Jump to content

Arthmoor

Administrators
  • Content Count

    9459
  • Joined

  • Last visited

Everything posted by Arthmoor

  1. That's a server issue on Bethesda's end that causes that. I keep forgetting what the solution is, but I know it involves a hard reset and probably clearing reserve space.
  2. Unofficial Skyrim Special Edition Patch Version: 4.1.6 By the Unofficial Patch Project Team Download it from AFK Mods Download it from SSE Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Skyrim Special Edition 1.5.62 or greater. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 USSEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim Special Edition. If you're experiencing a bug with Skyrim Special Edition, please report the bug to us in as much detail as possible on the USSEP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Skyrim bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Skyrim experience! (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the USSEP USSEP Fixes Previous fix for Fine Clothes 02 needed to be redone due to a mismatched number of triangles in the meshes. (meshes\clothes\fineclothes02\1stpersonoutfitm_1.nif, meshes\clothes\fineclothes02\1stpersonoutfitf_0.nif, meshes\clothes\fineclothes02\1stpersonoutfitf_0a.nif, meshes\clothes\fineclothes02\1stpersonoutfitm_0.nif) (Bug #23708) Audio Fixes Pantea Ateia's initial greeting would say "good evening" even if you met her for the first time at any other time of day. (sound\voice\Skyrim.esm\FemaleEvenToned\dialoguesolitude__0002e17c_1.fuz) (Bug #25366) Item Fixes Jarl clothing variants were pointing to an incorrect ground object for the female world models. (Bug #25295) Location Fixes The navmesh at Cragslane Cavern needed to be adjusted to prevent a recurrence of the wolves spawning outside their cages. (Bug #25463) Mesh and Texture Fixes Two uprooted tree models had transparent roots due to invalid decal flags being applied. (meshes\landscape\trees\treepineforestuprooted01.nif, meshes\landscape\trees\treepineforestuprootedstump01.nif) (Bug #25294) Female NPC Head dirt 01 texture was broken due to being nothing but a blank file. Fixed by taking the same file from LE and stretching it to 512x512. Since this is what the other 2 head dirt textures had done, there should be no visual quality difference. (textures\actors\character\character assets\tintmasks\femaleheaddirt_01.dds) (Bug #22359) Quest Fixes Birna would still offer dialogue to sell you the Coral Dragon Claw even if you had just bought it from her. The option for when you can't afford it was missing the proper quest stage check. (Bug #25299) Gerdur's line directing the player to Alvor had an invalid condition checking to see if Alvor's axe was dead rather than Alvor himself. Sven would direct the player to Alvor even if dead because the dialogue option was checking to see if Sven was dead instead, which is not useful since Sven is delivering the line. Sven should no longer deliver dialogue as though he is in Riverwood if he has been relocated somewhere else, such as being your steward at a Hearthfire house. (Bug #25275) Sven should also no longer use lines suggesting he doesn't know the Dragonborn if he's no longer in Riverwood as he can only be moved out by being hired somehow. (Bug #25725) Pantea Ateia's greeting regarding the end of the rebellion should no longer play once the Civil War is over. (Bug #25366) During The Way of the Voice (MQ105) the player turns the Horn of Jurgen Windcaller in to Arngeir. Yet when the player returns to the place the horn belongs and clicks on it, the horn reappears as though the player still had it. The scripts had once been set up to enable it at the site as it was turned in but was changed for some reason. The horn will now be on the tomb when the player returns instead of only popping up when the player activates it. (Bug #25353) Placement/Layout/Ownership and other World Object Fixes 000e2cd2: Mist effect in Proudspire Manor that was not always visible. Moved up from the floor to avoid possible clipping issues. (Bug #21559) 0010D004, 0010D005, 0010D006, 0010D007, 0010D008: Misplaced barrels. (Bug #25334) 0006F147: Misplaced potion. (Bug #25335) 000D6883: Misplaced rock. (Bug #25341) 0201111D: Misplaced rock pile. (Bug #25341) 05005905: Rock added to cover a gap in a rock cliff. (Bug #25341) 05005906: Rock added to cover a gap in part of a mountain slope. (Bug #25341) 0004DB5F, 0004DB60, 0004DB74, 0004DBD4, 0004DC1A, 0005A0AE, 0008CAD4, 0008CAD6, 0008CAD8, 000A39AA, 000A39AC, 000B447E, 000B447F, 000B44D4, 000CB123, 01001114, 01001117, 01001118, 01001271, 01001278, 01001280, 01001281, 01001352, 01001354, 01001355, 0100135A, 01001360, 01001361, 01001363, 01001364, 01001374, 0100137A, 0100137B, 0100137C, 0100137D, 0100137E, 0100137F, 01001380, 01001381, 01001384, 01001385, 0100138A, 0100138D, 01001397, 01001398, 01001399, 0100139A, 0100139B, 01002360, 01002361, 01002363, 02011127, 02011128: Misplaced thickets, shrubs, and other plants. (Bug #25425) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  3. Arthmoor

    [RELz] LOOT - Load Order Optimisation Tool

    The test builds of Wrye Bash available on their Discord channel will do. ESL flagged files will be marked pink, those that can be safely converted will be marked in green.
  4. Unofficial Fallout 4 Patch Version: 2.0.5 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Fallout 4 Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Fallout 4 version 1.10.114 or greater. Requires Official Automatron DLC. Requires Official Wasteland Workshop DLC. Requires Official Far Harbor DLC. Requires Official Contraptions Workshop DLC. Requires Official Vault-Tec DLC. Requires Official Nuka-World DLC. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 UFO4P Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Fallout 4. If you're experiencing a bug with Fallout 4, please report the bug to us in as much detail as possible on the UFO4P bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Fallout 4 bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Fallout 4 experience! If your bugs is of the more important variety, such as a broken quest, broken settlement mechanics, broken perks, etc, you should also submit the report of your issue to Bethesda as well. Use their feedback form to do so and provide them as much detail as you would us. We would all prefer the bigger things to be fixed by them, right? (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the UFO4P UFO4P Fixes Removed the Guard Gutsy voice fix after it was determined that the robots are invisible for anyone who begins a new game and visits General Atomics Galleria with the fix in place. (Bug #24628) Precomb data was accidentally disabled on a cell at The Castle. (Bug #25055) The edit locks added by previous UFO4P versions to certain functions on WorkshopParentScript have been re-evaluated, and the locks on the following functions have been removed (Bug #24643) HandleActorDeath (regression of UFO4P 2.0 Bug #21899) ModifyResourceData, SetResourceData (regression of UFO4P 2.0 Bug #21896) RecalculateResourceDamage, RecalculateResourceDamageForResource (regression of UFO4P 1.0.5 Bug #21899) WoundActor (regression of UFO4P 2.0 Bug #21898) Actor Fixes The Protectron in Virgil's Lab had an invalid set of script properties set on it. (Bug #24910) Dead guards inside Parsons State Insane Asylum were being labeled as Gunners due to an incorrect template setting. (Bug #24944) LvlBloodbugAmbush, LvlBloodbugInt and LvlBloodbugIntAmbush were missing a property on BloodbugScript (Bug #25148). Item Fixes Gunner Flannel Shirt and Jeans (Armor_GunnerRustic_Underarmor) was not included on the formlist for scrapping into cloth like other clothing items. (Bug #24744) Bourbon was using the wrong version of the put down sound for bottles. (Bug #24739) Antibiotics and Curie's Health Pack were not properly flagged as ObjectTypeStimpak. (Bug #24738) MS10_RadioTowerNote: Property not set on the book record, resulting in an error when trying to add a map marker. Nearest logicial location based on the note's content is the Coast Guard Pier across the river from it, so the script will now set this marker when the book is read. (Bug #24619) [NR] Overdue book tokens should be using the drop sound that matches the pickup sound originally assigned in another bugfix. (Bug #23123) Mr Handy Buzz Blades were yielding no scrap when they should return 1 aluminum. (Bug #24908) The control item used for the track system in the Mechanist's Lair was not properly setting up the Arc tank bot due to incorrectly set script properties. (Bug #24678) The leveled list for T-45 Power Armor B (LL_Armor_Power_T45_Set_B) had 2 chest pieces and was missing the left arm. (Bug #24985) Laundered Denim Dress (ClothesPreWarDressBlue) and Laundered Rose Dress (ClothesPreWarDressPink) did not return any cloth when scrapped. They should return 1 piece like other similar outfits. (Bug #24969) Location Fixes Echo Lake Lumber Mill was not set with the Far Harbor world location as its parent. This could lead to incorrectly assigned radiant quests that should go to the Commonwealth instead. It may also have played a part in settlers leaving for Dalton Farm at random times. (Bug #24586) Dunwich Borers was not correctly flagged as part of its own location. At the same time, Hugo's Hole nearby was mistakenly flagged as being part of the Dunwich Borers location. (Bug #24668) A bad navmesh section over a hole in the bridge at Mass Pike Interchange has been corrected. (Bug #24001) Med-Tek Research could not be properly cleared because the Glowing One on the second level was not marked as the location's boss. (Bug #24928) Mesh Fixes The left Voltaic Frame shoulder was not displaying correctly on a Robobrain. (meshes\actors\dlc01\robot\parts\robobrain\RoboBrainConstructionLeftArmArmor_10.nif) (Bug #24742) Quest Fixes It should no longer be possible for PAM to give out Railroad radiant quests if she's been reprogrammed for the Brotherhood of Steel. (Bug #20000) Invald properties on DN053 have been removed or corrected. (Bug #24909) Emogene Takes a Lover (MS09Mission02) was possible to get stuck because the aliases in The Secret of Cabot House (MS09) were not marked to allow reservations, which was blocking her from filling the required alias. All 3 of her aliases (why she has 3, who knows) have been marked to allow reserved so that this quest will no longer get itself stuck. (Bug #24814) [NR] The above fix in 24814 also resolved a scripting error that comes up in MS09 when Emogene is being moved to the amphitheater. (Bug #24774) [NR] In Atom Cats Garage (DN054) Zeke has 4 AI packages that have script records attached but the script files themselves don't exist, and apparently never did. (Bug #24759) Corrected an invalid alias property in DLC01LairJB. (Bug #24669) During Long Road Ahead (COMMacCreadyQuest) when you are told to take MacCready to Med-Tek Research, no quest marker is added to show where the location is despite him telling you where to find it. (Bug #24926) DN119Fight: The second scavenger in the Rotten Landfill site encounter did never attack the mole rats because his alias was not registered on DN119FightController script (Bug #25130). MQ206: Null pointer property corrected (Bug #24617). The player should no longer be able to tell Dima they are a member of the Brotherhood of Steel if they have not actually joined yet. (Bug #25030) COMCaitQuest: Once started, this quest could advance up to stage 50 without Cait being anywhere around, because an event and several triggers did not run a follower check. This fix also required modifications to DefaultQuestChange LocationScript (Bug #24694). DLC01FortHagenSatelliteArray: Added a klaxon that was expected by this quest, but did not exist, to Fort Hagen satellite array and pointed the respective quest property to the new object (Bug #24547). DLC01Lair: Flagged an alias collection as optional, so the quest script can clear it (Bug #25144). DLC01Lair: Fixed calls to several doors in the stage 200 fragment as they didn't work if these doors were not loaded, and modified DLC01Lair_SecurityDoorLightScript to skip calls of an unsafe workaround in the stage 201 fragment that caused threading issues on the door scripts and performance issues because all safety lights did needlessly try to open all of the doors on every cell reload (Bug #24675). DN083_Barney: invalid quest objective corrected on topic info fragment TIF_DN083_Barney_001243EA (Bug #24580). DN120: invalid property removed (Bug #24579). MS11: Missing checks for valid sound IDs added to the stage 1399 fragment (Bug #24621). MS16: Removed several lines from the stage 65 fragment that were referencing a non-existing objective. Also fixed several errors in the stage 18 and stage 200 fragments (Bugs #24836 and #24837). RR102: Modified the quest script to set a bool property on an elevator instead of trying to manipulate it directly, which never worked because the elevator is not loaded while the respective fragments are running (Bug #24634). Papyrus Fixes GenericBrawlAlliesScript, GenericBrawlPlayerScript, GenericBrawlOpponentAliasScript, MS13IntroBrawlAliasScript: Prevented "magic" effects from causing brawls to turn into real fights. Should eliminate problems from a few of the DLC effects. (Bug #24817) QF_DN054_00048516: Script attempts to remove alias data from a reference after it's already been cleared from the alias. Obviously this cannot be done. (Bug #24761) QF_RRR04_000B26C2: Attempting to set a persist location on a non-created reference (Bug #24971) TrapTripwire: If a NONE is passed to the DisarmTrigger function, several errors are set off because of a lack of sanity checking. Automatron intentionally sends a NONE for several references using this script via DLC01:DLC01Lair_LaserTripwireScript. (Bug #24679) BugSwarmFXScript: Moved a function call out of the OnInit event since that function would fail to run if OnInit fired before cell attach (Bug #24771). DLC01:DLC01_TrackSystemTrapElectricArc: fixed an issue where this script failed to avaluate a target because trigger events running at the same time were modifying the array the target evaluation was running on (Bug #24676). DLC01:DLC01LairQuestScript fixed an issue where the MBattle_Phase2_Dispatch1230() function passed an invalid argument that caused array index out of range errors down the line (Bug #24677). MQ206Script: check added to prevent this script from trying to complete non-existing objectives (Bug #24620). WorkshopObjectScript: removed a superfluous call of the HandleDestruction() function (Bug #24642). WorkshopObjectScript: this script did not properly initialize and update the actor value that controls the flora harvest time. As a result, crops could regrow faster than intended, and destroyed crops could regrow immediately after their repair (Bug #24775). WorkshopParentScript: removed a superfluous check for caravan actors from the AssignObjectToWorkshop() function that was left from test runs on the UFO4P 2.0.4 modifications (Bug #24596). WorkshopParentScript: added safety measures to circumvent an engine issue that causes zero-length arrays to turn into none arrays on reload. As a result, object assignment procedures could temporarily break at a workshop if a save made at that workshop was reloaded (Bug #24603). WorkshopParentScript: auto assignment of actors to unassigned resource objects should not run on Dogmeat (Bug #24638). WorkshopParentScript: fixed a threading issue with the processing of custom workshop events that could result in quests listening to those events (e.g. minutemen quests) advancing prematurely or not progressing at all if two or more of these quests were active at the same time (Bug #24650). WorkshopParentScript, WorkshopObjectScript: further modifications to improve performance (Bug #24637). WorkshopParentScript, WorkshopScript: improved the cleanup procedures for work objects of actors that were unassigned while a workshop was not loaded, including support for sending custom workshop events (Bug #25129). WorkshopParentScript, WorkshopEventsQuestScript: improved the processing of custom workshop events to limit the number of calls of event handling functions on WorkshopParentScript and thus save performance (Bug #25128). DLC01:DLC01Lair_SecurityDoorLightScript: Added animation state tracking to avoid animation graph errors (Bug #24654). DLC01:DLC01_RobotLiftLightScript: Added animation state tracking to avoid animation graph errors (Bug #24670). DLC01:DLC01LairQuestScript: Fixed an off-by-one error in the CleanupDungeon() function (Bug #24671). DLC01:DLC01RadiantQuestScript: Fixed an issue where Enable() and AddItem() were called in the wrong order (Bug #24536). DLC06:DLC06CompanionTrackerScript: Fixed an issue where this script used a wrong message object for text replacement (Bug #24636). Default2StateActivator: Further modifications were needed to handle cases where a door can be activated by a reference in another cell (i.e. if OnActivate fires while the door is not loaded) (Bug #25149). DN051_DelayedAmbushScript: Added checks to bail out after losing the reference of the actor this script is supposed to run on. This appears to happen if that actor is desintegrated (Bug #24428). ElevatorMasterScript: Added a hidden property and some code to allow external scripts for making an elevator non-funtional even if the reference is in an unloaded area (Bug #24634). FallingRocksandDustActivatorScript: Check added to skip trigger events while a previous event is still running, as this led to animations being called out of order and errors being thrown (Bug #24425). FusionGeneratorSCRIPT: Added sanity checks for missing linked lights because some generators in the game are missing them inentionally (Bug #24548). GlowingKlaxonLightScript: Added animation state tracking to avoid animation graph errors, and added a check to prevent the script from trying to animate disabled references (Bug #24534). LegendaryArmorMagicEffectDisarmScript: Missing sanity check added (Bug #24614). RR101CenterActivator: Removed a line that tried to access a non-existing object (Bug #24633). ToggleButtonScript: Check added to handle conflicting calls from external scripts. Also imrpoved 3D checking (Bug #23232). TrapBase: Check added to prevent this script from running on disabled traps (Bug #23933). TrapBreakableWalkway: Added sanity checks for a missing linked reference since there is at least one trap existing in the game that is intentionally missing this reference (Bug #24616). VertibirdTurretScript: fixed an issue where one function could clear a reference while another function was trying to run operations on it (Bug #24433). Terminal Fixes Invalid properties removed from DN070_HolotapeCarlTerminal. (Bug #24691) RR102ElevatorTerminal: Terminal that was supposed to be allowing holotapes to be used but wasn’t set to do so. (Bug #25138) Placement/Layout/Ownership and other World Object Fixes 00093228, 00100196, 0003E0AF: chained doors with script properties missing (Bug #24553). 0018C597, 01022D21: static objects with DefaultDisableHavokOnLoad scripts attached that have been removed. (Bug #24546) 00182E08, 00182E09, 00183466, 00183CB1, 00183CB2, 00183CB3, 00183CB7, 00183CB8: properties modified on AttractionObjectScript to avoid errors if the script tries to enable or disable the references it is running on. (Bugs #24772, #24841) 00156897: Map marker for Home Plate is not positioned correctly to trigger the discovery reward if the red door is used. (Bug #23159) [NR] 0018F39D: Duplicated circuit breaker trigger. (Bug #24911) 0018EB27: Encounter management trigger in Hubris Comics that was not set to the expected value. (Bug #24843) 0018BB8C: The Grognak costume in Hubris Comics was clipping through the side of a locker. (Bug #24790) [NR] 00186C11: Moved a trailer door that was placed inside of the trailer instead of on the back of it like it should have been. (Bug #24532) 0003C304, 0003C6FB: Cars that were falling off of an overpass near Hub City due to poor placement. (Bug #24632) 001E7F1D, 0023CF48: Lobster floats placed in the air. (Bug #24656) 0018BD1F: Misplaced shack door. (Bug #24657) 0014A120: Unneeded "don't havok settle" flag removed on dead settler. (Bug #24664) 00043C66: Dresser clipping into a wall. (Bug #24667) 001D389B: Car that isn't havok settled properly. (Bug #24685) 001BE40D: Misplaced cat idle marker. (Bug #24706) 001977B3, 001977BD, 001977BE, 001977BF, 001977C0: Misplaced brahmin marker and bloodbug markers. (Bug #24708) 07016D04, 07016D05, 07016D06, 07016D07: Leaf piles added to cover a portion of a roof where a doorway is clipping through. (Bug #24716) 00075658, 001EE49F: Misplaced traffic cones. (Bug #24726, Bug #24665) 00055CEE, 00055CEF: Misplaced Nuka-Cola machine and lid. (Bug #24727) 000939BF, 0017CECA: Misplaced fragmentation mines. (Bug #24727, Bug #24601) 00061CA8: Misplaced tool case. (Bug #24730) 0706B6DF: Trash pile added to cover up a seam between several floor pieces. (Bug #24787) 002129E4, 002129E5, 002129E6: Misplaced caps. (Bug #24788) 001908DD: Floating baseball bat. (Bug #24792) 000BBAA9: Floating skeleton. (Bug #24799) 00191A4B: Broken refrigerator door placed underneath the ground that couldn't be scrapped as intended. (Bug #24800) 001D1CF8: Misplaced hat. (Bug #24815) 000940B4: Misplaced caps stash. (Bug #24825) 001944F2: Misplaced chem box. (Bug #24826) 00160189: Misplaced lantern. (Bug #24828) 0008CD07, 0008CD0D, 0008CD0E, 0008CD0F, 0008CD10, 0008CD11, 00101D8D, 0018AC50, 0018BB8D, 0018BB8E, 0018BBE6, 0018BBE7, 0018BBE8, 0018BBE9, 0018BBEA, 0018BBEB, 0018BBEC, 0018BBEC: Items that don't need the don't havok settle flag set. (Bug #24845) 001E82E1: Misplaced hubflower plant. (Bug #24870) 0022FA58: Misplaced vehicle seat. (Bug #24918) 00084CF4, 00084D78: Floating spawn markers. (Bug #24933) 000AED35: Misplaced cigarette machine. (Bug #24933) 000BD678, 0023F424, 01004F5D: Misplaced helmets. (Bug #24933, Bug #24703, Bug #24681) 00101A8A: Floating patrol marker. (Bug #24933) 001BE094: Floating skull. (Bug #24940) 00023C27, 0016D001: Floating oil lamps. (Bug #24943, Bug #24701) 0002BFB9: Misplaced first aid box. (Bug #24955) 0001D773, 0010D2E8, 0019748D, 00197491: Misplaced suitcases. (Bug #24992, Bug #24943, Bug #24645) 000AE112, 000D04CF, 000D04D0, 000E0DCF, 00106A80, 00144B36, 0019F10F: Misplaced Nuka-Colas. (Bug #24997, Bug #24933, Bug #24845, Bug #24827) 0001D35D, 00047CDE, 0006499A, 0006552C, 00074361, 000ACA32, 000C7F0A, 0010AB05, 0010D2A6, 0010D2E2, 0010D3B4, 00131C19, 0019F4A2, 0019F4A3, 001C6E49: Misplaced toolboxes. (Bug #25008, Bug #24987, Bug #24986, Bug #24966, Bug #24965, Bug #24958, Bug #24843, Bug #24821, Bug #24666, Bug #24645, Bug #24624) 0009336D, 00094029: Misplaced coolers. (Bug #25010, Bug #24728) 00069030: AI marker that was placed too far above the ground. (Bug #25041) 000C19BC: Misplaced bed. (Bug #25050) 001D907C: Floating journal. (Bug #25050) 000E0D57, 002302C3, 002302D9: Misplaced oxygen tanks. (Bug #25059, Bug #24997) [NR] 00095EB1, 000A95CB, 0017CB6A, 001C3624, 001D97F9: Misplaced news stands. (Bug #25064, Bug #25062, Bug #25047, Bug #24956) 000FEDC4, 0016053D, 00228828: Misplaced cabinets. (Bug #25066, Bug #25059, Bug #24967) 0007EE17, 000829DF: Misplaced coolers. (Bug #25077, Bug #24932) 000829DB: Misplaced hard hat. (Bug #25077) 0022C528: Misplaced burnt textbook. (Bug #25081) 001C145F: Floating mini-nuke. (Bug #25088) 0001D341, 000C3B07, 000A4AA7, 000A4AA8, 000ABEBA, 001ADD37: Floating folders. (Bug #25090, Bug #24933, Bug #24645) 0001D776, 0001D777, 0001D778, 0001D779, 0001D77A, 0001D77B, 0002BD51, 0002BD52, 0002BD54, 0002BD55, 0002BD56, 000364F2, 00081652, 00081653, 00081654, 00081655, 00081656, 00081657, 000927CE, 000927CF, 000927D0, 000927D1, 000927D2, 000927D3, 000939BC, 000939BD, 000939BE, 000995C0, 000995C1, 000995C2, 000995C3, 000995C4, 000995C5, 000A497A, 000A497B, 000A497C, 000A497D, 000A497E, 000A497F, 000A4A46, 000AC9AC, 000AC9AD, 000AC9AE, 000AC9AF, 000AC9B0, 000AC9B1, 000AED5C, 000AED5D, 000AED5E, 000AED60, 000AED61, 000AED62, 000BA10E, 000BA10F, 000BA110, 000BA111, 000BA112, 000BA113, 000E437A, 000E437B, 000E437C, 000E437D, 000E437E, 000E437F, 000FC064, 000FC065, 000FC066, 000FC067, 000FC068, 000FC069, 00101D5B, 00101D5C, 00101D5D, 00101D5E, 00101D5F, 00101D60, 001AD747, 001AD748, 001AD749, 001AD74A, 001AD74B, 001AD74C, 001C47F9, 001C47FA, 001C47FB, 001C47FC, 001C47FD, 001C47FE, 001D13A6, 001D13A7, 001D13A8, 001D13A9, 001D13AA, 001D13AB, 001E6399, 001E639A, 001E639B, 001E639C, 001E639D, 001E639E, 001E7C39, 001E7C3A, 001E7C3B, 001E7C3C, 001E7C3D, 001E7C3E, 001E98B6, 001E98B7, 001E98B8, 001E98B9, 001E98BA, 001FAE4D, 001FAE4E, 001FAE4F, 001FAE50, 001FAE51, 001FAE52, 0020C9FB, 0020C9FC, 0020C9FD, 0020C9FE, 0020C9FF, 0020CA00, 0020CAC0, 0020CAC1, 0020CAC2, 0020CAC3, 0020CAC4, 0020CAC5, 0020D568, 0020D569, 0020D56A, 0020D56B, 0020D56C, 0020D56D, 002287BA, 002287BB, 002287BC, 002287BD, 002287BE, 002287BF, 0100B3FF, 0100B400. 0100B402, 0100B403, 06023B88, 06023B89, 06023B8A, 06023B8B, 06023B8C, 06023B8D: Bottles not properly placed inside of Nuka-Cola machines. (Bug #25090, Bug #25086, Bug #25085, Bug #25084, Bug #25080, Bug #25079, Bug #25059, Bug #25003, Bug #24990, Bug #24968, Bug #24964, Bug #24933, Bug #24922, Bug #24864, Bug #24845, Bug #24798, Bug #24731, Bug #24729, Bug #24727, Bug #24723, Bug #24681, Bug #24645, Bug #24599, Bug #23639) 0003B78F, 00051CF3, 00065523, 0007438F, 00075D35, 0007EE1D, 00082AB1, 00082AB2, 0008668F, 00086690, 00086691, 0008E55B, 000A9E8A, 000AED33, 000AF0CF, 000B0519, 000B229E, 000B22F0, 000C0A6A, 000E0DBF, 0013FAEE, 0016BC73, 0016BC9D, 0016BC9F, 0017BFDD, 001850CD, 00212E38, 0021722E, 0022B3E3, 00231874, 002318D3, 002318D5, 0023C5BF, 0100718E, 0100C1D8, 0100C238, 0100C3FF, 0100C544, 0100D5BC, 0100D5BD, 0100E977: Misplaced bins, boxes, and crates. (Bug #25093, Bug #25090, Bug #25087, Bug #25078, Bug #25059, Bug #25049, Bug #25008, Bug #25007, Bug #25003, Bug #24997, Bug #24956, Bug #24947, Bug #24943, Bug #24933, Bug #24932, Bug #24917, Bug #24866, Bug #24707, Bug #24704, Bug #24681) 00046FF3, 00047CDC, 00047CDD, 00047CDC, 00047D03, 00061CA9, 000AC083, 000BDAAD, 000E4D1B, 001274F6, 0023C7C7: Misplaced ammo and ammo boxes. (Bug #25090, Bug #25088, Bug #25087, Bug #24992, Bug #24746, Bug #24730, Bug #24624) 0008609B, 000975E2: Misplaced mailboxes. (Bug #25090, Bug #25062) 000A563E, 000AC08D, 000AC08E, 000AC090, 001A8E06: Misplaced bobby pins and bobby pin boxes. (Bug #25090, Bug #25045, Bug #24645) 000A4ABB: Misplaced suit. (Bug #25090) 000E4D1D: Misplaced safe. (Bug #25090) 000FF1BB: Floating note. (Bug #25090) 0003ABE5, 0003B78F, 00051CF3, 00065523, 0007438F, 00075D35, 0007EE1D, 00082AB1, 00082AB2, 0008668F, 00086690, 00086691, 0008E55B, 000A9E8A, 000AED33, 000AF0CF, 000B0519, 000B229E, 000B22F0, 000C0A6A, 000E0DBF, 0013FAEE, 0016BC73, 0016BC9D, 0016BC9F, 0017BFDD, 001850CD, 00212E38, 0021722E, 0022B3E3, 00231874, 002318D3, 002318D5, 0100718E, 0100C1D8, 0100C238, 0100C3FF, 0100C544, 0100D5BC, 0100D5BD, 0100E977: Misplaced bins, boxes, and crates. (Bug #25093, Bug #25090, Bug #25087, Bug #25078, Bug #25059, Bug #25049, Bug #25008, Bug #25007, Bug #25003, Bug #24997, Bug #24956, Bug #24947, Bug #24943, Bug #24933, Bug #24932, Bug #24917, Bug #24866, Bug #24718, Bug #24707, Bug #24604, Bug #24681) 00066288: Floating sleeping bag. (Bug #25093) 000AED8D, 000C0B11, 002380BE, 00240AD4: Misplaced chairs. (Bug #25093, Bug #24915, Bug #24821, Bug #24719) 00068B31, 001AD74D, 001E6886, 0020C9FA, 0020CABF, 0600ABAF, 06023B8E: Misplaced Nuka-Cola machines. (Bug #25095, Bug #25086, Bug #25084, Bug #25043, Bug #24990, Bug #24964) 0002BD9C, 000454E9, 000454EA, 00047B6B, 00047DA7, 0009E137, 000A2F0D, 000A495A, 000A49A8, 000F1B5B, 0013A0A8, 001418C7, 00141906, 00169F84, 001726C7, 001726EC, 0017947F, 0017CBF5, 001C26E9, 001C26EA, 001C26EB, 001C26F0, 001C26F1, 001C3626, 001CA032, 001CA2A8, 001CAC4A, 001E644B, 001EAB80, 001EBE96, 001EBF00, 001F8F99, 00204896, 00204899, 00205E63, 00205E74, 0020B531, 0020B533, 0020B5CC, 0020B85E, 0022B3E1, 00230269, 0023192F, 00231930, 001E0879, 0100700D: Misplaced trash cans. (Bug #25098, Bug #25092, Bug #25091, Bug #25090, Bug #25089, Bug #25088, Bug #25087, Bug #25065, Bug #25060, Bug #25059, Bug #25047, Bug #25042, Bug #24968, Bug #24957, Bug #24956, Bug #24941, Bug #24930, Bug #24929, Bug #24922, Bug #24867, Bug #24722, Bug #24681) 0001D299, 0001D29A, 0001D29D, 0001D342, 0001D76C, 001E1F34, 0002011C, 0002015A, 00027F77, 00027F78, 0002BD32, 00035A04, 0003A98F, 0003A9C2, 0003B815, 00046FF8, 00046FF9, 00051CF7, 00051CF8, 00051CF9, 00051CFA, 00051CFB, 00065525, 00065526, 00065530, 00066B90, 00067189, 0006718A, 0006718B, 0007432B, 00074359, 0007435E, 0007439E, 00075D36, 00075D38, 00075D39, 00075D3D, 0007EE1A, 0007EE1C, 0007EE1F, 0007EE20, 0007EE28, 0007EE2C, 00084CA1, 000829DE, 00082B15, 00084CA2, 00084CA3, 00084CA4, 00084CA5, 00084CA6, 00086624, 00086625, 00086626, 00086628, 00086629, 0008662A, 0008667E, 000866AB, 000866AC, 000866AD, 000866B2, 00087A93, 000895EB, 000895EC, 0008CD0B, 0008CD0C, 0008CD12, 0008F8ED, 000924F7, 000940A9, 000940AB, 000940B5, 000940B6, 000940BA, 0009AD19, 000A4AB1, 000A4D39, 000A4D3A, 000A5324, 000A560D, 000A560E, 000A5610, 000A5617, 000A5618, 000A5621, 000A5622, 000A5623, 000A5624, 000A5626, 000A5627, 000A5629, 000A562A, 000A562B, 000A562C, 000A5633, 000A5636, 000A5637, 000A5638, 000ABCF7, 000ABDBE, 000ABDC3, 000ABEB8, 000ABFA6, 000AC00D, 000AC00E, 000ACA33, 000AF0D7, 000AF0D8, 000AF2C6, 000AF2CB, 000B22CA, 000B2358, 000B235B, 000B235C, 000B703C, 000B914B, 000B915C, 000B925F, 000B92A9, 000B92C2, 000B93F7, 000BFA9C, 000BFA9E, 000C3AA0, 000C3AEB, 000C3AEE, 000C3AF8, 000C3B08, 000C46A4, 000E0DBE, 000E0DE2, 000E0DE4, 000E0DE5, 000E0DEA, 000E0DEB, 000FF217, 000FFFAA, 00101D3C, 0010A771, 0010EE73, 0010EED2, 001138F3, 0013C249, 0013F9F9, 0013FA09, 00144A36, 00144A37, 001562BF, 00156333, 00156335, 0015CCF5, 0015CD6D, 0015CD77, 0015CD89, 0015CDE1, 0015CDE2, 0015CDE3, 0015CDEB, 0015CE00, 0015CE01, 0015CE05, 0015CE06, 0015CE07, 0015CE0C, 0015CE17, 0015CE18, 0015CE24, 0015CE31, 0015CE32, 0015CE33, 0015CE44, 00166513, 00166529, 0016652A, 00166538, 00166539, 0016653F, 00166550, 00168654, 00168656, 0016BBA3, 0016BCA1, 00172077, 0018995A, 00189A28, 00189A29, 00189A7A, 00189A7C, 0018A98D, 0018AA48, 0018AA5B, 0018AABB, 0018B6C4, 0018BBEC, 001908CB, 001908D3, 00196447, 00196448, 00196455, 00196458, 00198FFA, 0019F0F3, 0019F499, 001A4842, 001A725E, 001A8E07, 001A8E09, 001B53C0, 001B5A7D, 001BDF83, 001C097F, 001C0BE0, 001C551C, 001E239B, 001E7C28, 001E7C2D, 001EBFCE, 001EBFD2, 001F8F8B, 001F8FD2, 001F8FD3, 001F8FD6, 001FAB66, 001FAB6A, 001FAB6B, 001FAB7B, 001FAB7F, 001FE785, 002060CC, 0020B951, 0020BB49, 00215A32, 0021F4EB, 0021F4EC, 0021F4ED, 0021FC72, 002288B2, 002288B3, 002288B4, 00228AD1, 0022B8FF, 0022C52A, 0022F8D6, 0022FA59, 0022FA85, 0022FA86, 002318D4, 002326D4, 00231737, 00231738, 0023A797, 01007F77, 01007FDE, 0100C436, 0100C25E, 0100D803: Various misplaced junk items. (Bug #25098, Bug #25090, Bug #25088, Bug #25087, Bug #25081, Bug #25077, Bug #25075, Bug #25066, Bug #25063, Bug #25059, Bug #25050, Bug #25045, Bug #25042, Bug #25010, Bug #25008, Bug #25007, Bug #25003, Bug #24997, Bug #24987, Bug #24968, Bug #24967, Bug #24966, Bug #24965, Bug #24963, Bug #24962, Bug #24960, Bug #24947, Bug #24943, Bug #24942, Bug #24940, Bug #24933, Bug #24932, Bug #24920, Bug #24918, Bug #24869, Bug #24867, Bug #24866, Bug #24865, Bug #24845, Bug #24825, Bug #24822, Bug #24815, Bug #24803, Bug #24794, Bug #24792, Bug #24791, Bug #24722, Bug #24713, Bug #24711, Bug #24710, Bug #24707, Bug #24702, Bug #24699, Bug #24697, Bug #24696, Bug #24686, Bug #24684, Bug #24683, Bug #24681, Bug #24645) 00093AF1, 000EF58D, 001F8BC1: Misplaced dummy weapons. (Bug #25098, Bug #24963, Bug #24725) 001F8F89, 001FACA1: Misplaced tires. (Bug #25098, Bug #24961) 000C3DA3, 000C3DA6, 000C3DA8, 000C3D96, 000C3D99, 000C3D7D, 000C3D80, 000C3D82, 000C3D9B, 000C3D84, 000C3D9D, 000C3DA9, 0013CBC9, 0013CBCB, 0013CBCC, 0013CBCE, 000C3DA2, 000C3DA4, 000C3DA5, 000C3DA7, 000C3D95, 000C3D97, 000C3D98, 000C3D9A, 000C3D7C, 000C3D7E, 000C3D7F, 000C3D81: Mirelurk eggs and triggers that were supposed to be enabled by the same marker, but had this marker not properly set up as an enable parent or were missing it entirely. Some also had superfluous links that needlessly made them persistent. Moreover though, harvestable eggs should not have enable parents at all because their scripts stop working if they do, so their enable parents were removed and scripts were added to make their enable states dependent on that of the marker (Bug #24216). 001875AB, 001875AF, 001875B4, 001875B5: Traps in Milton General that were linked to an enable parent but should not have been because they stop working as expected if they are. Unlinked them from the enable marker and added a script to make their enable state dependent on that of the marker (Bug #20417). 0006ADCB, 000FA574, 000FA577, 000FA579, 000FA57B, 000FA57C, 00112620, 001916DB, 0019891F, 0019D9E2: Caps stashes and bobby pin boxes that should not have been enable parented (Bug #20692). 002392FA: Kids' lunch box that should not have been enable parented (Bug #23477). 0023D709, 0023D706, 0023D707, 0023D708, 0023A712, 00245C0D, 00178E4B, 00178E4A, 0023A713, 0019355F, 002326CA, 0020E219, 00245C0C, 001F2B86, 001AD3BA, 0020E61D, 0023FCB4, 0022DD48, 000C78F9, 002301D0, 0100832F, 03027044, 030399A7, 060440F0, 06049097, 06049098, 06049099, 06050287, 0605178E, 06040912: Dummies that never spawned anything because they had no leveled lists specified (Bug #25141). 00202E6B: Moved a debris pile because it withstood scrapping and ended up floating after the desk it was resting on had been scrapped (Bug #25109). 0100B21C: Trigger with keyword property missing (Bug #24674). Text Fixes DN121 [0002A6E2]: "If I were younger I would." > "If I were younger, I would." (Bug #24555) [0002A6E7]: "That bastard son of mine, Jake, snuck out in the middle of the night to join them." > "That bastard son of mine, Jake, snuck out in the middle of the night to join 'em." [0002A6E8]: "Can you get my Granddad's sword back for me?" > "Can you get my granddad's sword back for me?" [0002A6F6]: "A group of them took over the old ironworks, and they'll shoot ya as soon as look at ya." > "A group of 'em took over the old ironworks, and they'll shoot ya just as soon as look at ya." [0002A845]: "Out in Saugus Ironworks, you can see it over there past the highway." > "Out in Saugus Ironworks. You can see it over there past the highway." [0002A88A]: "Look, I'm being serious here." > "Look, I'm bein' serious here." [0002A8A3]: "I see what you're getting' at." > "I see what you're gettin' at." [0002A8AF]: "If you don't kill the prisoner before I count to three it's over." > "If you don't kill the prisoner before I count to three, well, it's over." [0002A94D]: "You've got that twinkle in your eye, like you're looking for something." > "You've got that twinkle in your eye, like you're lookin' for somethin'." [0002A94E]: "You're back huh? Decided to tell me what you're looking for?" > "You're back, huh? Decided to tell me what you're lookin' for?" [0002A954]: "You're back huh?" > "You're back, huh?" [0002A95A]: "Those Forged guys probably still have those Dampening Rods you're looking for." > "Those Forged guys probably still have those dampening rods you're lookin' for." [0002A95C]: "You aren't going to find my Granddad's sword just standing around." > "You aren't going to find my granddad's sword just standin' around." [0002A992]: "What are you waiting for?" > "What are you waitin' for?" [0002AA19]: "Any luck finding my Granddad's sword?" > "Any luck finding my granddad's sword?" [0002C48B]: "You uh... did you.. what happened with Jake?" > "You, uh... did ya... what happened with Jake?" [0002C49F]: "Shut up Jake. If I hear anything out of either of you, you'll both be peeling potatoes for the next year." > "Shut up, Jake. If I hear anything out of either of you, you'll both be peelin' potatoes for the next year." / "I have watched you two go at it for years and tried to let you sort it out for yourselves." > "I've watched you two go at it for years and tried to let you sort it out for yourselves." / "Jake, your father and I have been out there and we know it can be dangerous. We just want to make sure you are prepared." > "Jake, your father and I have been out there, and we know it can be dangerous. We just want to make sure you're prepared." [0002C563]: "Boy I told you that if you ever showed your face here again I'd-" > "Boy, I told you that if you ever showed your face here again I..." [0002C591]: "Papa, please. I- I know I screwed up pretty big." > "Papa, please. I... I know I screwed up pretty big." / "I thought if I joined up I could keep them from raiding our farm." > "I... I thought if I joined up I could keep them from raiding our farm." / "I didn't- I don't want to hurt anybody." > "I didn't... I don't want to hurt anybody." [0002C614]: "Here goes nothing." > "Here goes nothin'." [0002C616]: "What? Jake's back? Oh thank god." > "What? Jake's back? Oh, thank god." [0002C619]: "You should be able to just pull it out." > "You... you should be able to just pull it out." [0002C61C]: "Abraham Francis Finch that is enough!" > "Abraham Francis Finch. That's enough!" [0002C624]: "I- Yeah. I messed up pretty bad. Sorry." > "I, uh. Yeah. I... I messed up pretty bad. I'm sorry." [0002C628]: "Here's the caps we agreed on, plus a bit for helping my boy." > "Here's the caps we agreed on, plus a bit for helpin' my boy." [0002C62E]: "Abraham, what's going on?" > "Abraham, what's goin' on?" [0002C633]: "Does it really matter to you any more?" > "Does it really matter to you anymore?" [0002C634]: "You're back huh?" > "You're back, huh?" [0002C639]: "She's right. I've been a fool." > "She's right, I've been a fool." [0002C86F]: "Thanks again for getting me out of there." > "Thanks again for gettin' me out of there." [0002C872]: "You're welcome around my farm any time friend." > "You're welcome around my farm any time, friend." [0002D9DF]: "I bet if you bring my Great Granddad's sword, he'll make it worth your while." > "I bet if you bring my great granddad's sword, he... he'll make it worth your while." [0002D9EA]: "I don't have time for this, where are the dampening coils?" > "I don't have time for this. Where are the dampening coils?" [0002D9EB]: "Why were you trying to join The Forged anyway?" > "Why were you trying to join the Forged anyway?" [0002D9EC]: "I'll meet you at the over pass by the farm after you get the sword." > "I'll meet you at the overpass by the farm after you get the sword." [0002D9F2]: "So uh.. what... what happened with Jake?" > "So, uh... what... what happened with Jake?" [0002D9F4]: "You're going to have to live with that." > "You're gonna have to live with that." [0002D9F6]: "There was no other way. It was going to be him or you." > "There was no other way. It was gonna be him or you." [0002D9F7]: "I don't know what I was thinking trying to join them..." > "I don't know what I was thinkin' tryin' to join them..." [0002DA02]: "Look, I should probably try to go home and make amends." > "Look, I... I should probably try to go home and make amends." / "But I think if you're there to help explain, things with my Dad would go easier." > "But I bet if you're there to explain, things with my dad would go easier." [0002DA05]: "I made a mistake, but I'm not just going to let you kill me!" > "I made a mistake, but I'm not just gonna let you kill me!" [000461BF]: "I better not show up without that sword." > "I better not try to show up without that sword." [000498F4]: "I think you should hang onto that sword. It'd put a smile on Granddad's face to know it was being used to help people." > "I think you should hang on to that sword. It'd put a smile on granddad's face to know it was being used to help people." [000662B2]: "Abraham... Oooh I am gonna wring his neck." > "Abraham... Oooh, I'm gonna wring his neck." [000662B5]: "He did mention that Jake stole his sword and joined The Forged." > "He did mention that Jake stole his sword and joined the Forged." [000662B6]: "The two of them were at it again and Jake must have taken off to that Ironworks like he was going on about." > "The two of 'em were at it again, and Jake must have taken off to that ironworks like he was goin' on about." [000662B7]: "I'm so nervous I feel like I'm gonna throw up." > "I'm so nervous. I... I feel like I'm gonna throw up." [000B138D]: "Something else has come up.." > "Somethin' else has come up." [00133BF9]: "There, I did what you asked. God I think I'm going to be sick" > "There, I... I did what you asked. God, I think I'm gonna to be sick." [00133BFF]: "You said we'd be raiding outside of the Commonwealth." > "You said we'd be raiding outside the Commonwealth." [00133C01]: "No going back now." > "No goin' back now." [00133C06]: "Though this wonderful sword you brought does put me in the mood to give you one last chance to prove your worth." > "Though this wonderful sword you brought does put me in the mood to give you one last chance to prove your worth. What do you say?" [00133C0A]: "Walk away Jake, you don't have to do this." > "Walk away, Jake. You don't have to do this." [00133C0C]: "Just- I don't know. I just can't ever manage to live up to his expectations." > "Just... I don't know. I can't ever manage to live up to his expectations." [00133C12]: "Stealing things from your family farm doesn't prove your strength boy." > "Stealing things from your family farm doesn't prove your strength, boy." [00133C16]: "No! I'm sorry but I'm not going to do this." > "No! I'm sorry, but I'm not gonna do this." [00133C17]: "Good. Now - kill the stranger." > "Good. Now. Kill the stranger." [00133C19]: "Did- did he send you here to find me?" > "Did... did he send you here to find me?" [00133C1A]: "Shooting someone in a gunfight one thing but this..." > "Shooting someone in... in a gunfight is one thing but... but this..." [00133C1B]: "I thought if I joined up I could protect my family from raids." > "I... I thought if I... if I joined up I could protect my family from raids." [00133C1E]: "But- but I brought everything you asked for." > "But... but I brought everything you asked for." [00133C25]: "What is it that you really want out of this Jake?" > "What is it that you really want out of this, Jake?" [00133C2C]: "I'm just a hard working man trying to feed my family." > "I'm just a hard workin' man tryin' to feed my family." [00133C2F]: "Prove to me you're worth forging." > "Prove to me that you're worth forging." [00133C33]: "Times up." > "Time's up." [00133C3B]: "I'm sorry, but I've got no choice." > "I'm sorry, but I... I've got no choice." [00133EAB]: "Well that's something. Maybe getting a fresh start'll be what he needs." > "Well, that's somethin'. Maybe gettin' a fresh start'll be what he needs." [00133EAC]: "I- I knew what the outcome was likely to be when he ran off." > "I... I knew what the outcome was likely to be when he ran off." [0015B8CE]: "You want me to take a knife FROM a gunfight? Oh this is a whole new level of stupid." > "You want me to take a knife from a gunfight? Oh, this is a whole new level of stupid." [001A94E0]: "Can you tell me anything else about The Forged?" > "Can you tell me anything else about the Forged?" [001A94E6]: "Came in from outside of the commonwealth a few months back and started recruiting." > "Came in from outside of the Commonwealth a few months back and started recruitin'." / "Mostly they've just been strong arming folks, but with how quick they've been growing it's just a matter of time till the raids get worse." > "Mostly, they've just been strong armin' folks, but with how quick they've been growin' it's just a matter of time till the raids get worse." DN121Abraham_NoSwordReward: "Watch your back with The Forged." > "Watch your back with the Forged." (Bug #24556) DN121Abraham_AcceptJob: "You're doing me a big favor and I'll make it up to you as best as I can." > "You're doin' me a big favor, and I'll make it up to you as best as I can." (Bug #24557) DN121_BradWeAreYourFamily: "We're your family now Jake." > "We're your family now, Jake." (Bug #24558) DN121_DampeningRodsTopicQuestion: "I'm looking for some dampening coils, have you seen any?" > "I'm looking for some dampening coils. Have you seen any?" (Bug #24559) DN121_DampeningRodsResponse: "Well, you've got unfortunate timing friend." > "Well, you've got unfortunate timing, friend." / "Group a trumped up raiders called the Forged." > "Group of trumped up raiders called the Forged." (Bug #24560) DN121_DampeningRodsTopic: "I'm looking for some Dampening Coils that I think may be near here." > "I'm looking for some dampening coils that I think may be near here." (Bug #24561) DN121JakeDampeningRods: "Dampening Coils? They're in the generator by the big furnace." > "Dampening rods... They're in the generator by the big furnace." (Bug #24562) DN121JakeWhyJoinTheForged: "Yeah... well... I just..." > "Uh, yeah... huh... well... I just..." (Bug #24563) DN121_MeetJakeByFreeway: "Hey, can you meet me over by the freeway supports next to the farm?" > "Hey, can you meet me by the freeway supports next to the farm?" (Bug #24564) DN121SiJakeSurrenderPanicked: "Wait wait! I'm sorry, I messed up! I panicked!" > "Wait, wait! I'm sorry. I... I messed up! I panicked!" (Bug #24565) DN121JakeCarryHisDecision: "I- Yeah, you're right." > "I, uh... yeah. Yeah, you're... you're right." (Bug #24566) DN121JakeWishThereWasAnotherWay: "I- I know, but I just wish there had been another way." > "I... I know, but I just wish there had been another way." (Bug #24567) DN121SiForgedA: "Bunch a trumped up raiders." > "Bunch of trumped up raiders." (Bug #24568) DN121SharedInfo_SlagNotWorthForging: "Most of them were never going to be worth forging in the first place." > "Most of them were never gonna be worth forging in the first place." (Bug #24569) CreatureInvisible: "Some creatures, like the Mirelurk King, Chameleon Deathclaw and Sentry Bot, can utilize stealth to turn themselves almost invisible and ambush unwary prey." > "Some creatures, like the Mirelurk King, Chameleon Deathclaw, and Sentry Bot, can utilize stealth to turn themselves almost invisible and ambush unwary prey." (Bug #24570) CreatureBloatfly: "One of the Wasteland's most disgusting creatures, the Bloatfly shoots its maggots as projectiles, and often explodes upon death." > "One of the Wasteland's most disgusting creatures, the Bloatfly, shoots its maggots as projectiles and often explodes upon death." (Bug #24600) CreatureDialogueSuperMutant [0006D7B5]: "Die, metalman!" > "Die, metal man!" (Bug #24623) [0006E1B6]: "Aggh... It was nothin'." > "Aggh... It was nothing." [0006E1B7]: "Bah... I'm hearin' stuff." > "Bah... I'm hearing stuff." [0006E1BA]: "Must have been nothin'." > "Must have been nothing." [0006E1C8]: "Where'd you go? Huh? Gonna find you... Gonna KILL you!" > "Where'd you go? Huh? Gonna find you... Gonna kill you!" [0006E1D7]: "What? I hear somethin'." > "What? I hear something." [0006E1EA]: "No more hidin' for you!" > "No more hiding for you!" [000EB1E9]: "You... killed... my... BROTHER!" > "You... killed... my... brother!" [000EB201]: "Gonna feast.. on... dog meat!" > "Gonna feast... on... dog meat!" [000EB20F]: "Ha ha ha! You hit like a Radroach!" > "Ha ha ha! You hit like a radroach!" [00138B62]: "Hear that human?" > "Hear that, human?" [00138B71]: "Get them human! Smash them. Crush them. Kill them!" > "Get them, human! Smash them. Crush them. Kill them!" [00138B75]: "No use human. Them gone now." > "No use, human. Them gone now." [00138B80]: "Aggh, come back! Fight Strong coward!" > "Aggh, come back! Fight Strong, coward!" [00138B85]: "Duck human. Quick!" > "Duck, human. Quick!" [00138B87]: "Watch out human!" > "Watch out, human!" [00138B9A]: "Come Deathclaw. Strong will teach you how to die!" > "Come, deathclaw. Strong will teach you how to die!" [00138B9B]: "Strong will kill Deathclaw. Strong can kill anything!" > "Strong will kill deathclaw. Strong can kill anything!" [00138BA3]: "Stay back human. Sometimes robot shoots fire!" > "Stay back, human. Sometimes robot shoots fire!" [00138BA4]: "Give up robot. Strong will rip you apart piece by piece!" > "Give up, robot. Strong will rip you apart piece by piece!" [00138BA7]: "Here fishy fishy fishy!" > "Here fishy, fishy, fishy!" [00138BAC]: "Go away mole rats. Strong will crush you." > "Go away, mole rats. Strong will crush you." [00138BB3]: "Radroaches! Squash them human!" > "Radroaches! Squash them, human!" [00138BB5]: "Careful human. Scorpion sting, very strong." > "Careful, human. Scorpion sting, very strong." [00138BBB]: "Smash you to pieces robot!" > "Smash you to pieces, robot!" [00138BBC]: "Smash it human. Smash it into junk!" > "Smash it, human. Smash it into junk!" [00138BC1]: "Ha ha, yes! Strong challenge you brother!" > "Ha ha, yes! Strong challenge you, brother!" [00138BC4]: "Careful human. Brothers good at smashing too." > "Careful, human. Brothers good at smashing too." [00145507]: "Human time is done! This is the age of the Super Mutant!" > "Human time is done! This is the age of the super mutant!" DialogueSuperMutantConversations01 [00173930]: "Not Ghouls." > "Not ghouls." (Bug #24625) [0017393D]: "Heh. You're right, brother. Not Ghouls." > "Heh. You're right, brother. Not ghouls." [00173950]: "But tasty. Better than Brahmin. Or bugs." > "But tasty. Better than brahmin. Or bugs." DialogueSuperMutantConversations03 [0017395D]: "So? I am Super Mutant, too." > "So? I am super mutant too." (Bug #24626) [0017395E]: "Yes, you are Super Mutant. I am Super Mutant. We are all... Super Mutant." > "Yes, you are super mutant. I am super mutant. We are all... super mutant." [00173960]: "I am happy for you. As I am happy for me. We are Super Mutants, all." > "I am happy for you. As I am happy for me. We are super mutants, all." [0017396C]: "Look at me, brother. I am Super Mutant. I am death." > "Look at me, brother. I am super mutant. I am death." [0017396D]: "I am Super Mutant. Strong. Deadly." > "I am super mutant. Strong. Deadly." [0017396E]: "See me. I am Super Mutant, standing before you." > "See me. I am super mutant, standing before you." [0017396F]: "Do you see? I am Super Mutant. I am fear." > "Do you see? I am super mutant. I am fear." [00173976]: "Pftt. That day will never come. Fool Super Mutant." > "Pftt. That day will never come. Fool Super Mutant." [0017397E]: "You won't say that... when I am Overlord." > "You won't say that... when I am overlord." [0017397F]: "One day I will be Master. And will show you all." > "One day, I will be master. And will show you all." [0017398A]: "Did you get shot? In head? You're talk is... crazy." > "Did you get shot? In head? Your talk is... crazy." DialogueInstitute [0014E668]: "Bet its pretty boring down here, compared to up there." > "Bet it's pretty boring down here, compared to up there." (Bug #24644) BoSHolotapeMaxsonWasRight: "Maxson was Right" > "Maxson Was Right" (Bug #24658) DLC01Bot_Torso_Misc_Lockpick: "Adds lock picking subroutine." > "Adds lockpicking subroutine." (Bug #24659) DN145VaultTecResidentTerminal [Menu Items; Item ID 1, 3]: "Fuck Vault Tec." > "Fuck Vault-Tec." / "The Vault was supposed to be safe." > "The vault was supposed to be safe." (Bug #24660) DN145OverseerTerminal [Menu Items; Item ID 1]: "The Overseer of Vault 95 is an elected individual chosen to run the daily meetings and ensure the other residents adhere to the rules of the Vault-Tec Rehabilitation Program." > "The overseer of Vault 95 is an elected individual chosen to run the daily meetings and ensure the other residents adhere to the rules of the Vault-Tec Rehabilitation Program." / "The position of Overseer should not prevent a resident from continuing their own personal journey." > "The position of overseer should not prevent a resident from continuing their own personal journey." / "*Resident Randall reminded the group that adherence to The Program was a condition of living in the Vault." / "Resident Randall reminded the group that adherence to the program was a condition of living in the vault." / "*Resident Patricia wondered if Vault Tec even existed any more." > "*Resident Patricia wondered if Vault-Tec even existed anymore." / "**We may pick up unhealthy habits without the Program." > "**We may pick up unhealthy habits without the program." / "*Issue was put to vote. Vote to continue The Program was unanimous." > "*Issue was put to vote. Vote to continue the program was unanimous." (Bug #24661) DN145VaultTecPlantJournalTerminal [Menu Items; Item ID 1]: "Today marks the fifth calendar year since the residents of Vault 95 and I have moved into the Vault." > "Today marks the fifth calendar year since the residents of Vault 95 and I have moved into the vault." / "The Vault-Tec rehabilitation program seems to have helped every subject in this Vault deal with the symptoms of withdrawal and cope with a new life in the Vault environment." > "The Vault-Tec rehabilitation program seems to have helped every subject in this vault deal with the symptoms of withdrawal and cope with a new life in the vault environment." / "Isolation seems to have proved helpful when addictive stimuli are absent; now to see what such stimuli do the the social order we have created over the previous years." > "Isolation seems to have proved helpful when addictive stimuli are absent. Now to see what such stimuli do to the social order we have created over the previous years." (Bug #24662) DN145VaultTecPlantTerminal [Menu Items; Item ID 1]: "You are to work with the Overseer Elect on any compliance issues, while ensuring ignorance of your special objectives." > "You are to work with the overseer-elect on any compliance issues, while ensuring ignorance of your special objectives." / "Once it has been discovered, you are to to thoroughly document the response of the community." > "Once it has been discovered, you are to thoroughly document the response of the community." (Bug #24663) RR01 [0006E3AD]: "Until I determine you're not a threat, we'll point our weapons wherever we damned well please." > "Until I determine you're not a threat, we'll point our weapons wherever we damn well please." (Bug #24680) [0006FA67]: "And you just happened to guess the password to the secret door? Right." > "Hmm. And you just happened to guess the password to the secret door? Right." [000AB345]: "The only real evidence most people have they even exist are their crowning achievement: the synths." > "The only real evidence most people have that they even exist are their crowning achievement: the synths." [000AB348]: "Uh... Who's the Institute?" > "Umm... Who's the Institute?" [0010DF78]: "I'm Desdemona, and I'm the leader of the Railroad. And you..." > "I'm Desdemona, and I'm the leader of the Railroad. And you are..." [00106A2D]: "You're having a party. What gives with my invitation?" > "You're havin' a party. What gives with my invitation?" [00106A30]: "Wow. News flash, boss, this guy is kind of a big deal out there." > "Wow. News flash, boss. This guy is kind of a big deal out there." [00106A32]: "I didn't need to meet you to hear about you. You've made waves, pal." > "I didn't need to meet you to hear about you. You have made waves." [00108050]: "So you're vouching for him?" > "So, you're vouching for him?" [0010DF77]: "So you're vouching for her?" > "So, you're vouching for her?" [0010805D]: "And as if that wasn't enough..." > "And... as if that wasn't enough..." [00108067]: "The Railroad owes you a crate, hell a truckload, of Nuka-Cola for what you did to Kellogg. He was our public enemy number one." > "The Railroad owes you a crate, hell, a truckload of Nuka-Cola for what you did to Kellogg. He was our public enemy number one." [00108069]: "Dez, seriously, you haven't heard of her? She's the leader of the Minutemen. It seems like the whole Commonwealth is flying her flag." > "Dez, seriously, you haven't heard of her? She's the leader of the Minutemen. It seems like the whole Commonwealth's flyin' her flag." [0010806A]: "You're the leader of the Minutemen. I hear you cleared out the Castle. Everyone's talking about that." > "You're the leader of the Minutemen. I hear you cleared out the Castle. Everyone's talkin' about that." [0010807A]: "Rumor had it Salem was about to go nova. Then some stranger brokered a peace. Sound familiar?" > "Rumor had it Salem was about to go nova. Then some "stranger" brokered a peace. Sound familiar?" [0010807C]: "Wow. News flash, boss, this lady is kind of a big deal out there." > "Wow. News flash, boss. This lady is kind of a big deal out there." [001A02FC]: "So that's not right." > "So, that's not right." [001A0304]: "That changes thing. I don't know what, if anything, you've heard out there about us." > "That changes things. I don't know what, if anything, you've heard out there about us." / "So let's start with the basics." > "So, let's start with the basics." REPostman_DN059_CollegeSquare: "If things start to go down, I'm taking my caps and getting the Hell outta here." > "If things start to go down, I'm taking my caps and getting the hell outta here." (Bug #24687) RESceneRJ02_Note08: "I don't think they know where you're hiding, and I hope to God this finds you first, but you have to pack up and get the hell out of there, ok?" > "I don't think they know where you're hiding, and I hope to God this finds you first, but you have to pack up and get the hell out of there, okay?" (Bug #24688) DN109_TerminalSturges [Name/Header Text/Menu Items; Item ID 1, 2, 3, 4]: "Sturges's Terminal" > "Sturges' Terminal" / "Sturge's Garage" > "Sturges' Garage" / "I was out visiting some friends of mine down at the Atom Cats garage earlier, and they hooked me up with a sweet deal on couple suits of Power Armor." > "I was out visiting some friends of mine down at the Atom Cats garage earlier, and they hooked me up with a sweet deal on couple suits of power armor." / "She got a fresh stash of chems and when I went to make sure she's eating something she said she's been having "the Sight" again." > "She got a fresh stash of chems, and when I went to make sure she's eating something she said she's been having "the Sight" again." / "Marcy's been making a fuss about how few showed up, but the Colonel has been assured us that others will come." > "Marcy's been making a fuss about how few showed up, but the Colonel has been assuring us that others will come." / "Shame that Power Armor is on the fritz again - sure would be a help carrying all that lumber." > "Shame that power armor is on the fritz again - sure would be a help carrying all that lumber." / "Maybe if we can get these suits of Power Armor back in order it'll convince her to cool it." > "Maybe if we can get these suits of power armor back in order it'll convince her to cool it." (Bug #24745) ConvGoodneighborFRtoMG01 [0004AC26]: "Yeah, bunch of Raiders came into town and thought they could muscle me." > "Yeah, bunch of raiders came into town and thought they could muscle me." (Bug #24823) ConvGoodneighborFRtoMG02: [0004AC11]: "You were the one taking pot shots at that Super Mutant?" > "You were the one taking pot shots at that super mutant?" (Bug #24824) PerkLifeGiver: "The Life Giver perk raises your maximum Health, and can even lead to regeneration." > "The Life Giver perk raises your maximum Health and can even lead to regeneration." (Bug #24844) DN160_Scavenger02Note: "'Collectors', the boss says." > ""Collectors," the boss says." / "So who's the fool here-- them or us?" > "So, who's the fool here -- them or us?" (Bug #24846) DialogueGoodneighborGuards [0008870C]: "Ah, you can keep your lasers and thermo...pulsular..whatchamjiggits." > "Ah, you can keep your lasers and thermo... pulsular... whatchamjiggits." (Bug #24848) [00088717]: "What're you lookin' at?" > "What are you lookin' at?" [0010C535]: "Could be they start lettin' in Ghouls again..." > "Could be they start lettin' in ghouls again..." [0010C53F]: "So you got a robot butler. Well la tee friggin' da." > "So, you got a robot butler. Well, la tee friggin' da." [0010C542]: "Well well. Look at Her Ladyship with the robot valet. Ain't you fancy." > "Well, well. Look at Her Ladyship with the robot valet. Ain't you fancy." [0010C549]: "What's the matter? He ain't never seen Ghouls before?" > "What's the matter? He ain't never seen ghouls before?" [0010C54B]: "Hey, whoa whoa whoa. No sneakin'." > "Hey. Whoa, whoa, whoa. No sneakin'." [0010C54C]: "Now come on, none of that. Sneakin' means stealin'. And if shit starts going missing, we're going to have a big problem..." > "Now, come on, none of that. Sneakin' means stealin'. And if shit starts goin' missing, we're gonna have a big problem..." [0010C558]: "You know who kicked the Ghouls out of Diamond City, right?" > "You know who kicked the ghouls out of Diamond City, right?" [0010C559]: "So not only is Diamond City's mayor dead... turns out he was a synth all along." > "So, not only is Diamond City's mayor dead... turns out he was a synth all along." [0010C55B]: "Power Armor? Man, whatchoo plan on fightin'?" > "Power armor? Man, whatchoo plan on fightin'?" [0011600D]: "Heard what you did. Saved that Rex Goodman from the Super Mutants? Guess not everyone appreciates the Bard, am I right." > "Heard what you did. Saved that Rex Goodman from the super mutants? Guess not everyone appreciates the Bard, am I right?" [0011600E]: "Wait wait wait. So let me get this straight." > "Wait, wait, wait. So let me get this straight." [00116013]: "I think Whitechapel Charlie's got some work, if you're looking." > "I think Whitechapel Charlie's got some work, if you're lookin'." [00116014]: "Man oh man, wouldn't mind seein' those curves again." > "Man, oh man, wouldn't mind seein' those curves again." [00127585]: "Hey. Crimefighter." > "Hey, crimefighter." [00146FCA]: "Hate the Institute? "Follow the Freedom Trail", brother." > "Hate the Institute? "Follow the Freedom Trail," brother." [00146FCB]: "Hate the Institute? "Follow the Freedom Trail", sister." > "Hate the Institute? "Follow the Freedom Trail," sister." [00174F9E]: "Big shitstorm at Bunkerhill huh? As long as the Institute took a licking I'm happy." > "Big shitstorm at Bunker Hill, huh? As long as the Institute took a licking, I'm happy." [00174FA0]: "I don't know who had the guts to attack the Brotherhood's blimp but I hope I don't piss them off." > "I don't know who had the guts to attack the Brotherhood's blimp, but I hope I don't piss them off." [0017DAA6]: "So the big kaboom hits old CIT." > "So, the big kaboom hits old CIT." COMCaitQuest [Stage 90]: "Inside Vault 95, Cait and I have located the "Clean Room," an area dedicated to drug rehabilitation." > "Inside Vault 95, Cait and I have located the "clean room," an area dedicated to drug rehabilitation." (Bug #24854) [Objective 10]: "Locate the Clean Room" > "Locate the clean room" [Objective 30]: Wait for Cait to get into the Clean Room Chair" > "Wait for Cait to get into the clean room chair" [Objective 40]: Cure Cait's Addiction" > "Cure Cait's addiction" COMCaitQuest [001666E6]: "Colors, sounds... smells, nothin' is like I remember it." > "Colors... sounds... smells. Nothin' is like I remember." / "I... I can't believe it worked. The cravin's, the pain... hell, even the rush... they've disappeared." > "I... I can't believe it worked. The cravings, the pain... hell, even the rush... they've disappeared." (Bug #24855) [001666F2]: "I don't know. My body's tellin' me to get it over with." > "I don't know. Me body's tellin' me to get it over with." [001666F4]: "You're sayin' that now... but you'll leave the moment I turn on you." > "You're sayin' that now... but you'll leave the moment I turn on ya." [001666F5]: "Goddamn it, you're right! I can't let them do that to me. Not after all I've been through." > "God damn it, you're right! I can't let them do that to me. Not after all I've been through." [001666F6]: "You... you'd really miss me, wouldn't you." > "You... you'd really miss me, wouldn't ya?" [001666E0]: "Are you kiddin' me? Did you forget everythin' I told you?" > "Are you kiddin' me? Did you forget everythin' I told ya?" [001666ED]: "This must be it... the Clean Room." > "This must be it... the clean room." [00167A17]: "Never mind Tommy, I did all the work." > "Never mind Tommy. I did all the work." [00167A1B]: "Well yeah. My charming personality." > "Well, yeah. My charming personality." [00167A1E]: "That sick feelin', the pain? It's gone from stabbin' to dull. I dunno, maybe some of it was in my head." > "That sick feelin', the pain? It's gone from stabbin' to dull. I dunno, maybe some of it was in me head." [00167A21]: "Clever old bastard kicked me out of the Combat Zone so I'd clean myself up... and somehow knew you'd be up for the challenge." > "Clever old bastard kicked me out of the Combat Zone so I'd clean meself up... and somehow knew you'd be up for the challenge." [00167A22]: "I'm glad you're all right, I was worried about you." > "I'm glad you're all right. I was worried about you." [00167D01]: "Looks like they had their support meetin's in the Overseer's office." > "Looks like they had their support meetin's in the overseer's office." [00167D02]: "Look... I'm never going to forget what you did for me today." > "Look... I'm never gonna forget what you did for me today." / "I know I suck at thank you's, but that's the best you're going to get out of me." > "I know I suck at thank you's, but that's the best you're gonna get out of me." [00167D03]: "Let's head inside and find the Clean Room... that's where we can get this crap out of me body." > "Let's head inside and find the clean room... that's where we can get this crap out of me body." [00167D05]: "Psycho, jet... hell... it's all here. Why would there be a stash in this Vault?" > "Psycho, Jet... hell... it's all here. Why would there be a stash in this vault?" [001DE40C]: "*Screaming in pain*" > "*screaming in pain*" DialogueVault81 [00195F7F]: "So we got a new visitor today." > "So, we got a new visitor today." (Bug #24856) DLC01MQ02 [0100A145]: "The Radar Beacon is receiving a strong encrypted signal but I can't determine the source." > "The radar beacon is receiving a strong encrypted signal, but I can't determine the source." (Bug #24857) [0100A147]: "Fortunately, I'm detecting another Robobrain in the Commonwealth that's receiving the same signal." > "Fortunately, I'm detecting another robobrain in the Commonwealth that's receiving the same signal." [0100A148]: "Looks like it's Robobrain season." > "Looks like it's robobrain season." [0100A14D]: "Are you sure this will work?" > "Are you sure this'll work?" [0101026C]: "Are you ready to install the Radar Beacon?" > "Are you ready to install the radar beacon?" [010102D7]: "To maintain peak efficiency, I strongly recommend that we remain together until the Radar Beacon is successfully installed." > "To maintain peak efficiency, I strongly recommend that we remain together until the radar beacon is successfully installed." [010102D9]: "According to my data banks, it's called the "Robobrain."" > "According to my data banks, it's called the "robobrain."" [01010378]: "I'm uploading the location of the Robobrain to your Pip-Boy now..." > "I'm uploading the location of the robobrain to your Pip-Boy now..." [0101037E]: "Which means the one I destroyed isn't the only Robobrain under the Mechanist's control." > "Which means the one I destroyed isn't the only robobrain under the Mechanist's control." [01010380]: "Another Robobrain? Who cares." > "Another robobrain? Who cares." DLC01MQ02 [Stage 2200]: Somehow I need to search this new robot and see if I can find anything that will lead me to the Mechanist. > "Somehow, I need to search this new robot and see if I can find anything that will lead me to the Mechanist." / [Objective 2200]: "Search the Robobrain" > "Search the robobrain" / [Objective 2500]: "Build the Robot Workbench" > "Build the robot workbench" / [Objective 2800]: "Install Radar Beacon on Ada" > "Install radar beacon on Ada" (Bug #24858) DLC01MQ02_PlayerStage600Response2: "Well, that's useless. I did all this for nothing?" > "That's useless. I did all this for nothing?" (Bug #24859) DLC01MQ02_PlayerStage600Response8: "Are you sure this will work?" > "Are you sure this'll work?" (Bug #24860) DLC01MQ02_2400_AdaContinuePoint1: "If my analysis is correct, this is a specialized Radar Beacon." > "If my analysis is correct, this is a specialized radar beacon." / "I suspect it's how the Mechanist was keeping track of the Robobrain you destroyed." > "I suspect it's how the Mechanist was keeping track of the robobrain you destroyed." (Bug #24861) DLC01MQ02SharedInfo01: "According to my data banks, it's called the "Robobrain."" > "According to my data banks, it's called the "robobrain."" (Bug #24862) DLC01MQ02_2600_AdaOnInstallingBeacon: "Once I'm in the robot workbench, just install the Radar Beacon and I'll do the rest." > "Once I'm in the robot workbench, just install the radar beacon and I'll do the rest." (Bug #24863) COMCait [000F2532]: "What am I, a bank? Sigh." > "What am I, a bank? *sigh*" (Bug #24868) [00140BCB]: "Sigh. Where do I begin?" > "*sigh* Where do I begin?" [0016549C]: "Can your psycho addiction be cured?" > "Can your Psycho addiction be cured?" COMCodsworth [000FD0F8]: "Hey Codsworth. Take over keeping an eye on him for me?" > "Hey, Codsworth. Take over keeping an eye on him for me?" (Bug #24871) [000FD0F9]: "Hey Codsworth. Take over keeping an eye on her for me?" > "Hey, Codsworth. Take over keeping an eye on her for me?" [00187784]: "Hey Codsworth. You sure you're up for this?" -> "Hey, Codsworth. You sure you're up for this?" DialoguePlayerAdditional [000199FC]: "You're standing there with your jaw hanging out. Say something." > "You're standin' there with your jaw hangin' out. Say somethin'." (Bug #24873) [0001D155]: "Hey Codsworth..." > "Hey, Codsworth..." [000835A0]: "Did you, uhh, have something to... Was there something else?" > "Did you have, uh, have something to, uh... Was there something else?" [0008480E]: "You have nothing to say?" > "Uh. You have nothin' to say?" [00084A00]: "Hurry up you old prune." > 'Hurry up, you old prune." [00084A02]: "Spit it out you pile of junk." > "Spit it out, you pile of junk." [00084A14]: "You've got nothing to say?" > "Hmph. You got nothin' to say?" [00084A27]: "I haven't got all day. I've got a Vault to run." > "I haven't got all day. I've got a vault to run." [00084AA1]: "The silent thing's freaking me out. What are you, a serial killer?" > "The silent thing's freakin' me out. What are you, a serial killer?" [00085127]: "Can't help staring, huh?" > "Can't help starin', huh?" [000858AB]: "I'm... well, I'm still... standing here. You know, waiting.... for... you." > "I'm... uh, well, I'm still... I'm standing here. You know, uh, waiting... for... you." [000858AC]: "Umm, were you going to, uhh... say something?" > "Uh, were you... were you going to, uh... say something?" [000858AF]: "You gonna say something, or do I have to beat it out of you?" > "You gonna say somethin', or do I have to beat it out of you?" [000858B1]: "I hope you're not too overwhelmed." > "I hope you're not too overwhelmed?" [00092327]: "Don't mean to rush you, but..." > "I don't mean to rush you, but, um..." [00092328]: "You were saying...?" > "You... You were saying...?" [00092331]: "Take your time." > "Eh. Take your time." [00092333]: "Tick tock." > "Tick-tock." [0009233C]: "Mr. Slick himself..." > "Mister Slick himself..." [0015532D]: "Mind speaking up?" > "Mind speakin' up?" [0016C7FF]: "I sure ain't getting any younger." > "I sure ain't gettin' any younger." [001AEFC2]: "Were you gonna say something or what?" > "Were you gonna say somethin' or what?" [001AEFC9]: "Take your time. I'm not going anywhere." > "Take your time. I'm not goin' anywhere." [001AEFCA]: "Oh god. I hate it when they're awkward." > "Oh, god. I hate it when they're awkward." [001AEFCC]: "You got something to say, say it." > "You got somethin' to say, say it." BoSM01 [00143B02]: "(Sigh)" > "*sigh*" (Bug #24874) HolotapeQuest [0013BE9F]: "No I can't. The guys would never let me in. I could kill them all. No that wouldn't be what it would want." > "No, I can't. The guys would never let me in. I could kill them all. No. No, that... that wouldn't be what it would want." (Bug #24883) COMNick [00157744]: "We'll snoop 'em out." > "Yeah, we'll snoop 'em out." (Bug #24885) [00157746]: "Now where'd you get to?" > "Now, where'd you get to?" [0015776C]: "Guess they got wise and bolted." > "I guess they got wise and bolted." [00157776]: "Uph!" > "Ugh! [00157777]: "Damn." > "Ugh, damn." [0015777B]: "Ah, shit!" > "Ugh, shit!" [0015777C]: "Got me good." > "Ugh. Got me good." [00157789]: "We playing "Hide and Seek?"" > "We playing "Hide and Seek?"" [0015778B]: "Damn. I got nothing." > "Damn. I got nothin'." [001577F7]: "I'd like to not have to say this again. No." > "I'd like not to have to say this again. No." [0015781A]: "That's one way to get the coolant pumping." > "Yeah, that's one way to get the coolant pumping." [00157821]: "Won't underestimate us again." > "They won't underestimate us again." [0015784E]: "You're playing with the wrong synth." > "You're playin' with the wrong synth." [00157854]: "Damn Bloatflies." > "Damn bloatflies." [0015785D]: "That's one ticked-off dino." > "That's one ticked off dino." [00157860]; "Give a bowling ball an attitude and you get an Eyebot." > "Give a bowling ball an attitude and you get an eyebot." [00157864]: "Sorry, folks. Won't be chewing on us." > "Sorry, folks. Won't be chewin' on us." [0015786A]: "Don't fire until you see the whites of their eyestalks." > "Don't fire till you see the whites of their eyestalks." [0015786D]: "Careful. These Kings like to serenade their supper." > "Careful. These kings like to serenade their supper." [00157878]: "Nothing needs that many limbs." > "Nothin' needs that many limbs." [00157879]: "Didn't think I could still get the willies." > "I didn't think I could still get the willies." [0015787F]: "If you've been saving a pulse grenade, now'd be a good time." > "If you've been savin' a pulse grenade, now'd be a good time." [00157884]: "You got this one, right?" > "Uh. You got this one, right?" [00157887]: "These are the "Super" mutants? Feel bad for the mediocre ones." > "These are the "super" mutants? Heh. Feel bad for the mediocre ones." [0015788B]: "Someone's going to have to dig you one big hole." > "Someone's gonna have to dig you one big hole." [00157897]: "Woah! Yao Guai! Move!" > "Yao guai! Move!" DialogueDiamondCity [0013CA83]: "Swatters right here! Best skull-bashers in the Commonwealth!" > "Swatters right here! Best skull bashers in the Commonwealth!" (Bug #24886) [0013CA86]: "Buy a Swatter! The game-changer!" > "Buy a Swatter! The game changer!" Inst302 [000D4D0F]: "We have learned the current location of these synths, and need to re-acquire them before the Railroad can hide them." > "We have learned the current location of these synths and need to re-acquire them before the Railroad can hide them." (Bug #24887) CreatureDialogueAssaultron [000C167F]: "Threat re-detected! Engaging!" > "Threat redetected! Engaging!" (Bug #24888) [000C1680]: "Enemy combatant re-acquired. Weapons free!" > "Enemy combatant reacquired. Weapons free!" MS13NelsonDies [000825BE]: "Diamond City security?" > "Diamond City Security" / "Why not just ask Diamond City security to help?" > "Why not just ask Diamond City Security to help?" (Bug #24889) MS16MelsIn: "Could be enough caps there to keep me goin for a long time." > "Could be enough caps there to keep me goin' for a long time." (Bug #24890) MS16Greetings [000520EF]: "Hey you. Looking for work?" > "Hey, you. Lookin' for work?" (Bug #24891) [000520F0]: "There you are. Was wondering if you were going to show up." > "There you are. Hmph. Was wonderin' if you were gonna show up." [000520F8]: "Thanks for getting me out, I guess." > "Thanks for gettin' me out, I guess." [000520F9]: "That's what I'm talking about." > "That's what I'm talkin' about." [000520FA]: "Well there's good news and bad news." > "Well, there's good news and bad news." [000747FA]: "What is going on in my tunnel?" > "What is goin' on in my tunnel?" [0011E4B1]: "You got something to say?" > "You got somethin' to say?" [0011FC2A]: "Just find a way for us to move forward. Remember, Southwest is best." > "Just find a way for us to move forward. Remember, southwest is best." [0011FC2B]: "Back again? Looking for work this time?" > "Back again? Lookin' for work this time?" [001277DB]: "Bobbi, what are you doing here?" > "Bobbi, what are you doin' here?" [001292C0]: "Almost there, guys. Just keep thinking of the caps." > "Almost there, guys. Just keep thinkin' of the caps." [001417BD]: "I'm beginning to wonder what we are going to find in that strongroom." > "I'm beginnin' to wonder what we're gonna find in that strongroom." / "What if there are dead bodies in there or something?" > "What if there are dead bodies in there or somethin'?" DialogueSuperMutantConversations04 [0017397B]: "Hah. You deaf and stupid. Useless Mutant. Fight me." > "Hah. You deaf and stupid. Useless mutant. Fight me." (Bug #24892) MS16JulesHackerSendOff: "You should get moving, then." > "You should get movin', then." (Bug #24893) MS16JulesPlayerFlattery: "I know that you've got the guts to wander outside of the walls." > "I know that you've got the guts to wander outside the walls." (Bug #24894) MS16SharedInfoGetTrainKey: "Fahrenheit probably had the key. See if you can find it." > "Huh. Fahrenheit probably had the key. See if you can find it." (Bug #24895) MS16SharedInfoMelMirelurks02: "Again with the claws." > "Ugh. Again with the claws?" (Bug #24896) MS16SharedInfoMelGhouls01: "Ghouls! Um, the bad ones. Feral Ghouls!" > "Ghouls! Um, the... the bad ones. Feral ghouls!" (Bug #24897) MS16SharedInfoMelGhouls02: "We get it, you're zombies." > "Ugh. We get it, you're zombies." (Bug #24898) MS16SharedInfoMelToCombat03: "There you are!" > "Ah. There you are!" (Bug #24899) MS16 [000C952B]: "Sonya is not your average Eyebot." > "Sonya is not your average eyebot." (Bug #24900) [00127603]: "That didn't sound good. I hope Sonya's ok." > "That didn't sound good. I hope Sonya's okay." COMNickTalk [0019D3CF]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #24912) COMPiperTalk [001A2EC5]: "I just wanted to check-in, make sure things were alright between us." > "I just wanted to check in, make sure things were alright between us." (Bug #24913) COMMacCreadyQuest [00027405]: "Look, pal. If you're preaching about the Atom, or looking for a friend, you've got the wrong guy." > "Look, pal. If you're preachin' about the Atom, or lookin' for a friend, you've got the wrong guy." (Bug #24914) [000296A6]: "Are you kidding me?" > "Are you kiddin' me?" [000296A9]: "You still looking for work, MacCready?" > "You still lookin' for work, MacCready?" [000296AC]: "Something wrong with your hearing?" > "Somethin' wrong with your hearing?" [0002A214]: "Guess this is goodbye then." > "I guess this is goodbye, then." [0002A222]: "Well, I'm not making more than that sitting here and getting drunk." > "Well, I'm not makin' more than that sittin' here and gettin' drunk." [0002A2CB]: "Look, lady. If you're preaching about the Atom, or looking for a friend, you've got the wrong guy." > "Look, lady. If you're preachin' about the Atom, or lookin' for a friend, you've got the wrong guy." [00034674]: "I was wondering how long it would take your bloodhounds to track me down, Winlock." > "I was wonderin' how long it would take your bloodhounds to track me down, Winlock." / "It's been almost three months... don't tell me you're getting rusty." > "It's been almost three months... don't tell me you're gettin' rusty." [00034679]: "So why don't you take your girlfriend and walk out of here while you still can." > "So, why don't you take your girlfriend and walk out of here while you still can." [00066DA5]: "Now you're speaking my language." > "Now you're speakin' my language." [00066DA6]: "You're joking right?" > "You're joking, right?" [00066DAA]: "Maybe. Why don't you tell me who those guys were first." > "Maybe. Why don't you tell me who those guys were first?" [00066DAB]: "You have nothing to worry about. Those two are weaker than a housefly, and about half as smart." > "You have nothin' to worry about. Those two are weaker than a housefly and about half as smart." [00066DAC]: "It's not like the meter's running. Take your time... I got plenty." > "It's not like the meter's runnin'. Take your time... I got plenty." [00066DAE]: "I don't want the stink of Winlock and Barnes rubbing off on me and scaring away my business." > "I don't want the stink of Winlock and Barnes rubbin' off on me and scarin' away my business." [00066DB2]: "Got a rep for being crazy... you know, so tightly wound, you'd think they were a cult or something." > "Got a rep for being crazy... you know, so tightly wound, you'd think they were a cult or somethin'." / "Stuck with them for a while cause the money was good, but I never fit in." > "Stuck with 'em for a while 'cause the money was good, but I never fit in." [00066DB9]: "Look, I'm tired of playing twenty questions so I'll cut you a deal right now." > "Look, I'm tired of playing twenty questions, so I'll cut you a deal right now." [00066DBD]: "A couple of morons looking to climb the ladder of success by stepping on everyone else on the way up." > "A couple of morons looking to climb the ladder of success by steppin' on everyone else on the way up." [001965D1]: "For the Gunners, it's always about the bottom line. They just lost this entire waystation and that cost them big." > "For the Gunners, it's always about the bottom line. They just lost this entire waystation and that cost 'em big." / "Anyway, I guess I owe you a favor now. After all, you hired me but I'm the one that dragged you out here." > "Anyway, I guess I owe you a favor now. After all, you hired me, but I'm the one that dragged you out here." [001965D6]: "All right, Winlock and Barnes should be here. Let's take them down." > "All right, Winlock and Barnes should be here. Let's take 'em down." [001965E7]: "Let's find our way down to the Sub-Level." > "Let's find our way down to the sub-level." [0019B309]: "How did you do it?" > "How'd you do it?" [0019B30B]: "Let's just say I've had my share of unfriendly customers and MacCready's been there to help me handle the situation." > "Let's just say I've had my share of unfriendly customers, and MacCready's been there to help me handle the situation." [0019B312]: "MacCready! I haven't seen you in a while. You haven't been avoiding me, have you?" > "MacCready! I haven't seen you in a while. You haven't been avoiding me, have ya?" [0019B313]: "So, what did you need?" "So, what do you need?" [0019B314]: "Now all I need to do is get the cure into Duncan's hands. Can you help me?" > "Now all I need to do is to get the cure into Duncan's hands. Can you help me?" [0019B318]: "Now how could I stay away from someone as cute as you, Daisy?" > "Now, how could I stay away from someone as cute as you, Daisy?" [0019B31C]: "I'll get the sample on the first caravan leaving the Commonwealth. The driver owes me a few favors and he's reliable." > "I'll get the sample on the first caravan leaving the Commonwealth. The driver owes me a few favors, and he's reliable." DLC01CreatureDialogueRobobrain [01010183]: "Come on, you useless metal junkpiles." > "Come on, you useless metal junk piles." (Bug #24916) COMCodsworthIdles [000E2BFE]: "*Whistling*" > "*whistling*" (Bug #24919) [000E2BFF]: "*Humming*" > "*humming*" Weapons18PlasmaWeapons: "Plasma rifles and pistols deal even more energy damage than laser weapons, and can "gooify" defeated foes." > "Plasma rifles and pistols deal even more energy damage than laser weapons and can "gooify" defeated foes." (Bug #24921) MS09 [00075055]: "Thomas? He wasn't my "boyfriend"." > "Thomas? He wasn't my "boyfriend."" (Bug #24945) [00077ED1]: "I'm sorry father. I did everything I could to avoid this." > "I'm sorry, father. I did everything I could to avoid this." [000F06C1]: "So either Jack blabbed or you're smarter than the thugs he usually has working for him." > "So either Jack blabbed, or you're smarter than the thugs he usually has working for him." [000F06CE]: "Well if Jack already told you there can't be any harm." > "Well, if Jack already told you there can't be any harm." [000F06D5]: "Actually there's only one vial of the serum left. Raiders got the rest." > "Actually, there's only one vial of the serum left. Raiders got the rest." [000F4954]: "His crimes, back when he was free... It was only because of my family's influence that he ended up here rather than on Death Row." > "His crimes, back when he was free... It was only because of my family's influence that he ended up here rather than on death row." [00115BC1]: "Hey Edward" > "Hey, Edward." MS09ThomasNotSellingAnything: "I'm not selling anything, neighbor, I'm giving away the secrets of long life, happiness, and prosperity. Giving them away!" > "I'm not selling anything, neighbor. I'm giving away the secrets of long life, happiness, and prosperity. Giving them away!" (Bug #24946) DialogueBunkerHill [000C45CB]: "People. There's no people about it. They're Goddamned synths." > "People. There's no people about it. They're goddamned synths." (Bug #24953) COMMacCreadyQuest [Stage 160]: "MacCready has given me the password to the Executive Terminal inside of Med-Tek Research. I should use it to cancel the facility's containment alert." > "MacCready has given me the password to the executive terminal inside of Med-Tek Research. I should use it to cancel the facility's containment alert." (Bug #24954) [Objective 80]: "Locate the Executive Terminal" > "Locate the executive terminal" [Objective 90]: "Override Containment Lockdown" > "Override containment lockdown" [Objective 100]: "Enter Med-Tek Sub-Level" > "Enter Med-Tek sub-level" BoS_Prydwen_Terminal_Kells [Name]: "Captain Kell's Terminal" > "Captain Kells' Terminal" / [Menu Items, Item ID 3]: "Before the Prydwen left the Capital Wasteland, I spent six months helping her design the Power Armor frame she's using to enhance her mobility." > "Before the Prydwen left the Capital Wasteland, I spent six months helping her design the power armor frame she's using to enhance her mobility." / [Menu Items, Item ID 6]: "According to the patrol, the fort is inhabited by Super Mutants so we're in serious jeopardy of losing the stockpile if something isn't done immediately." > "According to the patrol, the fort is inhabited by super mutants, so we're in serious jeopardy of losing the stockpile if something isn't done immediately." (Bug #24959) DialogueCommandPlayer [001C8706]: "Hey Strong." > "Hey, Strong." (Bug #24972) [001C8708]: "Got second big guy?" > "Got a second, big guy?" [001C870C]: "Hold up sec." > "Hold up a sec." DialogueRailroadGenericNPCs [00061BD8]: "Tinker Tom's cooking up something." > "Tinker Tom's cookin' up somethin'." (Bug #24973) [00061BDA]: "Up there assume you're being watched. Always." > "Up there, assume you're being watched. Always." [00061BDC]: "You from one of those vaults? Got too many teeth to be a scavver." > "You from one of those vaults? You got too many teeth to be a scavver." [00061BE0]: "Sorry, Tinker Tom's got me... doing something." > "Sorry, Tinker Tom's got me... doin' somethin'." [000B707D]: "Once you take care of the dead drop report in to Dez." > "Once you take care of the dead drop, report in to Dez." [000B7083]: "Hey, rook, the name's Drummer Boy." > "Hey, rook. The name's Drummer Boy." [000B7089]: "It's my envious job to keep track of all the dead drops and grab incoming agents and tell them where they're needed." > "It's my "envious" job to keep track of all the dead drops and grab incoming agents and tell them where they're needed." [000B7094]: "Randolph Safehouse has been MIA since Switchboard. But now we got one of their dead drops tagged." > "Randolph Safehouse has been MIA since Switchboard, but now we got one of their dead drops tagged." [000B7096]: "Sure, why not." > "Sure, why not?" [000BB16C]: "You're the one that scored the DIA cache, right? Tom's dying to talk to you about it." > "You're the one that scored the DIA cache, right? Tom's dyin' to talk to you about it." [000BB16D]: "Heads up. Tom's got more goodies in stock, check with him." > "Heads up. Tom's got more goodies in stock. Check with him." [000C87EA]: "I think everyone's daydreamed what if we could get to the Institute. But you actually did it." > "I think everyone's daydreamed "what if we could get to the Institute," but you actually did it." [000C87EB]: "Teleportation? You see some crazy shit in the field. But the Institute really has the tech for that?" > "Teleportation? You see some crazy shit in the field, but the Institute really has the tech for that?" [0016C270]: "You're going down." > "You're goin' down." [0016C27D]: "Everyone OK?" > "Everyone okay?" [0016C299]: "Secret base my ass. Enemies!" > "Secret base, my ass. Enemies!" [0016E909]: "Desdemona has an op for you." > "Uh, Desdemona has an op for you." [0017FCDB]: "I keep telling people the Railroad took out the Prydwen. But nobody believes me." > "I keep telling people the Railroad took out the Prydwen, but nobody believes me." [0017FCDD]: "You. You are something else." > "You. You are somethin' else." [00183F0C]: "I thought with the Institute out of the way things would get easier." > "I thought with the Institute out of the way, things would get easier." [00184670]: "Hey you." > "Hey, you." [00184692]: "If a stranger ever comes up to you and gives you a backbreaking bear hug, that's our runner." > "If a stranger ever comes up to you and gives you a backbreakin' bear hug, that's our runner." [00184695]: "Even back in the day the Minutemen weren't anything like what you turned them into." > "Even back in the day, the Minutemen weren't anything like what you turned them into." [00184697]: "Sure, we worked with the Minutemen once. But in the future, you just know there's going to be problems." > "Sure, we worked with the Minutemen once. But in the future, you just know there's gonna be problems." [0018C580]: "Tinker's been pouring over that data from MILA. He won't shut up about it." > "Tinker's been pourin' over that data from MILA. He won't shut up about it." [0018C581]: "Mercer's the first safehouse created since Switchboard. Good god-damned job." > "Mercer's the first safehouse created since Switchboard. Good goddamned job." [0018C586]: "The Institute's got to be running scared. You kicked their ass at Bunker Hill." > "The Institute's got to be runnin' scared. You kicked their ass at Bunker Hill." [0018C58C]: "Might want to flush your system with Rad Away before your hair falls out." > "Might want to flush your system with RadAway before your hair falls out." Companion02: "If you'd like to adventure alone, or with someone else, you can dismiss your current companion by speaking with them." > "If you'd like to adventure alone or with someone else, you can dismiss your current companion by speaking with them." (Bug #24974) COMDanse [0010E283]: "Hostiles re-acquired!" > "Hostiles reacquired!" (Bug #24975) COMDanseTalk [001A2ECF]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #24976) AO_Companion_Bar [0016EB09]: "Nick, it looks like you lost a real heated argument with a Deathclaw." > "Nick, it looks like you lost a real heated argument with a deathclaw." (Bug #24977) DLC06WorkshopParent [05005421]: "Oh, really? OK... um, sit in the chair and I'll do my best." > "Oh, really? Okay... um, sit in the chair and I'll do my best." (Bug #24978) BoSGenericHellos [0014796C]: "The Prydwen is a magnificent ship and we're lucky to have her in our arsenal." > "The Prydwen is a magnificent ship, and we're lucky to have her in our arsenal." (Bug #24979) [00147975]: "I can't believe Super Mutants were human once. How could science have gone so wrong?" > "I can't believe super mutants were human once. How could science have gone so wrong?" [0014797E]: "I heard that Elder Maxson got that scar on his face from going one-on-one with a Deathclaw." > "I heard that Elder Maxson got that scar on his face from going one-on-one with a deathclaw." WorkshopParent [0017632D]: "I hate Super Mutants. I kill any I run across." > "I hate super mutants. I kill any I run across." (Bug #24980) [00176333]: "Ever seen a Super Mutant camp? God, I wish I hadn't. Food is what they're after - meaning us." > "Ever seen a super mutant camp? God, I wish I hadn't. Food is what they're after - meaning us." DialogueGenericDoctors [0005FCE8]: "I suppose I could spare some Stimpaks." > "I suppose I could spare some stimpaks." (Bug #24981) [0013A04C]: "Need Stimpaks? Or I can just heal you." > "Need stimpaks? Or I can just heal you." COMQCIdles [0022431F]: "Walking away from a fight with a Deathclaw is no small feat. Nicely done." > "Walking away from a fight with a deathclaw is no small feat. Nicely done." (Bug #24982) MS10b [00160149]: "Hey Strong." > "Hey, Strong." (Bug #24983) COMStrong [000C462D]: "Stuff everywhere. What humans call messy." > "Stuff everywhere. What humans call "messy."" (Bug #24984) [000C4641]: "Strong feels strange. Like enemies watching." > "Strong feel strange. Like enemies watching." [00135AC4]: "Give to me human." > "Give to me, human." CreatureStingwing: "The fiercest flying insect in the Commonwealth, the Stingwing strikes relentlessly with its poisoned stinger." > "The fiercest flying insect in the Commonwealth, the Stingwing, strikes relentlessly with its poisoned stinger." (Bug #24991) ComStrongTalkGreeting [000CF5E6]: "Good meat. Not too fresh. Have some human." > "Good meat. Not too fresh. Have some, human." (Bug #24993) Combat08: "Actively blocking against a melee attacker might cause them to recoil, and render their attack useless." > "Actively blocking against a melee attacker might cause them to recoil and render their attack useless." (Bug #24994) Combat10: "Actively blocking against a melee attacker might cause them to recoil, and deal no damage." > "Actively blocking against a melee attacker might cause them to recoil and deal no damage." (Bug #24995) GeneralGameplay22Shops: "Most shops are open during daylight hours, and closed at night." > "Most shops are open during daylight hours and closed at night." (Bug #24996) DialogueRailroad [00100A30]: "Hey Deacon." > "Hey, Deacon." (Bug #24999) [00112ED3]: "Hey Doc." > "Hey, Doc." [00115321]: "Hey Tom..." > "Hey, Tom..." [00115322]: "Hey H2..." > "Hey, H2..." DialogueFinchFarm [00164459]: "From now on, I'm going to help people." > "From now on, I'm gonna help people." (Bug #25000) DN088_JaqcsSubTerminalJournal [Menu Items; Item ID 1]: "I've gotten so good that the Lurks don't even know I'm there." > "I've gotten so good that the 'lurks don't even know I'm there." / [Menu Items; Item ID 2]: "He was telling stories about her and I kind of mentioned that I don't really remember what she looked like any more." > "He was telling stories about her, and I kind of mentioned that I don't really remember what she looked like anymore." / "Still haven't replaced my secondary hard disk after it blew out last week, may be I can find a new one." > "Still haven't replaced my secondary hard disk after it blew out last week, maybe I can find a new one." / [Menu Items; Item ID 3]: "Oh man this is big." > "Oh man, this is big." / "There was a caravan passing through so I figured I'd see what I might get if I could find the rest of it. He said to the right person, that kind of thing might be worth several hundred caps!" > "There was a caravan passing through, so I figured I'd see what I might get if I could find the rest of it. He said to the right person, that kind of thing might be worth several hundred caps!" / [Menu Items; Item ID 4]: "I haven't been able to make any progress with finding the data, and the Lurks have started laying eggs again." > "I haven't been able to make any progress with finding the data, and the 'lurks have started laying eggs again." (Bug #25004) DN088_GeraldsSubTerminalMail [Menu Items; Item ID 1]: "I've told you a thousand times, no good has ever come from messing prewar gobbledygook! If she were MY daughter I would have beaten some sense into her years ago. I'm almost glad Josephine isn't alive to see what a wreck your family has become. Shame on you Gerald Spencer! If my boys come to harm from this I will beat you to death myself!" > "I've told you a thousand times, no good has ever come from messing with pre-war gobbledygook! If she were MY daughter, I would have beaten some sense into her years ago. I'm almost glad Josephine isn't alive to see what a wreck your family has become. Shame on you, Gerald Spencer! If my boys come to harm from this, I will beat you to death myself!" / [Menu Items; Item ID 3]: "Just run for it, leave the commonwealth." > "Just run for it, leave the Commonwealth." (Bug #25005) DN088_DeansSubTerminalMail [Menu Items; Item ID 1]: "Well Legal did and said that it's kind of a gray area that his lawyer added during negotiations." > "Well, legal did and said that it's kind of a gray area that his lawyer added during negotiations." / [Menu Items; Item ID 3]: "Sorry Alan, but the deal is done. As Legal has probably told you by now, the military tends gets a bit upset if you try to wiggle out of a contract for them." > "Sorry, Alan, but the deal is done. As legal has probably told you by now, the military tends to get a bit upset if you try to wiggle out of a contract for them." / [Menu Items; Item ID 4]: "I'm sorry sir, but I wasn't able to get Colonel Rosemont on the phone for you." > "I'm sorry, sir, but I wasn't able to get Colonel Rosemont on the phone for you." / "I tried to call back but they said that he's not taking any more calls right now and that if you want to speak with him you'll need to drive out to the base." > "I tried to call back, but they said that he's not taking any more calls right now and that if you want to speak with him you'll need to drive out to the base." (Bug #25006) DN137LogsSubMenu [Menu Items; Item ID 2]: "I reworked the design to move the thermal exchanger so the coils wrap around the bottling siphon and that seems to have done the trick. Not only are the gaskets not melting, but it also cools the beer as bottles it." > "I reworked the design to move the thermal exchanger so the coils wrap around the bottling siphon, and that seems to have done the trick. Not only are the gaskets not melting, but it also cools the beer as it bottles it." / "Jack West, the manager over at the Hotel Rexford apparently just came into an inheritance and he could front the cash I need to get the Drinking Buddy into full production." > "Jack West, the manager over at the Hotel Rexford, apparently just came into an inheritance and he could front the cash I need to get the Drinking Buddy into full production." / [Menu Items; Item ID 3]: "Godammit, that's the third set of gasket seals it's blown this week." > "God damn it, that's the third set of gasket seals it's blown this week." / "The first batch always works like a charm, but if you have to pop the chassis open every couple day to replace the gaskets no one is gonna want to buy one of these things. " > "The first batch always works like a charm, but if you have to pop the chassis open every couple day to replace the gaskets, no one is gonna want to buy one of these things." / [Menu Items; Item ID 4]: "Luckily I know a guy, who knows a guy who has cracked the encryption on their proprietary brewing holotapes, so we've put that code into the subroutines for now." > "Luckily, I know a guy, who knows a guy who has cracked the encryption on their proprietary brewing holotapes, so we've put that code into the subroutines for now." / [Menu Items; Item ID 5]: "West is really starting to get on my nerve." > "West is really starting to get on my nerves." / "First it's the hang up with the recipes, now he says the Drinking Buddy looks to impersonal." > "First, it's the hang up with the recipes, now he says the Drinking Buddy looks to impersonal." / "I'm just going to deliver it to the theater during the intermission on Friday and he'll just have to get over it." > "I'm just going to deliver it to the theater during the intermission on Friday, and he'll just have to get over it." / [Menu Items; Item ID 6]: "I'll stash the bootup password here in the basement till I get the delivery sorted out." > "I'll stash the boot up password here in the basement till I get the delivery sorted out." (Bug #25009) DN088_ProfsSubTerminalLecture [Menu Items; Item ID 2]: "Grade vacuum tube circuit layouts and in class review for the midterm." > "Grade vacuum tube circuit layouts and in-class review for the midterm. (Bug #25011) RR101OldCornerBookstoreMessage: "Originally the land belonged to Anne Hutchinson, the controversial puritan who was excommunicated and banished from Massachusetts for her "heretical" beliefs and sermons." > "Originally, the land belonged to Anne Hutchinson, the controversial puritan who was excommunicated and banished from Massachusetts for her "heretical" beliefs and sermons." (Bug #25012) FFBunkerHill03 [001263AE]: "And you did that by yourself, right? Here's the pay out." > "And you did that by yourself, right? Here's the payout." (Bug #25017) COMMacCreadyGreetingsX [0011CDDA]: "Nice to be on the open road. Goodneighbor was starting to wear out its welcome." > "Nice to be on the open road. Goodneighbor was startin' to wear out its welcome." (Bug #25018) [0011CDDB]: "Nice to be on the open road. Goodneighbor was starting to wear out its welcome." > "Nice to be on the open road. Goodneighbor was startin' to wear out its welcome." [0011CDDE]: "There you are. Almost thought you forgot about me." > "There you are. I almost thought you forgot about me." [00136600]: "That's it! You're a dirty liar and I'm done with you." > "That's it! You're a dirty liar, and I'm done with you." [0013660B]: "So tell me...what the hell is going on with you?" > "So tell me... what the hell is going on with you?" [0014788F]: "You ready to talk now? I promise it won't take long." > "You, uh... you ready to talk now? I promise it won't take long." COMMacCreadyHellosX [0011CDFF]: "I'm guessing this will piss me off, but go ahead." > "I'm guessin' this'll piss me off, but go ahead." (Bug #25019) [0011CE01]: "Hey, if you need something, I'm all over it." > "Hey, if you need somethin', I'm all over it." [0011CE04]: "If something's on your mind, just let me know." > "If somethin's on your mind, just let me know." [0011CE08]: "What's going on?" > "What's goin' on?" [0011CE0B]: "You look like you have something on your mind." > "You look like you have somethin' on your mind." [0011CE0C]: "Hey, how's it going?" > "Hey, how's it goin'?" [0011CE0F]: "Need something?" > "Need somethin'?" [0011CE10]: "What." > "What?" [001464BF]: "I'm through talking with you." > "I'm through talkin' with you." COMMacCreadySharedInfo01: "Hey, I never got a chance to properly thank you for helping me take out Winlock and Barnes." > "Hey. I never got a chance to properly thank you for helping me take out Winlock and Barnes." (Bug #25020) COMMacCreadyShared05: "Not sure I like what you're doing." > "Not sure I like what you're doin'." (Bug #25021) COMMacCreadyShared07: "Alright, I admit it. I'm impressed." > "All right, I admit it. I'm impressed." (Bug #25022) COMMacCreadyShared09: "That how I would have handled it." > "That's how I would have handled it." (Bug#25023) COMMacCreadyShared10: "I'm warning you. Don't ever do that again." > "I'm warnin' you. Don't ever do that again." (Bug #25024) CA_Event_LootPrewarItem_Cait [000A2AF2]: "Feelin' nostalgic or somethin'? Could always get some caps for that I suppose." > "Feelin' nostalgic or somethin'? Could always get some caps for that I suppose." (Bug #25039) [00100270]: "You like old stuff, don't you. Don't see the point... that time's long gone." > "You like old stuff, don't ya? Don't see the point... that time's long gone." DN116RoboticsDisposalNotes [Menu Items; Item ID 1]: "We just got these Eyebots in the other day that were actually missing their eyes." / "We just got these eyebots in the other day that were actually missing their eyes." / [Menu Items, Item ID 2]: "Weird, more of those Protectrons with no arms or legs." > "Weird, more of those protectrons with no arms or legs." / [Menu Items; Item ID 3]: "They just dropped some Sentry bots off" > "They just dropped some sentry bots off" / [Menu Items; Item ID 4]: "More of those Protectrons missing everything." > "More of those protectrons missing everything." / [Menu Items; Item ID 5]: "Some weird guys dressed in all black just dropped off a Sentry bot of some kind." > "Some weird guys dressed in all black just dropped off a sentry bot of some kind." / [Menu Items; Item ID 6]: "I was joking about taking one of those Sentry's home." > "I was joking about taking one of those sentries home." / " If those guys dumped it all here they had a good reason, and you probably don't want to get mixed up in it." > " If those guys dumped it all here, they had a good reason, and you probably don't want to get mixed up in it." (Bug #25040) Weapons08GaussRifle: "The Gauss Rifle uses magnetic induction to propel a projectile at incredible, and devastating speed." > "The Gauss Rifle uses magnetic induction to propel a projectile at incredible and devastating speed." (Bug #25044) RR101OldNorthChurchMessage: "On the night of April 18th 1775, Lieutenant Colonel Smith marched with 700 British soldiers to Concord on a mission to disarm the rebels." > "On the night of April 18th, 1775, Lieutenant Colonel Smith marched with 700 British soldiers to Concord on a mission to disarm the rebels." (Bug #25046) RR101PaulRevereHouseMessage: "In 1770 this home was bought by famed patriot Paul Revere." > "In 1770, this home was bought by famed patriot Paul Revere." (Bug #25048) Weapons1610mm: "Small, dependable, reasonably powerful and widely available, the 10mm Pistol has been a staple of Wasteland combat since the bombs first fell." > "Small, dependable, reasonably powerful, and widely available, the 10mm Pistol has been a staple of Wasteland combat since the bombs first fell." (Bug #25061) Combat05: "Crouching will both improve your accuracy, and activate sneak mode." > "Crouching will both improve your accuracy and activate sneak mode." (Bug #25067) CA_CustomEvent_Generous_Strong [0011F7DD]: "Is this kindness? Like milk of human kindness. Show Strong more." > "Is this kindness? Like milk of human kindness? Show Strong more." (Bug #25071) CA_CustomEvent_Selfish_Strong [0011F783]: "See how super mutants better than humans. Super mutants not selfish." > "See how super mutants better than humans? Super mutants not selfish." (Bug #25072) CA_Event_DischargeWeapon_Strong [00135AFA]: "Haha. Yes, human! Strong has your back." > "Ha ha! Yes, human! Strong has your back." (Bug #25073) CabotHouseLorenzoJournal: "He thinks I'm making a laughing-stock of the whole family with these expeditions - has no time for what he calls "ancient superstitions."" > "He thinks I'm making a laughing stock of the whole family with these expeditions - has no time for what he calls "ancient superstitions."" / "We almost despaired of getting through - 3 days of laborious pick-work - I wouldn't risk explosives here of all places! - then, breakthrough into darkness." > "We almost despaired of getting through - 3 days of laborious pick-work - I wouldn't risk explosives here of all places! - then, break through into darkness." (Bug #25076) DialogueDoctors [0003200C]: "A new patient. *sigh* A new file to open. Do you have a legitimate medical concern, or this about our Facial Reconstructive services?" > "A new patient. *sigh* A new file to open. Do you have a legitimate medical concern or is this about our facial reconstructive services?" (Bug #25094) DialogueDiamondCity [00023BA5]: "I don't care for your tone. Why don't you run along before I make a complaint with Security?" > "I don't care for your tone. Why don't you run along before I make a complaint with security?" [00023BAB]: "Oh, don't act like you don't know. There's two types of people in this town. The ones living in the stands, and everyone beneath us." > "Oh, don't act like you don't know. There's two types of people in this town. The ones living in the stands and everyone beneath us." / "I know everyone in the stands, and that doesn't include you." > "I know everyone in the stands and that doesn't include you." (Bug #25096) DLC04DialogueHubologists [0600CC84]: "The tools are manmade, but the process is a gift from the Star Father through his prophet, The Hub." > "The tools are man-made, but the process is a gift from the Star Father through his prophet, The Hub." (Bug #25110) COMMacCreadyIdles [00119BCA]: "That bar in Goodneighbor is looking real good right now." > "That bar in Goodneighbor is lookin' real good right now." (Bug #25111) [00119BCB]: "You ought to quit helping everyone so much and start letting us help ourselves." > "You ought to quit helpin' everyone so much and start letting us help ourselves." [00119BD0]: "Congratulations, you've actually managed to suck all of the fun out of our partnership." > "Congratulations, you've actually managed to suck all the fun out of our partnership." [00119BD1]: "Here's a little friendly advice for the open road... stop making us look so stupid." > "Here's a little friendly advice for the open road... stop makin' us look so stupid." [00119BD3]: "Yeah, yeah... more bright ideas from the braintrust." > "Yeah, yeah... more bright ideas from the brain trust." [00119BD9]: "Walk a hundred miles if I knew there was a pile of caps waiting for me at the end." > "Walk a hundred miles if I knew there was a pile of caps waitin' for me at the end." [00119BDD]: "Anytime you want me to carry some of that valuable gear you're lugging... you just me know." > "Anytime you want me to carry some of that valuable gear you're lugging... you just, uh, you just let me know." [00119BDE]: "Axes to grind? Hell, I have a ton of them." > "Axes to grind? Hell, I have a ton of 'em." [00119BE1]: "I hate to admit it, but I'm starting to enjoy this little deal we have going." > "I hate to admit it, but I'm startin' to enjoy this little deal we have going." [00119BE2]: "Never thought I'd see the day where someone's watching my back for a change." > "Never thought I'd see the day where someone's watchin' my back for a change." [00119BE3]: "All things considered, you're doing a hell of a job." > "All things considered, you're doin' a hell of a job." [00119BE4]: "It's about time things starting going my way." > "It's about time things started goin' my way." [00119BE6]: "Pocketfuls of caps and all the ammo I can carry? Doesn't get much better than this." > "Pocketfuls of caps and all the ammo I can carry. Doesn't get much better than this." [00119BE7]: "Don't mind this hike. Helps being in such good company." > "Don't mind this hike. Helps bein' in such good company." [00119BEA]: "I've been having so much fun out here, I almost forgot about my troubles." > "I've been havin' so much fun out here, I almost forgot about my troubles." [00119BF0]: "Side by side, we can take on the whole world. And nothing's going to stop us." > "Side by side, we can take on the whole world. And nothin's going to stop us." [00119BF1]: "Always knew there was something special about you. Glad I found it." > "Always knew there was somethin' special about you. Glad I found it." [00119BF2]: "Everything's going to be alright, as long as we stick together." > "Everything's going to be all right, as long as we stick together." [00119BF3]: "Hope this little thing we have going lasts forever. Don't want to go back to the way things were." > "I hope this little thing we have going lasts forever. Don't want to go back to the way things were." [00119BF5]: "Don't know what you're looking for out here, but I'm going help you find it... or die trying." > "Don't know what you're lookin' for out here, but I'm gonna help you find it... or die tryin'." [00119BF8]: "Don't like boats. Prefer to keep my feet planted firmly on dry land." > "I don't like boats. Prefer to keep my feet planted firmly on dry land." [00119BFE]: "There has to be something valuable around here." > "There has to be somethin' valuable around here." [00119C04]: "Can't imagine what it was like being locked in here with hundreds of other people." > "I can't imagine what it was like being locked in here with hundreds of other people." [00119C06]: "Vault-Tec got to choose who lived and who died. That's kind of like playing god if you ask me." > "Vault-Tec got to choose who lived and who died. See, that's kind of like playing god if you ask me." [00119C0B]: "Not really much around here, is there." > "Not really much around here, is there?" [00119C11]: "Don't like it down here. Not one bit." > "I don't like it down here. Not one bit." [00119C12]: "If something steps out of these shadows, I'm going to blow it in half." > "If something steps out of these shadows, I'm gonna blow it in half." [00119C15]: "Doing a little window shopping?" > "Doin' a little window shopping?" [00119C17]: "Let's look around. Maybe we can find a safe or something." > "Let's look around. Maybe we can find a safe or somethin'." [00119C18]: "Used to know a kid named Knick Knack who ran a store like this... kept all sorts of junk laying around." > "Used to know a kid named Knick Knack who ran a store like this... kept all sorts of junk layin' around." [00119C21]: "Between you and me, I hate being on the water. Makes me seasick." > "Between you and me, I hate being on the water. It makes me seasick." [00119C22]: "Never understood the whole "captain goes down with the ship" thing. Me, I'm smarter than that." > "I never understood the whole "captain goes down with the ship" thing. Me, I'm smarter than that." [00119C24]: "This might of been quite a hell of ship once... now it's just a man-made mirelurk nest." > "This might of been quite a hell of a ship once... now it's just a man-made mirelurk nest." [00119C27]: "I don't think we're going to find much here. It's a school for god's sake." > "I don't think we're gonna find much here. It's a school for god's sake." [00119C28]: "Unless we're looking for books, this is a waste of time." > "Unless we're lookin' for books, this is a waste of time." [00119C2B]: "Well this is a nice place to get ambushed. Great choice." > "Well, this is a nice place to get ambushed. Great choice." [00119C37]: "Would have been nice to put down roots somewhere like this. Beats living in a cave." > "Would have been nice to put down roots somewhere like this. Beats livin' in a cave." [00119C42]: "Growing up underground makes you appreciate places like this." > "Growin' up underground makes you appreciate places like this." [00119C43]: "Slim pickings around here. Maybe we should head out." > "Slim pickin's around here. Maybe we should head out." [00119C45]: "Why couldn't Lamplight have been a park... sigh..." > "Why couldn't Lamplight have been a park... *sigh*" [00119C4B]: "Look on the bright side. If we steal office supplies, who's going to know?" > "Look on the bright side. If we steal office supplies, who's gonna know?" [00119C53]: "Every time I visit a place like this, I feel like I'm coming home." > "Every time I visit a place like this, I feel like I'm comin' home." [00119C54]: "Idiots died serving their country. I would have been looking for shelter." > "Idiots died serving their country. I would have been lookin' for shelter." [00119C61]: "I'm betting nothing good for the world ever came from this place." > "I bet nothing good for the world ever came from this place." [00119C7A]: "Only thing I missed when I was living underground was the daylight." > "The only thing I missed when I was living underground was the daylight." [00119C7B]: "Nothing yells comfort like sleeping on a rocky floor." > "Nothin' yells comfort like sleeping on a rocky floor." [00119C7F]: "Wonder how many bottles a day this brewery churned out." > "Wonder how many bottles a day this brewery churned out?" [00119C80]: "Been drinking since I was six. Never looked back." > "Been drinkin' since I was six. Never looked back." [00119C81]: "This is a great place to look for loose caps." > "Oh, this is a great place to look for loose caps." [00119C83]: "Never been in a plane before. Highest I've ever gotten is taking a hit of Psycho." > "Never been in a plane before. Highest I've ever gotten is takin' a hit of Psycho." [00119C91]: "I've seen a Super Mutant rip the limbs off of someone while they're still alive. Never going to get that image out of my head." > "I've seen a super mutant rip the limbs off someone while they're still alive. Never going to get that image out of my head." [00119C92]: "Super Mutants didn't just fall out of the ugly tree, they were dropped on it from low orbit." > "Super mutants didn't just fall out of the ugly tree, they were dropped on it from low orbit." [00119C93]: "Heard that Super Mutants like to take prisoners. Don't even want to know what happens to them." > "Heard that super mutants like to take prisoners. I don't even want to know what happens to them." [00119C94]: "These mutants don't scare me. Been fighting them since I was a kid." > "These mutants don't scare me. Been fighting 'em since I was a kid." [00119C95]: "There's nothing dumber than an angry Super Mutant." > "There's nothin' dumber than an angry super mutant." [00119C98]: "Heard there are Pre-War robots that are still running. Now that's impressive." > "Heard there are pre-war robots that are still running. Now that's impressive." [00119C9E]: "Don't bother reasoning with a Raider. A bullet between the eyes is all they understand." > "Don't bother reasoning with a raider. A bullet between the eyes is all they understand." [00119CAB]: "You're going to need some high velocity ammo if you want to punch through mirelurk armor." > "You're gonna need some high velocity ammo if you want to punch through mirelurk armor." [00119CAC]: "Hope you brought a mallet and bib with you." > "Hope you brought a mallet and a bib with ya." [00119CB6]: "If too much radiation leads to looking like that, I think I'd rather die." > "If too much radiation leads to lookin' like that, I think I'd rather die." [00119CB8]: "Oh god, not these walking piles of flesh again." > "Oh god, not these walkin' piles of flesh again." [00119CBA]: "Nothing turns your shorts brown faster than a deathclaw charging at you." > "Nothin' turns your shorts brown faster than a deathclaw charging at ya." [00119CBD]: "We're doing a bit of big game hunting now, huh?" > "We're doin' a bit of big game hunting now, huh?" [00119CBE]: "Seen bullets glance right of a deathclaw's hide before. Better load up with the heavy stuff." > "Seen bullets glance right off a deathclaw's hide before. Better load up with the heavy stuff." [00119CC8]: "Don't tell me your afraid of a few bugs." > "Don't tell me you're afraid of a few bugs." [00119CCB]: "What I wouldn't give for my own suit of Power Armor..." > "What I wouldn't give for my own suit of power armor..." [00119D6B]: "Never could have held a job in a place like this. Doing the same thing day after day? No thanks." > "Never could have held a job in a place like this. Doin' the same thing day after day? No thanks." [00146472]: "Nope. Whatever you're selling, I'm not interested." > "Nope. Whatever you're sellin', I'm not interested." [00146473]: "Maybe I should head back to the Capital Wasteland. There's nothing here for me now." > "Maybe I should head back to the Capital Wasteland. There's nothin' here for me now." [0014647E]: "You standing here for a reason?" > "You standin' here for a reason?" [0014647F]: "What's it going to take to get through to you? Go. Away." > "What's it gonna take to get through to you? Go. Away." [00148F83]: "Wherever you need to go, I'll be following right behind." > "Wherever you need to go, I'll be followin' right behind." [00148F85]: "Going to be a while before you can wipe the smile off my face." > "Going to be a while before you can wipe that smile off my face." [00148F88]: "I'll never get tired of this... I'm having too much fun." > "I'll never get tired of this... I'm havin' too much fun." [00148F89]: "Hey, have you heard this one? It's about the Super Mutant who wondered why a rock kept getting bigger. Then it hit him. Hehe. No? Hm." > "Hey. Have you heard this one? It's about the super mutant who wondered why a rock kept getting bigger. Then it hit him. Hehe. No? *sigh*" [00184F8A]: "Come on, let's go kick some doors down. Time's wasting." > "Come on, let's go kick some doors down. Time's wastin'." [001896D2]: "Hey, I've got some ammo for you." > "Hey, I've got some ammo for ya." [00189ADF]: "Running low on bullets?" > "Runnin' low on bullets?" [0019CC62]: "It's getting late. Maybe we should look for shelter?" > "It's gettin' late. Maybe we should look for shelter?" [0019CC63]: "Sun should be up soon. It'll be nice to have the daylight back." > "The sun should be up soon. It'll be nice to have the daylight back." [0019CC65]: "Pretty clear out here tonight. Hope the weather holds up." > "It's pretty clear out here tonight. Hope the weather holds up." [0019CC66]: "I don't like traveling at night. We could be walking right into an ambush and we'd never see it coming." > "I don't like traveling at night. We could be walking right into an ambush and we'd never see it comin'." [0019CC67]: "Nice day today. Perfect for traveling." > "Nice day today. Perfect for travelin'." [0019CC68]: "Nothing I love more than hiking in the rain." > "Nothin' I love more than hiking in the rain." [0019CC69]: "I've got to be honest with you, I feel more comfortable with a rocky ceiling above my head." > "I've got to be honest with ya, I feel more comfortable with a rocky ceiling above my head." [0019CC6A]: "It's quiet out here... too quiet. *Laughs* Oh man, I always wanted to say that." > "It's quiet out here... too quiet. *laughs* Oh man, I always wanted to say that." [001AC1B7]: "I'm betting this lovely little vacation spot would give even a Super Mutant a sunburn." > "I'm bettin' this lovely little vacation spot would give even a super mutant a sunburn." [001AC1B9]: "Okay, if my hair starts falling out... I'm sending you the bill." > "Okay, if my hair starts fallin' out... I... I'm sending you the bill." DialogueSanctuaryHills [0015BDED]: "You can fix just about anything, guns, computers, people. Just gotta have the right tools." > "You can fix just about anything: guns, computers, people. Just gotta have the right tools." (Bug #25112) DLC01DialogueQuest [01004F04]: "It's the truth. I only ever wanted to make the Commonwealth a safer place." > "It is the truth. I only ever wanted to make the Commonwealth a safer place." / "I grew up on a settlement. I've seen how good people struggle against Raiders and Super Mutants." > "I grew up on a settlement. I've seen how good people struggle against raiders and super mutants." (Bug #25113) [01007072]: "You may have gained access to my Sanctum, but you'll need better skills than that to defeat me." > "You may have gained access to my sanctum, but you'll need better skills than that to defeat me." [0100AF02]: "Oh ok. Maybe later then, right? Here's what I have." > "Oh, okay. Maybe later then, right? Here's what I have." DialogueConcordArea [0006D339]: "You could always try picking the lock downstairs. If you're good at that sorta' thing." > "You could always try pickin' the lock downstairs. If you're good at that sorta thing." (Bug #25114) [0006D33B]: "Great. Hacking or lockpicking. Two skills I suck at..." > "Great. Hackin' or lockpickin'. Two skills I suck at..." DLC01MQ04 [01008A1E]: "Sometimes I wish that Jackson had programmed me with my personality mode set permanently to disabled so I wouldn't feel so upset." > "Sometimes I wish that Jackson had programmed me with my personality mode set permanently to disabled." (Bug #25115) COMHancockTalk [001A6487]: "Work for me. I'll head on home." > "Works for me. I'll head on home." (Bug #25116) COMMacCreadyHellos [0002CDEF]: "Yeah, yeah... more bright ideas from the braintrust." > "Yeah, yeah... more bright ideas from the brain trust." (Bug #25117) COMMacCreadyTalkGreetings [00189AF8]: "Here, this should help keep you alive." > "Here. This should help keep you alive." (Bug #25118) [00189AFA]: "Take this... you're going to need it." > "Take this... you're gonna need it." [001A2F5E]: "What are you bothering me about now?" > "What are you botherin' me about now?" [001A2F65]: "You need something in particular or are you just bored?" > "You need somethin' in particular or are you just bored?" [001A2F69]: "Need something?" > "Need somethin'?" [001A2F70]: "You wanted to ask me something?" > "You wanted to ask me somethin'?" [001A2F75]: "Is something bothering you?" > "Is something botherin' ya?" [001A2F7B]: "Hey, is something the matter?" > "Hey, is somethin' the matter?" [001A2F7C]: "If you need something, just say the word." > "If you need somethin', just say the word." [001A2F7D]: "If you want to talk, I'm here for you." > "If you want to talk, I'm here for ya." COMMacCreadyWaitingForInput [001858D7]: "You off somewhere else or what?" > "You, uh, you off somewhere else or what?" (Bug #25119) [001858DB]: "I loooove one-sided conversations." > "I loooove these one-sided conversations." [001858DD]: "Hey, we're talking here, right?" > "Hey, we're talkin' here, right?" COMMacCreadyTalk [001A2ECF]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #25120) [001A2F89]: "I don't really know how we're doing. I guess I need more time to decide." > "I don't really know how we're doin'. I guess I need more time to decide." [001A2F8A]: "So far there's nothing to complain about. Nothing to get excited about either." > "So far there's nothin' to complain about. Nothin' to get excited about either." COMMacCready [0011B662]: "You're messing with the best!" > "You're messin' with the best!" (Bug #25121) [0011B674]: "Oh come on!" > "Oh, come on!" [0011B683]: "Have something for ya!" > "Have somethin' for ya!" [0011B684]: "I'm feeling eyes on my back." > "I'm feelin' eyes on my back." [0011B692]: "Can't find them! Damn it!" > "Can't find 'em! Damn it!" [0011B693]: "I got nothing over here!" > "I got nothin' over here!" [0011B69B]: "Need something?" > "Need somethin'?" [0011B6A8]: "Can't take much more!" > "Ugh. Can't take much more!" [0011B6B0]: "Damn... and I was just starting to have fun." > "Damn... and I was just startin' to have fun." [0011B6AD]: "Oh no you don't!" > "Oh no, you don't!" [0011B6D6]: "Okay. Goood to go." > "Okay. Good to go." [0011B6DA]: "Huh. Gone now I guess." > "Huh. Gone now, I guess." [0011B6DC]: "Maybe it was nothing after all." > "Maybe it was nothin' after all." [0011B6E4]: "Bringing the pain!" > "Bringin' the pain!" [0011B6FB]: "Oh come on, we're fighting one of these?" > "Oh, come on, we're fightin' one of these?" [0011B702]: "Come on you floating junkpile!" > "Come on, you floating junk pile!" [0011B70E]: "Melt the son-of-a-gun!" > "Melt the son of a gun!" [0011B722]: "Here comes big, dumb and ugly!" > "Here comes big, dumb, and ugly!" [00189ABA]: "*Sneeze* Damn dust is going right up my nose." > "*sneeze* Damn dust is goin' right up my nose." [00189ABB]: "Cleaning robot take the day off or something?" > "Cleaning robot take the day off or somethin'?" [00189AFE]: "*Sigh* I can't stand getting wet." > "*sigh* I can't stand getting wet." [001AC1AD]: "Are you kidding? I can't get to that." > "Are you kiddin'? I can't get to that." [001AC1BC]: "Yeah sure, I'll trade with you." > "Yeah, sure, I'll trade with ya." [001AC1BD]: "Let's see what you've got." > "Let's see what you got." [0020A9E5]: "Good, I was tired of standing around." > "Good. I was tired of standin' around." [0020A9E6]: "Yep, I'm right behind you." > "Yep, I'm right behind ya." [0020A9E7]: "Okay. Just give me a shout if you need me." > "Okay. Just give me a shout when you need me." COMCaitIdle [00115FAA]: "Boys and their toys. Sigh." > "Boys and their toys. *sigh*" (Bug #25122) [0019CC7C]: "*Humming*" > "*humming*" COMCaitTalk [001A0A8F]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #25123) COMCurieTalk [001AB962]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #25124) COMDeaconTalk [001AB957]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #25125) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  5. Arthmoor

    Fallout 3: Accidentally cleaned DLC files.

    Up to you, but cleaning them has no downsides and it'll avoid possible issues from the deleted records in them.
  6. Arthmoor

    [RELz] LOOT - Load Order Optimisation Tool

    On your message about light masters, you've got mods which have the ESL flag on them and are also using up the FE slot with something else. You need to get rid of that something else. The FE slot is not usable by normal mods in SSE or FO4 because it's reserved by the engine for ESL flagged plugin files. If you don't resolve the error it's giving you, you will end up with corrupted saves. It also has nothing to do with Steam Workshop because SSE does not use it.
  7. Arthmoor

    Fallout 3: Accidentally cleaned DLC files.

    No, you'll be fine. There would be no logical reason for a mod to demand that you have dirty DLCs other than deep seated misinformation.
  8. Arthmoor

    The Outer Worlds

    Not overly fond of the Hub based approach to things, but at least it's an acknowledgment that they don't do open world well so they're playing to their strengths. Looks good. I just hope the company doesn't get sucked in to the anti-BGS trolling like it seems some of their former colleagues are engaging in.
  9. Skyrim Special Edition 1.1.51 Fixes General performance and optimization improvements Fixed rare issue with NPCs not appearing in proper locations Fixed issue with saves erroneously being marked as Moddded, even though no mods are active Updated some sound files to not use compression Skyrim Special Edition 1.2.39 Fixes General stability and performance improvements Fixed issue related to using alt-tab while playing the game (PC) Fixed issue with water flow not rendering properly Fixed crash related to changing from werewolf back to human form Fixed crash related to reloading after changing Load Order of mods General bug fixing and improvements with browsing Mods Fixes crash-related to xaudio drivers Skyrim Special Edition 1.3.5.0 Update Fixes General stability and performance improvements Fixed an issue where Slow Time effects weren't behaving properly Better support for 144hz displays Skyrim Special Edition 1.3.9.0 Update Fixes General stability and performance improvements Support for Featured Mods Fixed an issue with not being able to log in to the Mods menu Skyrim Special Edition 1.4.2.0 Update New Features Added Featured category for mods Added ability to sort Highest Rated and Most Favorited filters by today, week, month and all time Added number of ratings count to Mods Browsing Menu Added number of favorites count to Mod Details page Added required dependencies to Mod Details page Added latest version number and notes to Mod Details page Fixes General performance and stability improvements Improvements to Reporting mods categories Fixed occasional crashes while scrolling through Load Order menu Improved Bethesda.net error messaging Skyrim Special Edition 1.5.3 Update New Features Creation Club Message of the Day Support for ESL file format Mods - patch version numbers and notes added to Mod Details page Bug Fixes Minor fixes to Bethesda.net functionality The Elder Scrolls V: Skyrim Special Edition 1.5.16 Update Bug Fixes Fixed issue with rate of critters respawning in world Fixed crash related to changing profiles (Xbox One only) Fixed issues with screenshots displaying incorrectly in Creation Club/Mods Message of the Day heading revised Changed logic for how Creation Club content is initialized Minor bug fixes to Bethesda.net The Elder Scrolls V: Skyrim Special Edition 1.5.23 Update New Features Official support for Xbox One X Bug Fixes Updated script functions to support new Creations Removed Report button from Mods (Users should report Mods on Bethesda.net) Skyrim Special Edition Update 1.5.39 New Features Support for additional player homes Bug Fixes Minor bug fixes for Bethesda.net Updated script functions for new Creations Wolves have regained the ability to howl Skyrim Special Edition Update 1.5.50 No official changelog was provided. Skyrim Special Edition Update 1.5.53 No official changelog was provided. Skyrim Special Edition Update 1.5.62 No official changelog was provided. Support for new CC content was added. Thieves Guild Hood will no longer disappear if player is a vampire. Fixed specular with "Mourner's Hat" and "Hat" on male Argonians. Fixed skinning and restored bridles on Imperial Saddle.
  10. It has all of the files I'd expect it to have on my end. Not sure what you downloaded. F4SE on the other hand did not update any of the included .psc or .pex files and I'm not sure if that's supposed to be the case.
  11. Arthmoor

    [RELz] Provincial Courier Service

    Version 4.0.3 Added support for Shadowfoot Sanctum DLC. Fixed a bug that was preventing DLC mailboxes from being disabled if those DLCs are not installed.
  12. Skyrim's courier is an industrious young lad who can be seen all over the province, yet doesn't seem to have anywhere to live and/or work. He seems able to find you at will, but what if you wanted to find HIM? Even if it would be a meaningless encounter, one should still expect a living breathing NPC that takes part in the world to have some place to work at and call home. No longer will the poor courier simply be dragged from his mystery cell and dropped in front of you to make his deliveries. Thus is born the Provincial Courier Service. This mod is a simple immersion/realism mod that provides a small shack outside of Whiterun along the main road, next to Honningbrew Meadery. What This Mod Does Provides a home for Skyrim's default courier NPC who hands out letters for various quests. Courier deliveries will now occur in person nearly anywhere in Skyrim. Optional home delivery service will instead deliver messages to one vanilla or DLC house of your choosing. Can also approach the courier at his office and receive mail deliveries there. Speak to the courier to set up your options. Until this is done, the courier will seek you out to deliver messages in person. Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.62 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Provincial Courier Service.esp, Provincial Courier Service.bsa, and Provincial Courier Service - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Simply remove the Provincial Courier Service.esp, Provincial Courier Service.bsa, and Provincial Courier Service - Textures.bsa files from your Data folder. Changes have been designed to be fully reversible so the vanilla courier system will be restored to normal if the mod is removed. Load Order LOOT should be used for optimal placement. Best placed near other city modifications. Must load before Open Cities Skyrim if that is installed. Compatibility Mods altering the vanilla courier's base NPC record, his placed reference, or his AI packages will be incompatible. Any mods editing the navmeshes or landscape in cells 7,-5 and 6,-5 will need a compatibility patch. The navmesh edits are based on those fixed by the USKP. Any mod which alters the following scripts will be incompatible: WICourierScript.psc QF_WICourier_00039F82.psc Note that these two scripts are based on the versions available from USKP 2.0.0 but the USKP is not required as a master for this mod. Credits Hanaisse - Mailbox and scroll meshes provided for the various houses, as well as valuable playtesting to make sure it all works.
  13. Trivial or not, it's something. An official changelog would be nice though. I plucked the details here from a Reddit post but I don't know where they got it.
  14. Skyrim Special Edition Update 1.5.62 No official changelog was provided. Support for new CC content was added. Thieves Guild Hood will no longer disappear if player is a vampire. Fixed specular with "Mourner's Hat" and "Hat" on male Argonians. Fixed skinning and restored bridles on Imperial Saddle.
  15. Arthmoor

    [Fallout 4] Official Patch 1.10.120

    Fallout 4 Update 1.10.120 No official changelog was provided. Support for new CC content was provided.
  16. Fallout 4 1.1.30 Fixes crash related to xaudio drivers Fallout 4 1.2.37 New Features Number pad keys can now be used for remapping (PC) Remapping Activate now works on Quick Container (PC) Fixes General memory and stability improvements Performance improvements inside the Corvega Assembly Plant Optimizations to skinned decal rendering Fixed issue with player becoming stuck in terminals Fixed issue where equipped weapons become locked after completing Reunions Fixed issue with "When Freedom Calls" where the quest would not complete During "Confidence Man" fixed issue where player's health would continuously regenerate Fixed crash related to jumping into water and reloading saved games Fixed issue where Launcher would not save God Rays Quality setting properly (PC) Fallout 4 1.3.47 New Features New ambient occlusion setting, HBAO+ New weapon debris effects (NVIDIA cards only) Added status menu for settlers in your settlements Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis Improved "ESDF" keys remapping support while in Workshop mode Gameplay Fixes General memory and stability improvements Fixed texture threading issue causing unusually long load times Improved performance when looking through a scope Fixed issue where player could warp to a different location when aiming Companions can no longer get stuck with radiation poisoning Fixed an issue where Vault 81 residents would not dismember correctly Big Leagues perk now displays calculated damage correctly Fixed issue with third person camera not displaying properly after exiting certain crafting stations Fixed an issue where subtitles would occasionally not update properly Effects will properly be removed on companions when items are unequipped MacReady’s Killshot perk now calculates headshot percentages properly Fixed an issue with NPCs getting stuck in Power Armor Fixed a rare issue with companions getting stuck in down state Second rank of Aquaboy now calculates properly Fixed an issue with resistance not always lowering the damage correctly when added by mods Enabled number of characters available when renaming an item (XB1) Fixed issue with player becoming dismembered while still alive Robotics expert is now usable in combat Stimpaks can now be used on Curie after the transformation Playing a holotape found in wilderness while switching point of view no longer causes the screen to blur or controls to be locked Quest Fixes Fixed an issue with "Taking Independence" where the minutemen remaining from the battle against the Mirelurk Queen would not gather in the Castle Fixed an issue where invulnerable characters would get stuck in combat Fixed an issue where Preston would send player to a settlement instead of a dungeon as part of a Minutemen quest Fixed an issue where Synths could attack the Castle while the player was friends with the Institute Fixed an issue where killing a caravan would leave a quest open Fixed an issue where Dogmeat would stay at Fort Hagen after "Reunions" was completed Fixed an issue where the player couldn't talk to Desdemona to complete "Underground Undercover" Fixed an issue where the player could get stuck exiting the cryopod Fixed an issue where the player could no longer get Preston as a companion In "The End of the Line," fixed an issue that would prevent the player from killing the leaders of the Railroad Fixed an issue with Minutemen quests repeating improperly Fixed an issue where the player couldn't get back into the Railroad headquarters after being kicked out of the Brotherhood of Steel After finishing "The Big Dig," fixed an issue where Hancock would no longer offer to be a companion or help with the "Silver Shroud" quest Fixed an issue with obtaining the Dampening Coils from Saugus Ironworks before going to Yangtze During "Unlikely Valentine," fixed an issue where the player could be blocked from entering Vault 114 In "Confidence Man," Bull and Gouger can now be killed During "Taking Independence," fixed an issue that would prevent the radio transmitter from powering up In "Human Error," fixed an issue where killing Dan would cause the quest to not complete properly Fixed an issue with "Tactical Thinking" where leaving dialogue early with Captain Kells to reprogram P.A.M. could cause quest to not completely properly Workshop Fixes Fixed a bug that would cause settler counts to appear incorrectly Fixed an issue that could prevent the player from setting up a supply line in settlements with a high population Improvements to snapping pieces together while in Workshop mode Fixed an issue that caused powered items to stop functioning permanently if its power source was ever removed Player can now build workbenches in their Diamond City house Building wires no longer uses up copper Fixed issue with certain settlement attacks not generating properly Fixed an issue with settlement happiness calculations Settlers assigned to weapons stand will now stand next to it Diamond City house now shows provided power Repairing items will now correctly consume resources Fixed an issue where companion would ignore commands at workshop locations Fixed an issue with crops appearing destroyed after saving and reloading Fallout 4 1.4.132 New Features Support for add-ons Additional art customization added to Workshop: Super Mutant clutter including meat totems, meat bags and meat cart Raider clutter including raider poles, cages and tents Abstract and portrait paintings Variety of new signs More metal and wood doors variants Fixes General stability and performance improvements During "Getting a Clue" quest, Kellogg's desk will remain a working container During "Rocket's Red Glare", resolved issue where companions could not be dismissed after completing the quest Fixed an issue with "Kremvh's Tooth" quest item not spawning properly Settlements under attack will now display an updated message with the results of the attack if player does not respond Fixed an issue with screen effects not clearing away properly after using a scope Fixed an issue with trying to sprint while in third person with a minigun equipped Rank 4 of Demolition Expert perk now properly increases the area effect of explosives The Scrounger perk now includes additional common ammo types Fixed an issue where Calvin Whitaker would disappear in Vault 81 Fixed an issue where Ninja and Sandman perks combined would apply the incorrect damage bonus Fixed an issue where Rank 3 of Grim Reaper's Sprint did not fill critical meter properly Fixed an issue with key cards not spawning correctly in Vault 75 Fixed an issue where enemies would stop spawning during "Airship Down" Being in first person while wearing power armor and quickly switching weapons will no longer cause the Pip-Boy to be stuck Fixed an issue with the autosave counter getting incorrectly reset Fixed issue that would cause the Pip-Boy menu to turn invisible while swimming Fixed an issue where scrapping larger quantities of a single item would inadvertently scrap a legendary item Fixed issue where exiting workbenches would cause third person to stop working properly The Scribe can now be assigned consecutive settlements properly Fixed issue with duplicating scraps shipments Fixed issue with vendors not properly exchanging caps after several consecutive transactions in a row Fixed issue with the quicksave and autosave message persisting through loading screens Fixed an issue where updating to the latest patch would cause Options settings to reset back to default (Xbox One) Fixed an issue with loading save with a placed object in water, not properly floating Fallout 4 1.5 Steam Update (1.5.157) New Features New Survival difficulty Survival adds additional challenges including no fast travel, saving only when you sleep, increased lethality, diseases, fatigue, danger and more. See the in-game Help menu for more details. Characters set to Survival difficulty appear under their own Character Selection filter Third person camera movement improvements when player is close up against walls and other objects Fixes General stability and performance improvements Fixed rare crash related to reloading a save that relies on Automatron Fixed issue with the robot workbench camera not moving properly immediately after canceling out of the menu Fixed issue with perks being repeatedly added when reloading a saved game while in robot workbench Fixed issue with Ada not properly traveling to an assigned settlement Robots can now be assigned as settlement vendors Fixed issue with "Appropriation" where blueprints would not appear properly if the container had already been looted prior to getting the quest In "The Nuclear Option," entering the Institute using the targeting helmet on Power Armor no longer inadvertently causes the player to go into combat, and become stuck in the Institute Fixed distance check with Robotics Expert perk While in Workshop mode, if the Jump button is remapped, the Y or Triangle button can still be used to jump Fixed issue with "Defend the Castle" where speaking to Ronnie Shaw would not properly complete the quest During "The Nuclear Option," fast traveling away from the Institute immediately after inserting the relay targeting sequence holotape will no longer block progression Fixed issue where Workshop placed light bulbs would occasionally not light properly Fixed occasional flashing issue with entering and exiting Power Armor Fixed issue where terminals would not work properly after downloading and initializing an Add-On from the Add-Ons menu Fallout 4 Update 1.5.205 New Mod Features General Improvements to the Mods menu, and support for Xbox Mods Added option to delete all mods Added option to disable all mods Added a search option to the mod browser Increased the amount of displayed mods per category Added bumper navigation to jump forward while browsing Mods Added access to the “Load Order” menu on the Bethesda.net login screen (offline Mod management) Fixed a few issues with how images display in the browser and Mod details screen. Fallout 4 Update 1.5.307 New Features Support for upcoming Add Ons Fixes General stability and performance improvements Ability to filter by Daily Most Popular mods Improved performance when browsing mods Fixed issue where plugins would occasionally not delete properly Fixed bug with mod file size calculation on Load Order menu Fixed issue with screenshots not loading properly on mod preview page Different music track for browsing mods Author name and Mod Size now appear on mod details page Fallout 4 1.5.416 Update New Features Increased space for Mod text on Mod details page for improved readability Load Order menu now displays text about each Mod when highlighted Most Popular filter now toggles between Daily, Weekly and All Time (defaults to Daily) Reporting categories added when reporting a mod Load Order menu displays options to Disable or Delete All Mods Count of ratings now appears on Mod details page Fixes General stability and performance improvements Fixed issue with weapons and armor losing mods and Legendary status when removed from armor and weapon racks (Contraptions) Improved stability when reinitializing with certain mods loaded Mod menu will check available space before starting mod downloads Fixed issue with certain mods not downloading properly Fixed issue with certain mods not appearing properly in the Load Order menu Fallout 4 1.6.3.0 Update New Features ExitSave - Exiting to the Main Menu will create an ExitSave. During next play session, the ExitSave will delete itself after you load it. The Existsave works in all difficulty levels including Survival. New Add On specific icons in Workshop mode More than 300 new player names added to Codsworth's vocabulary Support for upcoming Add Ons Fixes General stability and performance improvements Fixed a crash related to targeting an enemy weapon while in VATS Fixed an issue where a Companion would become stuck walking and unable to run Fixed issue in "Mankind Redefined" to prevent the player from getting stuck in elevators while in Mass Fusion Building In "Boston After Dark" quest now completes properly when waiting for Old Man Stockton Fixed occasional issue where player would become permanently invisible Dead settlers can no longer be commanded or assigned to supply lines Fixed issue where deleting saved games would cause other saves to disappear Fixed occasional issues with activating mods that did not come from Bethesda.net Minor bug fixes and optimizations to Mods load order and browsing Fallout 4 1.6.9 Update New Features ExitSave - Exiting to the Desktop now works with ExitSaves. Fallout 4 1.7.9.0 Update New Features Support for Nuka-World New store art type for Workshop settlements Ability to delete Add Ons without doing a full uninstall (PS4) Fixes General optimization and stability improvements Jun and Marcy Long are no longer essential after completing "Sanctuary" Vendors can offer large shipments of Ceramic, Copper, Rubber, Steel and Wood Improvements to accuracy and control with picking up and placing objects (not Workshop mode) Grenades and molotov cocktails can now be used with the Junk Mortar (Contraptions) Fixed issue with companions unequipping clothing when fast traveling with player Fixed an issue with player animations not loading properly after reloading a saved game Fixed issue where certain dog armors would not equip properly on Dogmeat Fixed an issue where objects from Add Ons would not scrap correctly or would not be stored properly Fixed infinite load that would occasionally occur while logging off while downloading a mod Fixed a crash related to investing in a store while trading Fixed issue where "Quartermastery" would send player to erroneous locations Fixed performance issues related to dropping certain weapons Fixed issue where melee weapon would not properly after dying and reloading the save Fixed a rare issue where Sturges and Mama Murphy would stop moving Fixed snapping issue with Surgery Center in Workshop mode Mod Fixes Fixed issue where Mods images would stop displayed while scrolling through Mods menu Disable All Mods now works properly when offline NPCs that are changed in a Mod will update changes like hairstyles properly Fixed animation error related to NPCs changed in Mods who have died, and reloading the save without the Mod activated Fixed issue where sneaking would turn player invisible while running with Mods Localization strings moved to Interface archive Minor UI improvements to Mods menu and Mods Detail menus Vault-Tec Workshop Fixes Vault Exterior Door no longer has a missing texture if Wasteland Workshop is not installed NPCs will no longer incorrectly sit at the Vault Security Desk Vault-Tec Water Pump and starting generator now auto repair when entering workshop mode Player can no longer assign companions or Overseer Barstow using the population management system to prevent this from breaking them Vault-Tec population management system will no longer say jobs are available when is no one valid for job assignment available Vault Experiments can be scrapped in workshop mode Fixed issue with Overseer Barstow’s audio cutting out after Clem’s interview Interviewing the second settler candidate will not reset after the dialogue option take a break Fallout 4 1.7.15 Update Fixes Fixed issue with Nuka World monorail not starting properly Fallout 4 1.7.19 Update Fixes General updates to Bethesda.net Mods Nuka-World Fixes Fixed issue where "The Grand Tour" could not be completed if Gage was your active companion when the quest started. Far Harbor and Contraptions Workshop Far Harbor and Contraptions were also updated on PC, Xbox One and PS4 with minor updates Far Harbor (JP) was updated to fix untranslated strings Fallout 4 1.7.22 Update Fixes Fixed issues with Bethesda.net Mods not appearing properly Fallout 4 1.8.7.0 Update Fixes Fixed an issue in which some sound effects would not persist after reloading in an area Resolved an occasional crash when exiting to the Main Menu, and trying to start a New Game Fixed an issues with spaces in Mods search queries Cannot rate “WIP” Work in Progress Mods, and Mods can now only be rated after they have been downloaded Doubled the amount of browse-able tiles in the Mods menu Fixed a rare crash that would occur when a Mod had an unexpected data structure Fixed an issue in which Library and/or Favorite Mods categories would not display correctly in specific situations Fixed an issue in which some Mods images would not load when scrolling quickly A Sentry Bot firing dual Gatling Lasers will no longer cause the audio to cut out Fallout 4 1.9.4.0 Update New Features Enhanced PS4 Pro Support Support for High Resolution Texture Pack (PC only) Added Featured category for mods Added ability to sort Highest Rated and Most Favorited filters by today, week, month and all time Added number of ratings count to Mods Browsing Menu Added number of favorites count to Mod Details page Added required dependencies to Mod Details page Added latest version number and notes to Mod Details page Fixes General performance and stability improvements Improvements to Reporting mods categories Fixed occasional crashes while scrolling through Load Order menu Improved Bethesda.net error messaging Fallout 4 1.10 Update New Features Creation Club Message of the Day Support for ESL file format Mods - patch version numbers and notes added to Mod Details page Bug Fixes General stability fixes related to enabling and disabling Mods Minor fixes to Bethesda.net functionality Fallout 4 1.10.26 Update Bug Fixes Fix for Load Order resorting improperly after downloading a Creation Minor fixes to Bethesda.net accounts functionality New Creations will no longer auto-download to your game. [Not listed in official changelog] Fallout 4 1.10.40 Update Bug Fixes Fixed crash related to changing profiles (Xbox One only) Fixed issues with screenshots displaying incorrectly in Creation Club/Mods Message of the Day heading revised Changed logic for how Creation Club content is initialized Minor bug fixes to Bethesda.net Fallout 4 1.10.50 Update New Features Official support for Xbox One X Bug Fixes Fixed corrupted textures related to reflections Updated script functions to support new Creations Removed Report button from Mods (Users should report Mods on Bethesda.net) Fallout 4 1.10.64 Update Unknown, no changelog was provided. Fallout 4 1.10.75 Update New Features Support for Pets Bug Fixes Minor bug fixes for Bethesda.net Bug Fixes for Creations including: Hellfire Power Armor Prototype Gauss Rifle Arcade Workshop Pack Fallout 4 Update 1.10.80.0 Bug Fixes Fix issue with long initialization load time at game start up Fallout 4 Update 1.10.106 No official changelog was provided. Fallout 4 Update 1.10.111 No official changelog was provided. Fallout 4 Update 1.10.114 No official changelog was provided. A post on Reddit by Bethesda indicates that this patch resolved an issue with time passing too quickly with the Settlement Ambush Kit. New security fencing has also been added to the DLC. Fallout 4 Update 1.10.120 No official changelog was provided. Support for new CC content was provided.
  17. USSEP 4.1.6 is now in beta and expected to be about a week before it goes live. Second post has the details.
  18. UFO4P 2.0.6 is now in beta. Expect this to last about a week before it goes live. Second post has the details.
  19. Version 2.0.6

    450 downloads

    Unofficial Fallout 4 Patch - BETA Release 2.0.6 This is a BETA release of the Unofficial Fallout 4 Patch. DO NOT use this on a save you intend to keep! It is intended for testing and to provide access so translators can update the language files prior to issuing a live release. Once testing is complete, this file entry will be disabled and the live release will take its place on the standard file mirrors. See the full changelog for details.
  20. Arthmoor

    Does Fallout have a future?

    If they stick to single player games then it still has a future.
  21. Arthmoor

    The Big ESO thread.

    Makes me wonder if the queuing function came with the engine and they don't entirely know how it works but enabled the option anyway when everyone demanded it.
  22. Arthmoor

    [RELz] Ars Metallica - Smithing Enhancement

    Version 2.0.4 Scrapping an Elven Dagger was returning too many ingots of Quicksilver. (Bug #25026) Scrapping a Steel War Axe was returning more steel than what it took to make it. (Bug #25379)
  23. The crafting system is one of Skyrim's better features, but for thieves and archers, there's not much use for the system. Light armor is dead easy to come by in already finished forms, but arrows can sometimes be scarce in the types you may want. Lockpicks have been known to be somewhat scarce too, yet are relatively basic to construct. Ars Metallica aims to fill in some of the basic issues I had with the crafting system by doing the following: For vanilla Skyrim: Allow archers to forge their own arrows out of the various ore materials, wood, leather strips, and feathers. Indirectly making it somewhat useful to chop wood too. Allow thieves to make their own lockpicks out of iron or steel. Provide skill advancement for the use of the smelter to melt down ore. After all, that's as important as knowing how to shape it once refined. Provide skill advancement for the use of the tanning rack to make leather. That's far more important in my mind than the skill advances from using the leather to make stuff. Provide for a small amount of skill advancement from mining the ore itself out of ore veins. Provide the ability to melt down existing pieces of armor and some clutter items into ingots so that you can then use those ingots to make missing pieces of a set if you want. Allow members of factions to forge equipment appropriate to their guild. Thieves can make guild armor. Assassins can make Brotherhood armor. Legionnaires can make Imperial armor, and so on. For Dawnguard: Modifies the dragonbone arrow recipes and the crossbow bolt recipes to conform to the same formulas as vanilla. Disabled Dawnguard's native recipes. For Hearthfire: Provides smithing experience for using the various workbenches used to construct your homes. The drafting table does not count since nothing is actually built using it. For Dragonborn: Modifies the stalhrim and nordic arrow recipes to conform to the same formulas as the vanilla arrows. Adds smelting formulas to recover ore from stalhrim and nordic carved equipment. Adds crafting feathers to the Felsaad Tern. Note that all smelting of metals requires that you know the perk associated with that metal. For example, if you wish to smelt Dwemer scrap, you need to know the Dwemer Smithing perk first. This applies not just to smelting existing goods but also to smelting raw ore. This isn't a bug, it's a feature. Downloads AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.5.53 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the Ars Metallica page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Ars Metallica.esp and Ars Metallica.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstall Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Ars Metallica.esp and Ars Metallica.bsa files from your Data folder. Then reload your game as usual. Known Issues Silver swords and greatswords can be forged but they show up under the MISC category. Compatibility Any mod that alters the vanilla mining script, MineOreScript.psc, will be incompatible. Any mod which alters the base smelter object or the base tanning rack object is incompatible. (Mesh & Texture mods are OK though) Any mod which alters the recipes for the vanilla ingot formulas will be incompatible. Any mod adding items to chickens, pheasants, dead hawks, or the DeathItemHagraven leveled list will be incompatible without Wrye Bash. Any Dawnguard mods that modify the arrow recipes, steel bolt recipe, or dwarven bolt recipe will be incompatible. The magic crossbow bolt recipes have not been altered. Any Hearthfire mods that modify the carpenter's workbench or the other smaller workbenches in each of the houses will be incompatible. Any Dragonborn mods that modify the two arrow recipes will be incompatible.
  24. Arthmoor

    Wrye Bash - All Games

    No, because the issue with the citadel doors is because of where the center point on the mesh is located. Best you can do is let the merge patches function deal with it.

Support us on Patreon!

×