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Development Log - Post 3.3 Release

Posted: Sat Apr 09, 2022 11:02 am
by Kazopert
This is the development log for all updates post 3.3:

3.3.1
SpoilerShow
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 and Rikako:

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
Fixed a missing face on the Action Abe toy
Restored night vision goggles and integrated them in the wastelands along with the breathing masks from Lonesome Road
3.3.1 Hotfix 1
SpoilerShow
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.
3.3.2
SpoilerShow
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!)