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Development Log - Post 3.3 Release

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Kazopert
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Joined: Sat May 25, 2019 4:49 pm

Development Log - Post 3.3 Release

Post by Kazopert » Sat Apr 09, 2022 11:02 am

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:

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.
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!)
3.3.3
SpoilerShow
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. <Lie.>" 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

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.
Fixed a dialogue typo.
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 a typo in Dogmeat's Mojave leaving message
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.
Fixed the installer so Irving Cheng isn't missing his Ghoul neighbour dialogue.
Fixed the installer so NV Super Mutants don't use DC footsteps and added some NV footsteps that got incorrectly carried over.
Properly implemented the Gunny/Initiate conversations in the Citadel so they have a more than a 1/1000 chance of running.
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.
Fixed a dialogue typo for Tercorien.
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.
Fixed 77 misplaced statics.

From Noonan:

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

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."

Misc fixes: (Not sure who did these)

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

From Roy:

Fixed Intense Training Perk's conditions
Perk and challenge fixes
Fixed Pitt Trog NPC leveled lists
Fixed Laser Rifle Scope Zoom
Last edited by Kazopert on Sun Aug 27, 2023 4:52 pm, edited 41 times in total.

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