the TTW BSA flags so the installer doesn't need to auto-detect them anymore. Made the installer messages more concise. Removed Sneak2haReloadP from the files as it was breaking plasma rifle third person sneaking reloads. (Thanks for bringing this to my attention Hitman!)
Reverted NV map size change as it was completely off. Fixed bad package flags that made it in last minute. Fixed survival/charisma bobblehead scripting/messages.
From Hairy: Fixed/Restored Chief Harkness, Doctor Li, and Bannon to show up for the Council meetings every Monday morning from 9am to 12pm. Commander Danvers will take Harkness' council chair if he dies or leaves Rivet City Fixed the dialogue line "Hello, Bannon. Anything interesting happen in the last council meeting?" Seagrave Holmes says to Bannon to not be said when the council meetings no longer take place Fixed the dialogue line "I heard that the City Council is debating putting railings on the flight deck." Rivet City residents say to each other to not be said when the council meetings no longer take place Fixed the dialogue option "I heard that Rivet City is run by some sort of Council?" responses to account correctly if Commander Danvers replaced Chief Harkness' position, and if the council meetings take place still or not Fixed the dialogue line "Shit. I've got a Council meeting." Bannon says to himself to account for if the council meetings take place still or not Fixed the dialogue line "Time for the Council meeting. Don't want to be late." Harkness says to himself to account for if the council meetings take place still or not Amata thing Fixed/Blocked the player from interrupting/pickpocketing Crimson and Forty's conversation before they sleep together Fixed 3 dialogue lines when Forty wants to talk to Euology about a raise to actually go talk to him Multiple dialogue typo fixes Fixed Susie Mack and Christine to turn in their GOAT tests without issues, so now all the GOAT tests being turned in work without issues Fixed/Blocked the player from interrupting/pickpocketing Amata, Butch, Christine, Paul, Mr Brotch, Susie, and Wally during their GOAT test turn in conversations Fixed when handing over the Civil War Draft Poster to Hannibal Hamlin that it gets added into his inventory instead of the John Wilkes Booth Wanted Poster Fixed the dialogue option "Now that I'm helping you, maybe you can help me. I'm looking for my dad..." the player says to Lucas Simms to be a speech challenge Fixed/Moved an enemy spawn that was too close to the Megaton front gate Fixed the dialogue line "Oh! Did you need something else?" Sierra Petrovita says to the player to not have an unnecessary script attached to it Fixed all the dialogue lines when giving Nuka Cola Quantum bottles to Sierra Petrovita and Ronald Laren so they say the correct responses to how many Quantum bottles are added up currently Fixed the dialogue option "I don't have time for this nonsense." towards Ronald Laren so he doesn't stand there forever after he says his line Restored many dialogue lines Casdin says by having him being outside normally when before he only showed up when the player said the initial yes to the job Fixed Casdin's forced greeting to not have him walk all the way up to the gate and instead go to the player within the radius Fixed Casdin's forced greeting to be triggered at the end of Morgan's dialogue line when telling him a local is interested in the job Fixed Protector Casdin, Defender Morgan, and Defender Rockfowl's death items Fixed Defender Morgan to not briefly stand there after saying to Casdin the player is interested in the job Fixed the dialogue options "Can I join your group?" and "You collect technology? How do I sign up?" to not popup anymore after saying the initial yes to the job Fixed/Blocked the player from interrupting/pickpocketing Morgan and Casdin when Morgan goes to tell Casdin the player is interested in the job Fixed the dialogue choice "Reilly's Rangers?" to Dr. Barrows to only show if the player doesn't know who Reilly is and was missing a dialogue choice Fixed a missing choice in the dialogue line "I'd say she tangled with some Super Mutants and lost. It's a miracle she isn't dead." Dr. Barrows says to the player Fixed missing choices in the dialogue line "That kind of talk is uncalled for. I was, am and always will be a doctor of medicine." Dr. Barrows says to the player Fixed a missing choice in the dialogue line "She was just brought in by a few others. They found her bleeding to death at the entrance to the city here." Dr. Barrows says to the player Fixed a missing choice in the dialogue line "Well, I wouldn't recommend it. She's in some sort of coma. It's dangerous to force someone out of one." Dr. Barrows says to the player Fixed the dialogue choice "Do you mind if I try and revive her?" to Dr. Barrows to be a goodbye Fixed the dialogue choice prompt "No time for chatter. I'm here to get you guys out." to Butcher to only show if the player accepted Reilly's proposal Fixed/Added the dialogue choice prompt "No time for chatter. Let's get out of here." to Butcher to only show if the player hasn't accepted Reilly's proposal Fixed the dialogue choice "Reilly? Who's that? Never heard of her." to Butcher to only show if the player doesn't know who Reilly is Fixed the dialogue choice "I don't know any Reilly, but I do know we need to get the hell off this roof." to Butcher to only show if the player doesn't know who Reilly is Fixed the dialogue choice "I don't know a Reilly, and I'm out of here." to Butcher to only show if the player doesn't know who Reilly is Fixed the dialogue choice "Yeah, she's fine. They patched her up and she's resting in Underworld." to Butcher to only show if the player knows who Reilly is Fixed the dialogue choice "Okay, fine. Yes, she's alive. She's safe in Underworld. Satisfied?" to Butcher to only show if the player knows who Reilly is Fixed the dialogue choice "Look, let's get out of here and I promise I'll take you to her." to Butcher to only show if the player knows who Reilly is Fixed the dialogue goodbye line "Get that fission battery then double time it back here!" Butcher says to the player to trigger only if the player doesn't have any fission batteries Fixed the dialogue greeting line "Well, I suppose thanks are in order... and a little something extra for your trouble." Butcher says to the player, so he'll only give the player the Ranger Compound Terminal Password if the player didn't get it from Reilly Fixed the dialogue greeting line "Again, I'm not sure how to thank you." Butcher says to the player, so he'll give the player the Ranger Compound Terminal Password and only if the player didn't get it from Reilly Fixed the dialogue greeting line "Yeah? What is it? Ready to help?" Reilly says to the player to trigger only if she proposed the offer, the player hasn't accepted it yet, and also fixed its choices Fixed the dialogue greeting line "Yeah? What do you want?" Reilly says to the player to trigger only if she hasn't proposed the offer yet, the player hasn't accepted it yet, and also fixed its choices Fixed/Added another dialogue greeting line "Yeah? What do you want?" Reilly says to the player to trigger only if the player chose the option "Sorry, sounds like suicide. Be my guest." Fixed the dialogue hello line "Sigh. This is a long way from the Statesman Hotel. Why are you still here?" Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop Fixed the dialogue hello line "Why are you just standing around here? My men might be dying!" Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop Fixed the dialogue hello line "Please, don't hang around here... just get out to the Statesman Hotel and rescue my men." Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop Fixed the dialogue hello line "You're still here?" Reilly says to the player to trigger only if the player accepted her proposal and Reilly is still in the Underworld ChopShop Fixed the dialogue hello line "Whoa. Feel woozy." Reilly says to the player to trigger only if Reilly is still in the Underworld ChopShop Fixed the dialogue choice "How do I know they're still alive?" to Reilly to only appear if the player hasn't listened to the Ranger radio broadcast help Fixed the dialogue choice "How did this all happen, Reilly?" Reilly says to the player to not appear after accepting her proposal and appears on certain choices before the proposal, and also fixed its choices Fixed the dialogue choices for the line "If time wasn't so precious right now, I wouldn't be so on edge either. I need to get help for the rest of the Rangers, and fast." Reilly says to the player Fixed the dialogue choices for the line "That's not the way I do things." Reilly says to the player Fixed the dialogue choices for the line "You're pretty sharp, kid." Reilly says to the player Fixed the dialogue choices for the line "Heh, I feel worse than I look, but that doesn't even matter to me. I'm just worried about the rest of the Rangers." Reilly says to the player Fixed the dialogue choices for the line "You got a lot of class, kid." Reilly says to the player Fixed the dialogue choices for the line "Are you completely stupid?" Reilly says to the player Fixed the dialogue choices for the line "Very bad move, but we had no choice." Reilly says to the player Fixed the dialogue choices for the line "They are?! Holy shit!" Reilly says to the player Fixed the dialogue choices for the line "If time wasn't so precious right now, I wouldn't be so on edge either. I need to get help for the rest of the Rangers, and fast." Reilly says to the player Fixed the dialogue choices for the line "Spoken like a merc. You sound like me when I was just a kid starting out in the business." Reilly says to the player Fixed the dialogue choices for the line "Look, I don't know where else to go. In the shape I'm in, I'll be lucky to get ten feet." Reilly says to the player Fixed the dialogue choices for the line "Look, I don't know what your problem is, but I got three guys alone out there with an army of Super Mutants around them." Reilly says to the player Fixed the dialogue choices for the line "Actually, we did lay down a bunch of countermeasures. I don't know how many of them have already gone off though." Reilly says to the player Fixed the dialogue choices for the line "My bad idea I'm afraid. I had a Stealth Boy which allowed me to slip off the roof unnoticed. The plan was to get back to get some help." Reilly says to the player Fixed the dialogue choices for the line "It takes a big man to apologize... I respect that." Reilly says to the player and only towards if the player is a man Fixed the dialogue choices for the line "Fine. Since you're all business and obviously don't give a damn about human life, I got a proposal for you." Reilly says to the player and removed an unnecessary script that shouldn't set the proposal yet Fixed the dialogue choices for the line "Last stand? Well, we hoped not. We figured we'd get up there and get a better signal to radio the Brotherhood of Steel for help." Reilly says to the player and removed an unnecessary script that shouldn't set the proposal yet Fixed the dialogue choices for the line "So you're that eager to jump in headfirst, eh? You remind me a lot of some crazy mercs I knew back in the day." Reilly says to the player and removed an unnecessary script that shouldn't set the proposal yet Fixed the dialogue choice prompt from "So, what's this about needing help? Tell me the whole story." to "Tell me the whole story." since Reilly isn't asking for help yet in almost all the ways this option appears Fixed the dialogue choice prompt from "Let's skip all the story and get to the point. What do you need?" to "Let's skip all the story and get to the point." since Reilly isn't asking for help yet in her response Fixed the dialogue choice "Whoa, whoa. Calm down! Who are you?" to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices Fixed the dialogue choice "Hey, relax, you were badly wounded. Now... who are you?" to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices Fixed the dialogue choice "My apologies. I didn't know who you were." to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices Fixed the dialogue choice "Reilly's Rangers, huh? Never heard of you." to Reilly to only appear if the player doesn't know who Reilly is and fixed its choices Fixed the dialogue line "Get the Rangers home. Please. That's all I want. I don't care how you do it." Reilly says to the player to set the proposal and fixed its choices Fixed the dialogue line "No! There is no way my guys are dead!" Reilly says to the player to be a goodbye Fixed the dialogue response "Wow. You really are an asshole. Fine. I hope their deaths sit well on your conscience." from Reilly to count as negative towards to the player Fixed the quest objective "(Optional) Gear up at Ranger Compound." to appear after Reilly says to the player "We have a headquarters not far from here." Fixed the quest objective "Give a Fission Battery to Donovan" to not appear anymore if the player fixes the elevator Fixed the quest objective "Find Reilly in Underworld inside the Museum of History." to not appear anymore if the player skipped it and progressed in the quest to the other Rangers Fixed the quest objective "Lead Reilly's Rangers to safety." to not be completed too early and will only complete after the final wave of super mutants are killed, and all the rangers survived Fixed the quest objective "Get to the Statesman Hotel exit." to appear after fixing the elevator Fixed the quest objective "Get to the Statesman Hotel exit." target location Fixed the quest objective "Get to the Statesman Hotel exit." to be completed after exiting the Statesman Hotel and while having the objective "Return to Reilly at Ranger Compound." displayed Fixed the Ranger Compound Terminal to not be automatically unlocked and unlocked if the player uses the password note received from Reilly or Butcher. In case Butcher died or the player skipped his dialogue to receive it, the terminal will be unlocked anyways as a backup Fixed Reilly to not be crippled when she's in the Ranger Compound (This is only possible when the player revives her) Fixed the dialogue option "I can help take care of that little Ghoul problem for you." the player says to Chief Gustavo to not show up when the player already killed all 3 Ghouls Fixed the dialogue option "How would you feel about having a few Ghoul neighbors?" the player says to the Tenpenny residents to only appear after asking Tenpenny about it and if Tenpenny hasn't said it's ok for the ghouls to move in yet Fixed the dialogue option "What are you shooting at out there?" the player says to Tenpenny only if Tenpenny has his sniper rifle unholstered Fixed the dialogue option "There are some Ghouls who want to live here. What do you think about that?" the player says to Tenpenny to appear when the player knows about the Ghoul's plan, ghouls aren't allowed to move in yet, Tenpenny hasn't been asked the following question yet, and to not be said only once Fixed the dialogue option "What if the residents are okay with Ghoul neighbors?" the player says to Tenpenny to set the stage objective "Help the Ghouls get into Tenpenny Tower." to appear if the player hasn't yet Fixed the dialogue response "How did you get past the guard? What do you want?" Tenpenny says to the player to not be said when the player has the objective "Report to Mister Burke in Tenpenny Tower." and to be said only once Fixed/Restored the dialogue response "You've become a bit of a bore, haven't you? Go away!" Tenpenny says to the player Fixed the Tenpenny Suite Guard to not go unlock the door if it's already unlocked Fixed Tenpenny Tower quest to reset back to normal every time after all the Tenpenny residents are killed (Bodies would sometimes be endlessly rag dolling causing the OnDeath scripts to not count their deaths yet) Fixed Roy Phillips to go into the Tenpenny lobby after handing the player the Ghoul mask Fixed the dialogue greeting "You there. Hold it. Who the hell are you?" Roy Phillips says to the player to be the 1st conversation he has with the player when Roy is in the Warrington metro Fixed the dialogue greeting "Ho chum! What's the word?" Roy Phillips says to the player to account for certain choices the player chose that he liked Fixed the dialogue greeting "You're brave to keep bothering me. Or stupid." Roy Phillips says to the player to account for certain choices the player chose that he didn't like Fixed the dialogue greeting "What do you want?" Roy Phillips says to the player to account for certain choices the player chose that he's neutral about Fixed the dialogue option "Well, maybe I should talk to Tenpenny. There may be a peaceful solution." the player says to Roy Phillips to only show if Tenpenny is alive Fixed the dialogue option "Let me try talking to Tenpenny. Maybe he wouldn't mind you living there." the player says to Roy Phillips to only show if Tenpenny is alive Fixed the dialogue response "After Tenpenny died, I assumed full command. And since I hate Ghouls, I guess the answer to that question is pretty damn clear." Chief Gustavo says to the player to not be said if Tenpenny already said it's ok for the ghouls to move in Fixed the dialogue option "I've met them. Roy Phillips and those other Ghouls don't seem all that bad." the player says to Chief Gustavo to only appear if the player talked to all 3 ghouls, hasn't killed any of them yet, and the ghouls still aren't allowed to move in yet Fixed the dialogue option "How's that Ghoul situation coming along?" the player says to Chief Gustavo to only appear if the player hasn't completed "Kill Roy Phillips and his followers." yet, doesn't know the ghouls plan yet, hasn't accepted Gustavo's offer yet, and also fixed its choices Fixed the dialogue option "I'm still working on getting rid of Roy Phillips and his pack of Ghouls." to Chief Gustavo to only appear if the player knows about the ghoul's plan, accepted Gustavo's job offer, and hasn't completed Killing Roy Phillips and his followers Fixed the dialogue option "I can help with your Ghoul problem. Where are they hiding out?" to Chief Gustavo to only appear if the player hasn't talked to Roy or Michael yet, hasn't accepted Gustavo's job offer yet, and knows about the ghoul's plan Fixed/Added the dialogue option "I can help with your Ghoul problem." to Chief Gustavo to only appear if the player has talked to Roy or Michael, hasn't accepted Gustavo's job offer yet, and knows about the ghoul's plan Fixed the dialogue option "I'm going to find a non-violent solution to your Ghoul problem." to Chief Gustavo to show in his main options and only appear if the player hasn't killed Roy or his followers, ghouls still aren't allowed to move in yet, player knows about the ghoul's plan, accepted Gustavo's job offer, hasn't talked to Roy or Michael yet Fixed the dialogue response "They've holed up in the nearby metro tunnels. They're living with packs of Feral Ghouls. They've barred the main entrance. Go through the train yard." Chief Gustavo says to the player to mark the Warrington Trainyard map marker on the player's pipboy map if the player hasn't discovered it yet Fixed the dialogue options for "What the hell's a Ghoul anyway? Some kind of diseased human?" the player says to Chief Gustavo Fixed the dialogue greeting "Ah yes. Mister Burke is expecting you. He is waiting for you on the balcony." the Tenpenny guard says to the player to not appear anymore when he's unlocking the door and when the door is unlocked Fixed the dialogue greeting "Mister Tenpenny isn't taking callers." the Tenpenny guard says to the player to not appear anymore when he's unlocking the door and when the door is unlocked Fixed the dialogue options for "Are you afraid of the Ghouls trying to get into Tenpenny?" the player says to Lydia Montenegro Fixed the dialogue options for "Are you worried about those Ghouls?" the player says to Anthony Ling Fixed the dialogue options for "You know anything about those Ghouls trying to get in here?" the player says to Shakes Fixed the dialogue options for "What do you think of the whole situation with the Ghouls?" the player says to Irving Cheng Fixed the dialogue options for "You know anything about these Ghouls?" the player says to Tiffany Cheng Fixed the dialogue options for "Those Ghouls sure have people worked up, don't they?" the player says to Susan Lancaster Fixed the dialogue options for "I bet you know a thing or two about those Ghouls..." the player says to Herbert Dashwood Fixed the dialogue options for "Are you doing something about those Ghouls?" the player says to Mister Burke and not show if the ferals are attacking when he's on the Tenpenny balcony Fixed the dialogue options for "Those Ghouls have you stressed out, too?" the player says to Margaret Primrose Fixed the dialogue options for "I don't suppose you know much about those Ghouls?" the player says to Michael Hawthorne Fixed the dialogue options for "Do you know anything useful about those Ghouls?" the player says to Edgar Wellington Fixed the dialogue options for "Hear anything interesting about the Ghouls?" the player says to Millicent Wellington Fixed the dialogue options for "Know much about those Ghouls?" the player says to Doctor Banfield Fixed the dialogue response "Don't have any data in my files about that." from Shakes to not have any dialogue options and take the player back to the robot's main dialogue options. The robot doesn't have any dialogue in those options Fixed the dialogue response "Don't you worry about any such thing, sir. Care to wet your whistle?" from Shakes to not have any dialogue options and take the player back to the robot's main dialogue options. The robot doesn't have any dialogue in those options. Also made a female version of this line cutting out "sir" Fixed the dialogue greeting "Well, it'll take a little elbow grease but then this place will be a true home!" Bessie Lynn says to the player to be a goodbye. This prevents dialogue options that shouldn't appear yet Fixed the dialogue greeting "Bastards. Could have done it the easy way and just let us live here with them. Oh well. Guess we better get started with the cleanup." Michael Masters says to the player to be a goodbye. This prevents dialogue options that shouldn't appear yet Fixed the dialogue option "I'm here to see Roy Phillips." the player says to Michael Masters to only be available when Michael is in the Warrington Tunnels and if Roy isn't dead Fixed when Mister Burke says to Roy Phillips "There's a detonator on the balcony." and changed it to "The detonator is right over there." They cut out the conversation being somewhere else, but they didn't change that line Fixed Susan Lancaster, Millicent Wellington, Lydia Montenegro, and Anthony Ling to not be disabled while they're in the wasteland for certain reasons when the Ghouls kill the Tenpenny residents, and the corpses appear in the basement Fixed Susan Lancaster, Millicent Wellington, Lydia Montenegro, and Anthony Ling to not be moved to the Tenpenny feral attack cells when they're in the wasteland for certain reasons Fixed Susan Lancaster, Millicent Wellington, Lydia Montenegro, and Anthony Ling to exit through the front gate after leaving Tenpenny Tower for certain reasons Fixed Roy Phillips to go back into Tenpenny Tower after talking to Mister Burke when all the Tenpenny Residents have been killed. He would just stand there for that scenario Fixed Roy Phillips to not get moved to the Tenpenny Balcony when it isn't during 2 objectives from the Power of The Atom quest. "Report to Mister Burke in Tenpenny Tower." and "Activate the detonator at Tenpenny Tower." Fixed Mister Burke and Roy Phillips conversation to only occur during 2 objectives from the Power of The Atom quest. "Report to Mister Burke in Tenpenny Tower." and "Activate the detonator at Tenpenny Tower." Fixed Mister Burke and Roy Phillips conversation to only occur while the ferals are attacking Tenpenny Tower. The player could have it trigger when Tenpenny Tower has been repaired. The dialogue lines make sense with the attack going on Fixed Mister Burke's dialogue response "If you can do a better job than Chief Gustavo, perhaps you can go enlighten him. I have important matters to attend to. If you'll excuse me?" to the player to only trigger if Gustavo is alive Fixed Mister Burke's dialogue response "Ahem. I advise you to speak more civilly. Perhaps you can go enlighten Chief Gustavo. I have pressing "evil minion" things to do." to the player to only trigger if Gustavo is alive Fixed the 1st two dialogue lines to have lip sync that Lucas Simms says to the player upon entering Megaton. Too far away no lip sync engaged Fixed 3 dialogue lines that start with "Name's Lucas Simms, town sheriff. And mayor too, when the need arises." Lucas Simms says to the player to all account for the correct number of good or bad karma Fixed 4 dialogue lines that start with "Name's Lucas Simms, town sheriff. And mayor too, when the need arises." Lucas Simms says to the player to have him salute (Only 1 line out of the 5 had the salute attached) Fixed the dialogue line "You got a weird look about you, girl. The kind that means trouble. I give everyone a fair shake. But if you do anything remotely stupid, you're dead." Lucas Simms says to the player that was missing "Name's Lucas Simms, town sheriff. And mayor too, when the need arises." to start with like the other 4 possible lines say Fixed Lucas Simms initial greet in Megaton, so he doesn't walk past the player Fixed Lucas Simms to force greet the player when the player kills Burke before Burke kills him Fixed Lucas Simms to force greet the player after the player disarms the Megaton bomb Fixed Harden Simms to force greet the player when Mister Burke kills Lucas Simms Fixed when Harden Simms force greets the player after Mister Burke kills Lucas Simms that Harden says the correct dialogue line Fixed/Blocked the player being unable to interrupt Mister Burke and Lucas Simms confrontation Fixed/Blocked the player being unable to interrupt Mister Burke and Roy Phillips confrontation Fixed/Blocked the player being unable to interrupt Roy Phillips and Tenpenny gate intercom conversation Fixed the Mister Burke and Lucas Simms confrontation to happen anywhere in Megaton Mister Burke is except his locked house Fixed Mister Burke from killing Lucas Simms from across another cell Fixed/Restored Moriarty to have a short conversation with Gob about cleaning up a dead body if the player kills Mister Burke in Moriarty's Saloon or Mister Burke kills Lucas Simms in Moriarty's Saloon Fixed the dialogue line "Well, that's been a long time coming. Good riddance." Moriarty says to be said after the short conversation with Gob about cleaning up a dead body and only if Lucas Simms was killed. Implemented Moriarty to also look at Lucas Simms corpse when saying the line Fixed when the player kills Mister Burke or Roy Phillips during their confrontation, so they'll continue their routines Fixed Mister Burke to do his routines in Megaton after the player talks to him in the Saloon Fixed Mister Burke to be moved out of his locked house if he's inside it when Lucas Simms confronts him Fixed Mister Burke's eat routine inside his house Fixed the popup message "Burke has been killed! You can no longer receive a reward for blowing up Megaton." to only appear at the correct times Fixed in the rare instance when the player has the Fusion Pulse Charge, kills Mister Burke, rigs the bomb to explode which fails the quest, to not let the Remote Detonator appear. Mister Burke didn't arrive at Tenpenny Tower yet to prepare the detonator Fixed Mister Burke to no longer unholster and holster his weapon sometimes when switching routines Fixed Mister Burke to force greet the player when he's waiting on the balcony for the player to blow up Megaton Fixed Mister Burke to force greet the player after Mister Burke and Tenpenny have their conversation when blowing up Megaton Fixed/Reworked the blowing up Megaton scene. Player controls are disabled until after Mister Burke gives the player a reward. This works in every circumstance depending on who's dead or not and if Tenpenny Tower is being attacked or not. Fixed Mister Burke to wait on the Tenpenny balcony and returns to his routines after Mister Burke and Roy Phillips confront each other, blow up Megaton, ferals are attacking, then Tenpenny Tower goes back to normal Fixed Mister Burke to not run away from the ghoul mask or feral ghouls near the Tenpenny balcony door when he's on the Tenpenny balcony Fixed the dialogue line "Well I'll be damned. You're from that vault! Vault 101! Ha ha! I ain't seen one of those jumpsuits in a LONG time!" Lucas Simms says to also account for the Vault 101 Utility Jumpsuit and Vault 101 Security Armor Fixed the dialogue option "How would you feel about having a few Ghoul neighbors?" to Mister Burke to not show up if the ferals are attacking the Tenpenny Tower or if Tenpenny is dead Fixed the dialogue option "Are you doing something about those Ghouls?" to Mister Burke to not show up if the ferals are attacking the Tenpenny Tower Fixed the dialogue option "I've met them. Roy Phillips and those other Ghouls don't seem all that bad." to only show up if the player talked to Roy, Bessie, and Michael and if they're not dead Fixed the dialogue option "How's that Ghoul situation coming along?" to Chief Gustavo to show up at the correct times and removed 2 choices that shouldn't be there Fixed the dialogue option "I'm still working on getting rid of Roy Phillips and his pack of Ghouls." to Chief Gustavo to show up at the correct times Fixed the dialogue option "I can help with your Ghoul problem. Where are they hiding out?" to Chief Gustavo to show up at the correct times Fixed/Added the dialogue option "I can help with your Ghoul problem." to Chief Gustavo if the player already found where Roy's hideout is Fixed the dialogue option "I'm going to find a non-violent solution to your Ghoul problem." to Chief Gustavo to show up at the correct times Fixed the dialogue option "What the hell's a Ghoul anyway? Some kind of diseased human?" to have choices and not go back to the main choices Fixed/Blocked the player from interrupting/pickpocketing Millicent Wellington during her conversation with her husband, killing him, and killing Susan Lancaster Fixed to check whether Millicent Wellington is sitting or not before shooting her husband and Susan Lancaster Fixed Millicent Wellington to not go kill Susan Lancaster if she's already dead Fixed/Restored the dialogue line "Do it! Detonate the bomb and together we'll usher in a new age of prosperity!" Mister Burke says to the player to trigger after saying the pulse charge is rigged lines Fixed the dialogue greeting "Guess we can try living with the Ghouls." the generic Tenpenny residents say to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "I hope those Ghouls try to get along with us civilized people." the generic Tenpenny residents say to the player to only be said when the Ghouls moved into Tenpenny Tower Fixed the dialogue greeting "Thanks for helping those Ghouls. They really aren't so bad." Margaret Primrose says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Hey... you're the one with the Ghoul friends... well I guess they're our friends now, too." Michael Hawthorne says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Good job removing our little pest problem!" Edgar Wellington II says to the player to only be said once a day and not a goodbye Fixed the dialogue greeting "I have nothing to say to you. Except this: Watch your back!" Edgar Wellington II says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Hrmph." Edgar Wellington II says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "You did it! You got rid of those vile creatures! Good show!" Millicent Wellington says to the player to only be said once a day and not a goodbye Fixed the dialogue greeting "You'll get yours soon enough." Millicent Wellington says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Goodbye!" Millicent Wellington says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Hello friend. Ghoul physiology is fascinating!" Doctor Banfield says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Come to pour salt into the wound? Well, I won't stand for it!" Lydia Montenegro says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Zombie-lover!" Lydia Montenegro says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "You think I want to talk to you?" Anthony Ling says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "You've ruined my life!" Anthony Ling says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Hey comrade! Those Ghoul's seem like a real community, hey? Adversity must have made them strong." Irving Cheng says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Hey there!" Susan Lancaster says to the player to not be said once a day Fixed the dialogue greeting "Take a real good look, because you won't be getting any of this!" Susan Lancaster says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Hah! I'm doing just fine, no thanks to you!" Susan Lancaster says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "What do YOU want?" Susan Lancaster says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Glad to see you were able to convince these people to open their minds a little. Those Ghouls will liven things up around here for a long time!" Herbert ""Daring"" Dashwood says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Don't know how you did it. I'd never allow those zombies room and board. But as long as Tenpenny keeps paying me I'll stay." Chief Gustavo says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue response "Our new neighbors aren't so bad after all. And they have big appetites, so that's good for the cafe!" Margaret Primrose says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue response "It's swell. Those new neighbors of ours like to drink almost as much as I do… and boy, do they have some real good stories!" Michael Hawthorne says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue response "People are happy and healthy for the most part. And those Ghouls make great case studies! Did I mention I'm working on an important dissertation..." Doctor Banfield says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue response "Things are going well, I'd say. We've all learned a thing or two about what makes a real community. Don't you think, comrade?" Irving Cheng says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue response "I guess I don't mind those Ghouls as much as I thought I would." Tiffany Cheng says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue response "Those Ghouls are disgusting, so I just spend all my time up here." Susan Lancaster says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue response "I'm surprised by my fellow tenants. I used to think they were all closed minded idiots. Turns out they aren't so bad after all." Herbert ""Daring"" Dashwood says to the player to only be said when the Ghouls move into Tenpenny Tower Fixed the dialogue greeting "Good job taking care of our little problem." Mister Burke says to the player to only be said when all 3 Ghouls have been killed Fixed one of the Tenpenny corpse bathtub bloodstains in the Tenpenny Tower Suites to only show up when his corpse does Fixed a raider boss that has a recipes book and a key to not respawn anymore Fixes the 3 enclave soldiers outside raven rock to not respawn anymore Fixed Doctor Banfield's morning walk outside routine Fixed Doctor Banfield's sleep schedule to account for sleeping with Susan Tuesday and Thursday Fixed Ashur's force greet when returning to him after taking care of Wernher Improvements to forced greeting and intercom conversation when meeting Ashur the first time Fixed the radroaches in the Metro near Underworld to be unable to exit out through the nearest gate Fixed the radroaches in Vault 101 at the beginning of the game to not respawn Fixed the Escape From PF quest objective "Escort the children out of Paradise Falls." targets to also include Penny and Squirrel Fixed the Escape From PF quest objective "Meet the children southwest of Paradise Falls." targets to also include Penny and Squirrel Fixed the Escape From PF quest objective "Tell the children to escape Paradise Falls." targets to also include Penny and Sammy Fixed the Escape From PF quest objective "Reach the slave pen and speak with the children." targets Fixed the quest objective "Tell Squirrel the guard has been distracted." to be cleared if it's displayed when the player buys the kids Fixed/Added a missing Escape From PF quest objective "Help Rory Maclaren escape." so it makes sense when going back to Penny and telling her Rory is safe. He's not safe yet still in PF. Also letting the player know when Rory has escaped Fixed Sammy to pace back and forth inside the slave pen before he gets Squirrel to talk to the player Fixed Sammy and Squirrel to stop walking into each other trying to reach the spot next to the barb wire fence opening Fixed Sammy to run to the sewer grate exit next to the kids when he's outside already, slavers are hostile, and having the quest objective displayed "Meet the children southwest of Paradise Falls." Fixed Sammy to not force greet inside PF interiors after buying the kids and following the player. He should only force greet in the wasteland outside of PF Fixed Squirrel to wait next to the barb wire fence opening when the PF slavers are hostile towards the player. His routine for that had a time setup when it should be anytime Fixed dialogue options "I got him out, all right. Now it's your turn." and " Yes, he's safe. Now get moving!" towards Penny only if Rory escaped PF and he's alive Fixed the Escape From PF quest objective "Find a way to release Rory Maclaren from the box." to be completed after the player either agrees to help Rory escape or tells him he's on his own Fixed the Escape From PF quest objective "Talk to Penny and tell her to leave Paradise Falls." to only display when Rory has successfully escaped PF or he's dead Fixed the kids and Forty to not vanish in front of the player after the player buys the kids if they're in the same cell as the player Fixed Forty to not get moved next to the kids when they're sold if Forty is dead Fixed Ymir to no longer say the bar tender killing scene dialogue lines when the PF slavers are hostile towards the player and the scene hasn't finished yet Fixed the sewer grate that's too small for adults to not let other adult NPCs through other than the player Fixed the kids (Squirrel, Penny) to not follow the player anymore after the player buys them from Eulogy and escorts them outside of Paradise Falls. It's possible for the player to quickly run away from Sammy's force greet then open the Pip-Boy, fast travel anywhere, then Squirrel/Penny would be following still Fixed the kids (Sammy, Squirrel, Penny) AI behavior so they don't run away or flee when the PF slavers are hostile towards the player Fixed the kids (Sammy, Squirrel, Penny) confidence levels to be bumped up to foolhardy if the PF slavers are hostile towards the player Fixed the kids (Sammy, Squirrel, Penny) confidence levels to be reverted back after completing the Escape From PF quest Fixed the kids (Sammy, Squirrel, Penny) to not run back into the sewer grate if combat was happening near them. Adjusted AI behavior also fixed this Fixed the kids (Sammy, Squirrel, Penny) to not repeat entering through the sewer grate in the PF bathroom Fixed Squirrel to not return to the slave pen after buying the kids or when they escape during the Escape From PF quest Fixed Rory to only follow or wait when the player is in PF Fixed Rory to immediately force greet the player when near the PF exit door Fixed all the kids in Paradise Falls (Sammy, Squirrel, Penny) during the Escape From PF quest so they say the correct greeting lines in every possible situation/outcome Fixed Penny to not leave yet when the player knows about her wanting Rory to be rescued, even if the slavers go hostile Fixed the dialogue Child At Heart perk option "Penny, come on. Rory's a mungo. You've got to stick with your friends." towards Penny to be top level so it shows up the same as the other speech challenge option Fixed/Restored a unique goodbye option/line towards Penny Fixed/Restored a unique goodbye option/line towards Rory Improved conditions to Rory's greeting lines after the player successfully rescues him Fixed Rory's greeting line "Get outta here! They see me talking to you, I'm dead!" to trigger when the player doesn't have the objective "Find a way to release Rory Maclaren from the box." displayed, even after the Rescue From PF quest is completed Fixed Rory's dialogue line "Psst. Hey. Help me out." to trigger when the player has the quest objective "Find a way to release Rory Maclaren from the box." displayed and the box he's in is still locked Fixed Rory's greeting line "Hey. Talk fast, they hate it when I talk to customers." to be a goodbye line. He has no more dialogue options to choose from when in Megaton Fixed/Restored the dialogue option "No luck yet." to Squirrel when the player hasn't distracted or killed Forty yet Fixed/Restored the dialogue option "Pipe down, shorty. I'm going to take care of it." to Squirrel when the player hasn't distracted or killed Forty yet Fixed the Little Lamplight kid's dialogue responses to account for if the player rescued Sammy and Squirrel, but not Penny From Kazopert, Roy, Callen, Matt, Trooper: Fixed BSA packing in the installer so some meshes/anims actually overwrite vanilla as they should (Most notably fixes the pistol aiming animations) Fixed some audio that wasn't re-encoded properly Fixed poisons so they now apply correctly Fixed several NPC's having double eyebrows Fixed the weathered 10mm texture set Fixed 22lr ammo to have low percentages to return casings Made iLevelPerPerk use a global in Hardcore to make modding it easier Fixed thermic lances blocking sound Added a Bio-Gas recipe. Fixed the Gray Matters perk to reduce head damage by 25% instead of 75%. Several placement fixes. Removes Radio Kludge and implements fix added by plugin, Removes hotkey saving and restoring as it's in JIP now, removes Door color fixes as it's in JIP now. Fixed some race/class bugs Fixed the REPCONN handies so they don't play the enclave broadcast Moved the Rivet City EVP script into the generic handler instead of a seperate quest Fixed player dying when SetGameHour is used due to recent JIP changes Fixed a stray ITM caused when saving with YUPTTW Fixed memory corruption due to using RefreshItemsList in repair menus Fixed check on Quantum Chemist to use GetPermanentActorValue Moved TTW perk changes handling in GenericHandler to a udf for easy modding Fixed some lists and the NV map size Fixed .45 Junk round requirement, and flags on the MKI PA helmets Reverted changes to the recharger rifle and pistol I forgot to remove Fixed railway spikes and flechettes being pluralised Fixed a couple robots to be type robot, and fixed robot audio templates to be robot Fixed lighting issue in test cell, fixed actors being able to teleport through the barriers in the shooting range Fixed TTW DLL version number and removed hit sounds hack as it has been fixed properly in Stewies Tweaks Fixed some knockdown scripts not working correctly Added a check for missing ini settings Added proper first person statics to the automatic rifle and LAER. Made Point Lookout yeast the same misc item as in New Vegas. Changed over compensation to be -2 strength req and 10% more dam to items in the Size Matters formlist Fixed dogmeats mark perk to work correctly Restored night vision goggles and integrated them in the wastelands along with the breathing masks from Lonesome Road From Rikako: Fixed a missing face on the Action Abe toy Many hundreds of mesh fixes including but not limited to most of the Dead Money architecture meshes and most of the buildings on The Strip including the walls. Fixed the pentagon interior/exterior, the archives rotunda, the capitol stairs, the outside of the jefferson memorial, the metro signs, all the Point Lookout trees, the Point Lookout boardwalk buildings, and springvale building. A lot of the changes in NVMIM from 1.02 onwards.
Fixed 344 statics around the wasteland Fixed Abraham Washington's "Welcome to the Capital Preservation Society" greeting (thanks tgspy!) Fixed "Later" Goodbye reponse in GenericAdult quest of FalloutNV.esm to reject voice types correctly Fixed a few misspellings in Ammo Press recipes (reported by jkdragonfly) Fixed not being able to melee destructable objects (thanks Xilandro!) Fixed Creature Knockdown effects knocking down the wrong target (thanks Voidwalker!) Fixed Roombounds in MamaDolces01 Fixed flags in DLC01LvlSlaver Fixed flags in DLC01LvlSlaveWasteland Refixed missing geometry in architecture\urban\metro\metroexplattunnel01.nif Fixed AndaleTownTopic responses for Jack Smith and Bill Wilson which had invalid links Fixed AndaleTownTopicOldManHarris to be top level Fixed Fatman pickup/putdown sounds Added Fatman Shoot 3D Dist sound Removed Heavy flag from Vance's Longcoat Fixed weight of Sierra Madre Martini to be 1 like other alcohol Fixed weight of Ghost Flesh to be 1 like other remains/flesh Fixed dppWall01 to not have bush passthrough sound (reported by HalfEmptyMug) Fixed NVHDTowerRmFloor01 to not have bush passthrough sound Fixed NVVLightR02off to not have bush passthrough sound Fixed NVVLightR04 to not have bush passthrough sound Fixed 1stPersonLaserRifleUnique to not have bush passthrough sound Fixed NVSignChurchSL to not have bush passthrough sound Fixed 1stPersonRiotShotgun to not have bush passthrough sound Fixed 1stPerson127SMG to not have bush passthrough sound Fixed 1stPerson127mmPistol to not have bush passthrough sound Fixed 1stPersonBooyahSilencer to not have bush passthrough sound Fixed HVWaterR to not have bush passthrough sound Fixed dppWall03c to not have bush passthrough sound Fixed NVVLightR01 to not have bush passthrough sound Fixed NVVLightR01off to not have bush passthrough sound Fixed HDWaterJet02 to not have bush passthrough sound Fixed NVSignRad to not have bush passthrough sound Fixed Sierra Madre Hologram greetings Fixed a couple Sierra Madre talking activators that got missed to have no voice modulation flag Fixed hatchling mirelurk meat hunger restoration to only show in hardcore Fixed softshell mirelurk meat hunger restoration to only show in hardcore Fixed food flag on strange meat pie Fixed 1337 h@ck3r perk Removed duplicated 10mm preorder pistol from WeaponsAll list Added Alloy Combat Shotgun wasteland version to WeaponsListRangedAll Fixed many static conflicts between TTW and YUPTTW (thanks Keel The Swift!) Character respec now uses jip functions to remove perks and traits (thanks darthbdaman!) Fixed unique items being used for repair with Jury Rigging perk (thanks darthbdaman and jazzisparis!) Fixed more Greetings, Hellos and Goodbyes to reject voice types Fixed visible when distant flags on New Vegas rocks Fixed level 3 bottlecap mine recipe to give correct amount of mines (reported by magicman) Changed NV start to set a quest objective for Following in his Footsteps (reported by RickerHK) Fixed Gomorrah frisking dialogue to save the players hotkeys Fixed Dead Money Collar to have the quest object flag removed when completing the DLC Fixed Ghost body part data Fixed Ghost Seekers to use correct combat style Fixed Ghost Trappers to use correct combat style Fixed Ghost Harvesters to use correct combat style Fixed Ghost Seekers to use correct inventory Fixed Ghost Trappers to use correct inventory Fixed Ghost Seekers to have correct death items Added missing Trooper MP Helmet Added missing female Vault 3 utility suit textures Fixed collision and material in meshes\ammo\9mmammo.nif Fixed collision and material in meshes\ammo\22lrammo.nif Fixed collision and material in meshes\ammo\357magnumammo.nif Fixed collision in meshes\architecture\bittersprings\nv_bssigna.nif Fixed collision in meshes\architecture\bittersprings\nv_bssignb.nif Fixed collision in meshes\architecture\bittersprings\nv_signcallville.nif Fixed collision in meshes\architecture\bouldercity\arcadecappedbrick.nif Fixed collision in meshes\architecture\bouldercity\nv_bighornsign.nif Fixed collision in meshes\architecture\generic\usonianhomedamm02.nif Fixed collision in meshes\architecture\nellis afb\nvnellisgunbatteryshell01.nif Fixed collision in meshes\architecture\nellis afb\nvnellisgunbatteryshellholder01.nif Fixed collision in meshes\architecture\primm\vikkivancesign.nif Fixed collision in meshes\architecture\wasteland\nv_signstatecal.nif Fixed collision in meshes\architecture\wasteland\nv_signstatenev.nif Fixed collision in meshes\architecture\wasteland\nv_signstateroad.nif Fixed Elijah's radio to be enabled and disabled when travelling between wastelands Fixed mass follower firing script to set the wasteland variables correctly Removed old train station doors from Freeside (oops) Many thanks to Rikako for checking thousands of nifs for errors, all shall be fixed in time Fixed ownership engine bug so owned objects, containers and doors all appear the correct colors at all times (THANK YOU jazzisparis and stewie a!) Fixed incorrect condition in VCG02GSSunnySmilesTopic004 Fixed Varmint Rifle to use 22LR Rifle projectile Fixed Ratslayer to use 22LR Rifle projectile Fixed collision material in meshes\clutter\chems\hydra.nif Fixed collision material in meshes\clutter\chems\rebound.nif Fixed collision material in meshes\clutter\chems\steady.nif Fixed collision material in meshes\clutter\chems\turbo.nif Fixed degenerate normals in meshes\clutter\dumpster\dumpster02.nif Fixed degenerate normals in meshes\clutter\dumpster\dumpsteraltstorage01.nif Fixed degenerate normals in meshes\clutter\dumpster\dumpsteraltstorage02.nif Fixed degenerate normals in meshes\clutter\dumpster\dumpsteraltstorage03.nif Fixed collision in meshes\clutter\signnv\nv_totemkhan.nif Fixed collision and shader flags in meshes\landscape\nv_rocks\canyoncavesentrance03anvblk.nif Fixed shader flags in meshes\landscape\nv_rocks\canyoncavesentrance03cnvblk.nif Fixed shader flags in meshes\landscape\nv_rocks\canyoncavesentrance03cnvrdrk.nif Refixed sights in meshes\nvdlc02\weapons\2handautomatic\nvdlc02weap45submach.nif Refixed sights in meshes\nvdlc02\weapons\2handautomatic\nvdlc02weap45submach1.nif Refixed sights in meshes\nvdlc02\weapons\2handautomatic\nvdlc02weap45submach2.nif Refixed sights in meshes\nvdlc02\weapons\2handautomatic\nvdlc02weap45submach12.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03corrosiveglovesgo.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03corrosiveglovesl.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03corrosiveglovesr.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03drkleinglovesgo.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03drkleinglovesl.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03drkleinglovesr.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03drmobiusglovesgo.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03drmobiusglovesl.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03drmobiusglovesr.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03scientistgloves_go.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03scientistglovesl.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03scientistglovesr.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03sterilizerglovesgo.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03sterilizerglovesl.nif Removed uneeded animation, fixed shader flags in meshes\nvdlc03\weapons\hand2hand\nvdlc03sterilizerglovesr.nif Removed uneeded animation, fixed shader flags, geometry in meshes\nvdlc03\weapons\hand2hand\nvdlc03saturnitefists.nif Removed uneeded animation, fixed shader flags, geometry in meshes\nvdlc03\weapons\hand2hand\nvdlc03saturnitefists_heat.nif Removed uneeded animation, fixed shader flags, geometry in meshes\nvdlc03\weapons\hand2hand\nvdlc03saturnitefistsrigid.nif Removed uneeded animation, fixed shader flags, geometry in meshes\nvdlc03\weapons\hand2hand\nvdlc03saturnitefistsrigid_heat.nif Fixed shader flags, geometry in meshes\nvdlc03\weapons\hand2hand\nvdlc03saturnitefistsgo.nif Fixed shader flags, geometry in meshes\nvdlc03\weapons\hand2hand\nvdlc03saturnitefistsgo_heat.nif Fixed voice modulation flag on supervisor helmet Fixed window trim position in meshes\architecture\noso\nv_noso_apartments02.nif Adjusted supermutant spawn markers in The Mall to be persistent so they respawn correctly Fixed Zimmer to eval his packages when either lying about or turning in Harkness (reported by Lyaneri) Fixed .32 Caliber to be .32 Round for consistency Fixed .32 +P to be .32 Round, +P for consistency Fixed Irradiated Scotch to use the correct mesh Fixed Jake Juice to use the correct mesh Fixed NVDLC04NukaVendingMachine to not have 188GeneralStoreMisc in it (reported by piber20) Removed invalid entries in AllPowerArmor lists (reported by Lyaneri) Removed ragdoll templates from all power armor that cause issues Fixed animation speed on Grenade Machinegun (thanks InTheGrave) Fixed animation speed on Mercy (thanks InTheGrave) Fixed UV scaling and raster bar effect for the screen in meshes\weapons\2handhandle\25mmgrndlnchr.nif (oops) Fixed UV scaling and raster bar effect for the screen in meshes\weapons\2handhandle\25mmgrndlnchrhispeedkit.nif (oops) Removed meshes\clutter\liquorbottles\whiskeybottle02.nif (oops) Fixed Lincoln's Repeater repair list to use DLC04RepairRifle (pointed out by DividedByZero) Fixed Quantum Chemist perk description Change Quantum Chemist recipe to be at a campfire or hotplate Added GRA laser pistol iron sighting fix (thanks darthbdaman!) Added mod support for player home theme handling (thanks darthbdaman!) note: make sure sort flst is OFF in xedit before editing the form lists! Fixed animation and collision in architecture\unionstation\unstndoor01.nif (thank you pixelhate!) Fixed animation and collision in architecture\unionstation\unstndoor02.nif (thank you pixelhate!) Fixed issue with Enclave Deathclaws teleporting to the player Added limestone rock lod resources Thanks to jason213 for many bug reports/screenshots Expanded TTWTestRoy cell to contain all crafting stations, crafting supplies, ammo press, notes, locked terminals, locked containers, and live test dummies Cut Liquid Nitrogen clip size in half Cut LootAmmoLiquidNitrogen count in half Changed LootFirstAidKit to LootFirstAidKitDC and reduced amount of stimpaks and empty syringes Fixed flags in LootLockpick25 Fixed flags in LootAntEgg20 Fixed flags in LootAntNectar25 Fixed flags in LootAntNectar35 Fixed flags in LootAntNectar75 Rebalanced 5.56mm special ammos available in dc vendors Rebalanced 5mm special ammos available in dc vendors Added 9mm+P to dc vendors Added VendorAmmo5mmHollowPoint leveled list Added Ammo5mmHollowPoint75 leveled list Fixed Ada Strauss AddictionYes response to be able to cure the player Fixed XP loop with fixing Margurite's still Fixed grenade ductwork trap in Dupont Circle to be triggered by the tripwire instead of the trap triggering the tripwire Fixed mines in Dupont Circle to be owned by raiders so they don't die on their own traps Added lights to fire in destroyed citadel Removed initially disabled flag from crane in destroyed citadel Fixed Molotov script to only explode on impact with actors Fixed Nuka Cocktail script to only explode on impact with actors Fixed Gauss Rifles shooting backwards in 3rd person (reported by dan9070) Removed TTWGaussRiflesList Removed TTWGaussImpactFunctionScript Removed TTWZhuRongImpactFunctionScript Added TTWGaussProjectileList Added TTWGaussProjectileImpactFunctionScript Added TTWZhuRongProjectileImpactFunctionScript Fixed Gauss projectile impacts using SetOnProjectileImpactEventHandler Fixed Zhu Rong projectile impacts using SetOnProjectileImpactEventHandler Removed Vault3UtilityF texture set Created meshes\armor\vaultsuitutility\f\outfit3.nif Added five Pony Express boxes to the Capital Wasteland (thanks pintocat!) Added Pre Order Pack quest startup failsafe in TTW startup quest Replaced Dead Money ground fog meshes with particle emitter ones so they work as intended (thanks WieJieSen!) Fixed Hit Bark script to not force say when taking no damage or armor isn't penetrated Fixed NVDLC01 startup script to have a 5 second message delay like the rest of the DLC Fixed Charon to not comment on knocking over objects, looking at locked objects, pickpocketing and picking up objects with the Z key Fixed Clover to not comment on knocking over objects, looking at locked objects, pickpocketing and picking up objects with the Z key Fixed Star Paladin Cross to not comment on knocking over objects, looking at locked objects, pickpocketing and picking up objects with the Z key Removed unwearable armor from NVDLC01ArmorVsBeamTorso form list Fixed PerkPyromaniacWeaponsUsingAmmo form list Optimized generic handler script Fixed Chinese Stealth Suit infinite hat equip glitch Fixed Mesmetron projectile sound Fixed Toaster of Doom to give Super-heated Saturnite fists the same durability as the weapon given Fixed Blind Diode Jefferson to give Sonic Emitters the same durability as the weapon given Fixed Marguerite's still script Fixed Marguerite's still repair lines (Really!) Fixed activation text for Marguerite's still Removed doctors bags from LootChemsHealing100 Removed doctors bags from LootChemsHealingClean100 Removed doctors bags from LootChemsHealingClean25 Removed Say lines from DLC01MarketSquareGateTriggerScript as there is no audio/lip for them Fixed Milly to faint if you lie to her about Wild Bill Fixed Jackson's conversation with Midea Fixed Midea's script so you can't interrupt her during conversations Fixed Navmesh around slop table in Market Square Fixed Bruisers not using their Axe in Point Lookout Fixed 2hraimis.kf to not dip or sway when strafing (thanks Hitman47101!) Fixed 2haaimis.kf to not dip or sway when strafing (thanks Hitman47101!) Fixed random/random end flags in conversation topics for DLC01Quest02 Fixed TTWCryolatorMagicEffect to have recover and self flags Fixed Superior Defender perk description Fixed UV mapping in meshes\dlc03\architecture\andrewsbase\dlc03runwaysrt05.nif Added GraveContScript to Point Lookout burial mounds Fixed Ammo Press incompatiblity with JIP Improved Recipe Menu Fixed more Generic dialogue responses Fixed particles in meshes\nvdlc01\clutter\snowglobe\nvdlc01snowglobe.nif Fixed particles in meshes\nvdlc02\clutter\snowglobe\nvdlc02snowglobe.nif Fixed particles in meshes\nvdlc03\clutter\snowglobebigmt\nvdlc03snowglobebigmt.nif Fixed healing rate of wild punga and refined punga (pointed out by mackeroni) Fixed New Vegas start to have correct date and time Fixed navmesh near hospital in Vernon Square Added Worldspace ITMs to TTW plugin to prevent mastered plugins from getting them Fixed idle animation in meshes\dungeons\enclave\ravenrock\warroomtable01.nif (pointed out by AusAllerWelt) Refixed collision, uv mapping, vertex colors, degenerate normals, removed unseen faces in meshes\architecture\urban\nationalarchives\nationalarchives.nif Created unique Backwater Rifle in meshes\dlc04\weapons\2handrifle\dlc04rifleunique.nif Created iron sight front post and platform in meshes\nvdlc01\weapons\2handrifle\nvdlc01weapautomaticrifle.nif Added meshes\characters\_1stperson\2hrhandgrip4_henrygrip.kf (Thank you Hitman47101!) Added meshes\characters\_male\2hrhandgrip4_henrygrip.kf (Thank you Hitman47101!) Fixed smoothing, uv errors, added environment mapping in meshes\weapons\2handrifle\bbgun01.nif Fixed smoothing, uv errors, added environment mapping in meshes\weapons\2handrifle\bbgun02.nif Fixed smoothing, uv errors, added environment mapping in meshes\weapons\2handrifle\bbgununique.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\brushgun.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\brushgunnopeep.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\brushgunsteel.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\brushgunsteelnopeep.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeater.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterbrass.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterbrassnopeep.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterlong.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterlongnopeep.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterlongbrass.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterlongbrassnopeep.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterlongmaple.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterlongmaplenopeep.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterlongmaplebrass.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterlongmaplebrassnopeep.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterlongmaple.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterlongmaplenopeep.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeatermaple.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeatermaplenopeep.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaternopeep.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\cowboyrepeaterunique.nif Fixed smoothing, degenerate normals in meshes\weapons\2handrifle\sniperrifle.nif Fixed smoothing, degenerate normals in meshes\weapons\2handrifle\sniperriflecarbonfilter.nif Fixed smoothing, degenerate normals in meshes\weapons\2handrifle\sniperriflecarbonfibersuppressor.nif Fixed smoothing, degenerate normals in meshes\weapons\2handrifle\sniperriflesuppressor.nif Fixed smoothing, degenerate normals in meshes\weapons\2handrifle\sniperrifleunique.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\trailcarbine.nif Fixed smoothing, degenerate normals, added environment mapping in meshes\weapons\2handrifle\trailcarbinescope.nif Fixed animations in meshes\weapons\1handpistol\euclidscfinder.nif Fixed node order in meshes\nvdlc04\weapons\2handrifle\grenade_red.nif Added iron sight texture to extures\nvdlc01\weapons\2handrifle\1stpersonnvdlc01automaticrifle.dds Added iron sight texture to extures\nvdlc01\weapons\2handrifle\nvdlc01automaticrifle.dds Created textures\weapons\2handrifle\1stpersonbbgun01_m.dds Created textures\weapons\2handrifle\1stpersoncowboyrepeater_m.dds Created textures\weapons\2handrifle\1stpersoncowboyrepeaterbrass_m.dds Created textures\weapons\2handrifle\1stpersoncowboyrepeatermaple_m.dds Created textures\weapons\2handrifle\1stpersoncowboyrepeatermaplebrass_m.dds Created textures\weapons\2handrifle\1stpersontrailcarbine_m.dds Created textures\weapons\2handrifle\1stpersontrailcarbinelam_m.dds Created textures\weapons\2handrifle\1stpersontrailcarbinesteel_m.dds Created textures\weapons\2handrifle\bbgun01_m.dds Created textures\weapons\2handrifle\cowboyrepeater_m.dds Created textures\weapons\2handrifle\cowboyrepeaterbrass_m.dds Created textures\weapons\2handrifle\cowboyrepeatermaple_m.dds Created textures\weapons\2handrifle\cowboyrepeatermaplebrass_m.dds Created textures\weapons\2handrifle\cowboyrepeatertangsights_m.dds Created textures\weapons\2handrifle\trailcarbine_m.dds Created textures\weapons\2handrifle\trailcarbinelam_m.dds Created textures\weapons\2handrifle\trailcarbinescope_m.dds Created textures\weapons\2handrifle\trailcarbinesteel_m.dds Created textures\dlc04\weapons\2handrifle\dlc041stpersonrifleunique.dds Created textures\dlc04\weapons\2handrifle\dlc04rifleunique.dds Fixed error in textures\dlc04\weapons\2handrifle\dlc041stpersonrifleparts.dds Fixed error in textures\dlc04\weapons\2handrifle\dlc04rifleparts.dds Fixed Sonic Emitter impacts to match projectiles Fixed Sonic Emitter addon nodes to match projectiles (thanks for the help C16!) Created addon node meshes\mps\mpsenergyimpactgreen02.nif Created addon node meshes\mps\mpsenergyimpactorange01.nif Created addon node meshes\mps\mpsenergyimpactpurple01.nif Created addon node meshes\mps\mpsenergyimpactred01.nif Created addon node meshes\mps\mpsringtrailgreen01.nif Created addon node meshes\mps\mpsringtrailorange01.nif Created addon node meshes\mps\mpsringtrailpurple01.nif Created addon node meshes\mps\mpsringtrailred01.nif Fixed addon nodes, colors in meshes\nvdlc03\projectiles\sonicgreenprojectile01.nif Fixed addon nodes, colors in meshes\nvdlc03\projectiles\sonicorangeprojectile01.nif Fixed addon nodes, colors in meshes\nvdlc03\projectiles\sonicpurpleprojectile01.nif Fixed addon nodes, colors in meshes\nvdlc03\projectiles\sonicredprojectile01.nif Added missing bolt/charging handle animation for Automatic Rifle to meshes\characters\_1stperson\2haattackloop.kf Added missing bolt/charging handle animation for Automatic Rifle to meshes\characters\_1stperson\2haattackloopis.kf Added missing bolt/charging handle animation for Automatic Rifle to meshes\characters\_male\2haattackloop.kf Added missing bolt/charging handle animation for Automatic Rifle to meshes\characters\_male\2haattackloopis.kf Fixed flipped faces in meshes\clutter\kings\kingssign.nif (pointed out by C16) Fixed two broken The Strip landscape records in FalloutNV.esm Merged pre order pack injected records into FalloutNV.esm Fixed ONAM in CaravanPack.esm Fixed ONAM in ClassicPack.esm Fixed ONAM in MercenaryPack.esm Fixed ONAM in TribalPack.esm Fixed deleted records, ITMs and broken previous info in DeadMoney.esm Fixed deleted records, ITMs in HonestHearts.esm Fixed deleted records, ITMs, unintentional edits to placed skeletons in OldWorldBlues.esm Fixed deleted records, ITMs in LonesomeRoad.esm You can stop whining about "dirty" DLC ESMs now! Fixed smoothing, uv in meshes\weapons\2handrifle\huntingrifle.nif Fixed smoothing, uv in meshes\weapons\2handrifle\huntingrifleallmods.nif Fixed smoothing, uv in meshes\weapons\2handrifle\huntingriflecustomaction.nif Fixed smoothing, uv in meshes\weapons\2handrifle\huntingrifleextmag.nif Fixed smoothing, uv in meshes\weapons\2handrifle\huntingrifleextmagcustaction.nif Fixed smoothing, uv in meshes\weapons\2handrifle\huntingriflescope.nif Fixed smoothing, uv in meshes\weapons\2handrifle\huntingriflescopecustaction.nif Fixed smoothing, uv in meshes\weapons\2handrifle\huntingriflescopeextmag.nif Added missing MP Trooper Helmet mesh in meshes\armor\headgear\trooperhelmet\trooperhelmmp.nif Fixed Chinese General Hat model paths Fixed collision, missing BSX flags in meshes\clutter\platinumchip\nv_platinumchip.nif (pointed out by Rikako) Added jsawyer weapon balance changes (this is really minimal and fair) Adjusted .32 pistol balance Adjusted Chinese Pistol balance Renamed DC Sawed-Off Shotgun to Short Barrel Shotgun to distinguish it from the New Vegas one Disabled Underpass Water Purifier (00103fed), Jailhouse Rock (0011f86b), Viva Las Vegas (0013a40b), TempMan (000cd076) unused quests (pointed out by TheAtomicRobot) Fixed stagger idles to prevent attacking by creatures with projectile weapons Fixed Chinese Pistols to eject the correct shell casings Fixed Zhu-Rong to eject the correct shell casings Adjusted color of Zhu-Rong texture to look as intended in game Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\combatshotgun.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\combatshotgunparts.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\combatshotgunpartssight.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\combatshotgunpartssightstock.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\combatshotgunpartsstock.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\combatshotgunsight.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\combatshotgunsightstock.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\combatshotgunstock.nif Fixed sound flags in FXFireGasHigh Fixed sound flags in FXFireGasLow Nerfed Combat Shotgun animation attack multiplier to 1.0 from 1.5 and attack shots/sec to 2.0 from 3.2 Increased The Terrible Shotgun animation attack multiplier to 1.0 from 0.75 and attack shots/sec to 2.0 from 1.5 Fixed incorrect Head facegen flag on headwear (thanks sandbox for reminding me to do this!) Fixed Mask flag on glasses/shades/sunglasses Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\1handpistol\laserpistol.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\1handpistol\laserpistolunique.nif Fixed more Hellos Fixed Barter Town Challenge (oops) Fixed Shoot His Eye Out challenge Fixed texture path, missing faces in meshes\furniture\bedframequeen01static.nif (pointed out by Rikako) Fixed many melee weapon swing sounds that got missed (pointed out by Ash The Juice Knight and pharaon3) Fixed many melee weapon equip sounds Fixed many melee weapon block sounds Fixed music markers to not use controller values so the music doesn't reset unexpectedly in DC Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\laserrifle.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\laserriflebeamsplitter.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\laserriflescope.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\laserriflescopebeamsplitter.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\laserriflescopeshifteroptics.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\laserriflescopeshifteropticsbeamsplitter.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\laserrifleshifteroptics.nif Fixed smoothing, vanilla geometry errors, uv in meshes\weapons\2handrifle\laserrifleshifteropticsbeamsplitter.nif Fixed smoothing, vanilla geometry errors, uv, flags, properties in meshes\weapons\2handrifle\multiplasrifle02.nif Fixed smoothing, vanilla geometry errors, alpha issues in meshes\1handpistol\plasmapistolstatic.nif Fixed smoothing, vanilla geometry errors, alpha issues in meshes\1handpistol\plasmapistolunique.nif Created meshes\projectiles\plasmaprojectile03.nif Created meshes\effects\impactenergypurple02.nif Created meshes\effects\muzzleflashes\plasmapistolmuzzleflash02.nif Created meshes\mps\mpsenergyimpactpurple02.nif Created meshes\mps\mpsenergypurplebloodsplat02.nif Created meshes\mps\mpsplasmaprojectile02.nif Skinned meshes\armor\eulogyjones\hateulogyjones.nif Created meshes\armor\eulogyjones\hateulogyjones.egm Skinned meshes\armor\mysteriousstranger\hatmysteriousstranger.nif Created meshes\armor\mysteriousstranger\hatmysteriousstranger.egm Skinned meshes\armor\headgear\1950stylehat\m\suithat.nif Created meshes\armor\headgear\1950stylehat\m\suithat.egm Skinned meshes\armor\headgear\antagonizer\helmetantagonizer.nif Created meshes\armor\headgear\antagonizer\helmetantagonizer.egm Skinned meshes\armor\headgear\chinesecommando\hatchinesecommando.nif Created meshes\armor\headgear\chinesecommando\hatchinesecommando.egm Skinned meshes\armor\headgear\combatarmorhelmet\m\combatarmorhelmetm.nif Created meshes\armor\headgear\combatarmorhelmet\m\combatarmorhelmetm.egm Skinned meshes\armor\headgear\constructionhat\constructionhat.nif Created meshes\armor\headgear\constructionhat\constructionhat.egm Skinned meshes\armor\headgear\cowboyhat\cowboyhat.nif Created meshes\armor\headgear\cowboyhat\cowboyhat.egm Skinned meshes\armor\headgear\cowboyhat\cowboyhat2.nif Created meshes\armor\headgear\cowboyhat\cowboyhat2.egm Skinned meshes\armor\headgear\cowboyhat\cowboyhat3.nif Created meshes\armor\headgear\cowboyhat\cowboyhat3.egm Skinned meshes\armor\headgear\cowboyhat\cowboy_hat_04.nif Created meshes\armor\headgear\cowboyhat\cowboy_hat_04.egm Skinned meshes\armor\headgear\cowboyhat\cowboy_hat_05.nif Created meshes\armor\headgear\cowboyhat\cowboy_hat_05.egm Skinned meshes\armor\headgear\enclaveofficer\hatenclaveofficer.nif Created meshes\armor\headgear\enclaveofficer\hatenclaveofficer.egm Skinned meshes\armor\headgear\fiendhelmet\fiendhelmet.nif Created meshes\armor\headgear\fiendhelmet\fiendhelmet.egm Skinned meshes\armor\headgear\fiendhelmet\fiendhelmet02.nif Created meshes\armor\headgear\fiendhelmet\fiendhelmet02.egm Skinned meshes\armor\headgear\fiendhelmet\fiendhelmet03.nif Created meshes\armor\headgear\fiendhelmet\fiendhelmet03.egm Skinned meshes\armor\headgear\generalolivercap\genolivercap.nif Created meshes\armor\headgear\generalolivercap\genolivercap.egm Skinned meshes\armor\headgear\hat1950sboycap\hat1950sboycap.nif Created meshes\armor\headgear\hat1950sboycap\hat1950sboycap.egm Skinned meshes\armor\headgear\hat1950scap\hat1950sadultcap.nif Created meshes\armor\headgear\hat1950scap\hat1950sadultcap.egm Skinned meshes\armor\headgear\hat1950slady\hat1950slady.nif Created meshes\armor\headgear\hat1950slady\hat1950slady.egm Skinned meshes\armor\headgear\headwrap\headwrap01.nif Created meshes\armor\headgear\headwrap\headwrap01.egm Skinned meshes\armor\headgear\helmetraider02\helmetraider02.nif Created meshes\armor\headgear\helmetraider02\helmetraider02.egm Skinned meshes\armor\headgear\hockeymask\m\hockeymask.nif Created meshes\armor\headgear\hockeymask\m\hockeymask.egm Skinned meshes\armor\headgear\lincolnhat\m\hatlincoln.nif Created meshes\armor\headgear\lincolnhat\m\hatlincoln.egm Skinned meshes\armor\headgear\lucassimmshat\m\lucassimmshat.nif Created meshes\armor\headgear\lucassimmshat\m\lucassimmshat.egm Skinned meshes\armor\headgear\mechanist\helmetmechanist.nif Created meshes\armor\headgear\mechanist\helmetmechanist.egm Skinned meshes\armor\headgear\metalarmor\helmetmetalarmorf.nif Created meshes\armor\headgear\metalarmor\helmetmetalarmorf.egm Skinned meshes\armor\headgear\metalarmor\helmetmetalarmorm.nif Created meshes\armor\headgear\metalarmor\helmetmetalarmorm.egm Skinned meshes\armor\headgear\ncr_civillian\ncr_civ_glasses_m.nif Created meshes\armor\headgear\ncr_civillian\ncr_civ_glasses_m.egm Skinned meshes\armor\headgear\ncr_civillian\ncr_civ_h1.nif Created meshes\armor\headgear\ncr_civillian\ncr_civ_h1.egm Skinned meshes\armor\headgear\ncr_civillian\ncr_civ_h2.nif Created meshes\armor\headgear\ncr_civillian\ncr_civ_h2.egm Skinned meshes\armor\headgear\ncr_civillian\ncr_civ_h3.nif Created meshes\armor\headgear\ncr_civillian\ncr_civ_h3.egm Skinned meshes\armor\headgear\nvhatpsychicnullifier\nvhatpsychicnullifier.nif Created meshes\armor\headgear\nvhatpsychicnullifier\nvhatpsychicnullifier.egm Skinned meshes\armor\headgear\partyhat\f\partyhatchildf.nif Created meshes\armor\headgear\partyhat\f\partyhatchildf.egm Skinned meshes\armor\headgear\partyhat\m\partyhat.nif Created meshes\armor\headgear\partyhat\m\partyhat.egm Skinned meshes\armor\headgear\partyhat\m\partyhatchild.nif Created meshes\armor\headgear\partyhat\m\partyhatchild.egm Skinned meshes\armor\headgear\partyhat\m\partyhatstanley.nif Created meshes\armor\headgear\partyhat\m\partyhatstanley.egm Skinned meshes\armor\headgear\red beret\green_beret.nif Created meshes\armor\headgear\red beret\green_beret.egm Skinned meshes\armor\headgear\red beret\red_beret.nif Created meshes\armor\headgear\red beret\red_beret.egm Skinned meshes\armor\headgear\trooperhelmet\trooperhelm.nif Created meshes\armor\headgear\trooperhelmet\trooperhelm.egm Skinned meshes\armor\headgear\trooperhelmet\trooperhelmglasses.nif Created meshes\armor\headgear\trooperhelmet\trooperhelmglasses.egm Skinned meshes\armor\headgear\trooperhelmet\trooperhelmmp.nif Created meshes\armor\headgear\trooperhelmet\trooperhelmmp.egm Skinned meshes\armor\headgear\vaultsecurityhelmet\m\vaultsecurityhelmet.nif Created meshes\armor\headgear\vaultsecurityhelmet\m\vaultsecurityhelmet.egm Fixed geometry and alpha property in meshes\armor\headgear\vaultsecurityhelmet\m\vaultsecurityhelmet_skinned.nif Created meshes\armor\headgear\vaultsecurityhelmet\m\vaultsecurityhelmet_skinned.egm Skinned meshes\armor\headgear\wastelandchild01\hat.nif Created meshes\armor\headgear\wastelandchild01\hat.egm Skinned meshes\armor\headgear\wastelandchild02\hatpoliceadultversion.nif Created meshes\armor\headgear\wastelandchild02\hatpoliceadultversion.egm Skinned meshes\armor\headgear\wastelandchild02\hatpolicechildversion.nif Created meshes\armor\headgear\wastelandchild02\hatpolicechildversion.egm Skinned meshes\armor\headgear\wastelandchild03\hatfemale.nif Created meshes\armor\headgear\wastelandchild03\hatfemale.egm Skinned meshes\armor\headgear\wastelandchild03\hatmale.nif Created meshes\armor\headgear\wastelandchild03\hatmale.egm Skinned and fixed uv in meshes\armor\headgear\wastelandchild05\hatbaseballcapadult.nif Created meshes\armor\headgear\wastelandchild05\hatbaseballcapadult.egm Skinned meshes\armor\headgear\wastelandchild05\hatbaseballcapboy05.nif Created meshes\armor\headgear\wastelandchild05\hatbaseballcapboy05.egm Skinned meshes\armor\headgear\wastelandclothing03\m\goggleswastelandclothing03.nif Created meshes\armor\headgear\wastelandclothing03\m\goggleswastelandclothing03.egm Skinned meshes\armor\headgear\wastelandmerchant\hatwastelandmerchant.nif Created meshes\armor\headgear\wastelandmerchant\hatwastelandmerchant.egm Skinned meshes\dlc03\armor\headgear\wig\wig.nif Created meshes\dlc03\armor\headgear\wig\wig.egm Skinned meshes\dlc04\armor\dlc04confederatehat.nif Created meshes\dlc04\armor\dlc04confederatehat.egm Skinned meshes\dlc05\armor\cowboyoutfit\cowboyhatf.nif Created meshes\dlc05\armor\cowboyoutfit\cowboyhatf.egm Skinned meshes\dlc05\armor\cowboyoutfit\cowboyhatm.nif Created meshes\dlc05\armor\cowboyoutfit\cowboyhatm.egm Skinned meshes\dlc05\armor\samuraiarmor\hat.nif Created meshes\dlc05\armor\samuraiarmor\hat.egm Skinned meshes\dlc05\armor\samuraiarmor\kabuto.nif Created meshes\dlc05\armor\samuraiarmor\kabuto.egm Skinned meshes\dlc05\armor\spacesuit\spacehelmet.nif Created meshes\dlc05\armor\spacesuit\spacehelmet.egm Skinned meshes\characters\hair\glassesblackrimmed.nif Created meshes\characters\hair\glassesblackrimmed.egm Skinned meshes\characters\hair\glassesdrli.nif Created meshes\characters\hair\glassesdrli.egm Skinned meshes\characters\hair\glassesreading.nif Created meshes\characters\hair\glassesreading.egm Skinned meshes\characters\hair\glassesreadingchild.nif Created meshes\characters\hair\glassesreadingchild.egm Skinned meshes\characters\hair\glassesreadingclr.nif Created meshes\characters\hair\glassesreadingclr.egm Skinned meshes\characters\hair\glassesthreedog.nif Created meshes\characters\hair\glassesthreedog.egm Skinned meshes\characters\hair\glassestortoiseshell.nif Created meshes\characters\hair\glassestortoiseshell.egm Skinned meshes\characters\hair\powderedwig.nif Created meshes\characters\hair\powderedwig.egm Skinned meshes\characters\hair\shades.nif Created meshes\characters\hair\shades.egm Fixed Head facegen flag on all headwear so egm files work Increased AER14 damage and crit damage to 40 to compensate for laser rifle balancing Adjusted color in textures\weapons\1handpistol\1stpersonchinesepistolunique.dds Adjusted color in textures\weapons\1handpistol\chinesepistolunique.dds Adjusted alpha range in textures\weapons\1handpistol\1stpersonplasmapistol.dds Adjusted alpha range in textures\weapons\1handpistol\plasmapistol.dds Adjusted alpha range in textures\weapons\1handpistol\plasmapistolunique.dds Created textures\weapons\2handrifle\combatshotgunparts.dds Created textures\weapons\2handrifle\1stpersoncombatshotgunparts.dds Created textures\weapons\2handrifle\combatshotgundrumparts.dds Created textures\weapons\2handrifle\1stpersoncombatshotgundrumparts.dds Created textures\weapons\2handrifle\1stpersoncombatshotgunparts_m.dds Created textures\weapons\2handrifle\1stpersoncombatshotgundrumparts_m.dds Removed default hair change to ghoul race Updated YUPTTW to version 11.6 Made Eugene more unique with a short barrel (idea by Hitman47101) and added Reilly's Rangers branding to backpack in meshes\weapons\2handhandle\minigununique2.nif Fixed geometry, collision in meshes\weapons\2handhandle\incinerator.nif Fixed geometry, collision in meshes\weapons\2handhandle\minigun.nif Fixed geometry, collision in meshes\weapons\2handhandle\minigunallmods.nif Fixed geometry, collision in meshes\weapons\2handhandle\minigunhispeedmotor.nif Fixed geometry, collision in meshes\weapons\2handhandle\minigunstabilizer.nif Fixed geometry, collision in meshes\weapons\2handhandle\minigununique.nif Fixed geometry, flags, texture property in meshes\weapons\2handhandle\flamer.nif Fixed geometry, flags, texture property in meshes\weapons\2handhandle\flamerexpandedtanks.nif Fixed geometry a bit (ugh), uv in meshes\weapons\2handhandle\rockitlauncher.nif Fixed uv, smoothing in meshes\weapons\2handhandle\lasergatling.nif Fixed uv, smoothing in meshes\weapons\2handhandle\lasergatlingcfframe.nif Fixed uv, smoothing in meshes\weapons\2handhandle\lasergatlingfocusoptics.nif Fixed uv, smoothing in meshes\weapons\2handhandle\lasergatlingfocusopticscfframe.nif Fixed uv, smoothing in meshes\weapons\2handhandle\plasmacaster.nif Fixed uv, smoothing in meshes\weapons\2handhandle\plasmacasterhselectrode.nif Fixed uv, smoothing, geometry errors in meshes\weapons\2handautomatic\9mmsmg.nif Fixed uv, smoothing, geometry errors in meshes\weapons\2handautomatic\9mmsmgdrum.nif Fixed female response for MS08AndroidFound (thanks HcG xGrill!) Fixed mesh errors, smoothing, iron sight in meshes\weapons\1handpistol\357revolver.nif Fixed mesh errors, smoothing, iron sight in meshes\weapons\1handpistol\357revolvercustom.nif Fixed mesh errors, smoothing, iron sight in meshes\weapons\1handpistol\357revolverhdcylinder.nif Fixed mesh errors, smoothing, iron sight in meshes\weapons\1handpistol\357revolvershort.nif Fixed mesh errors, smoothing, iron sight in meshes\weapons\1handpistol\357revolvershorthdcyl.nif Fixed smoothing in meshes\weapons\1handpistol\alienblaster.nif Fixed smoothing in meshes\weapons\1handpistol\firelance.nif Fixed flags, properties, degenerate normals, smoothing in meshes\weapons\1handpistol\plasmadefender.nif Fixed smoothing, properties in meshes\weapons\1handpistol\44magnumrevolverunique.nif Fixed uv, smoothing, geometry in meshes\weapons\2handautomatic\marksman.nif Fixed uv, smoothing, geometry in meshes\weapons\2handautomatic\marksmanaa.nif Fixed uv, smoothing, geometry in meshes\weapons\2handautomatic\marksmanext.nif Refined Eugene custom firing sound (thanks tgspy!) Fixed uv, smoothing, degenerate normals, geometry in meshes\weapons\2handautomatic\22smg.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\22smgext.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\nvdlc05\weapons\2handautomatic\assaultcarbineforged.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\nvdlc05\weapons\2handautomatic\assaultcarbineforgedmags.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\nvdlc05\weapons\2handautomatic\assaultcarbinemags.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\weapons\2handautomatic\assaultcarbine.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\weapons\2handautomatic\assaultcarbineext.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\weapons\2handautomatic\assaultcarbinesupressor.nif Fixed smoothing, degenerate normals, geometry in meshes\weapons\2handautomatic\127smg.nif Fixed smoothing, degenerate normals, geometry in meshes\weapons\2handautomatic\127smgsilencer.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod01.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod02.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod03.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod12.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod13.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod23.nif Fixed uv, smoothing, degenerate normals, geometry in meshes\nvdlc05\weapons\2handautomatic\nvdlc05weap127mmsmgmod123.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\cryolator.nif Fixed smoothing, degenerate normals, properties, removed useless controller in meshes\weapons\2handautomatic\laserpdw.nif Fixed smoothing, degenerate normals, properties, removed useless controller in meshes\weapons\2handautomatic\laserpdwrecycler.nif Fixed smoothing, degenerate normals, properties, removed useless controller in meshes\weapons\2handautomatic\laserrcw.nif Fixed smoothing, degenerate normals, properties, removed useless controller in meshes\weapons\2handautomatic\laserrcwrecycler.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\battlerifle.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\battlerifleall.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\battlerifleap.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\battlerifleapbayo.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\battlerifleaprec.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\battleriflebayo.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\battleriflebayorec.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\battleriflerec.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\servicerifle.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\servicerifleall.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\servicerifleap.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\servicerifleapbayo.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\servicerifleaprec.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\serviceriflebayo.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\serviceriflebayorec.nif Fixed uv, smoothing, degenerate normals, geometry, collision in meshes\weapons\2handautomatic\serviceriflerec.nif Fixed the service rifle to be automatic like originally intended, the 30% fire rate mod is no longer useless, DPS is identical to vanilla Readded rotation controller in meshes\characters\_1stperson\1hpaimis.kf so aiming works while running Fixed uv, smoothing, degenerate normals in meshes\weapons\1handmelee\1stpersoncleaver.nif Fixed uv, smoothing, degenerate normals in meshes\weapons\1handmelee\cleaver.nif Fixed uv, smoothing, degenerate normals, collision in meshes\weapons\1handmelee\1stpersoncleaveru.nif Fixed smoothing, degenerate normals, collision in meshes\weapons\1handmelee\1stpersongladiusmachete.nif Fixed smoothing, degenerate normals, collision in meshes\weapons\1handmelee\gladiusmachete.nif Fixed smoothing, degenerate normals in meshes\weapons\1handmelee\1stpersonhatchet.nif Fixed smoothing in meshes\weapons\1handmelee\1stpersonleadpipeunique.nif Fixed smoothing in meshes\weapons\1handmelee\leadpipeunique.nif Fixed uv. smoothing in meshes\weapons\1handmelee\baton.nif Fixed smoothing, degenerate normals, collision in meshes\weapons\1handmelee\binoculars.nif Fixed smoothing in meshes\weapons\1handmelee\cattleprod.nif Fixed smoothing, degenerate normals in meshes\weapons\1handmelee\chancesknife.nif Fixed smoothing, degenerate normals in meshes\weapons\1handmelee\combatknife.nif Fixed uv, smoothing, degenerate normals in meshes\weapons\1handmelee\chineseofficersword.nif Fixed smoothing in meshes\weapons\1handmelee\dresscane.nif Fixed smoothing, degenerate normals in meshes\weapons\1handmelee\hatchet.nif Fixed smoothing in meshes\weapons\1handmelee\kitchenknife.nif Fixed smoothing in meshes\weapons\1handmelee\knife.nif Fixed smoothing in meshes\weapons\1handmelee\rustyknife.nif Fixed uv, smoothing in meshes\weapons\1handmelee\leadpipe.nif Fixed uv, degenerate normals in meshes\weapons\1handmelee\machete.nif Fixed smoothing, collision in meshes\weapons\1handmelee\rollingpin.nif Fixed uv, smoothing in meshes\weapons\1handmelee\shishkebab.nif Fixed uv, smoothing in meshes\weapons\1handmelee\shishkebabgo.nif Fixed smoothing, geometry, collision in meshes\weapons\1handmelee\1stpersonstraightrazor.nif Fixed smoothing, geometry, collision in meshes\weapons\1handmelee\straightrazor.nif Fixed smoothing in meshes\weapons\1handmelee\1stpersonstraightrazoru.nif Fixed smoothing in meshes\weapons\1handmelee\straightrazoru.nif Fixed uv, smoothing in meshes\weapons\1handmelee\switchblade.nif Fixed uv, smoothing in weapons\1handmelee\tireiron.nif Fixed smoothing in weapons\1handmelee\treebranch.nif Fixed uv, smoothing, scale in meshes\dlc04\weapons\2handmelee\dlc04axe.nif Fixed uv, smoothing, scale in meshes\dlc04\weapons\2handmelee\dlc04shovel.nif Increased damage of Paulson's Revolver to 60 from 45 Fixed uv, smoothing, degenerate normals, properties, geometry in meshes\weapons\2handrifle\plasmarifle.nif Fixed uv, smoothing, degenerate normals, properties, geometry, collision in meshes\weapons\2handrifle\plasmariflemagneticaccelerator.nif Fixed uv, smoothing, degenerate normals, properties, geometry, made more unique in meshes\weapons\2handrifle\plasmarifleunique.nif Fixed uv, smoothing, properties in meshes\weapons\2handlauncher\fatman.nif Fixed uv, smoothing, properties in meshes\weapons\2handlauncher\fatmanlittleboy.nif Fixed uv, smoothing, properties in meshes\weapons\2handlauncher\missilelauncher.nif Fixed uv, smoothing, properties in meshes\weapons\2handlauncher\missilelauncherguidancesystem.nif Fixed uv, smoothing, properties in meshes\weapons\2handlauncher\missilelauncherunique.nif Added Vengeance to Laser Commander form id list (pointed out by perji) Added Liquid Nitrogen, Alien Power Cells to Sally's post Zeta scrounging list Fixed karma values on water beggars Fixed Hit script to not trigger when explosions do 0 damage for visual shaking effects Copied persistence changes into vanilla esm's to alleviate dirty edits being added to plugins Fixed Death dialogue A few 2hr and 2hr animation fixes (thanks to Hitman) Changed energy pistols to use 1hpAttack8 to remove the recoil and add iron sight support Created 1hpAttack8 animations for aliens so they can use the pistols after changing them to attack8 Super Mutant 2HandHandle Grenade Machine Gun reload/jam animations added (Thanks Jamilla!) Super Mutant 2HandLauncher reload animation fixed so Missile Launcher doesn't shift (Thanks Jamilla!) Super Mutant 2HandLauncher Fatman animations added (Thanks Jamilla!) Added event handler for OnAdd Player to microbreeder cells Fixed Ronald Laren only giving one cap per bottle until reloading after accepting his offer to bring Quantums Fixed Rock-It Man challenge Fixed Kneecapper challenge (doesn't register until idle is done playing) Fixed Pony Express Boxes to work correctly Fixed health of Apocalypse Gladiator Armor Fixed Abraham Washington saying the wrong lines when not at the capital preservation society Fixed Henry Young's packages (finally!) Fixed Christie Young's packages (finally!) Added final interior fixes to RivetCityDeckMid to fix impossible connection Fixed invalid dialogue choice list for Doctor Cutty Fixed all fatigue values for creatures (thanks Kazopert!) Fixed invalid choice list errors in dialogue Fixed 6 statics around the wasteland (thanks stevenightfall!) Dog, Molerat, Radroach, Brahmin, Bloatfly health adjusted for parity with Fallout 3 (thanks Kazopert!) Fixed mines on Anchorage Memorial Bridge (thanks Kazopert!) Anchorage leveled lists now have the correct Alloy Steel 10mm SMG (thanks Kazxopert!) Fixed Dead Money and Old World Blues holograms shader effect when loading a game Fixed 15 statics around the wasteland Updated TTWCreatureKnockdownHandlerScript to fix bug with Stonewall (thanks Voidwalker!) Added event handlers to fix jankyness of Heartless and Cardiac Arrest perks (Thanks Voidwalker!) Fixed Stealth Suit MKII not to comment on the pipboy light if the Broad Daylight perk is taken (pointed out by Darian Stephens) Fixed Ghoul Grinder challenge Fixed Glowing Glowing Gone challenge Fixed 5 statics around the wasteland Fixed some more conversation dialogue in rivet city Fixed Gary Staley's sandbox package Fixed Angela Staley's sandbox package Fixed some idle markers in Rivet City marketplace Added fast trigger mod to silenced 10mm pistol Fixed missing dialogue audio for Tesla Armor turns ins at the outcasts Fixed Angela Staley's service packages so she can execute her other sandbox packages Added package to Henry Young so he can repair stuff on the lower deck like he's supposed to be able to Fixed more flags in dialogue around Rivet City and Megaton Fixed a few conditions in Megaton Dialogues Fixed Defender Morgan's SayTo package to speak to Protector Casdin after player accepts technology turn in job inquiry (Really!) Fixed 800+ random conversation dialogues (thanks Kazopert!) Fixed 2 statics around the wasteland Fixed 1hpequip.kf for both 1st and 3rd person, no more weird havok errors. (Thanks Jamilla!) Fixed all companions being aggressive randomly on being fired (really!) Fixed hundreds more conversation topics in Fallout 3 and All DLC (thanks Kazopert!) Fixed subtitle errors in Harold's dialogue (thanks Kazopert!) Fixed BoS Citadel Lookouts teleporting to the ground sometimes Fixed ownership of objects and containers in Craterside Supply Fixed Dead Money Quest Items to have their quest item flags removed when the DLC is complete Fixed 12 statics around the wasteland Fixed Nathan's packages in Megaton so he behaves correctly Fixed Maggie's packages in Megaton so she behaves correctly Fixed Confessor Cromwell to give his sermon Fixed Gob to do his sweeping in the bar Fixed Walter to do his repairing routines in the water plant Fixed Jenny Stahl to use all her idle/furniture markers Fixed Doc Church to use his idle/furniture markers Fixed Door Locking/Unlocking of Lucy Wests, Lucas Simms and Billy Creels houses Fixed several Megaton NPCs to not eat/sleep while sandboxing or using the restrooms Fixed persistence on several idle/furniture markers in Megaton interiors Changed Intelligence Bobblehead to give +5 skill/crit bonus when using magazines instead of +1 skill point (thanks to exaggeratedhonesty for the idea) Fixed some conditions on a few megaton residents dialogues Gave Gob a bed Fixed Gob standing over idle markers if he goes upstairs Fixed Jerichos packages, fired packages were missing a check (oops) Fixed Moira to use her terminal after each objective the player completes in Wasteland Survival Guide Fixed a couple hundred more dialogue bugs (thanks Kazopert!) Updated YUPTTW to version 11.8 Fixed minimum skill requirements on pre-order weapons Nerfed all DC vendors caps to medium instead of large for economy reasons Fixed "I have to go. Now" promt on generic goodbyes in Trouble on the Home Front Fixed Butch having his pistol during Trouble on the Home Front Fixed 11 statics around the wasteland Removed sound from ceiling fan in Honest Hearts Fixed some NPC greetings to Dave when escorting the player to him Fixed Butch's perk to work on him Removed removing of companion suite from followers as it is useless Attempted to fix Seagrave getting stuck Accompanying Vera Weatherly (again) Added some conditions to MS16OverseerStepDown so he doesn't give his speech until near Amata, also flagged to not head track to the player Moved OnDeath block in JanetRockwell's script to address possible issue of it not firing Buffed all raiders in vanilla Fallout 3 to have parity with the original game. (Thanks Kazopert!) Fixed 1 static in the wasteland (Thanks Kazopert!) Dialogue fixes for Supermutant barks, Harold subtitles, the Bumble enslavement quest and otherwise (Thanks Kazopert!) Fixed Honest Hearts quest items not having the quest item tag removed at the conclusion of the DLC Fixed the 150 caps Doctors dialogues to have responses and actually cost 150 caps Fixed Zip's dialogue to not mention trading Nuka Cola until he mentions it to you Fixed the subtitles in one of Zip's dialogues Fixed some Doctor healing responses to point to the correct links, fixes cost to coincide with the dialogue Fixed 7 statics around the wasteland Fixed Joseph to not greet the player while leading him to the terminal that opens the vault 87 door Fixed Red text on door in Raven Rock near president eden Removed Dad ownership from two coffee mugs in Launch Control Bunker (reported by Callen) Fixed rumor checking in Gotta Shoot 'em in the Head to not be available until Crowley has made his offer (reported by Callen) Fixed some broken scripts due to merge errors (oof) Removed useless ammo press terminal edits Fixed "Swing Doors" mono tracks to have the correct names (repoted by Callen) Fixed "Rhythm For You" mono tracks to have the correct names Fixed a bunch of GNR Radio flags and conditions Fixed some more dialogue flags (Thanks Kazopert!) Removed DeathItemBrotherhood100DC from three Crimson Dragoon NPC forms in Anchorage (reported by Donatas) Fixed even more dialogue flags and conditions (Thanks Kazopert!) Restored Multiplas weapon mods and models Fixed Brahmin Tipper challenge to be non-repeatable Fixed a couple bugs with Trouble on the Home Front and starting in the Mojave Fixed ownership issues in Megaton cells due to door locking fixes Fixed Lesson's Learned to work correctly (thanks darthbdaman!) Fixed Dr Li continuing to talk after the purifier has been started Checked and fixed all npc equipment/inventory leveled list flags and levels Fixed Megaton Clinic door locking/unlocking Fixed Swamplurks to be called Swamplurks Fixed Swamplurk Queen to be called Swamplurk Queen Swapped Paladin Hoss and his Escort's leveled actor list as they were backwards Fixed 2 statics around the wasteland Fixed ownership of items in Megaton Clinic Fixed 2 dialogue responses in Point Lookout Fixed Wasteland Doctor to use the correct voice type Fixed many random encounter NPCs to not respawn Fixed many random encounter NPCs to have proper facegen flags Fixed a couple broken dialogue topics with Quinn (thanks HcG xGrill!) Fixed 3 statics around the wasteland Super Mutants and Super Mutant Brutes now have 10 DT instead of 15 DC Mister Gutsy DT lowered to 12 Gave Behemoths their DT of 18 Addressed possible issue with OnDeath block of MS01Behemoth Updated TTWYUP to version 11.8.1 Fixed bug in Point Lookout travel script Fixed bug with Point Lookout travel idle Fixed Shakes to actually sell everything he's supposed to (yay) Fixed a few statics around the wasteland Added scripting to Rivet City residents so they don't use Say or SayTo end of package lines if the player is not in the cell, which should fix the packages hanging Removed GRA Tags Made Ammo names and recipes consistent Enabled Chill Factor perk, 50% damage and Duration bonus to Cryo Grenades, Mines and Cryolator Removed Vigilant Recycler Tags Removed Hand Load Tags Removed Mad Bomber Tags Added Liquid Nitrogen, Optimized Added Liquid Nitrogen to Cryolator ammo list Fixed Scavenger Yao Guai from respawning Fixed Scavenger Yao Guai Karma Fixed 5 statics around the wasteland Fixed Weathered 10mm Pistol from being able to accept mods (Thanks Stewie!) Fixed Lucky38 Climate to be the correct one Fixed 12 and 20 Gauge Hulls to be named consistent Added Cryo damage over time to cryo grenades and mines Added some damage to the Cryo Grenades and Mines More dialogue fixes (thanks Kazopert!) Fixed Rescue in Paradise GNR Radio News Fixed the rest of the Karma titles for GNR Fixed Song outros for GNR Fixed 14 statics around the wasteland Fixed Wingers to work after Nuka Cola Challenge is completed Adjusted Flak's Pea Shooter dialogue conditions to only have tier 0 weapons Lowered Albino Radscorpion DT to 15 Gave Jessica a sleep package (poor girl) Shortened Rosie's skeep package so Jessica can sleep Fixed a speech check that was checking the players sex instead of the speakers Fixed exploit that allowed opening the Frame Quote in vault 101 up to 3 times and obtaining 3 Rock It Launcher schematics Added Fallout 3 Battle music sets to NoMusic marker Fixed ownership issue on Doctor Lesko's Shack door Fixed ownership issue on Grandma Sparkles Shack door Lowered Behemoth DT to 15 Fixed L337 H@cker perk icon Fixed Anchorage Outcast hellos (thanks Kazopert!) Integrated GRA properly (say goodbye to WMX/WME/EVE compatibility permanently) Made GRA Laser Pistol, Plasma Defender and Plasma Pistols Custom to differentiate them from vanilla as they had partial uniqueness already Integrated DLC weapons that make sense into the base games (thanks darthbdaman!) Integrated more weapons that make sense cross wasteland (thanks darthbdaman!) Fixed all Encounter lists for leveled actors flags Fixed all Var lists for leveled actors flags Fixed all Encounter lists for leveled creatures flags Fixed all Var lists for leveled creatures flags Fixed "Poisoned Removed" message to only display when using antivenom on the player Adjusted Flak and Shrapnels supplies Made DLC recipes only available after starting their associated DLC (thanks darthbdaman!) Removed evil and track crime changes to Talon Company faction Removed track crime changes to Regulators faction Fixed 3 statics around the wasteland Fixed forced weapon/clothing removal to run OnUnequip blocks, should fix faction hostility issues Changed/Removed all ammo effect scripts to use SetOnProjectileImpactEventHandler instead to substantially reduce script lag Fixed collision in meshes\architecture\wasteland\highway\highwaycurve02.nif Reskinned and adjusted meshes\dlcanch\armor\headgear\hatchinesegeneral\generalhat.nif Created meshes\dlcanch\armor\headgear\hatchinesegeneral\generalhat.egm Fixed laser pistol texture sets Fixed an issue with Charon having an extra copy of his shotgun added that would make the game crash when frisked at a casino Restored Swing for the Fences perk, available at level 8 Restored Gray Matters Perk, awarded for completing Point Lookout and recovering your piece of mind Restored Mirelurk Ecology perk, find the book in Point Lookout Master Trader perk level requirement is now 24 Contract Killer perk level requirement is now 24 Lawbringer perk level requirement is now 24 No Weakness perk level requirement is now 44 Rad Tolerance perk level requirement is now 46 Almost Perfect perk level requirement is now 50 Nuclear Anomoly perk level requirement is now 50 Devil's Highway perk level requirement is now 44 Karmic Rebalance perk level requirement is now 44 Escalator to Heaven perk level requirement is now 45 Reverted some special requirement changes to low level Fallout 3 perks Fixed faction relations with TeammateFaction to further prevent companion hostility issues Fixed 11 statics around the wasteland Fixed 3 Enclave terminals to be consistent Added an omitted word in FFSuperMutantCamp01Note03 Added Dungeon music set to Hazmat Disposal Site L5 Adjusted DC Caravan inventories and available caps Adjusted Prontos inventory Fixed Confessor Cromwell to give his sermon at the church of atom Changed Charisma Bobblehead effect to the Speech Bobblehead Added perk to Charisma Bobblehead to increase companion damage and damage resistance by 10% Added Bobblehead perk descriptions Changed Guns Bobblehead to add 5% damage instead of spread as it was stacking with the Perception Bobblehead Added Bobbleheads and Bobblehead Stand to test cell Fixed Perk settings being applied on game restart and game load Reverted New Vegas changes to base vendor caps amounts Adjusted prices of Misc Items Adjusted prices of Chems/Food Adjusted prices of Ammunition Adjusted prices of Clothing/Armor Adjusted prices of Weapons Adjusted prices of Weapon Mods With that, the economy rebalance is completed Fixed a dead npc that didn't have the packages removed (pointed out by nifty tifty) Fixed a dead npc that had 10 base health (pointed out by nifty tifty) Added C4, Satchel Charges, Molotovs, Arc Welder, Bowie Knife, Industrial Fist to DC Added tier 1 guns to Vendortron Added 12.7mm SMG to DC Raider lists Fixed Assassin's Creed challenge exploit Fixed bug in short barreled shotgun firing sound Fixed meshes\gore\insectbit02.nif Train Trip now turns off the pipboy radio and pipboy light Rescripted the Fallout 3 end sequence to fix bugs and make it less stupid and bloated Changed MIRV ammo back to MiniNuke list and removed MIRV list (people can kill themselves with tiny tots if they want) Fixed some NPCs that didn't have names Reworked DC actors weapon leveled lists again to work properly (new information learned) Added .45 Pistol Talon leveled lists Armor fully integrated (no longer selectable) Fixed Eyebrows names New Vegas VATS settings are applied in Hardcore mode (Can still be overridden by replacing the code in the function call) New Vegas Levels per Perk are applied in Hardcore mode (Can still be overridden by replacing the code in the function call) Fixed Mel to have his ammo removed if you pass the strength speech check Fixed 28 statics around the wasteland Changed Covert Ops perk to give 15% pickpocket chance bonus (no more skill boost perks YAY!) Fixed conditions on Wastelanders searching for Oasis so they speak their dialogue Fixed a looping topic with Moritarty Fixed a condition allowing you to tell Moriarty that you've killed Silver twice Fixed Tenpenny target practice guard package to shoot bursts Fixed Maggies packages so she doesn't get stuck in Craterside Supply Adjusted low level supermutant DT to 12 Added Bibliophilia challenge Balanced a few vendors in DC Restored VendorAmmo10mmDC for balance reasons Restored VendorAmmo5mm for balance reasons Restored VendorStimpaks75DC for balance reasons Restored VendorChestStimpaksDC for balance reasons Fixed a missing voice/lip file for Mother Maya Hello topic Fixed a missing voice/lip file for Confessor Cromwell Hello topic Fixed three broken dialogue flags/conditions (Thanks Kazopert!) Fixed three of Gob's lines that have the wrong dissonance (Thanks Hermit!) Added VendorAmmo127mmDC and adjusted 12.7mm vendor ammo in DC for balance reasons Added VendorAmmo22LRDC and adjusted 22LR vendor ammo in DC for balance reasons Added VendorAmmo22LRHollowPointDC and adjusted vendor ammo in DC for balance reasons Added VendorAmmo556mmDC and adjusted vendor ammo in DC for balance reasons Added VendorAmmo5mmArmorPiercingDC and VendorAmmo5mmHollowPointDC and adjusted 5mm vendor ammo in DC for balance reasons Added VendorAmmo9mmDC and adjusted 9mm vendor ammo in DC for balance reasons Added VendorAmmo25mmGrenadeDC25mm and adjusted grenade vendor ammo in DC for balance reasons Adjusted 20ga vendor ammo in DC for balance reasons Reverted some vendor ammo changes to NV lists (shakes fist) Rewrote EndingBinks script to fix bugs and make it more efficient If the player activates the purifier in hardcore mode, the player dies and the original ending bink is played Fixed MQAPanelScript to remove the FEV vial if you insert it (thanks darthbdaman!) Fixed MQ11PPurityControlPanelScript to not give positive karma if the player poisons the water (thanks darthbdaman!) Added 4th tier of raiders to DC Fixed a dialogue condition with a Tenpenny guard (thanks Kazopert!) Fixed 5 statics around the wasteland Adjusted Raider1WeaponGunBackup25DC Adjusted Raider2WeaponGunBackup25DC Adjusted Raider2WeaponSpecialBackupDC Added Rejections for Garys and Insane Survivors to GenericAdult and GenericAdultCombat dialogue quests Renerfed weight of Surgical Syringes to .1 pounds as 1 pound is silly Fixed 10mm preorder pistol to use the correct clean silencer texture Adjusted all Sniper Rifles damage Adjusted Automatic Rifle damage Adjusted Outcast health to parity (thanks Kazopert!) Adjusted BoS health to parity (thanks Kazopert!) Adjusted Enclave health to parity (thanks Kazopert!) Adjusted Talon health to parity (thanks Kazopert!) Adjusted Regulator health to parity (thanks Kazopert!) Fixed 3 dialogue conditions (thanks Kazopert!) Adjusted all Wastelanders base health to parity with New Vegas (thanks zilav!) Adjusted Lucky Hariths inventory a bit more Adjusted DC Sentry Bot DT to 15 Adjusted DC Robobrain DT to 10 Gave DC Turrets 5 DT Added Grenade APW to DC Vendor list Fixed 14 statics around the wasteland Rebalanced added Outcast Tech Turnin rewards Fixed a few cells Public Place flags Fixed a few of Mayor McCready's goodbyes to actually work Fixed MQ05DadTLTravelChangedMind topic to not be available when you are already in Rivet City Gave Paladin Kodiak a helmet Removed Paladin Tristan's helmet and gave him a recon helmet instead Removed Missile Launcher from Hellfire Trooper special list because they can't use it indoors Fixed Robo Thor trooper to not have too many guns and to have no packages Fixed a ton of conversation links to link to their appropriate dialogue (thanks Kazopert!) Made it so when the leaking pipes in Megaton are fixed, NPC's will no longer stand there (thanks Kazopert!) Partly fixed the Republic of Dave lesson so one of the kids speak (thanks Kazopert!) Fixed Hanlon's suicide broadcast to not say the lines twice (pointed out by TheHermit) Fixed some Canterbury Commons conversation topics that never worked (thanks Kazopert!) Reverted Contract Killer and Lawbringer to level 14 Added very good karma requirement to Lawbringer Added very evil karma requirement to Contract Killer Raised Cyborg level requirement to 34 Raised No Weakness level requirement to 44 Added 20% Energy Resistance effect to Tesla Resonance Armor, Removed 20% Rad Resistance effect Added Vault106 and Vault108 faction rejections to Generic quest Fixed Alien Body Part Data (again) Fixed Abomination Body Part Data (again) Fixed Ghost People Body Part Data (again) Fixed Alien Turrets turn speed Added Turret DT to Alien Turrets Fixed 18 statics around the wasteland Fixed music in Enclave Crawler Base Disabled unused GenericCustomVoice quest Restored Project Purity Basement after Take it Back Fixed some more issues with correct music playing during Take it Back and the final battle in Point Lookout Fixed collision in meshes\dlc03\clutter\consoles\dlc03consoleinterfacemonitor01.nif Fixed alpha issues in meshes\architecture\wasteland\wastelandchurch01.nif Fixed collision in meshes\clutter\consoles\console02.nif Fixed collision in meshes\clutter\consoles\consoler02.nif Fixed collision in meshes\clutter\consoles\genericconsolpanel01.nif Fixed collision in meshes\clutter\consoles\genericconsolpanel05.nif Fixed collision in meshes\clutter\consoles\genericconsolpanel06.nif Fixed collision in meshes\clutter\consoles\genericconsolpanelonoff01.nif Fixed collision in meshes\clutter\consoles\genericconsolpanelonoff05.nif Fixed collision in meshes\clutter\consoles\genericconsolpanelonoff06.nif Fixed collision in meshes\clutter\consoles\vaultgconsolpanel01.nif Fixed collision in meshes\clutter\consoles\vaultgconsolpanel05.nif Fixed collision in meshes\clutter\consoles\vaultrconsolpanel01.nif Fixed collision in meshes\clutter\consoles\vaultrconsolpanel05.nif Fixed collision in meshes\clutter\consoles\vaultrconsolpanel06.nif Fixed partitions in meshes\armor\advancedpowerarmor\adpowerarmor.nif Fixed partitions and missing neck meat cap in meshes\armor\teslaekarmor\teslaekarmor.nif Fixed MQ11EnclaveGoonFollowAutumn follow distance so goons don't get stuck in the cell Adjusted WPNPlasmaDefenderFire3DDIST to not be so loud Fixed a couple hundred more dialogue flags (thanks Kazopert!) Made Citadel Armory accessible after completing Who Dares Wins Fixed Citadel lab exit to Bailey make sense meshes\creatures\brahmindc\locomotion\mtforward.kf (thanks Jamilla!) meshes\creatures\brahmindc\locomotion\hurt\mtforward.kf (thanks Jamilla!) Fixed MS16Evacuate1A dialogue result script to set the correct objective (pointed out by Vlan) Fixed collision in meshes\architecture\paradisefalls\signs\bbparadisefalls.nif Optimized meshes\architecture\paradisefalls\signs\paradisefallsburgerboy.nif Fixed collision in architecture\urban\buildingkits\bld03column04.nif Refixed/Fixed collision in meshes\architecture\suburban\suburbrubble02.nif Fixed collision in meshes\architecture\pentagon\citadelcenterstand02.nif Restored Vault 87 Overseer's office, Overseer's Terminal, Shelton's (Fawkes) Holotapes describing his backstory, and added a proper exit from the vault door. (Thanks Hopper31!) Restored cut Gary holotape in Anchorage DLC Restored four cut Programmer holotapes in Anchorage DLC Adjusted Anti-Material Rifle damage Added forcesave triggers to Jefferson Rotunda for MQ11 (Take it Back) Fixed Butches MS16ButchGreetPlayer package to stop running after talking to the player Fixed Rebel Bed ownership in Vault101dMS16 so only they can sleep in them Fixed Allen Mack Overseer version packages so he doesn't go sleep with the rebels Adjusted GRA unique prices a bit Adjusted some NV unique prices a bit Wanda now uses 5mm ammo Xuanlong now uses 5mm ammo Xuanlong now has 2x crit chance Fixed havok material in meshes\landscape\roads\wastelandroadcurveshort30l.nif Fixed havok material in meshes\landscape\roads\wastelandroadcurveshort30lstrip.nif Fixed havok material in meshes\landscape\roads\wastelandroadcurveshort30r.nif Gave Holy Water Pamphlet a pickup sound Fixed MS16 Vault 101 Public flags Added pickup and putdown sounds to Tesla Cannon Prototype Added pickup and putdown sounds to Annabelle Added pickup and putdown sounds to CZ57 Avenger Added pickup and putdown sounds to Esther Added pickup and putdown sounds to MIRV Added pickup and putdown sounds to Miss Launcher Added pickup and putdown sounds to Flamer Added pickup and putdown sounds to Minigun Added pickup and putdown sounds to Missile Launcher Added pickup and putdown sounds to Broken Missile Launcher Added pickup and putdown sounds to Red Glare Added pickup and putdown sounds to SMMG Added pickup and putdown sounds to MFC Grenade Added pickup and putdown sounds to Rock-It Launcher Added pickup and putdown sounds to Eugene Added pickup and putdown sounds to Burnmaster Added pickup and putdown sounds to Vengeance Added pickup and putdown sounds to Precision Gatling Laser Added pickup and putdown sounds to Rapid-Torch flamer Added pickup and putdown sounds to Slo-Burn flamer Added pickup and putdown sounds to Drone Cannon Added pickup and putdown sounds to Drone Cannon Ex-B Added Autodoc, Reloading bench, Hot Plate, Pristine Vending Machine and My First Laboritory to Lucky 38 upgrades (thanks Callen!) Fixed pickup and putdown sounds for Cattle Prod Added pickup and putdown sounds to Baseball Bat Added pickup and putdown sounds to Tire Iron Added pickup and putdown sounds to Lead Pipe Added pickup and putdown sounds to Police Baton Added pickup and putdown sounds to Pool Cue Added pickup and putdown sounds to Shishkebab Added pickup and putdown sounds to Sledgehammer Added pickup and putdown sounds to Super Sledge Added pickup and putdown sounds to Nail Board Added pickup and putdown sounds to Rolling Pin Added pickup and putdown sounds to Bumper Sword Added pickup and putdown sounds to DC Bumper Sword Added pickup and putdown sounds to Boxing Gloves Added pickup and putdown sounds to Golden Gloves Added pickup and putdown sounds to Nephi's Golf Driver Added pickup and putdown sounds to 9 Iron Added pickup and putdown sounds to Dress Cane Added pickup and putdown sounds to Fire Axe Added pickup and putdown sounds to Shovel Added pickup and putdown sounds to Boxing Tape Added pickup and putdown sounds to Blade of the East Added pickup and putdown sounds to Blade of the East Added pickup and putdown sounds to Knock Knock Added pickup and putdown sounds to The Humble Cudgel Added pickup and putdown sounds to Protonic Inversal Axe Added pickup and putdown sounds to Proton Throwing Axe Added pickup and putdown sounds to Protonic Inversal Throwing Axe Added pickup and putdown sounds to Proton Axe Added pickup and putdown sounds to Gehenna Added pickup and putdown sounds to The Break Added pickup and putdown sounds to O'Grady's Peacemaker Added pickup and putdown sounds to Fawkes' Super Sledge Added pickup and putdown sounds to Highwayman's Friend Added pickup and putdown sounds to The Tenderizer Added pickup and putdown sounds to Board of Education Added pickup and putdown sounds to Curse Breaker Added pickup and putdown sounds to Excalibat Added pickup and putdown sounds to Breaker Added pickup and putdown sounds to Discharge Hammer Added pickup and putdown sounds to Axe Added pickup and putdown sounds to Fertilizer Shovel Added pickup and putdown sounds to The Dismemberer Added pickup and putdown sounds to Shock Baton Added pickup and putdown sounds to Spanner Added pickup and putdown sounds to Electro-Suppressor Restored iLevelUpSkillPointsBase game setting (Thanks lStewiel!) Lowered iLevelUpSkillPointsBase from 10 to 8 (15 max with perks) to offset level cap raise Enabled vendors being able to repair things with only DR or no DT/DR (Thanks lStewiel!) Restored DC Small/Large Radscorpions Lowered DC Radscorpion/Albino DT to 12 Reduced clutter in train cars to lower save bloat Reduced clutter inside train station cells for performance and to reduce save bloat Removed old unused train station cells to reduce master size Removed a couple statics in the trains so companions can't block the player Fixed a couple SpeechChallengeFailure random flags (thanks Kazopert!) Fixed a speech check condition with Winthrop in Underworld (thanks Kazopert!) Fixed a dialogue result script for Werhner (thanks Kazopert!) Fixed one of Wernher's packages so he doesn't keep shooting a raider for too long (Thanks Kazopert!) Removed useless shell casing from Thump Thump Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld03column04.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11corin01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11corner01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11corner01nf.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11corner02.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11cornerrd01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11divwallgfdocklarge01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11divwallgfdockmed01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11divwallgffree01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11divwallgffreedoor01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11divwallgffreewin01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11endl01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11endl01nf.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11endr01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11endr01nf.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11endr01nf_lod.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11floorcapcor01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11mid01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11mid02.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11mid02nf.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11mid04.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11stairs01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11stairs2nd01.nif Fixed collision, properties, UVs, vertex colors, and optimized meshes\architecture\urban\buildingkits\bld11stairs2nd02.nif Fixed 14 statics around the wasteland Adjusted Smiling Jack's inventory Fixed holy water cult greeting to no longer work after the quest is complete in megaton Fixed up armor leveled lists for Raiders, Pitt Raiders, Talon, Regulators to have greater variety Added another healing/ammo station to the Listening Post in Anchorage to make it less of a chore in hardcore mode Armor and clothing rebalanced Nerfed Backwater Rifle a bit Nerfed Lever Action Rifle a bit Updated YUPTTW to version 11.9 Fixed Raven Rock destroyed activity in Raven Rock escape sequence to not occur if you don't get Eden to self destruct Made some key names correspond to their use/location Removed water PCMiscStat scripting, fixed in ttw nvse (thanks Courier Six!) Fixed excessive amount of ammo available at some NV Vendors Fixed Ralph to sell the misc items in the store instead of Mick Fixed a regression with the Varmint rifle loot list having 556 instead of 22LR Short Barreled shotgun sounds fixed up to sound correct (thanks tgspy!) Fixed Anchorage Outcast choice list issues (thanks kazopert!) Fixed a misspelling in Winthrops dialogue (thanks kazopert!) Fixed missing choices in Gallows betting dialogue (thanks kazopert!) Fixed a speech challenge failure for MacCready so it doesn't interfere with other failures (thanks kazopert) Fixed a check in Amata's dialogue in Trouble on the Home Front to check the target instead of subject (thanks kazopert!) Added a GetDistance check to Hames Hargrave's take me home dialogue (thanks kazopert!) Made Dusk's apology speech check say once to fix an XP exploit Fixed two of Cherry's responses to have the audio and generated lipgen for them (thanks kazopert!) Fixed some looping Hellos in MS16 Trouble on the Homefront (pointed out by Kazopert) Fixed bug in Ingot Collection quest in The Pitt, defining variables in a quest stage (facepalm) Fixed a bug where Lesko's robot was moved to his shack if it was dead Fixed a bug where a vertibird encounter outside the temple of the union wasn't fully enabled causing the enclave to attack the caravans instead Fixed a bug where Harkness was not set unessential at the end of The Replicated Man Fixed a bug where Doctor Preston was not set unessential at the end of The Replicated Man Fixed an issue with DLC03WQFunctions declaring variables in quest stages (facepalm) Fixed a bug in CG02 where the Overseer wouldn't look at the player when speaking to them Fixed issue in Big Trouble in Bigtown where residents weren't being healed up after defending the town Fixed 4 statics around the wasteland Removed useless bone nodes from meshes\dungeons\vaultruined\roomu\vurmmidsunkr01d.nif Fixed broken decal UVs in meshes\dungeons\vaultruined\hallsmall\vhallsm1waywinr01.nif Fixed broken mesh and optimized meshes\dungeons\vaultruined\debris\vruinedrubblepilelg01.nif that was killing frame rate due to an invalid nitristrip Reverted changes to Sight Usage until what it does exactly is known Fixed Legion Banned/Chems lists Removed Confessor Cromwell sermon from Church of Atom, because it's too buggy in it's current state (may return later) Fixed Walter to not get stuck Fixed Moira's computer use package not to use pickup food idle Fixed Overseer opening the door to voidspace in Vault 101 Fixed mesh gaps, collision materials, removed unseen faces, optimized meshes\architecture\wasteland\superdupermart01.nif Removed useless environment mapping flags in meshes\architecture\suburban\bldgcorner01.nif that were killing frame rate Removed useless environment mapping flags in meshes\architecture\suburban\bldgcorner02.nif that were killing frame rate Removed useless environment mapping, alpha flags in meshes\architecture\suburban\bldgcorner03.nif that were killing frame rate Added 10mm AP rounds as they are lore friendly and also needed in DC to have more weapons to use against armor/creatures with DT for balance reasons Added 10mm AP rounds to the pitt ammo press Added 10mm AP leveled lists Added 10mm AP rounds to vendor lists in DC and NV Added playable Elder Lyons Robe from Ryu Doppler, thanks much for the open permissions. Bug fixed and optimized by MadAce (thanks MadAce!) Fixed incorrectly named Swamplurk Hunters Placed Mirelurk Ecology Book Removed Ghoul Ecology Book because Plik's Journal does that (oops) Fixed some of Margeruite's responses for the Still Fixed Protector McGraw's confidence so he doesn't run away like a baby Adjusted timings on Point Lookout bank holotape trigger script so the protectron waits for them to finish Fixed navmesh between Calvert Mansion and the Lighthouse Added Chem Dealer class Added Caravan Chem Dealer class Fixed auto calc flags in Vendor Drinks class Fixed auto calc flags in Vendor Clothes class Fixed auto calc flags in Vendor Weapons class Fixed flags on Mick Fixed flags on Ralph Fixed class on Ralph Fixed class on Paulie Cantelli Fixed class on Cindy Cantelli Fixed Cindy Cantelli's karma value Fixed class on Lydia Montenegro Fixed class on Anthony Ling Fixed class on Ahzrukhal Fixed class on Doc Hoff Fixed iLevelUpSkillPoints hook to only affect the player (thanks lStewieAl!) increased fSubmergedLODDistance to 7000 so floating havok objects do so inside uGrids Fixed regression in TTWYUP with Emily Ortal's packages Set Sonic Detonator to remove quest item flag at the end of Lonesome Road Set ED-E Upgrade cards to remove quest item flag at the end of Lonesome Road Set Rawr's Talon to remove quest item flag at the end of Lonesome Road Fixed Gabe's bowl to be set as a non quest object before it's removed Fixed the Advanced Stealth Suit parts to be set as non quest objects before they are removed Fixed Seeds to be set as non quest objects before they are removed Nerfed ridiculous amounts of ammo available at vendors in New Vegas (Chet etc should not have thousands of rounds) Edited some vendor leveled lists to have greater item spread instead of lots of one particular item due to a flag working incorrectly in New Vegas Fixed Dave's safe to not be stealing when the player gets the key Fixed Dashwood's safe to not be stealing when the player gets the key Created Raider leveled loot lists for Metal Armor/Helmet Reinforced Added Metal Armor/Helmet Reinforced to Tier 4 raider spawns Removed Underpass faction ownership from two doors, the faction is unused and makes the player think they're trespassing (thanks kazopert!) Removed the double karma award when taking Cherry to Rivet City (thanks kazopert!) Made it so the dead Protectron in the Mechanist's Forge uses the same model list as the Protectron that gets enabled in its place (thanks kazopert!) Fixed issues with Harden Simms generic kids dialogue (thanks kazopert!) Fixed a dialogue with Leo Stahl where he mentions Lucas Simms is the sheriff, when he's dead (thanks kazopert!) Fixed an issue with one of Gob's lines not being available if Moriarty is dead and you haven't spoke to him yet (thanks kazopert!) Fixed a subtitle in Moira's vault garb response when asked about Vault 101 (thanks kazopert!) Fixed conditions on some of Mister Burke's dialogues (thanks kazopert!) Fixed 7 statics around the wasteland Fixed duplicate editor ids to get rid of GECK log spam (thanks Kazopert!) Merged NULL pointer fixes from YUP into masters to get rid of GECK log spam (thanks sandbox6!) Hundreds of useless Persistent flags removed from ESMs (statics & doors) to reduce memory use (thanks Kazopert!) Fixed a few dialogue bugs (thanks Kazopert!) Fixed useless/incorrect faction flags (thanks Kazopert!) Disabled 9 unused quests (thanks Kazopert!) Fixed Fist of Rawr and Fist of the North Rawr to bypass DT/DR like the flavor text says (pointed out by DragonRanger117) Fixed/Restored Mr.Burke to function when disarming the bomb in Power of the Atom as well as using *all* his packages in Megaton and Tenpenny (thanks Kazopert!) Fixed bug in Aural Stealth suit spamming Med-X, the script was checking the wrong magic effect Removed Hit and Death dialogue reaction kludges, these and power attack dialogue also now fixed in jipln nvse (master jazz saves the day again!) Fixed an issue with Gob/Moriarty conversation not working in Megaton Saloon (thanks Kazopert!) Fixed an issue with a variable not being updated in Nova's script so Nova, Gob and Moriarty will sleep, and Moriarty will tend bar Z height checking fixed in ttw nvse (thanks lstewiel and jazz, you guys are godsends!) Removed Z height checking package kludges due to engine fix Removed ...And Know Disintegrations kludge due to engine fix Fixed some greetings that didn't work because The Power of the Atom quest was stopped on completion (thanks Kazopert!) Fixed Hardin Simms dialogue (thanks Kazopert!) Added sound to Sonic Emitter and Super-Heated Saturnite fist exchanges Adjusted Sink's cap amount for economy reasons Adjusted Sink's ammo inventory Fixed a supermutant in the mall that was missing an encounter zone (thanks Kazopert!) Changed the supermutants near Rivet City to not respawn so they stop killing all the caravans (thanks Kazopert!) Fixed The Mysterious stranger to have 9999 Fatigue so he can't be trivially knocked out Fixed Miss Fortune to have 9999 Fatigue so she can't be trivially knocked out Fixed bug where OWB encounter box was in a place where the player could enter it and break the system Added failsafe mechanism to OWB encounter system to reset on game load/restart Fixed Tulips bed to be owned by her Removed Brown eye type playable flag as it has no texture Fixed Ghoul race to have right default voice type Fixed Companion hiring scripts to all remove/add companion perk and charisma bobblehead perk if needed so it applies Removed some old Companion Perk removal from Butch's firing scripts Fixed more Super Mutant dialogue (Thanks Kazopert!) Fixed bug in Ferocious Loyalty Script (pointed out by blorb) Fixed Coyote Tobacco script to be in parity with other plant scripts (pointed out by blorb) Fixed Broc Flower script to be in parity with other plant scripts (pointed out by blorb) Fixed NVDLC02 Bear Trap script to be in parity with other Bear Trap scripts Fixed flags on stealthboy sounds (oops) Fixed bug with Raul not going to his shack if you don't hire him initially Fixed bug with Raul not being able to repair stuff in his shack or Underworld when he's fired Removed duplicate DeathItemFireAntQueen100 list from TTWYUP Removed duplicate BasRmCorInLeft03 static from TTWYUP Removed invalid effect from Rushing Water in TTWYUP Removed invalid attack animations from Mister Gutsys Altered Blank Magazine to Pre War book recipe to require 5 blank magazines for 1 book, this is for balance purposes Fixed VFSGamblerTalkingToOrris template so he uses his dialogue Fixed 34 statics around the wasteland Fixed 2D flags on many sounds Fixed James Hargrave's packages to not hang Made Luck Bobblehead give a flag 2.5% boost to Crit Chance Added Books and Magazines to test cell Rebalanced Wanda for 5mm ammo change Rebalanced Xuanlong for 5mm ammo change Fixed player Bodypart Data Health Percent values Fixed Ghost Bodypart Data Health Percent values Fixed OWB Robobrain Bodypart Data Ragdoll Fixed OWB Small Roboscorpion Bodypart Data bloodspurts Made playerfemale consistent with player Fixed DC Super Mutant intimidate idles to work Fixed Swims flag on Supermutants and Nightkin Fixed Oliver Swanick's cheering when he reaches his heading markers (thanks Kazopert!) Fixed Swims flag on Geckos and Mantisi (thanks Kazopert!) Fixed handgrip on The Terrible Shotgun (pointed out by Arccharger) Added pickable plants to test cell Separated the quest and weapon testing buttons in test cell Added live npcs to test armor partitions to test cell Added Enclave and Raider spawns to test cell Removed ragdoll data from a live NPC (pointed out by blorb) Fixed an invalid choice list with Yes Man (thanks Kazopert!) Removed redundant npc disabling from VEndingScript (thanks Kazopert!) Removed remaining deleted forms from NV DLC esms Integrated Tranquility Lane/Oasis crash fix as modern gpus no longer support the canopy shadows Fixed more bugs in Arefu/Family NPCs scripts Fixed all broken Creature hit sounds (thanks Kazopert!) Fixed an issue with Mr Burke being sent into an oblivion gate and having cheese with Sheogorath (thanks Kazopert!) Fixed 22 statics around the wasteland Fixed more dialogue bugs (thanks Kazopert!) Fixed Uncle Leo to not use generic supermutant dialogue Fixed Bigtown supermutants to not use Factions or Scripts from their template Fixed Patchwork's sleep package Added Raider Brahmin to Raider friend faction (thanks Kazopert!) Fixed an issue with Mr Burke not teleporting to the correct location after disarming the bomb (thanks Kazopert!) Removed some redundant records from TTWYUP Fixed Plasma Pistol With Ammo lists to have drained energy cells instead of microfusion cells that was a bug carried over from New Vegas Added .32 Casings to a couple of With Ammo lists that were missing them Fixed WithAmmo10mmSilencePistolDC lists to use the 10mm Silenced Pistol instead of a 10mm Pistol and a Silencer mod Changed cryo grenade recipe to use tin cans Fixed all responses that are using broken "Exists" function to work when fix is merged into jip ln (thanks Kazopert, karut, jazzisparis!) Fixed missing companions in NCRFactionOutfitWarningScript Restored crippling to all dart types for the dart gun Fixed a few dead creatures (thanks Kazopert!) Removed some dialogue conflicts from YUPTTW due to Exists function being fixed (thanks Kazopert!) Fixed an invalid choice list in a Point Lookout intercom (thanks Kazopert!) Removed a few more hidden flags from factions that are useless (thanks Kazopert!) Removed factions and packages from more dead NPCs (thanks Kazopert!) Set test NPCs No Low Level Processing flag (thanks Kazopert!) Fixed 2D flag on one sound (thanks Kazopert!) Added IsInCombat condition to Superior Defender so bonus doesn't apply to sneak attacks Added poison resistance to T-51b armor/helmet (may change) Added frost resistance to Winterized T-51b armor/helmet Removed the initially disabled flag for refs that have enable parents and vice versa for some refs in YUPTTW (thanks Kazopert!) Made Fisto's "Try you out" line flagged as a goodbye (thanks Kazopert!) Made the Talon Company faction have the Evil flag, as they own some refs. Additionally, removed the Track Crime flag from the hitmen faction so you don't lose/gain karma from killing them (thanks Kazopert!) Set up CapitolTalonCompanyFatman to use most Talon Company traits as he was missing them (thanks kazopert!) Added Security Armor Helmet (thanks darthbdaman!) Added Salvaged Power Armor (thanks darthbdaman!) Added Vault 34 Security Armor, Reinforced (thanks darthbdaman!) Added Vault 34 Security Armor, Reinforced Mk II (thanks darthbdaman!) Added Vault 101 Security Armor, Reinforced (thanks darthbdaman!) Added Vault 101 Security Armor, Reinforced Mk II (thanks darthbdaman!) Added cut Security Armor enchantment to all Security Armors (increases guns by 5) (thanks darthbdaman!) Reverted Salvaged Power Helmet name change (thanks darthbdaman!) Renamed Sierra Madre Armor to Security Armor, Reinforced (thanks darthbdaman!) Renamed Sierra Madre Armor, Reinforced to Security Armor, Reinforced Mk II (thanks darthbdaman!) Removed voice modulation effects from Security Helmets (thanks darthbdaman!) Set Vault 101 Security Armor audio template to light (thanks darthbdaman!) Replaced some Vault 34 Security Armors in Vault 34 Armory with Reinforced variants (thanks darthbdaman!) Removed Security Helmets from Combat Helmet Repair Lists (thanks darthbdaman!) Removed Army Power Armor from Fight the Power list (thanks darthbdaman!) New Vegas vendor armor and loot armor lists are now disconnected, as they serve different purposes. Vendor lists continue to use cond lists, Loot lists now use loot lists (thanks darthbdaman!) Added new Security armor to tier 2 armor lists (thanks darthbdaman!) Added Security armor Reinforced to tier 4 armor lists (thanks darthbdaman!) Added Security armor Reinforced Mk II, Riot Gear, and Salvaged Power Armor to tier 5 armor lists (thanks darthbdaman!) Rivet City and Tenpenny Security now use condition lists for thier armors (thanks darthbdaman!) Vault 101 Security will now use leveled armors during trouble in the homefront (thanks darthbdaman!) Fixed issue where Lesko's reward is offered even if the player didn't demand a payment Added FireAntNectar25 leveled list Added Fire Ant refuse piles Added Fire Ant egg clutches Replaced Ant refuse piles in Marigold Station with Fire Ant refuse piles Added Hitsquad encounter to Columbus Circle Added a couple more Supermutant/Centaur spawns to Columbus Circle Integrated some of the GRA ammo into DC Fixed 12 statics around the wasteland Fixed persistence on Regulator Hit Squad spawn markers Fixed persistence on FFHitSquadDCTalonCompanyControl activators Fixed persistence on FFHitSquadDCRegulatorControl activators Fixed Dead Flags, Quest Item, No Low Level Processing, Auto-Calc Stats, PC Level Mult on many dead actors (thanks Kazopert!) Removed Dead Flag from many live actors (thanks Kazopert!) Adjusted some unique weapon values Fixed a package issue with Tom and Mary Holden Reverted all pickable plants kludgey GameMode script blocks due to fix in jipln (thanks Kazopert & jazzisparis!) Removed kludgy GameMode script block in AshPile scripts due to fix in jipln (thanks jazzisparis!) Added encounter zone to all 12447 plants and fire extinguishers so they reset correct (thanks Kazopert!) Changed glowing mushrooms in New Vegas to pickables Changed Brain Fungus in New Vegas to pickables Disabled 9 test NPCs in Anchorage DLC Fixed bug in DLC04MQ01SCRIPT that was killing mirelurks every few seconds (pointed out by Eddoursul) Reverted reversion of all pickable plant scripts and encounter zones because it wasn't consistent (sad face) Reverted reversion of ashpile script because it wasn't consistent (sad face) Reverted encounter zones on plants and fire extinguishers because it wasn't consistent (sad face) Fixed collision material order and removed duplicate nitristrips in meshes\architecture\sunsets\sssign.nif Fixed normal in meshes\dungeons\vaultruined\roomu\vgeardooropenstatic.nif Fixed 7 statics around the wasteland Fixed a couple eat packages in Megaton Replaced Ant refuse piles with Fire Ant refuse piles where appropriate Replaced Ant egg clutches with Fire Ant egg clutches where appropriate Fixed mines in Arlington Library to not fall through the floor Fixed mines in Rivet City Lower Deck Fore not to move around Adjusted a few NPC leveled weapon lists in NV 9-24-2020 Added Enclave Power Armor MK II to RepairTeslaArmorList Added RepairTeslaArmorList to Enclave Power Armor MK II Removed all Armors from RepairVaultSuitArmored Removed RepairVaultSuitArmored from MountedVaultSuit101Armored Removed RepairVaultSuitArmored from MS03VaultSuit101Armored Removed RepairVaultSuitArmored from PreordArmorVault13Armored Removed RepairVaultSuitArmored from MS03VaultSuit21Armored Removed 3 Dog's DC glasses from RepairGlasses Removed Dr Li's glasses from RepairGlasses Removed Lucky Shades from RepairGlasses From Kazopert: Fixed random ends in GenericAdult GREETING and HELLO's. Made it so Doctor Preston comments on you being injured if any of your limbs are below 75% alike health. Removed seemingly invalid condition from a PLAYERLAYMINE topic. Refined Feral Ghoul attack lines. Made it so the bartering dialogue with Shakes isn't random, same as his greetings. Tons of refinements to doctor dialogue. Added the correct factions to NV doctors so they use their animations and force greet you. Removed the Nelson faction from the Legionnaires and items at the Legion Raid Camp and replaced them with the generic faction. Removed the respawn flag from a few dead NPC's. Restored Herbert Dashwood's sneaking packages. Removed/fixed invalid endifs in a bunch of scripts. Moved the OWB encounter box below the ground so it can't be inadvertently triggered, breaking it. Fixed DLC05ConvScript so Elliott Tercorien actually gives you cryo weapons when he should. Set the confidence of Fitz and Lupe to cowardly so they don't charge the Legion assassins and get themselves killed. From Rikako: Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine01.nif Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine02.nif Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine03.nif Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine04.nif Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine05.nif Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine06.nif Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine07.nif Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine08.nif Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine09.nif Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine10.nif Fixed degernate normals in meshes\clutter\industrialmachines\industrialmachine11.nif Fixed rocket recipe names for consistency (thanks darthbdaman) From Kazopert: Removed invalid dead flags from a few actors. Made a few dead actors quest items, made their bodies persistent and removed their packages. Set some dead and unique actors to not respawn. Fixed an issue with Uncle Roe where if you dealt with the Mechanist and/or the Ant-Agonizer early, he would remain stuck in his greeting package. Fixed Andale HELLO's so they don't conflict, allowing the residents to use their previously unused conversations. Conditioned Old Man Harris's dialogue so he doesn't warn you about the other residents if they're dead. Made it so the MS02Fin HELLO's are only said to the player. Completely fixed all of Dad's atrociously set up dialogue, he now has a more than a 1% chance of using his attack lines and he now checks the player's sex correctly. Fixed randoms and added extra blacklists to the generic dialogue quests. Fixed the usage of GetGroupTargetCount and GetGroupMemberCount in dialogue that was making them not play as intended. Minor punctuation and grammar fixes to dialogue. Fixed the incorrect objective being completed in MS16Evacuate1A. (Thanks Hairylegs) Removed "Can Be All Races" flag from two dead Lonesome Road NPC's. Refined the teaching interaction at the Republic of Dave, Shawna will now have the chance to speak to all 4 of the kids instead of just 1. Fixed one of Dave's line so he actually says it now. Fixed a dialogue conflict with the election talk topic where the topmost one would always take precedence. Fixed Ralph and Rachael so they actually say their line to Dave. Removed CreatureGhoul and CreatureGhoulDC voicetype checks from GenericFeralGhoul as they had the chance to bleed into normal ghoul dialogue for some actors. Gave Scribe Yearling a editor location sandbox package instead of current location. Fixed a flying rock pile. From Rikako: Fixed UVs, Smoothing, other issues in architecture\freeside\nv_freesidesign-large.nif architecture\mccarran\nv_mccarran_terminalint01.nif architecture\mccarran\nv_mccarran_terminalint04.nif architecture\mccarran\nv_mccarran_terminalint07.nif architecture\ncr\ncr_guardtower01.nif architecture\nipton\nv_nipton-town-hall.nif architecture\pentagon\pentagonexteriorcor01.nif architecture\strip\nv_stripwall\nv_stripwall-c01.nif architecture\strip\nv_stripwall\nv_stripwall-c01back.nif architecture\strip\nv_stripwall\nv_stripwall-c01front.nif architecture\strip\nv_stripwall\nv_stripwall-l01.nif architecture\strip\nv_stripwall\nv_stripwall-l01back.nif architecture\strip\nv_stripwall\nv_stripwall-l01front.nif architecture\strip\nv_stripwall\nv_stripwall-l02.nif architecture\strip\nv_stripwall\nv_stripwall-l02front.nif architecture\strip\nv_stripwall\nv_stripwall-s01.nif architecture\strip\nv_stripwall\nv_stripwall-s01back.nif architecture\strip\nv_stripwall\nv_stripwall-s01front.nif architecture\strip\stripmonorail\nv_stripmrplatforma.nif architecture\strip\gamorrah01.nif architecture\strip\michaelangelos.nif architecture\strip\nv_thetops-casino01.nif architecture\strip\nv_thetops-casino02.nif architecture\strip\nv_thetops-wl.nif architecture\strip\ul_fountainnew.nif architecture\strip\ultraluxhotelfront.nif architecture\suburban\bldgcorner01.nif architecture\suburban\bldgcorner02.nif architecture\suburban\bldgcorner03.nif architecture\suburban\houseruined01.nif architecture\suburban\houseruined02.nif architecture\suburban\houseruined03.nif architecture\suburban\houseruined04a.nif architecture\suburban\houseruined04b.nif architecture\suburban\houseruined04c.nif architecture\urban\buildingkits\bld03column01.nif architecture\urban\buildingkits\bld03column02.nif architecture\urban\buildingkits\bld03column03.nif architecture\urban\buildingkits\bld03corin01.nif architecture\urban\buildingkits\bld03corner01.nif architecture\urban\buildingkits\bld03corner02.nif architecture\urban\buildingkits\bld03cornerrd01.nif architecture\urban\buildingkits\bld03divwall01.nif architecture\urban\buildingkits\bld03divwall02.nif architecture\urban\buildingkits\bld03divwalldoor01.nif architecture\urban\buildingkits\bld03divwallgfdocklarge01.nif architecture\urban\buildingkits\bld03divwallgfdockmed01.nif architecture\urban\buildingkits\bld03divwallgfdocksmall01.nif architecture\urban\buildingkits\bld03divwallgffree01.nif architecture\urban\buildingkits\bld03divwallgffreedoor01.nif architecture\urban\buildingkits\bld03divwallgffreewin01.nif architecture\urban\buildingkits\bld03endl01.nif architecture\urban\buildingkits\bld03endr01.nif architecture\urban\buildingkits\bld03mid01.nif architecture\urban\buildingkits\bld03mid02.nif architecture\urban\buildingkits\bld03mid03.nif architecture\urban\buildingkits\bld03mid04.nif architecture\urban\buildingkits\bld03stairs01.nif architecture\urban\buildingkits\bld03stairs2nd01.nif architecture\urban\buildingkits\bld07corner01.nif architecture\urban\buildingkits\bld07midcorner01.nif architecture\urban\buildingkits\bldbasementstructure01.nif architecture\urban\capitol\capitolbasestairs01.nif architecture\urban\capitol\capitolbasestairs02.nif architecture\urban\oldtown\otbldgdescorner05.nif architecture\urban\rubblepiles\rubbleblockade02.nif architecture\urban\rubblepiles\rubbleblockade03.nif architecture\urban\rubblepiles\rubblepile01.nif architecture\urban\rubblepiles\rubblepile01b.nif architecture\urban\rubblepiles\rubblepile01brick.nif architecture\urban\rubblepiles\rubblepile02.nif architecture\urban\rubblepiles\rubblepile02brick.nif architecture\urban\rubblepiles\rubblepile04.nif architecture\urban\rubblepiles\rubblepile04brick.nif architecture\urban\rubblepiles\rubblepile05.nif architecture\urban\rubblepiles\rubblepile05brick.nif architecture\urban\rubblepiles\rubblewall01.nif architecture\urban\rubblepiles\rubblewall01brick.nif architecture\urban\rubblepiles\rubblewall02.nif architecture\urban\rubblepiles\rubblewall02brick.nif clutter\office\deskpadplanner01.nif dungeons\basement\basrmcorinleft03.nif dungeons\caves\lamplight\lamplightwalkway01.nif dungeons\caves\lamplight\lamplightwalkway02.nif dungeons\caves\lamplight\lamplightwalkway03.nif dungeons\caves\lamplight\lamplightwalkway04.nif dungeons\caves\lamplight\lamplightwalkway05.nif dungeons\caves\lamplight\lamplightwalkway06.nif dungeons\caves\lamplight\lamplightwalkway07.nif dungeons\caves\lamplight\lamplightwalkway08.nif dungeons\caves\lamplight\lamplightwalkway09.nif dungeons\industrial\exterior\indextsmdockexsm01.nif dungeons\industrial\exterior\indextsmmid01.nif dungeons\industrial\exterior\indextsmwall02.nif dungeons\neoclassical\planetariumcontroldesk.nif dungeons\vaultruined\clutter\deskwoodtopr01.nif furniture\officeruined\officechairruined01.nif furniture\deskwoodtop01.nif furniture\repochair.nif vehicles\rocketstatuenv_lod.nif Integrated Cleansing Flame Colour Fix (Thanks CovenantTurtle) Fixed tons of floating litter piles/misc statics (Thanks Callen) Updated YUPTTW to use YUP 12 Replaced an instance of a DC Super Mutant at Devils Throat (Thanks darthbdman) Made it so the turret in the Rivet City armory in unconscious until you unlock the door. Fixed a missing GREETING issue with the NCR hitsquads. Removed Ant Nectar from Legion levelled lists as they're in their banned lists. Removed Tulip ownership from everything inside DLC04ShackHardwareStore. (Thanks HairyLegs) Removed unneeded sounds from DLC04FF02MarcellaSafe. (Thanks HairyLegs) Added default packages to most actors that were lacking them. Flagged (hopefully) all dead bodies as quest items and made their placed refs persistent. Removed Respawns flag from DLC03SentryBotMGEnclaveBroken. Gave the securitrons in the Lucky 38 the No Low Level Processing flag. Removed (hopefully) all dead flags from alive actors. Removed PC Level Mult flag from NVDLC01CrGhostSeekerDEAD. Restored the ability for CrSentryBotGLSteelDC to speak to the player like Fallout 3. A bunch of fixes to address incorrect dialogue conditions. Rory McLaren now removes his slave collar if he's freed. (Thanks HairyLegs) Dialogue typo and flag fixes. Corrected the randoms in GenericKids so that different voicetypes don't mix. Added random flags and fixed the conditions of some Oasis dialogue. Conditioned Megaton attack dialogue so it checks if who they're calling for is actually alive. Restored a non-functional line for Doctor Li when she leaves the taft tunnel. (Thanks HairyLegs for reporting this) Mr. Crowley now gives you 100 caps if you negotiate a new deal with him, as was intended. (Thanks HairyLegs) Made 2 topics actually take caps from you if you bribe Tulip and Patchwork. (Thanks HairyLegs) Fixed an issue that was preventing Dave from using his own RDTopicKill line. Fixed missing choices in BigtownSentryGreeting2A for a female player. (Thanks HairyLegs) Fixed the timing of Butch adding items to the player after offering them a drink. (Thanks HairyLegs) Removed invalid choices from Machete's CCTownHistory1. Added a missing elseif from FFSupermutantCaptiveSCRIPT. (Thanks HairyLegs) Removed an invalid playgroup from MQ05MainframeControlScript. Lots of miscellaneous fixes from HairyLegs that I can't remember, but thank you all the same Hairy! 30-05-2021 Restored DC Yao Guai sounds to DC Yao Guai. Made all actors in the game persistent, resolves bugs where they wouldn't appear when they were supposed to, not respawning correctly, etc. Fixed Galaxy News Radio so Three Dog actually talks about the events of Broken Steel now. Cleaned unnecessary ITM's from the TTW ESM's. Assigned proper classes to NPC's that were using the default vault dweller class. Removed collision boxes from all turrets and zax eyes due to JIP LN fixes. (thanks jazzisparis!) Added a checking mechanism to warn you if the required dependencies aren't up-to-date/installed and if you're using known incompatible mods. Fixed idle animation for NPC's sitting on ledges in New Vegas. Updated YUPTTW to 12.2. Included new Cryolator, Schematic, and perk icons. (Thanks Player!) Made it so a turret in the wasteland doesn't attack the scavenger it's supposed to protect. MANY more little changes and fixes that I can't remember. Integrated tons more fixes from HairyLegs, see the Updated Unofficial Fallout 3 Patch changelog for more information. 26-06-2021 Startencle and Out of This World Pie added to the Space Gourmet challenge. (Thanks Risewild!) Integrated Point Lookout Blackhall Manor Rail Fix with permission. (Thanks mintygang!) Removed the ability to mez most DLC NPC's as they don't have dialogue recorded. Added Mole Rat Wonder Meat and Moonshine recipes, additionally made the Mississippi Quantum Pie conditions more resilient/moved the skill requirement from 30 to 50. Changed Junk Rounds to require Intelligence of 6 and Repair of 25 instead of Luck of 6 and Repair of 45, making it a more viable perk. Fixed multiple static z-fighting/placement issues. (Thanks Varstud, Rikako, and Stewie for reporting these!) Buffed Star Paladin Cross' Laser Pistol and gave her the appropriate combat style/class. Buffed all 44 magnums and their variants. Corrected the inconsistent spelling of Lawnmower. (Thanks Varstud for mentioning this!) Marked the turret control terminal outside Fort Independence as owned by the Outcasts. Added the sunguard effect to the normal recon helmet so it's in parity with the others. Fixed a turret in Vault-Tec Headquarters that didn't get disabled when the Master Brain died. Raised the level requirement of Voracious Reader from 22 to 30. Made it so the slaves in the Pitt won't discuss their plans to overthrow the raiders when the main quest has been completed. Fixed several issues in rubble pile meshes (Thanks Rikako!) 24-07-2021 Corrected damage values with some projectile weapons and increased the damage of some others. Fixed multiple static z-fighting/placement issues. Fixed 2 consoles stuck inside one another in Vault 106. Marked all random encounter triggers as persistent to ensure they work consistently. Checked the Allow Sell flag on the DC scavenger and Van Graff factions so you can actually buy the stuff they advertise. Added ownership to some items that were missing it. Removed ownership from some static sandbags. (Why and how???) Fixed a bug with Tulip where if you woke her up when she was sleeping, she would sleep in the beds across from her shop. Set proper bed ownership for the bed in Winthrops room. Restored the sleeping flag for generic ghouls in Underworld so they actually use the empty beds. Fixed a bug where Snowflake would sleep in the wrong bed and never wake up. Fixed incorrectly colored shadows in some meshes. (Thanks Rikako!) Fixed/restored Anthony Ling's package where he would flirt with all the guards at Tenpenny. Fixed tons of magical floating street lights. Assigned proper armor classes to all helmets in the game as they weren't set up in parity with their armor. Made Ice Cold Nuka-Cola available for use with Quantum Chemist. Conditioned Greta's ordering line to only be used if she's in Carols Place. Moved several rocks that were buried underground out of the ground near Springvale. Fixed an issue where if you repaired the elevator panel yourself in the quest Reilly's Rangers, the objective to give Donovan a Fission Battery wouldn't clear. Disabled troublesome navmesh islands at Roosevelt Academy that would make NPC's phase through the floor. Added duct tape to the tool leveled list so it appears in DC. Made it so the Ants in Marigold Station actually respawn as Lesko mentions. Removed invalid encounter zone from some light beams. Removed the Never Resets flag from some encounter zones that should be able to respawn. Fixed invalid withdrawal duration for some aid items. Buffed the Survivalist's Rifle in line with the rest of the battle rifles. Flagged some NPC vendors in NV so they auto-calc repair, added repair tags to some vendor classes, and added vendor classes to vendors that needed them. Changed the minimum level of HitSquadZone from 20 to 22. Corrected spelling and grammar in the train station ticket notes. (Thanks Panzermann11 for mentioning this!) The note given to you when you enter the DC wasteland from NV is now the note found on Jonas' body. (Thanks Panzermann11 for mentioning this!) Fixed an Enclave soldier that was spawning before their outpost was enabled. Increased the speed multipliers of RL-3 and ED-E to 115% so they can keep up with the player. Included Toshiro Kago Holotape Fix (Thanks Panzermann11!) Crowley will now no longer talk to every random NPC he comes across when going to Fort Constantine. Gave Sentry Bots the proper ammo type and set their weapon shell casings to actual minigun casings. The Super Mutants that attack Big Town will no longer respawn, preventing them killing them all before the player can get there. Restored a missing vanilla script source for NVDLC04EDEFlyAwayPACKAGE. Added tons of duct tape to the Capital Wasteland to match New Vegas. Fixed some actors/objects around enclave camps that had the incorrect/missing enable parent. Changed the Riot/Ranger Combat Armor repair list to use the combat armor repair list. Restored a unimplemented event in Dunwich and made it so the moving objects use JIP functions instead of explosions. Implemented pink power armor that was cut from Fallout 3. Made it so the sniper at Bethesda Ruins doesn't follow you downstairs. Fixed notes on terminals that didn't display dashes correctly. Made it so you can't interact with the toilets and sinks in Tranquillity Lane like most other objects. Fixed an Eyebot patrol marker that wasn't linked up properly. Gave Star Paladin Cross T51-B. Made the beds of Lyon's Pride actually owned by them. Fixed it so you can't ask Grouse if you can come in if he's already let you in. Fixed dead female Talon Company that would respawn. Corrected the sleep package added to Gunny so he doesn't creepily watch Lyon's Pride sleep. Removed some restrictions from Fawkes' attack lines against super mutants and fixed a broken condition on another. Replaced some computer chairs with normal ones so NPC's don't type in mid-air. 26-08-2021 Removed the buggy activation prompt blocker from the Raven Rock entrance and replaced it with a scripted equivalent. Removed all ITM's produced when saving plugins with TTW as a master. Regulators now use cowboy weapons instead of just using Talon Company lists. Gave correct voice types to the guards that protect Colonel Autumn. Made it so Sarah Lyons only talks to Doctor Li over the intercom when she's finished her dialogue. Fixed a condition issue that was preventing loading screen tips from showing up in places like Crimson Caravan and Westside. Made it so the NV BOS use the BOS recon armor and made the dead paladins only have low quality armor. (Thanks darthbdaman!) Integrated 33 new weapon mod icons. (Thanks Player!) Done some fixes to Liberty Prime so he now gets stuck less. Fixed a soft-lock issue where Fawkes wouldn't play his purifier activation animation unless you reloaded a save. Actually gave Fawkes the correct body part data and changed the overlord body part data to use their skeleton. Fixed multiple static z-fighting/placement issues. Restored an unused Liberty Prime line. Fixed where you'd get karma for killing the raider on the Pitt bridge. Restored/fixed tons of dialogue meant for the Project Purity battle. Re-enabled the cut eyebots that would attack Liberty Prime on the bridge. Implemented 22LR cases. Fixed some statics that weren't attached to room markers correctly. Added a missing SetStage in one of Doctor Li's evacuation lines. Fixed distance attenuation with the Planetarium and Button Gwinnett. Restored previously broken player sounds in Tranquility Lane that were broken by the move to different voice types. Restored a good chunk of Dad/Doctor Li dialogue during The Waters of Life. Restored 3 disabled NPC's at the birthday party in Vault 101. Restored Stacey in Little Lamplight along with all her dialogue. Fixed a dialogue topic asking about Vault 87 that wasn't marked as top-level. Restored a line from MacCready when he lets the player into Little Lamplight. Fixed an issue where if you refused to hire Fawkes when you see him at Raven Rock, all his combat dialogue would stop working. Made it so the hitmen Burke sends after you use the correct voice type, as their attack lines went unvoiced. Fixed DC super mutants so they use their correct ragdolls. Restored more dialogue from Doctor Li that was hidden behind bad scripting. Fixed bad conditions on some of Dad's attack dialogue. Fixed DC Feral Ghoul body part data to use their DC skeleton. Make the faction disguise system scripting less awful. Replaced all use of IsSpellTarget with IsSpellTargetAlt in vanilla. Corrected the spelling of Nukalurk. Fixed the REPCONN Tour Guide having completely incorrect body part data. Fixed incorrect body type data/skeletons on some DC brahmin that were missed. Assigned all Deathclaws new body part data so they aren't using Super Mutant body part data. Fixed an objective condition issue with the quest to reset the breakers in Union Station. Fixed an issue where you could tell Blackhall that Marcella is dead when the player doesn't know she is. Fixed an issue where if you killed Blackhall, the objective to give him the book would not update. Fixed an issue where Boone would walk back to NV during the night if you dismissed him in DC. Added missing voice to NV companion dismissals in DC. Fixed the remaining loading screens to show up in the correct worldspaces. Restored Dukov's shooting range. Fixed a line that would never show up when Paladin Gunny trained you to use power armor. Fixed a bug with Those! where if you killed Lesko and then killed the ant queen, the quest objective wouldn't update. Removed the dumb permanent block on fast travel at the Temple of the Union in favour of disabling/enabling fast travel when you enter/leave. Fixed a vanilla script bug so the slaves at the Temple of the Union actually aggro on you if you escape through the windows. Player controls now get fully disabled when getting stunned in Vault 87 so you can't run away from the flash bang. Fixed a hole, UV and degenerate normals in blddupontangled01.nif (Thanks Rikako!) Integrated TTW Dialogue Bug Fixes (Thanks ItsMeJesusHChrist!) Removed the Has Water flag from cells that have no water. Integrated a fix so Rivet City NPC's move around properly. (Thanks Hairylegs!) 26-09-2021 Optimized collision and fixed materials, optimized draw calls and smoothed oldmormonfort.nif (Thanks Rikako!) Restored a line that Butcher was supposed to say. (Thanks Hairylegs!) Fixed several interactions with Grouse and trying to get into Paradise Falls. (Thanks Hairylegs!) Fixed numerous issues and cleaned up Dead Money meshes. (Thanks Rikako and RoyBatty!) Mopped most Dead Money meshes to avoid the issue where you'd fall through them. (Thanks Rikako!) You can now only tell Evan King once about Lucy's letter. (Thanks Hairylegs!) Fixed an incorrectly recorded line meant for Bessie Lynn. (Thanks Hairylegs!) Fixed unvoiced Anchorage mechanics. (Thanks Hairylegs!) Prevented the player from initiating dialogue with the Chinese captives in Anchorage that have no dialogue before they get shot in the head. (Thanks Hairylegs!) Fixed several karma checks. (Thanks Hairylegs!) Made all dialogue in the generic quests use whitelists to avoid potential dialogue bugs. Lowered the collision boxes near Tenpenny's suite so you aren't randomly blocked from frolicking in the flowers. Moved some Butch attack lines so they're actually used by him. Removed an invalid condition that was blocking Dr. Li from saying her Flee line. Removed unnecessary GetEquipped checks on some grenade throwing lines. Fixed a broken start combat line that Sarah should've used. Fixed it so if you start the purifier in the same time it's supposed to explode, it won't explode anymore. Fixed multiple static z-fighting/placement issues. (Thanks LT, Callen, Stewie!) Restored some hidden statics in Dead Money. (Thanks Triangle City for the video!) Fixed a bug with the mine random encounter where only one side of the conversation would play and where it would repeat itself twice. Fixed incorrect conditions and comparisons in some speech checks. (Thanks Hairylegs!) Added ownership to some items in a scavenger camp that were missing it. Added HasLoaded3D checks to forcefields and Tranquillity Lane objects so they don't spam the console. Made it so the Overseer actually looks at you when he's about to talk to you at the birthday party. Fixed the collision alignment (and optimized it) and added faces to the underside for lamps that are tipped over for floorlamp.nif and floorlampoff.nif. (Thanks Rikako!) You can now only ask Vance the ways of the vampire if you arrange a deal between them and Arefu. (Thanks Hairylegs and Stewie!) Fixed the snipers at Bethesda Ruins, Mama Dolces, and Seward Square so they don't run off from their sniper posts. Fixed some raiders that had the incorrect voice type and other traits. Fixed duplicate and incorrect conditions on the ending slides for the Fiends. (Thanks AVeryUncreativeUserName!) Fixed a turret in Mama Dolces that would incorrectly attack the chinese commandos there. Fixed Uncle Leo so you don't gain karma from killing him, also fixed his template and combat style to reflect the fact he's unarmed. Fixed a few random encounter scripts that were failing due to badly set up references. Fixed a raider that could spawn inside a wall. Fixed an issue where you'd get spammed with "The Brain is unconscious" messages in Point Lookout. Re-designed the TTW companion perk icons. (Thanks Player!) Added support for Aim Down Sights for the laser rifle attack animations. (Thanks Hitman!) Added handling for temporary companions so you won't see Dad in Zeta anymore. (Thanks Hairylegs!) Fixed the UVs for meshes\dlcpitt\architecture\silos\DLCPittConcBlock01.nif (Thanks Rikako!) Fixed missing collision with capitolbasestairs01.nif and capitolbasestairs02.nif (Thanks Rikako!) Fixed UV on NVN_CliffCanyonL02.nif and its variants. (Thanks Rikako!) Fixed texture paths and optimized draw calls of industrial rubble piles. (Thanks Rikako!) Made numerous optimisations to jeffersonmemorial01.nif (Thanks Rikako!) Optimised collision of westsidebuildingtopdes01.nif (Thanks Rikako and RoyBatty!) Smoothed and made collision actually line up of dlc04treeh01.nif (Thanks Rikako!) Fixed degenerate normals in the gatedwall meshes. (Thanks Rikako!) SCOL'd the Point Lookout Pier meshes to improve performance. (Thanks Rikako and RoyBatty!) Correctly set a variable so Fawkes will now wait outside of Raven Rock like he should at all times. Fawkes will now consistently force-greet you after killing the Enclave soldiers near him. Made it so you can't hear the Vertibird takeoff sounds from 100 miles away anymore. (Thanks Stewie for reporting this!) Cleaned up UV's of Point Lookout trees. (Thanks Rikako!) Removed excess collision, fixed floating damage decals, patched holes, smoothed, and optimized nvdlc03urbancourtyardwallstr nifs. (Thanks Rikako!) Made it so Fluffy and Jitters no longer respawn. Redid the Daddy's Boy and Girl perk descriptions so they're more clear about what they do. Made the Vault 101 Security Guards use condition lists for their items. (Thanks Drithius!) Added an isHardcore food sanitiser check for Mirelurk Meat (Thanks Drithius!) Fixed the normal map path on the Chinese Stealth Suit gloves for males. (Thanks Rikako!) From Matt (Meshes) and Player (Animated sights): Added sighting for: meshes\dlc03\weapons\2handrifle\dlc03laserscattergun.nif meshes\nvdlc02\weapons\1handpistol\nvdlc02weapcompreg.nif meshes\nvdlc03\weapons\1handpistol\nvdlc03sonicgungabrielsbark.nif meshes\nvdlc03\weapons\1handpistol\nvdlc03sonicgunoperalsinger.nif meshes\nvdlc03\weapons\1handpistol\nvdlc03sonicgunrevelation.nif meshes\nvdlc03\weapons\1handpistol\nvdlc03sonicroboscorpion.nif meshes\nvdlc03\weapons\1handpistol\nvdlc03sonictarantula.nif meshes\nvdlc03\weapons\2handautomatic\nvdlc03laer.nif meshes\nvdlc05\weapons\1handpistol\laserpistol.nif meshes\nvdlc05\weapons\1handpistol\laserpistolfocus.nif meshes\nvdlc05\weapons\1handpistol\laserpistolfocusrecycler.nif meshes\nvdlc05\weapons\1handpistol\laserpistolrecycler.nif meshes\nvdlc05\weapons\1handpistol\nvdlc05weapplasmapistolmod1.nif meshes\nvdlc05\weapons\1handpistol\nvdlc05weapplasmapistolmod2.nif meshes\nvdlc05\weapons\1handpistol\nvdlc05weapplasmapistolmod3.nif meshes\nvdlc05\weapons\1handpistol\nvdlc05weapplasmapistolmod12.nif meshes\nvdlc05\weapons\1handpistol\nvdlc05weapplasmapistolmod13.nif meshes\nvdlc05\weapons\1handpistol\nvdlc05weapplasmapistolmod23.nif meshes\nvdlc05\weapons\1handpistol\nvdlc05weapplasmapistolmod123.nif meshes\nvdlc05\weapons\2handrifle\nvdlc051stpersonweaptribeamlasermod_1.nif meshes\nvdlc05\weapons\2handrifle\nvdlc051stpersonweaptribeamlasermod_2.nif meshes\nvdlc05\weapons\2handrifle\nvdlc051stpersonweaptribeamlasermod_3.nif meshes\nvdlc05\weapons\2handrifle\nvdlc051stpersonweaptribeamlasermod_12.nif meshes\nvdlc05\weapons\2handrifle\nvdlc051stpersonweaptribeamlasermod_13.nif meshes\nvdlc05\weapons\2handrifle\nvdlc051stpersonweaptribeamlasermod_23.nif meshes\nvdlc05\weapons\2handrifle\nvdlc051stpersonweaptribeamlasermod_123.nif meshes\weapons\1handpistol\laserpistol.nif meshes\weapons\1handpistol\laserpistolunique.nif meshes\weapons\1handpistol\laserpistolunique2.nif meshes\weapons\1handpistol\mesmetron.nif meshes\weapons\1handpistol\plasmapistolstatic.nif meshes\weapons\1handpistol\plasmapistolunique.nif meshes\weapons\1handpistol\pulsegun.nif meshes\weapons\2handrifle\laserrifle.nif meshes\weapons\2handrifle\laserriflebeamsplitter.nif meshes\weapons\2handrifle\laserriflescope.nif meshes\weapons\2handrifle\laserriflescopebeamsplitter.nif meshes\weapons\2handrifle\laserriflescopeshifteroptics.nif meshes\weapons\2handrifle\laserriflescopeshifteropticsbeamsplitter.nif meshes\weapons\2handrifle\laserrifleshifteroptics.nif meshes\weapons\2handrifle\laserrifleshifteropticsbeamsplitter.nif meshes\weapons\2handrifle\laserrifleunique.nif meshes\weapons\2handrifle\multiplasrifle.nif meshes\weapons\2handrifle\multiplasrifle02.nif meshes\weapons\2handrifle\multiplasrifleaccel.nif meshes\weapons\2handrifle\multiplasrifleaccelframe.nif meshes\weapons\2handrifle\multiplasriflebarrel.nif meshes\weapons\2handrifle\multiplasriflebarrelaccel.nif meshes\weapons\2handrifle\multiplasriflebarrelframe.nif meshes\weapons\2handrifle\multiplasrifleframe.nif Added rear sights to: meshes\nvdlc01\weapons\1handpistol\nvdlc01policepistol.nif meshes\weapons\2handrifle\plasmarifle.nif meshes\weapons\2handrifle\plasmarifle02.nif meshes\weapons\2handrifle\plasmariflemagneticaccelerator.nif meshes\weapons\2handrifle\plasmarifleunique.nif Fixed UV issues in: meshes\weapons\2handrifle\laserrifle.nif meshes\weapons\2handrifle\laserriflebeamsplitter.nif meshes\weapons\2handrifle\laserriflescope.nif meshes\weapons\2handrifle\laserriflescopebeamsplitter.nif meshes\weapons\2handrifle\laserriflescopeshifteroptics.nif meshes\weapons\2handrifle\laserriflescopeshifteropticsbeamsplitter.nif meshes\weapons\2handrifle\laserrifleshifteroptics.nif meshes\weapons\2handrifle\laserrifleshifteropticsbeamsplitter.nif meshes\weapons\2handrifle\laserrifleunique.nif meshes\weapons\2handrifle\multiplasrifle.nif meshes\weapons\2handrifle\multiplasrifle02.nif meshes\weapons\2handrifle\multiplasrifleaccel.nif meshes\weapons\2handrifle\multiplasrifleaccelframe.nif meshes\weapons\2handrifle\multiplasriflebarrel.nif meshes\weapons\2handrifle\multiplasriflebarrelaccel.nif meshes\weapons\2handrifle\multiplasriflebarrelframe.nif meshes\weapons\2handrifle\multiplasrifleframe.nif Added meshes: meshes\weapons\1handpistol\mesmetronunique.nif meshes\effects\goopile02.nif meshes\effects\nvashpile02.nif meshes\effects\nvashpile03.nif Added textures: textures\effects\fx_mesmetron_sight.dds textures\effects\fxdustpileblue.dds textures\effects\fxdustpileblue_g.dds textures\effects\fxdustpilegreen.dds textures\effects\fxdustpilegreen_g.dds textures\effects\mew_crosshair.dds textures\effects\neonironsights.dds textures\effects\pulsesight_cyan.dds textures\effects\pulsesight_green.dds textures\effects\pulsesight_orange.dds textures\effects\pulsesight_purple.dds textures\effects\pulsesight_red.dds textures\effects\ringsight_cyan.dds textures\effects\ringsight_green.dds textures\effects\ringsight_purple.dds textures\effects\ringsight_red.dds textures\effects\ringsight_red_unique.dds textures\nvdlc03\weapons\1handpistol\1stpersonnvdlc03sonicgun_green.dds textures\nvdlc03\weapons\1handpistol\1stpersonnvdlc03sonicgun_orange.dds textures\nvdlc03\weapons\1handpistol\1stpersonnvdlc03sonicgun_purple.dds textures\nvdlc03\weapons\1handpistol\1stpersonnvdlc03sonicgun_red.dds textures\nvdlc03\weapons\1handpistol\nvdlc03sonicgun_green.dds textures\nvdlc03\weapons\1handpistol\nvdlc03sonicgun_orange.dds textures\nvdlc03\weapons\1handpistol\nvdlc03sonicgun_purple.dds textures\nvdlc03\weapons\1handpistol\nvdlc03sonicgun_red.dds textures\weapons\1handpistol\1stpersonmesmetronunique.dds textures\weapons\1handpistol\1stpersonmesmetronunique_n.dds textures\weapons\1handpistol\mesmetronscanlinegreen.dds textures\weapons\1handpistol\mesmetronscanlineorange.dds textures\weapons\1handpistol\mesmetronscanlinepurple.dds textures\weapons\1handpistol\mesmetronscanlineunique.dds textures\weapons\1handpistol\mesmetronunique.dds textures\weapons\1handpistol\mesmetronunique_n.dds Altered textures: textures\nvdlc01\weapons\1handpistol\policepistol\1stpersonpolicepistol.dds Misc. Changes: Upped the multiplas rifle's firing anim multiplier to make it more responsive (0.5 --> 0.7) Ordered the plasma pistol's mods properly, so that the correct mesh shows up when each mod is installed. Recompiled the TTW DLL with the newest toolset and fixed a few bugs. (Thanks Stewie!) Fixed the traps in Raven Rock so they actually set things on fire now. Fixed a potential bug where if you killed Burke before he could kill Simms, Moriarty and Gob would stay stuck in their packages. (Thanks Drithius for mentioning this!) 06-10-2021 Fixed the Vigor Tester using some baby book sounds. Fixed the normal maps of the sawed off shotgun. (Thanks Matt!) Fixed collision alignment on guardrailendright01.nif. (Thanks Rikako!) Applied transforms, smoothed, added backfaces and fixed collision material/type on nvdlc03robobrainstatic.nif (Thanks Rikako!) Gave Callahan's Magnum a unique model. (Thanks Matt!) Restored a dialogue line where you could call out Autumn for killing Dad. (Thanks Hairylegs!) Restored NV robot hit sounds. Made it so mailboxes now use small items instead of things like crutches. (Thanks Drithius!) Made it so some vanilla weapon mods now use their own icons instead of re-using others. (Thanks Player!) Gave Wanda a unique model. (Thanks Matt!) Fixed the egg pile in Shalebridge so it no longer checks if you have an intelligence of exactly 8 instead of greater or equal to 8. (Thanks Callen for reporting this!) Made it so the fuses in Dead Money are no longer quest items after the DLC ends. Made it so the Spore Carriers and plants in vanilla now use the DLC items made for them. 44 revolvers now use an appropriate icon instead re-using the 32. pistol icon. Removed Pitt Armors from DC Raider Armor Lists. Removed DC Raider Armors from Pitt Raider Armor Lists. Fixed bugs with idle animations in Tranquility Lane and General Dialogue. Fixed bug with Supermutant Dialogue and Shorty. (Thanks Hairylegs!) Fixed bug with gender on one of Col Autumns lines. (Thanks Hairylegs!) Fixed more bugs with Those and finding Bryan's dad. (Thanks Hairylegs!) Fixed issue with being able to activate patients in Anchorage. (Thanks Hairylegs!) Corrected ownership on the fridge in the Temple of the Union. Fixed Lucas Simms not showing up in the bog hallucination due to him being lodged inside the ground. Restored 2 dialogue responses Leaf Mother Laurel says when the player insults the Tree Father. (Thanks Hairylegs!) Restored 2 dialogue responses Agatha says when the player asks her "Is the Stradivarius worth a ton of caps?". (Thanks Hairylegs!) Restored a dialogue response Derek Pacion says when the player asks him "What can you tell me about Canterbury Commons?". (Thanks Hairylegs!) Fixed collision on meshes\architecture\urban\oldtown\otbldgdescorner06.nif. (Thanks Rikako!) Fixed some items in the Zeta Engineering Core that appeared too early. (Thanks Varstud for mentioning this!) Multiple fixes to statics, z-fighting, floating, etc. Made it so Toshiro Kago has a death message like the other survivors. (Thanks Varstud for mentioning this!) Fixed some scripts that were trying to enable/disable objects with enable parents. (Thanks Varstud for mentioning this!) Fixed A Spoonful of Whiskey so it no longer tries to set an objective that doesn't exist. Fixed the kitchen Super Mutant in Germantown Police HQ so he can actually kill Shorty now, additionally, his inventory now levels up so an Overlord won't spawn with a baseball bat. Fixed Little Buster's corpse spawning in Freeside. Repathed the cabinet doors in New Vegas so their rotations aren't broken.