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Arthmoor

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  1. Arthmoor

    [Skyrim SE] Porting a mod from LE to SSE

    I've updated the OP in an effort to provide further details and clarify the process further now that we all know more about what needs to be done. Hopefully it's in much better shape than before.
  2. Many fine mods have been created for the Skyrim Legendary Edition (aka Classic) over the years and not all of them have been brought over to the Special Edition. Due to differences between LE and SE, they can't simply be dropped in. They must be properly converted over so that they will function correctly in SSE and not lead to save corruption or CTDs. The following rough outline of the process should be enough to guide you through porting your mod over to SSE. This guide is intended for mod authors to use as this process is not suited for end users to follow due to the details that need to be addressed to do the work properly. It also assumes a certain level of familiarity with the packaging of files relating to the mod. You'll need to have access to the current SSE CK and a copy of xEdit 4.0.1 or higher at minimum. If you have meshes, you'll need a copy of the SSE Nif Optimizer program. BSA Files If your mod uses a BSA file (and pretty much any decent one ought to be if it has assets to provide), you can't simply use that file with SSE. The game will either hang or crash at the opening menu. This step should be done before trying to load your mod into the CK as well since the same problems will occur with the CK - it'll either hang or crash. Meshes (.nif files) Unpack your files to a temporary location somewhere. Grab Nif Optimizer and follow its instructions to convert your files. If you have any files that use decal flags (the SLSF1_Decal or SLSF1_Dynamic_Decal flags) these flags may need to be removed. If you some across one of your files that has translucent parts that shouldn't, this is probably why. SSE seems to handle those flags differently and plenty of vanilla stuff had to have this done as well. Textures .tga files are no longer supported. If you have assets using these, they need to be converted into proper DDS files. Textures originally saved in either the A1R5G5B5 format or the B5G6R5 format must be resaved in A8R8G8B8, R8G8B8, or an equivalent compressed format like DXT5 or DXT1. If this is not done, some installations of DirectX 11 will not be able to process it and SSE will crash. This seems to be most common for folks using Windows 7. SSE Nif Optimizer should be able to detect these issues with the "Scan Textures" option. Some landscape textures will need to be fixed manually. If your landscape texture loads into SSE and looks like it's wet when it's not supposed to be, you found one that needs to be fixed. Animations Animation files for 32 bit will not work out of the box. Depending on what they are, you may end up with NPCs or the player stuck in a default pose unable to move, or perhaps even being unable to move the camera at all. Fortunately Bethesda has supplied a tool with the new CK that will allow you to update your .hkx files to the new format. This is necessary due to Havok being upgraded to 64 bits. The ESP/ESM File + Facegen Your plugin file needs to be loaded into the new CK for SSE and saved so that all of the form versions on the records can be properly updated. If it's an .esm file then you need to remove that flag to be able to load it properly to be resaved. You should make sure you include Update.esm, Dawnguard.esm, Hearthfires.esm, and Dragonborn.esm as masters to your file. There should be no exceptions to this as all SSE users will be playing with these files active. The game will not even launch if one is missing. If your mod has NPCs, this process will also generate updated Facegen files. Be aware that if you have made facegen changes to vanilla NPCs those new facegen files will have been saved in the folder for your mod and you'll either need to separate them to the correct folders or delete what the CK generated when it saved and use the manual process with CTRL+F4 to generate them again. The manual process will assign them to the correct folders. You can safely delete the .tga files generated by the CK. The game will never use them and they just waste space in your mod's archive for distribution. DO NOT attempt to circumvent the need to load your mod into the CK by using scripts or other tools to shortcut the process by faking the new form versions. You WILL end up corrupting the saves of anyone who uses your mod if you do this. Fixing Up the ESP/ESM Once your file has been saved you'll need to do some minor fixing to make sure it's fully ready. River Flow/Water Data Mods which edit exterior CELL records will need to be checked cell by cell to update the water data to fit with the new shader based water flow mechanics introduced with SSE. This is best accomplished by using xEdit to compare your CELL data with the CELL data from Update.esm. In nearly all cases you should forward the changes from Update.esm because Bethesda themselves didn't do so in their own DLCs which overwrite that. Guess who had to fix that You can also use USSEP as a guide for the proper value since we've already gone through and corrected them all for the base setup. Failing to account for this information will lead to people complaining about water seams on the cell borders between your work and the base game and will also show up with water flowing the wrong way as well. New Ground Clutter There was a lot of new foliage and other ground clutter added to places all over the game. Especially in more populated areas like the towns and villages. You will need to check to be sure you have no conflicting placements with these new objects. Assuming you know your mod well (and who doesn't) it shouldn't take more than a couple of minutes to poke around any work you've done and make sure no new stuff is in your way. Failing to address this will result in some unsightly clipping in many places. Landscape Data In several instances, landscape was also edited to add more ground details such as grass and those tiny rocks. Old mods will not have this underlying data if they've edited the landscape as well and it will probably be worth redoing much of that in order to preserve continuity with any surrounding cells that have not been edited. It may be possible to use xEdit to copy the Vertex Normals and Alpha Layer data so long as the land height itself hasn't been edited, but in doing so the mod will need to be rechecked to make sure no grass is poking through in places it isn't wanted. Worldspace and CELL Editor IDs If you have worldspace or CELL records with underscores in their editor IDs, you will need to manually change those to remove the underscore. If you do not, it will cause SSE's save sorting to be unable to handle the situation when you save your game in one of these places. This results in a player's saves no longer being listed under their character names which will make them harder to locate and could lead to corruption as well. Weather Data All of the default weather now supports Volumetric Lighting and has a new set of records to facilitate this. If your mod changes weather data it will need to account for this. Other Changes To Be Aware Of All of the game's grass records (GRAS) have been updated to push higher grass density. Most of the game's Image Space Adapters (IMAD) have been updated with new alpha and blur values. Most of the game's Image Spaces (IMGS) relating to weather have been updated with new HDR values. A few Landscape Textures (LTEX) picked up an unknown INAM value, along with a couple having specular values modified. Many snow and ice related statics (STAT) have been updated with new texture sets and material shader settings. 5 new landscape texture sets were added. Referenced by many of the other edits. Pretty much every type of water (WATR) was updated for the new water shaders. Books can no longer use the hidden Note/Scroll flag. Any changes to this will be automatically reverted by the CK every time. The game no longer uses them either. ESLify Me? If your mod happens to be small enough to qualify, you may wish to consider marking it with the ESL flag. Doing so can help extend the number of slots a user has available for other mods. Consider the points raised in this topic before you decide: https://afkmods.iguanadons.net/index.php?/topic/5079-plugin-files-and-you-esmeslesp/ LOD Files LOD files for objects will need to be regenerated as they are using a different texture atlas layout than the one supplied by LE. LOD files for trees should be useable as-is, and this is recommended since the SSE CK cannot generate trees. In my experience, xLODGen doesn't do the job correctly either and results in tree LOD that doesn't match the actual trees. Scripts Scripts do not need to be recompiled. Despite rumors that they will break, this is not the case even for things that relied on SKSE. All vanilla and DLC Papyrus .pex files work out of the box, as do all SKSE script when being used with SKSE64. You should have no reason to need to recompile any of your own .pex files when porting to SSE. That doesn't mean you're home free though - you may have a special situation with a Papyrus script written to work with a specialty SKSE64 plugin that needs to be recompiled to work. You'll have to check with that plugin's author to find out if that needs to be done. In my personal experience, all of my scripts for all of my mods worked right out of the box. This includes all of the MCM related scripts that began working as though nothing was wrong when SKSE64 finally came out. One thing you do need to keep in mind though is that the CK's default folder for scripts has changed. Instead of being stored under Data\Scripts, they will now show up under Data\Source. There are 2 solutions to this issue: 1. Leave this as it is and copy all of your own scripts to match the new path names. 2. Change the location in your CreationKitCustom.ini file to point to the old one. The line should look like this: sScriptSourceFolder = ".\Data\Scripts\Source" Whichever solution you choose you need to be sure that all vanilla and DLC scripts are in that location or the CK will not be able to find them. Sound/Voice/Video Files Sound effect files do not require conversion. They can be used as-is. The same is true of any recorded dialogue. Those work as-is. Video files do not need to be converted either. They should all run as-is. SKSE DLL Files These must be recompiled to use SKSE64 or the plugins will simply not function. If your mod depends on one of these, the plugin's author needs to do the work and release an update.
  3. We have some fixes relating to Bunker Hill coming in for the next patch beta this weekend. One of which should address the issue with NPCs perpetually cowering.
  4. Arthmoor

    Cheap or Free Games!

    Yeah, so just about every other site has this. I figure it's high time we get ours rolling For the next 40 or so hours, GoG.com is giving away free copies of Mount & Blade. Don't ask, I know nothing about it, I just grabbed it cause it has a hype train and was free. They're also running their week long no-DRM mega specials sale on, well, a crapload of cool stuff. So if you've been looking for something older but didn't want to spend the bucks, you won't need to spend so many now. This is especially helpful if you've been wanting to play Witcher or Witcher 2. They will routinely go on insane specials for as little as $2 for the fully souped up enhanced director's cut versions. With no DRM, it's pretty much a killer deal when you can find them. Also scroll down the page, you might be able to land a free copy by clicking on their "Stamps" thing or whatever it is. Should be obvious. Just scroll about halfway down, click the plus sign, and it should tell you you've collected one.
  5. Arthmoor

    Feedback thread

    It was somehow duplicated. The proper one is sitting under Fallout 3 where it belongs.
  6. Arthmoor

    Feedback thread

    No idea how that ended up happening but it's fixed now.
  7. Arthmoor

    The Fall of Granite Hill

    Version 1.0.3 If the mod was installed after the dragon at the mound should be dead the NPCs were not being killed off and would be found wandering around a ruined village.
  8. Arthmoor

    The Fall of Granite Hill

    Granite Hill - Three Farms and an Inn, just North of the Falkreath. A Market is Held here Weekly. -- Survey of the Holdings of Jarl Gjalund Granite Hill is mentioned in a few places in lore and existed prior to the 4th Era. However nothing remained of it in Skyrim by 4E 201 except the dragon mound where Vuljotnaak was buried in ancient times. All well and good, but with no explanation for what may have happened to the place it felt like a good enough opportunity to tell my own version of events here. With this mod, the 3 farms and the inn are back, but instead of the weekly market, the town has a blacksmith. Of course, that would not be much of a fate, would it? Granite Hill's fate is sealed from the moment Alduin burned down Helgen. Surely the beast and his newly resurrected allies didn't stop there... Features: * A fully working town prior to Alduin's return. 3 farms, an inn, and a blacksmith. Plus town guard patrols from Falkreath Hold. * Upon Vuljotnaak's resurrection by Alduin, the village will be in flames. This will last as long as the dragon is alive. * Following the dragon's death, the fires will go out but the town now lies in ruins, swallowed by the World Eater. My Patreon Page: https://www.patreon.com/arthmoor 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 / Vortex 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 it has the mod activated. Installation - Manual Drop the .esp, .bsa and - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling 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 Fall of Granite Hill.esp, Fall of Granite Hill.bsa and Fall of Granite Hill - Textures.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Will not be compatible with any other mods editing the area around the Granite Hill dragon mound. Known Issues Events in the town rely on the status of the dragon mound at its center. These mounds are not always well behaved and it's possible that the town may never trigger the actively burning phase. Also keep in mind that if you install this at a point beyond which Vuljotnaak is already dead, all you'll see are the ruins. It may be possible to encounter leftover predators in the area that spawned before they were replaced with tame animals. Nothing can be done except to kill them. Credits Hana - Destroyed versions of the smithy and Farmhouse04 meshes. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  9. Arthmoor

    [RELz] Open Cities Skyrim

    Open Cities Skyrim 3.1.1 Riften: A compatibility script now exists for Falskaar to move Jalamar's AI markers into the correct worldspace for the beginning of the quest.
  10. Arthmoor

    [RELz] Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time. Downloads AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Open Cities Skyrim Bugtracker 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 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 Open Cities Skyrim 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 Open Cities Skyrim.esp, Open Cities Skyrim.bsa, and Open Cities Skyrim - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Post Install Configuration Set the mod's load order using whatever management tool you feel most comfortable with. It may also be necessary to rebuild your Bashed Patch if you're using one. Once the game loads, you need to allow 24+ game hours to pass for AI to fully update in each city. You can configure three options in-game by using a book that's been placed inside the Temple of Kynareth. This book is free for you to take with you, and you can put it on a bookshel anywhere you want. It would be STRONGLY recommended that you do not destroy it in some way because the menu will be inaccessible without it. Option 1: Oblivion Gates. The menu will now allow you to toggle them on or off as desired, on the fly, with no external patches necessary. If you have any such patches, uninstall them. They'll crash the game now. Option 2: Gate Attendants. The gate attendants who open the city gates when you approach on horseback can be toggled on or off as desired. Yes, some people despised them enough to ask for this. Don't ask me why. Option 3: Outdoor Lighting System. You can toggle the state of the outdoor lighting system as desired. Nobody asked for this, but I figured what the heck. I was messing with MCM anyway so why not. These optional configuration elements will not be supported through any other mechanism. Uninstalling Open Cities Skyrim 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. Load Order Open Cities Skyrim should be loaded as late as possible in order to preserve changes to navmeshes and other exterior city data. LOOT should be used for optimal placement. Built-in Compatibility Falskaar - Jalamar's AI markers will be moved into the proper places in Riften. Compatibility Patches Skyrim Sewers 4 - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Drinking Fountains of Skyrim - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Dawn of Skyrim Collection Immersive Citizens - AI Overhaul - Included in Shurah's installer. Compatibility Mods which strictly replace vanilla textures or the vanilla meshes are 100% compatible. Expanded Towns and Cities has been confirmed to be 100% compatible since it does not affect the 5 walled cities. Generally speaking, any mod which adds things to the closed cities will be incompatible. City mods that add some details to the open worldspace will be partially compatible. Alternate Start: Live Another Life - Fully compatible. No patches needed. The Last Defeat of the Dragon Cult - The mod hasn't been updated since March 2012. It's navmeshes are partially corrupted and must be repaired. More Dynamic Shadows & Striping Fix - Numerous dirty edits that cause some interiors to cease functioning. Mods which edit the following scripts will not be compatible unless patched: QF_DialogueWhiterunArgueScene_00037CC2 SF_MS11OpeningCrimeScene_000206AE SF_MS11SecondMurderCrimeScene_0002422C SF_DA10StartScene_00023C43 Known Issues The Civil War battles which take place in Whiterun, Solitude, and Windhelm will be fought within the closed city worldspaces. This had to be done due to complications that were not possible to overcome with the scripting involved in the war and how it relates to several other quests. Expect load door transitions when a city battle is underway. Troubleshooting Problems If you have a problem with an Open Cities mod and wish to report it, I'd appreciate as much information as possible, preferably in the form of a screenshot with console data showing if it's something that can be screened. The FormID of the affected object would help greatly to narrow down any problems that might result. Post this information along with your load order. Reports with less than detailed information may result in delays in getting it fixed, or result in being ignored entirely. It helps everyone to provide details. I am especially interested in verifiable conflicts, as I wish for Open Cities Skyrim to be as conflict-free as is humanly possible given the circumstances. If the situation requires a patch, I can only work something out if I know what to look for. The doors inside Warmaidens (in Whiterun) are missing, what have you done with them! The More Dynamic Shadows & Striping Fix mod makes a bunch of dirty edits in Warmaidens that will cause the doors to disappear. This mod has several other problem locations as well and it isn't recommended to be used in general until the author fixes the problem. Locations of AI Doors The AI doors are entry ways into the closed wordspaces should it become necessary. Not everything that is placed in a city by a mod is worth the time it takes to create a patch. Mods that drop items for a one-time pickup are a good example of this. It's much easier to just go through the door, get what you need, then exit the city as normal. Riften: East of the main city gate, next to the alley gate. Markarth: Enter the city gate, turn immediately to your right. The small rock in the grass patch next to the ivy. Whiterun #1: East side of the bridge into the city, right next to the brazier that is closest to the guard shack. Whiterun #2: North side of Jorvaskr, on the side of the path up to the Skyforge. Solitude #1: In the rock pile between the city gate and the executioner's platform. Solitude #2: In the rock pile across from the Bard's College, immediately to the south of the manhole cover. Windhelm: As you enter the city gate, turn immediately to the right, then immediately right again. It's in the bushes right next to the wall. Performance and FPS Open Cities Skyrim should not produce a significant change in your frame rates and performance. Due to the liberal use of occlusion planes in the mod, the game will not render anything on the opposite side of the city walls in any given location. So your viewing content will be limited to roughly what you'd see if you were in the closed city worldspaces. The closed city worldspace system was NOT devised by Bethesda to improve frame rates. It was devised to conserve system memory on the XBox 360 and PS3. You're playing on a PC. Or, at least legally speaking you ought to be anyway. Anyone who insists that this mod is a framerate destroyer is already experiencing other problems with their game. Do keep in mind, Skyrim is not one of those silly shooters that requires 60fps at all times in order to be playable. Dropping from 60 to 55 would go absolutely unnoticed. Even playing with 30-40 frames would go unnoticed to those folks who keep those dumb little indicators running while they play. If you're seeing a massive frame rate drop, point the finger somewhere else. This mod is absolutely not the cause of your problems. I know this may seem harsh, but this sort of disinformation was rampant with the Oblivion mod and wasn't true then either and I absolutely will not stand for this sort of disinformation being spread now either. Credits Throttlekitty - Help with the Riften city gate collision sizing. BassEX - Corrections made to the Markarth dam mesh. Hannaise - Oblivion Gates in Skyrim jonwd7 - Fixing the collision on 6 Whiterun wall pieces without normal collision height. pihwht@Nexus - For having the patience and dedication to dig deep into the civil war and ferret out problems causing it to fail in Solitude. Dwip - For numerous improved meshes at the various city gates. No more crappy fake collisions! nonoodles - Riften southeast gate mesh plus the animated dock gates. Nico coiN - Cut back version of the Whiterun drawbridge mesh as well as numerous other cleanups and fixes for the mod.
  11. Arthmoor

    [RELz] Plugin Resources

    I have removed your "Ad-supported interstitial link" since posting that sort of thing is considered spam and thus not allowed. What sort of mods are you thinking would even be appropriate for something like this? I can't imagine it would be of much use for anything substantial, like a full scale quest mod or a village or something. Making a mod mergable into the Bashed Patch means its load order requirements could not be satisfied if it needs to be further up the list or something due to what it edits.
  12. Arthmoor

    Oblivion GOTY - Steam version

    Yes, it's all compatible so long as you don't let Steam install the game into Program Files. If you wanted to be absolutely certain though you'd probably want to grab the Deluxe Edition which comes with all of the DLCs and not just KOTN + SI.
  13. Negative Ghostrider, that's not how it works. Good. Because we're not going to. That's impossible due to the way in which load order works in Skyrim. If you had a brain, you'd already know this. It's hardly a bother to contact the people in charge of the very project that will solve your problem. That's the entire reason it exists. Congratualtions. It's already been determined. Quit assuming you know things when it's blatantly obvious you don't. Yes. Bots. Just how new to the internet are you anyway? You get back what you give, and thus far you have given nothing of value and expect to be handed everything on a silver platter. Guess what kid, that's not how the world works. Enjoy your ban for insisting on ignoring what you're told.
  14. Unofficial Fallout 4 Patch Version: 2.0.6 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 1.10.120 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 The file for the power armor frame fix was in the wrong folder and thus not taking effect. The pickup sounds added to Shipment_Steel_250, Shipment_Wood_250, Shipment_Rubber_large, Shipment_Ceramic_large, Shipment_Copper_large had to be restored because they had been inadvertently removed when the shipment script properties on these items were fixed (Bug #25484). DLC03:FogCondenserFurnitureScript: The tracking bool added by UFO4P 2.0.1 for Bug #22143 was initialized with a wrong default value (Bug #23910). Actor Fixes Barney (DN083_Barney) is now essential until the player enters the trigger zone around his house, so he will no longer die for unknown reasons before his quest starts running (Bug #20438) [NR]. Clarabell, the named brahmin at Abernathy Farm (EncBrahminClarabell) did not respond to feeding troughs because she was never formally added to the workshop and thus never got the package to handle that (Bug #20179). Effect Fixes TeleportOutSpellEffect: Invalid property removed from TeleportSpellEffectScript (Bug #25184). DLC01LvlMechProtectronPod_AbRaceProtectronEffect: Missing script properties added (Bug #24673). Item Fixes PlayerHouse_KitchenSink01Activator, PlayerHouse_Ruin_KitchenSink01Activator, Vault_Sink_01Activator, DLC06Vault_Sink_01Activator: The scripts on these objects were missing the female drinking sounds and the pointer to the Tutorial quest (Bug #23076). DN015LaserEmmitter (sic, it's misspelled): Missing sound property added (Bug #21890). DLC01TrackSystem_TrackDummy: Improved the fix for a missing node name from UFO4P 2.0.5 to make it apply retroactively (Bug #24678). Armor_RaiderMod_Torso: The sturdy and heavy raider chest pieces did never appear in epic versions because the object templates for the epic items were mistakenly referencing the mod collections for the synth armor chest pieces instead of those for the raider armor chest pieces (Bug #25311). Added a "null mod" for ballistic weave and a corresponding construction recipe, to allow the player to remove ballistic weave mods from clothing items. Some vanilla object templates have a null mod specified already but this never worked because that mod is set up to attach to a different slot (Bug #20496). LL_Armor_Wastelander_Combined mistakenly returned two armors and a hat instead of selecting from the armors and combining the result with the hat (Bug #25332). DLC04_PA_Material_Placeholder: Invalidated the duplicated T-51 Sugar Bombs paint job by removing its mod association keywords, so it will no longer be listed twice in the workbench menu. Items that have this mod attached already will remain unaffected (Bug #23662). Location Fixes Lexington Garage: Fixed a navmesh gap and improved some navmesh sections that were buried below huge dirt piles (Bug #20323). Medford Memorial Hospital: Fixed a bad navmesh section in a doorway and corrected a couple of vertices that were floating too far above the ground (#20415). Ownership issues arising when the player decides to oppose Dr Chambers in MS17 (The Human Error) are now solved by adding the player to CovenantFaction once he gains control of the workshop. If siding with Dr Chambers, MS17 adds him to that faction anyway, but the quest can't do that in the other case because it shuts down before the player returns to Covenant and no one at Covenant would turn hostile if it did (Bug #20184). Once the Covenant workshop is owned by the player, the doors 00020371, 000E0514, 000E0516, 000E053F, 000E0540, 000E5880 that are scripted to get relocked on reload are now swapped for non-scripted versions that do not require a key. The script that handles this swap will also disable the triggers 000786FB, 000786FC, 000786FD, 00078705, 00078718, 000E92A2 that are scripted to close the aforementioned doors once they have been opened (Bug #20369). The two generic settlers (CovenantGenericF01, CovenantGenericM01) have been included in the cleanup procedure that handles disabling of the dead bodies after MS17 (Human Error) has stopped running (Bug #24468). The turrets at Covenant will now be disabled on unload after they have been destroyed. Using them as workshop turrets is not possible because they are missing the scripts and all other prerequisites to make this work, so they would never add to the defense rating and could not be repaired. To give the player a reason to destroy them, their aggression and confidence data were set to aggressive and foolhardy (like all other turrets in the game), so they will attack now as one would expect it if the player fights the people at Covenant (Bug #20368). Spectacle Island: The preplaced dead corpses will now be disabled when the area unloads for the first time after the player has gained control of the workshop (Bug #25297). Mesh Fixes LS_WeaponsWorkbench01: Fixed the position of a glue bottle that was clipping with a metal case (Meshes\SCOL\Fallout4.esm\CM0022B988.nif) (Bug #23294). Quest Fixes One of Mark Summerset's dialogue lines (0016C7F2) was not properly checking to make sure the player is wearing a vault suit. (Bug #25239) RETravelKMK03, RETravelKMK05: These quests were missing checks to prevent them from running again after the actors they made appear in roadside encounters (Smiling Larry and The Scribe) were recruited by the player (Bug #20656). DialogueDiamondCity: Solomon's dialogue topics on mutated fern were mistakenly checking whether the start stage of FFDiamondCity03 was completed but this stage was never set when the player already had a fern in his inventory when Solomon asked him for mutated fern for the first time (Bug #20272). RETravelSC02: Fixed an issue with the startup of this quest where manipulation of a reference in a quest alias could fail because it was done in a fragment that was running while the quest was still being initialized (Bug #23698). [NR] Min02, Min03: Missing properties added (Bug #23653). Min03 (Old Guns): The quest will now advance also if Sarge is deactivated with the robotics expert perk rather than killed (Bug #24121) [NR]. Min01: Missing properties added (Bug #23307). Companions will no longer comment about mirelurk hatchlings and hermit crab spawn as if they were radroaches (Bug #19729). DogmeatQuest: Invalid property removed from topic info fragment TIF_DogmeatQuest_001AB268 (Bug #23358). InstM01: Removed an invalid property (Bug #25412). Inst302: Corrected a quest property that was erroneously pointing to a mirelurk nest pile (Bug #25347). MinDefendCastle: Cleared a flag on the attacker collection alias script that resulted in the quest trying to track death counts with the help of REScript which MinDefendCastleScript extends, although the quest has not been designed to do it that way and is also missing all other script properties needed to make this work at all. As a result, the scripts ran superfluous code and spilled an error every time an attacker was killed (Bug #25417) [NR]. Inst301: Added a missing property and corrected an invalid one (Bugs #25348, #25349). InstR03NEW: Removed an invalid property (Bug #25414). InstR05: Corrected two invalid properties (Bug #25346). FFGoodneighbor08: Fixed several issues with this quest's shut down (Bug #23228) [NR]. REObjectRO3: Fixed an issue with the startup of this quest where starting a scene could fail because the start call came from a fragment that was running while the quest was still being initialized (Bug #23738). DLC01MQ02: Removed a line from the stage 2800 fragment that tried to complete a non-existing objective (Bug #23268). DN092: Added checks to scene fragment SF_DN092_BossTauntScene_0001F68D to prevent it from trying to initiate combat with dead actors (Bug #23370). FFDiamondCity10: Added a line to the quest script to remove ownership of the door to the mayor's office, so it will no longer be considered a crime to open the door to confront McDonough (Bug #23864) [NR]. FFDiamondCity12: Fixed an issue where this quest tried to set a stage on an event-scoped quest without previously checking whether it was even running (Bug #23091). MQ102: Removed a line from the stage 55 fragment that tried to complete a non-existing objective (Bug #23368). RRR01b: Removed a line from the stage 100 fragment that never worked and always threw an error because the reference it tried to enable is always in a container when this fragment runs (Bug #24550). RRR03: Compiled an OnLocationChange event that lived on the quest fragment script but was not part of any fragment down to a stub because it never worked. It was also not needed because it was supposed to shut down the quest when a specific stage was set but that stage stopped the quest anyway (Bug #25161). Papyrus Fixes LightbulbOnOffScript: This script is handling animated light sources but also runs on objects that are not animated at all. As had to be expected, those references are permanently spilling errors because all animation-related script operations fail on them. Added a property that allows the script to discern whether the object it's running on is animated or not and to skip all animation-related operations if it's not. Set this to 'true' by default and changed it to 'false' on PlayerHouse_Lamp01Off because this is the only unanimated object this script is running on (Bug #24769). AssaultronHeadModScript: Added checks to bail out if the magic effect this script is running on expires (Bug #25206). BloodbugScript: This script controls the bloodbugs' blood sacks but was mistakenly using the actor value for the bloodbugs' legs to do this. Also fixed an issue where the script forgot to re-register for animation events on reload and a badly constructed condition check that could result in casting a spell while there was no target around (Bug #25160). BoSM01DistressPulserAliasScript: Added a check to skip some operations if the pulser is in a container, as they would fail otherwise (Bug #24191). Also added some code to disable the corresponding transmitter if the pulser is scrapped at a workshop (Bug #20314) [NR]. COMDeaconScript: Added numerous missing sanity checks (Bug #25146). CompanionActorScript: Added checks to prevent this script from trying to initialize and update affinity data for workbench-built robots, since these are missing all properties to handle this (Bug #22122). This will also stop the log spam from Ada (Bug #25194). CryoCorpseScript: Check added to prevent this script from running on disabled references (Bug #22275). DefaultCollectionAlias: Modified this script to work around an engine bug that may turn zero length arrays into none arrays upon reload (Bug #23739). DLC01:DLC01_EyebotSelfDestructScript, RobotSelfDestructScript: Added checks to bail out if the magic effects these scripts are running on expire. Also added a check for invalid soundIDs to DLC01:DLC01_EyebotSelfDestruct Script (Bug #25204). DLC01:DLC01_MechanistDoorControlScript: modified this script to avoid unnecessary script activity and animation graph errors (Bug #24653). DLC01:DLC01_MechanistDoorScript: improved 3D checking (Bug #24653). DLC01:DLC01_TrackSystemMachine: Added various sanity checks and fixed an issue where this script forgot to save the ref of a spawned object in the corresponding script variable (Bug #25199). DLC01:DLC01Lair_Dispatcher: Added a few lines of code to make sure that an array is properly initialized before this script tries to add elements to it (Bug #25211). DLC01:DLC01Lair_LaserTripwireScript: Added a check to prevent this script from disarming traps that were disarmed already as this only resulted in unnecessary script activity and a wall of animation graph errors on the papyrus log (Bug #25201). DLC01:DLC01MQ00Script: If DLC01 was running from game start, this script was failing its initialization because it tried to access the workshops array on WorkshopParentScript before the workshops had been initialized. It will now wait for stage 20 to be set on WorkshopParent quest (this stage is set once the workshop initialization is complete) before it starts running its own initialization functions (Bug #23355). DLC01:DLC01SentryBotOverheatFXScript: Added checks to bail out if the magic effect this script is running on expires (Bug #25205). DLC03:DLC03BoatAnimScript: Modified this script to avoid animation graph errors (Bug #23909). DLC03:DLC03MQ02FightQuestScript: Corrected a line that tried to remove a 'none' from an alias but actually wanted to remove a reference that is not an actor. Also fixed a threading issue that led to errors because an external script was removing references from an alias collection while this script was looping through it. The latter fix also required a modification to DLC03:DLC03_MultiCounterAliasColIncOnDeath (Bug #23912). DLC03:FarHarborFF02CondenserScript, DLC03:FarHarborFF02Condenser02Script, DLC03:DLC03FarHarborFF02Condenser03Script: Modified these scripts to stay inactive once the refs they're running on have been disabled. At this point in the game, these refs are no longer needed but the scripts superfluously continued to run their OnLoad and OnUnload events. The modifications also fix animation graph errors (Bug #23915). DLC03:TrapBear: Fixed an issue where the script changed states too slowly to effectively skip trigger events while a previous event was still being handled (#24385). DLC04:DLC04HubFF01PlayerAliasScript: Missing sanity check added (Bug #23352). DLC04:DLC04HubTradersLoseCollars: Missing sanity check added (Bug #23353). DLC05:WeaponRackScript: Fixed a thread lock (Bug #2533). DLC06:DLC06CompanionTrackerScript: Added a check to bail out if this script is called before its terminal property has been initialized, as it would otherwise fail all of its operations (Bug #23381). Also improved the UFO4P 2.0.5 fix for certain companions being displayed before the player even met them (Bug #24636). DLC06:DLC06OverseerHandlerScript: This script had to be substantially modified to fix some major bugs: The terminal could operate on invalid data, because it could access the workshop data at any time. To avoid this, the sensitive terminal functions will no longer be displayed now until the workshop reset has finished running. Due to wrong syntax in a condition check, the assignment of settlers to guard duty or farming never worked. Even with that check fixed, the terminal would not have properly completed the assignment tasks because the game interpreted the terminal access as the player leaving the workshop, and all checks for the workshop being loaded returned false while the terminal was used. Consequently, the scripts did never update the workshop ratings to reflect the terminal operations because workshop resource recalculations are not possible if a workshop is not loaded. This is usually corrected by subsequent workshop resets, but in the meantime, the player would potentially be left with wrong workshop resource data. The terminal did never clear its workshop data. This made a very large number of references needlessly persistent and also could cause problems down the line when any of these objects was scrapped. DN015PuzzleScript: Added a check to prevent this script from trying to evaluate text replacement data for missing samples (Bug #21917). DN017QuestScript: Missing sanity check added (Bug #23491). DN029CannonMasterScript: Added a tracking bool to avoid animation graph errors (Bug #24175). DN079_CanneryLidScript: Compiled the OnCellAttach() event down to a stub because it always tried to move the lid into a position it was already in. The only noticeable effect of this operation was a wall of errors on the papyrus log (Bug #23255). DN131_SwanAliasScript: Checks added to prevent this script from moving Swan while he has no 3D or his parent cell is not attached, since this would fail with errors otherwise (Bug #22274). DN158SubDoorLightController: Added several checks to avoid animation graph errors (Bug #24492). ElevatorMasterScript: Added five missing checks for valid sound instances (Bug #25218). EMSystemTurfScript: improved 3D checking (Bug #24090). FireFightStall_ActorScript: Check added to prevent this script from trying to enable deleted actors (Bug #23768). FollowersScript: added some code to the SetAutonomy() function to clear the object array once it is overflowing and to log the objects that are potentially causing this issue (Bug #23394). Hardcore:HC_JetUseScript: Added a check to prevent this script from calling the hardcore manager while survival mode is not turned on (Bug #23952). IDCardReaderScript: Added a tracking bool to avoid animation graph errors (Bug #24045). Inst301Script: Corrected two off-by-one errors (Bug #25344). MinDefendCastleAttackScript: Fixed an inappropriate check for the length of an array that always resulted in an error being thrown (Bug #25418). MinDefendCastleScript: Added empty event handlers to avoid errors during the initialization of the MinDefendCastle quest (Bug #25416). MirelurkHatchableScript: Modified this script to disallow handling of OnActivate events while a previous activation is still being processed, as this did result in errors being thrown. Also fixed an infinite reset loop issue (Bug #22299). MQ101KelloggSequenceScript: Missing 3D check added (Bug #25303). MQ101RadScannerTriggerScript: Modified this script to disallow animation calls while the references controlled by this script are still busy animating, since they would otherwise fail and throw errors (Bug #23350). MQ203BabyScript: Fixed an issue with animation graph errors that were caused by conflicting animation calls from this script and MQ203Script (Bug #25305). MQ203Script: Added numerous checks to prevent this script from running operations on disabled actors and calling animations on disabled references (Bug #25214). MrHandyFXScript: Added a check to bail out if the effect this script is running on expires (Bug #24193). MrHandyScript: Missing 3D checks added (Bug #24652). TrapThistleScript: Removed a line that tried to delete a reference that is deleted by the engine already before the script gets to this point (Bug #23367). TrapTrigPlate: Removed a line from this script that could lead to unnecessary recursions of the functions that handle the trigger events (Bug #23578). WorkshopParentScript: The ProduceFood() function has been rewritten again to use a new algorithm that is significantly faster than the vanilla one (Bug #24735). A bug in the object unassignment procedures was fixed that could result in objects that exceeded an actor's allowed production limit being not properly unassigned (Bug #25439). Improvements to the resource assignment procedures (Bugs #25483, #25264). Improvements to the code that handles unassignment of actors from unloaded workshops (Bug #25238). Fixed an issue where objects were not properly unassigned from settlers that were sent to another workshop (Bug #25237). Fixed an issue where the workshop reset did not start running as expected when returning to a workshop after a previous reset was stopped prematurely (Bug #25221). WorkshopParentScript, WorkshopObjectScript: ongoing performance improvements (Bug #25215). WorkshopResourceScannerScript: Added 3D checks (Bug #24091). WorkshopScript: Added a check to prevent this script from passing invalid actors to WorkshopParentScript (Bug #25195). WorkshopTutorialScript: Due to an inappropriate condition check, the "Damaged Object Tutorial" could be started for objects which the player cannot repair and would then never stop to display the "Repair a damaged object" message until the player entered menu mode at a different workshop and started activities that resulted in workshop events being sent (Bug #25243). Terminal Fixes NativeSpotlightTerminal, NativeTurretTerminal: added checks to prevent the spotlight or turret control menus from being displayed on terminals with no spotlights or turrets linked (Bug #20518). HackerTurretHolotapeSubMenu: The 'Override Alliance Parameters' option on this terminal adds text replacement data that apparently survive cell resets. As a result, previously hacked terminals may display wrong alliance data if the player returns after their cell has reset. The script also may change faction ownership on individual turrets and these changes are known to survive cell resets too. To solve this, a helper quest has been added to store the data from hacked terminals. The terminal script will pass the turret data to that quest before it modifies them, and the quest will restore them once the terminal resets (Bug #22567). DN006_BossTerminal: Added a missing property and removed an invalid one (Bug #23767). DLC01Lair_ENT_DeconControlTerminal_ArchControlSubTerminal: Invalid property removed from fragment TERM_DLC01LairENT_DeconHallC_01008B17 (Bug #25200). TERM_DN083_SubTerminalPassword: Missing sanity checks added (Bug #23317). Placement/Layout/Ownership and other World Object Fixes 01000D79: Removed two scripts from this reference that were supposed to manipulate a linked reference which does not exist (Bug #24949). 001A75C1: Turret missing a link to the terminal it's visually connected to (Bug #22394). 00184437: Load door mistakenly set as owned by Nick Valentine (Bug #23627). 00212A20, 0021FD4B, 0023954D, 00249097: Duplicated or otherwise obsolete triggers that have been permanently disabled (Bug #25182). 000E4D9D: A trigger used as marker by an AI package, but with a script running that tries to manipulate a linked reference which does not exist. To avoid log spam, the unused script has been removed (Bug #25182). 0012B940: This trigger was supposed to disable two leveled deathclaws to prevent them from being seen floating on the sides of a building west of Faneuil Hall, but this never worked because the links were set up backwards. This fix also required a modification to DefaultEnableDisableTrigScript because it could not handle more than one linked ref per trigger (Bug #21908). 0013038C: A bathroom scale trap that was placed a bit too deep underwater to allow for an activation. Increased its size a little, so as to raise the trigger surface above the water plane (Bug #23752). 00183281, 0018328C: Properties modified on AttractionObjectScript to avoid errors if the script tries to enable or disable these references (Bug #25203). 0023D713: Sleeping bag in the same place as a mattress from a random encounter spot. The sleeping bag will now remain disabled while the mattress is enabled (Bug #23646). 00019B16: Disabled this trigger as it is running a script that tries to start a non-existing scene (Bug #23857). 001A583E: A bed at Covenant that was unusable by settlers because it was missing its WorkshopObjectScript (Bug #24951). [NR] 00222E9F, 00222EA0: Protectron and its pod in Lexington Garage moved to avoid clipping with a bollard that pushed the unconscious protectron out of the pod. Also updated the navmesh to account for these changes (Bug #20323). Added a wall piece to cover a gap between walls 0178A1F and 0178A2A (Bug #23642). 0022F7BF: Misplaced robot corpse. (Bug #20449) 07004C58, 07004C59, 07004C5A: Rock mounds placed to cover gaps between ceiling pieces. (Bug #23687) 07015DAA, 07015DAB, 07015DAC: Trash clumps placed underneath a floating tire pile. (Bug #23839) 07004C51, 07004C52, 07004C53, 07004C54, 07004C55: Highway end piece and rocks added to cover holes on two sides of a road piece near Nuka-World Transit Center. (Bug #24309) 001C9909: Floating bobby pin box. (Bug #25162) 0003A6DE: Chained door with script properties missing. (Bug #25174) 001E8845, 001E8847: Misplaced corpses. (Bug #25212) 00095952: Misplaced chems box. (Bug #25224) 07004C5B: Rock added to cover up a gap between two rock cliff pieces. (Bug #25231) 001CA764: Misplaced bench. (Bug #25235) 07004C56, 07004C57, 07004C5C: Building pieces placed to cover see-through gaps in a wall. (Bug #25235) 000938E3: Misplaced Nuka-Cola machine. (Bug #25236) 00197815, 00197817: Misplaced dog spawn markers. (Bug #25285) 060319D6: A star core at Nuka-World Junkward was respawning and shouldn't have been. (Bug #25309) 001EC5D6, 001EC5AF: Raider spawn markers placed partially below the surface. (Bug #25443) 0011D508: Misplaced dish. (Bug #25449) 000C2D92, 00172472, 001BCC35: Cars that aren't havok settled properly. (Bug #25444) 00175D09: Misplaced traffic cone. (Bug #25457) 00178F5E: Misplaced oyxgen tank. (Bug #25457) [NR] 001B0F60, 001C5B3D: Misplaced filing cabinets. (Bug #25457) [NR] 001B2170, 001FE68B, 001FE68C: Floating cardboard boxes. (Bug #25457, Bug #25235) 000866A8, 00126D6D, 00126D70, 00129EEA, 00175D0B, 0017830F, 00178F77, 001C7926: Misplaced wooden boxes. (Bug #25462, Bug #25457, Bug #25162) 000816CC, 0009594E, 00123988, 00208EAD: Misplaced ammo boxes. (Bug #25467, Bug #25464, Bug #25445, Bug #25224) 0003A51C, 001C23FF: Misplaced cooler. (Bug #25470, Bug #25466) 0006245C, 0006245D, 0006245E, 0006245F, 00062460, 00062461, 00067173, 00067174, 00067175, 00067176, 00067177, 00067178, 000938DD, 000938DE, 000938DF, 000938E0, 000938E1, 000938E2, 00125E16, 00125E17, 00125E18, 00125E19, 00125E1A, 00125E1B, 00127271, 00127272, 00127273, 00127274, 00127275, 00127276, 00129F38, 00129F39, 00129F3A, 00129F3B, 00129F3C, 00129F3D, 00129F65, 00129F66, 00129F67, 00129F68, 00129F69, 00129F6A, 001DE767, 001DE768, 001DE769, 001DE76A, 001DE76B, 001DE76C, 001F8F9B, 001F8F9C, 001F8F9D, 001F8F9E, 001F8F9F, 001F8FA0, 002251CE, 002251CF, 002251D0, 002251D1, 002251D2, 002251D3: Nuka-Cola bottles misplaced inside vending machines. (Bug #25470, Bug #25466, Bug #25465, Bug #25442, Bug #25236, Bug #25162) 000784CE, 000784CF, 000784D1, 000816CF, 000866D5, 00095957, 0009595D, 000AF0F8, 001C990C, 001F2C4D, 001F2C85, 001F2C86, 001F2C8A, 001F2CC8, 00219739, 0021BD7C: Various misplaced consumables. (Bug #25470, Bug #25467, Bug #25462, Bug #25457, Bug #25449, Bug #25224, Bug #25163, Bug #25162) 000C0B0F: Misplaced chair. (Bug #25471) 000B1E76, 001E7B83, 001E80AD, 00204722: Misplaced ice coolers. (Bug #25473, Bug #25446) 000453E7, 0004B7BA, 00054D15, 00078452, 00093F6B, 00094008, 000D84B6, 00100569, 0013A263, 0013FCB7, 00175CAE, 001783E8, 001B0ED2, 001D1399, 001EAB81, 0020471E, 0020F249, 0022DE1A, 0023938D, 0301EBA1: Misplaced trash cans. (Bug #25474, Bug #25459, Bug #25457, Bug #25451, Bug #25450, Bug #25163) 000938B2: Misplaced lunch pail. (Bug #25474) 0013CB8C, 0020471D: Misplaced milk vending machines. (Bug #25475) 0017C7DF, 00209AF1, 00209AF6, 00209AF8, 00211E14: Misplaced plastic bins. (Bug #25478, Bug #25164, Bug #25162) 001418EA: Misplaced shopping cart. (Bug #25479) 001763B3: Floating sleeping bag. (Bug #25479) 00100C71: Misplaced duffle bag. (Bug #25480) 000D5DA8, 000D5DCE, 000E7666, 000FE409, 0011E3A7, 0016ADC8, 001A2A04, 001B3D74, 001C5D1F, 001F1326, 002091AD, 0022CAC6: Misplaced toolboxes. (Bug #25481, Bug #25477, Bug #25476, Bug #25472, Bug #25470, Bug #25464, Bug #25461, Bug #25460, Bug #25445, Bug #25162) 000F3944, 000B1E76, 00204720: Misplaced news stands. (Bug #25481, Bug #25459) 0020471D: Misplaced mailbox. (Bug #25481) 00044AA1, 000488D0, 000488D5, 000488D8, 000488D9, 0005E18D, 000866A3, 000866A6, 000866A7, 000866AE, 000866AF, 000866B5, 000908EE, 0009341E, 00093421, 000B81EA, 000C7ED7, 000D050B, 000E0DF3, 0011D4C6, 0011D505, 0011D506, 0011D507, 0012646C, 00126D58, 0012AEF9, 0012AF01, 0013FC26, 0013FF43, 00152AF7, 00175CC7, 00175CC8, 00175CC9, 00175CDC, 00175CFB, 00175D07, 00175D08, 00175D98, 00175EB3, 00175EB6, 00175EB8, 00178242, 001782D7, 0017830D, 00178315, 00178337, 001783C1, 001783C5, 001783C6, 001783C7, 001783CE, 001783CF, 001783DB, 001783E9, 001783EA, 001783EC, 001783ED, 00178F78, 0017BFE9, 00192488, 00197C02, 0019E18C, 0019E31B, 001B0F59, 001C1969, 001C196A, 001C6184, 001C791D, 001C791F, 001C97BC, 001C97BD, 001C97BE, 001C990A, 001CAF82, 001CAF83, 001CAF85, 001CAF86, 001D4194, 001D4195, 001D4197, 001D4198, 001D41C9, 001D41CB, 001D4225, 001D4226, 001D4228, 001D4229, 001E0394, 001E04F1, 001E3BCB, 001E6555, 001E6556, 001E655A, 001E655E, 001E6560, 001E7E78, 001E7E79, 001E7E7A, 001E7E7B, 001E97C7, 001E97C9, 001E97E3, 001EC49A, 001EC49D, 001EC49F, 001EC4A0, 001EC4AC, 001EC4AD, 001EC4AE, 001EC4AF, 001EC4B2, 001EC4B3, 001EC4B4, 001EC4C6, 001EC4C7, 001EC4C8, 001EC4D4, 001EC4DC, 001EC4E0, 001EC4FD, 001EC501, 001EC507, 001EC508, 001EC509, 001EC50B, 001EC50C, 001EC50D, 001EC4F3, 001EC4F4, 001EC4F8, 001EC52C, 001EC52D, 001F0573, 001F0574, 001F0575, 001F0576, 001F0578, 001F057A, 001F057B, 001F057C, 001F057D, 001F0581, 001F0592, 001F0594, 001F0595, 001F0624, 001F0625, 001F062C, 001F2B74, 001F2B75, 001F2B76, 001F2B7F, 001F2B80, 001F2B81, 001F2BEF, 001F2BF0, 001F2BF1, 001F2BF7, 001F2C02, 001F2C2F, 001F2C30, 001F2C31, 001F2C37, 001F2C88, 001F2C9A, 001F2C9B, 001F2C9C, 001F2CCA, 001F2CCE, 001F2CDC, 001F3CD8, 001F3CD9, 001F3CDA, 001F3CDB, 001F3CDC, 001FE3AF, 001F8EF7, 001FF025, 001FF029, 00208A8B, 00209177, 0020917C, 00211E13, 00214046, 0021404D, 0021404E, 00214055, 00218E19, 0021BD7D, 0021BD7F, 00223D70, 00223D94, 0022C9D6, 0023E8A3, 0023F259, 0023F25A, 0023F262, 002405F6, 05000FC4: Various misplaced junk items. (Bug #25513, Bug #25512, Bug #25481, Bug #25479, Bug #25478, Bug #25477, Bug #25474, Bug #25472, Bug #25471, Bug #25470, Bug #25469, Bug #25467, Bug #23464, Bug #25462, Bug #25461, Bug #25457, Bug #25453, Bug #25449, Bug #25448, Bug #25447, Bug #25445, Bug #25312, Bug #25164, Bug #25162) Text Fixes IntroSceneDiamondCitySalon [0003038B]: "The mayor's secretary? Come on, ma, I cut her hair myself, and I know human hair." > "The mayor's secretary? Come on, ma. I cut her hair myself, and I know human hair." (Bug #25170) DN021_EdwinsTerminal_Journal [Menu Items; Item ID 1]: "Whole place has been trashed, though." > "Whole place has been trashed though." / [Menu Items; Item ID 2]: "Bess seems to be settling in well, too." > "Bess seems to be setling in well too." / [Menu Items; Item ID 3]: "Couple of Bloatflies bothering Bess this morning." > "Couple of bloatflies bothering Bess this morning." / [Menu Items; Item ID 5]: I can't lose it, too." > "I can't lose it too." / [Menu Items; Item ID 6]: "All I've got left is her locket, and this old place." > "All I've got left is her locket and this old place." (Bug #25171) DialogueDiamondCitySecurityExterior: [0002B027]: "See you got one of those fancy Vault suits." > "See you got one of those fancy vault suits." (Bug #25172) [0002B028]: "Now you have the right idea. Power Armor. Only way to travel." > "Now you have the right idea. Power armor. Only way to travel." [0002B02A]: "Feral Ghouls like to hide in the dark. Makes night patrol a real fright-fest." > "Feral ghouls like to hide in the dark. Makes night patrol a real fright fest." [0002B032]: "Hear the different Raider groups are carving up Concord like Christmas turkey." > "Hear the different raider groups are carving up Concord like Christmas turkey." [0002B034]: "Lot of different Raider groups nearby." > "Lot of different raider groups nearby." [0002B036]: "Keep moving, scavver." > "Keep movin', scavver." DialogueDiamondCitySecurity [000179D5]: "That a real Vault Suit? Damn." > "That a real vault suit? Damn." (Bug #25173) [0001821F]: "You need something, scavver?" > "You need somethin', scavver?" [00018790]: "Nothing to see here." > "Nothin' to see here." [0001DCDF]: "If you're heading outside the Wall, might want to stock up at Commonwealth Weaponry first." > "If you're headin' outside the Wall, might want to stock up at Commonwealth Weaponry first." [0002D99A]: "What? You picking up the trash?" > "What? You pickin' up the trash?" [0002D99B]: "You know that's junk right?" > "You know that's junk, right?" [00085582]: "You keep an eye on that thing. I don't want to hear about anybody getting bit." > "You keep an eye on that thing. I don't want to hear about anybody gettin' bit." [000A93A5]: "Hey, you were in the paper, right? Vault Dweller? Huh... you seem pretty normal." > "Hey, you were in the paper, right? Vault dweller? Huh... you seem pretty normal." [000A93A6]: "Hey, you were in the paper, right? Vault Dweller with a thousand guinea pigs? What kind of twisted experiment was that?" > "Hey, you were in the paper, right? Vault dweller with a thousand guinea pigs? What kind of twisted experiment was that?" [000A95BC]: "I hear there's a bar in the old Theater District that's for Raiders only. The Combat Zone. I'd stay clear if I was you." > "I hear there's a bar in the old Theater District that's for raiders only. The Combat Zone. I'd stay clear if I was you." [000D1514]: "Hey. Klepto. Nice try." > "Hey, klepto. Nice try." [000D8FAD]: "Listen, um... Your pal there is kinda... scaring the crap outta me..." > "Listen, um... Your pal there is kinda... scarin' the crap outta me..." [000D8FAF]: "Chumming around with a merc, huh? I don't want no trouble on my beat." > "Chummin' around with a merc, huh? I don't want no trouble on my beat." [000D8FC8]: "Ask you somethin'. Crazy question. You didn't see a... flying ship recently. Did you?" > "Let me ask you somethin'. Crazy question. You didn't see a... flying ship recently. Did you?" [000D8FCA]: "Probably nothing, but some guy came into town, said he picked up a weird distress call in the Cambridge ruins." > "Probably nothin', but some guy came into town, said he picked up a weird distress call in the Cambridge ruins." [000D8FCB]: "Saw you poking around that abandoned house. I'm going to assume McDonough gave you permission, and leave it at that." > "Saw you pokin' around that abandoned house. I'm gonna assume McDonough gave you permission and leave it at that." [000D8FB1]: "Hey, you know the rules. No Ghouls in Diamond City. Get your friend outta here." > "Hey, you know the rules. No ghouls in Diamond City. Get your friend outta here." [000D8FB2]: "Whoa, whoa. No Ghouls in Diamond City. Get that thing outta here." > "Whoa, whoa. No ghouls in Diamond City. Get that thing outta here." [000D8FB6]: "What kind of person pals around with a robot. Oh my god... you're not a synth. Are you?" > "What kind of person pals around with a robot? Oh my god... you're not a synth, are you?" [000D8FB8]: "I know an ex-Raider when I see one. Make sure your "friend" plays nice inside the Wall, hear me?" > "I know an ex-raider when I see one. Make sure your friend plays nice inside the Wall, hear me?" [000D8FC1]: "Dear God. Your friend. He's not a... you know. One of them super things. Is he?" > "Dear god. Your friend. He's not a... you know. One of them super things, is he?" [000D8FC2]: "Your Frankenstein friend there ain't gonna start eating people, is he?" > "Your Frankenstein friend there ain't gonna start eatin' people, is he?" [000D8FC6]: "Park the car in the yard? How 'bout I hammer you to the heart with a haymaker?" > "Park the car in the yard? How 'bout I hammer you in the heart with a haymaker?" [000D8FC7]: "If I didn't know better, I could've sworn I saw you hanging out with a Ghoul. Here in Diamond City. But that's impossible. Right?" > "If I didn't know better, I could've sworn I saw you hangin' out with a ghoul. Here in Diamond City. But that's impossible. Right?" [000D8FD9]: "You're getting pretty chummy with that reporter, huh? Be careful, there. The mayor's got it in for her." > "You're gettin' pretty chummy with that reporter, huh? Be careful, there. The mayor's got it in for her." [000D8FDA]: "Geez, pal. I like guns, too. But you think you might be overcompensating there?" > "Geez, pal. I like guns too. But you think you might be overcompensating there?" [000D8FDB]: "Geez, lady. I like guns, too. But you think you might be overcompensating there?" > "Geez, lady. I like guns too. But you think you might be overcompensating there?" [000D8FE1]: "You the one rescued that idiot Rex Goodman? Teaching Super Mutants Shakespeare. Now I heard everything." > "You the one that rescued that idiot Rex Goodman? Teaching super mutants Shakespeare. Now I heard everything." [000D8FE3]: "Someone said they saw you with a Ghoul kid. Ain't no such thing, I told him." > "Someone said they saw you with a ghoul kid. Ain't no such thing, I told him." [000D8FE5]: "Heard a rumor you tried to rip off the city strong room. Better be just a rumor." > "Heard a rumor you tried to rip off the city strongroom. Better be just a rumor." [000D8FE6]: "Heard there was some trouble over at that Vault 81. Something about a quarantine? You know something about that?" > "Heard there was some trouble over at that Vault 81. Somethin' about a quarantine? You know something about that?" [000D8FE7]: "You heard about that settlement? Covenant? Nice. Real clean. Strict entrance requirements, though." > "You heard about that settlement? Covenant? Nice. Real clean. Strict entrance requirements though." [000D8FE8]: "So Crocker killed Earl Sterling? And you figured that out? What... you trying to make us look bad?" > "So Crocker killed Earl Sterling? And you figured that out? What... you tryin' to make us look bad?" [000D8FEB]: "Ahem. Well hello beautiful." > "Ahem. Well hello, beautiful." [000D8FF5]: "Hope you didn't run into any trouble getting here. That bridge across the river - Super Mutants use it as an ambush point." > "Hope you didn't run into any trouble gettin' here. That bridge across the river - super mutants use it as an ambush point." [000EB1F8]: "This is our city, you fucking machine!" > "This is our city, you fuckin' machine!" [000EB1F9]: "Suck it, you Protectron wannabe!" > "Suck it, you protectron wannabe!" [000EB211]: "What the HELL are you doing?" > "What the hell are you doing?" [000EB214]: "You keep looking at me like that, I'm gonna start thinking you're a synth..." > "You keep lookin' at me like that, I'm gonna start thinkin' you're a synth..." [000F61AB]: "No funny business around the Mayor, got it?" > "No funny business around the mayor, got it?" [00174F98]: "You hear about the battle between the Brotherhood and Institute, the one at Bunker Hill? Bunch'a people got killed or something. Total blood bath." > "You hear about the battle between the Brotherhood and Institute, the one at Bunker Hill? Buncha people got killed or something. Total blood bath." [00174F9A]: "I was on duty when I seen that airship fall out of the sky. I wonder if anyone survived." > "I was on duty when I seen that airship fall out of the sky. I wonder if anyone survived?" [00174F9B]: "The legend himself! Way to give it to the Institute. You're like my hero or something...I dunno. Thanks." > "The legend himself! Way to give it to the Institute. You're like my hero or something... I dunno. Thanks." [00174F9C]: "The legend herself! Way to give it to the Institute. You're like my hero or something...I dunno. Thanks." > "The legend herself! Way to give it to the Institute. You're like my hero or something... I dunno. Thanks." [00174F9D]: "What the heck was that Institute guy talking about? The above world will cease to exist?...I don't like the sound of that." > "What the heck was that Institute guy talkin' about? The above world will cease to exist? ...I don't like the sound of that." [0017DAA5]: "That explosion came from the old CIT ruins... I mean, if you believe the stories, or the history... Could the Institute really have been destroyed?" > "That explosion came from the old CIT ruins... I mean, if you believe the stories or the history... Could the Institute really have been destroyed?" [00224D2A]: "Hey, I think those Bobrov brothers are looking for you." > "Hey. I think those Bobrov brothers are lookin' for you." SPECIALIntelligence: "Intelligence is a measure of your overall mental acuity, and affects the number of Experience Points earned." > "Intelligence is a measure of your overall mental acuity and affects the number of Experience Points earned." (Bug #25223) DN002SlocumJoesMessage: "Slocum Joe's Basement" > "Slocum's Joe Basement" (Bug #25234) COMHancockDiamondCityIdle01: "Folks in a place like Diamond City wouldn't give a Ghoul the time of day." > "Folks in a place like Diamond City wouldn't give a ghoul the time of day." (Bug #25249) COMHancockInfToAdm01: "I plan too." > "I plan to." (Bug #25250) OMHancockBoSIdle01: "Brotherhood ain't real fond of Ghouls. Course, the feeling's mutual." > "Brotherhood ain't real fond of ghouls. 'Course, the feeling's mutual." (Bug #25251) COMHancockBoSIdle02: "Ghouls, synths, Super Mutants. Brotherhood had its way, they'd put us all down." > "Ghouls, synths, super mutants. Brotherhood had its way, they'd put us all down." (Bug #25252) COMHancockGenericShared11: "Yup." > "Yep." (Bug #25253) COMHancockGenericShared16: "Ain't happening." > "Ain't happenin'." (Bug #25254) RRR01bBlackbirdsNote: "Two coursers, unknown number of old-models." > "Two coursers, unknown number of old models." (Bug #25270) RESceneRJ02_Note09: "This is not worth it, I don't care how much you're paying me." > "This is not worth it. I don't care how much you're paying me." (Bug #25289) 0018673B [Map Marker]: "Nahant Sherrif's Department" > "Nahant Sheriff's Department" (Bug #25302) COMMacCreadyQuest [001965D6]: "All right, Winlock and Barnes should be here. Let's take 'em down." > "Alright, Winlock and Barnes should be here. Let's take 'em down." (Bug #25328) COMMacCreadyGreetings [001965F1]: "This should send a message to the Gunners to stay off my back." > "Well, this should send a message to the Gunners to stay off my back." (Bug #25329) TFDShared02: "All right, what the fuck... sorry, I promised I wouldn't say it like that. Ah, forget it... let's just get going." > "Alright, what the fuck... sorry, I promised I wouldn't say it like that. Ah, forget it... let's just get going." (Bug #25330) COMMacCreadyHellos [0002CDEA]: "Cocked, locked and ready to rock, boss." > "Cocked, locked, and ready to rock, boss." (Bug #25331) [0002CDEC]: "Raking in the caps... don't get much better than this." > "Rakin' in the caps... don't get much better than this." [0002CDEE]: "Gotta tell you, getting pretty sick of this gig." > "Gotta tell ya, gettin' pretty sick of this gig." [0002CDF1]: "That bar in Goodneighbor's starting to look good again." > "That bar in Goodneighbor's startin' to look good again." [0002CDF3]: "Standing here talking ain't making us any caps you know." > "Standin' here talkin' ain't making us any caps, you know." [0002CDF5]: "This beats sitting around and drinking myself to death." > "This beats sittin' around and drinkin' myself to death." [0002F571]: "Still waiting on that transmitter. Quit taking your sweet time." > "Still waitin' on that transmitter. Quit takin' your sweet time." FemaleEvenToneThanksDoc: "Thanks doc!" > "Thanks, doc!" (Bug #25362) SharedDesdemona_LetsMove: "All right, let's move." > "Alright, let's move." (Bug #25362) TinkerTomSharedInfo_NewHolotape02: "No time for that, though. Let's set you up to contact Patriot." > "No time for that though. Let's set you up to contact Patriot." / "I got here one genuine Tinker Tom special. Just load her up onto a holotape, plug her in any Institute terminal and execute." > "I got here one genuine Tinker Tom special. Just load her up onto a holotape, plug her into any Institute terminal, and execute." (Bug #25362) TinkerTomSharedInfo_NewHolotape01: "Oh, man, you were actually there. Inside the belly of the beast." > "Oh, man, you were actually there. Inside the belly of the beast?" (Bug #25362) FemaleEvenToneHealingUpPrettyGood: "It's healing up pretty good." > "It's healin' up pretty good." (Bug #25362) RRAct3Pickup [00185E8B]: "I need... Shit, I'm already done." > "You know... I need... Shit, I'm already done." (Bug #25365) [00185E8D]: "Of course, I'm disappointed. But hopefully in time you'll come around. The fate of the synths depends on it." > "Of course I'm disappointed. But hopefully in time you'll come around. The fate of the synths depends on it." [00185E98]: "Take your time. Think it over. But remember: the synth's fate is literally in your hands." > "Take your time. Think it over. But remember, the synths' fate is literally in your hands." [00185E9B]: "*sigh* Patriot has sent us one-way communication." > "*sigh* Patriot sends us one-way communications." [00185E9F]: "They'd kill them all. Please, think about it time and reconsider." > "They'd kill them all. Please, think about it and reconsider." [00185EA0]: "I get you. Infiltrating the Institute, man, I'd turn tail and run. But, if you want to do it I'm here with you." > "I get you. Infiltrating the Institute, man. I'd turn tail and run. But if you want to do it, I'm here with you." [00185EA8]: "Why should I help you, instead?" > "Why should I help you instead?" [00185EAB]: "No pressure, man. Whenever you're ready." > "No pressure, man. Whenever you are ready." [00185EAC]: "So let's put it to the test. We have a vital mission that only you can carry out. You up for it?" > "So let's put it to the test. We have a vital mission that only you can carry out. You up to it?" [00185EAE]: "I'll work with you, then." > "I'll work with you then." [00185EAF]: "If the Minutemen gave you a custom holotape, that's what I'm looking for. Anything's that's survived Institute security is gold." > "If the Minutemen gave you a custom holotape, that's what I'm looking for. Anything that survived Institute security is gold." [00185EB0]: "If the Brotherhood gave you a custom holotape, that's what I'm looking for. Anything's that's survived Institute security is gold." > "If the Brotherhood gave you a custom holotape, that's what I'm looking for. Anything that survived Institute security is gold." [00185EB1]: "We can plant a coded message on an Institute terminal and, if all goes well, he'll respond." > "We can plant a coded message on an Institute terminal, and if all goes well, he'll respond." [00185EB5]: "The Brotherhood would murder every synth if they could. Please, work with us, instead." > "The Brotherhood would murder every synth if they could. Please, work with us instead." [00185EBD]: "Oh man, you were actually inside the Institute. That's insane. You, just you." > "Oh man, you were actually inside the Institute? That's insane. You, just you." [00185EBE]: "There's a man, or woman - we're not sure - inside the Institute who helps synths escape to freedom." > "There's a man or woman - we're not sure - inside the Institute who helps synths escape to freedom." / "Dozens of synths owe him their lives. We don't know his name, we've never had a way to contact him. So we gave him the code-name Patriot." > "Dozens of synths owe him their lives. We don't know his name, we've never had a way to contact him. So we gave him the code name Patriot." [00185EC0]: "I'll do the mission, then." > "I'll do the mission then." DialogueRailroadGenericNPCs [0016C248]: "PAM wants to talk with you. She's in back." > "P.A.M. wants to talk with you. She's in back." (Bug #25367) [0016E912]: "PAM needs you in her room." > "P.A.M. needs you in her room." [0016E913]: "PAM wants you. She explained why, but I couldn't figure it out." > "P.A.M. wants you. She explained why, but I couldn't figure it out." [0017FCD8]: "PAM estimates it'll take years to safely get all the synths out of the 'Wealth." > "P.A.M. estimates it'll take years to safely get all the synths out of the 'Wealth." [001B5C86]: "Tom will start stocking signal grenades, too." > "Tom will start stocking signal grenades too." Inst302ShaunTerminal [Menu Items; Item ID 5]: "- Aboveground operative terminated" > "- Above ground operative terminated" (Bug #25368) DN076_WireTerminal [Menu Items; Item ID 3]: "I tried to get the merchants at Bunker Hill to cut us some slack, to give us something, anything, to eat, but they wouldn't deal. They're in on it, too. I guarantee." > "I tried to get the merchants at Bunker Hill to cut us some slack, to give us something, anything to eat, but they wouldn't deal. They're in on it too. I guarantee." / [Menu Items; Item ID 4]: "Otherwise I'd say cleaning the Mirelurks out of these old hulks went pretty well." > "Otherwise, I'd say cleaning the mirelurks out of these old hulks went pretty well." / [Menu Items; Item ID 5]: "Four new recruits today. Said they heard about all the caps the Raiders in the bay have been pulling in." > "Four new recruits today. Said they heard about all the caps the raiders in the bay have been pulling in." (Bug #25369) MQ206SchematicsRumor [000CEA28]: "I still need your help building the Signal Interceptor." > "I still need your help building the signal interceptor." (Bug #25371) MinRecruit04RadiantoIntro: "I just got some bad news. Super Mutants raided a settlement." > "I just got some bad news. Super mutants raided a settlement." (Bug #25372) MinRecruit06RadiantIntro: "I've got something a bit different for you." > "I've got somethin' a bit different for you." (Bug #25373) MQ206MinSturgesGiveMeASecond: "Okay, here you go. I've listed everything we're going to need." > "Okay, here you go. I've listed everything we're gonna need." (Bug #25374) MQ206MinSturgesFiguredOutTheRest: "Good. I think I've got a handle on this crazy contraption. At least as much as I can tell, until we actually try to build it." > "Good. I think I got a handle on this crazy contraption. At least as much as I can tell... until we actually try to build it." (Bug #25375) MQ206MinSturgesListForPlatform: "Here's a list of what you'll need for the first piece. I'm pretty sure we've got all of that at Sanctuary, if you want to build it there." > "Here's a list of what you'll need for the first piece. I'm pretty sure we've got all that at Sanctuary, if you want to build it there." / "While you're working on that, I'll get busy figuring out how to actually build the rest of this thing." > "While you're workin' on that, I'll get busy figuring out how to actually build the rest of this thing." (Bug #25376) MQ206MinSturgesNotReadyResponse: "That's cool, I'll keep tuning this baby. Although we won't know if it's going to work until we actually try it." > "Yeah, that's cool. I'll keep tuning this baby. Although we won't know if it's gonna work until we actually try it." (Bug #25377) MQ206Min [00044462]: "That's okay, I'll need time to figure out how to make everything work together." > "That's okay. I'll need time to figure out how to make everything work together." (Bug #25378) [00044465]: "Can you explain how this thing is actually going to work?" > "Can you explain how this thing is actually gonna... work?" [00044466]: "Let me break it down for you. There's... four main parts to this thing." > "Let me break it down for you. There's, uh... four main parts to this thing." / "One: a Control Console to input the code and process the signal." > "One: a control console to input the code and process the signal." / "Two: what he calls a Relay Dish. That's what intercepts the, uh, teleporter signal." > "Two: what he calls a relay dish. That's what intercepts the, uh, teleporter signal." / "Three: a "Molecular Beam Emitter". Gets pretty technical here, but looks like this is what translates your matter into energy for transmission." > "Three: a molecular beam emitter. Gets pretty technical here, but looks like this is what translates your matter into energy for transmission." / "Four: the "Stabilized Reflector Platform" that you already built... that's what concentrates and reflects the molecular beam." > "Four: the stabilized reflector platform that you already built... that's what concentrates and reflects the molecular beam." [00044A65]: "Sounds like Sturges has his hands full with that teleporter you two are putting together." > "Sounds like Sturges has his hands full with that teleporter you two are puttin' together." [00044A66]: "Sturges is like a kid in a candy store working on those teleporter plans. I've never seen him more excited about anything." > "Sturges is like a kid in a candy store workin' on those teleporter plans. I've never seen him more excited about anything." [00045166]: "Make sure the beam emitter is perfectly aligned with the platform, or this will never work." > "Make sure the beam emitter is perfectly aligned with the platform or this'll never work." [000CA975]: "I have plans here to build a Signal Interceptor that can get me inside the Institute." > "I have plans here to build a signal interceptor that can get me inside the Institute." [000CA978]: "These are plans for building a Signal Interceptor to get inside the Institute." > "These are plans for building a signal interceptor to get inside the Institute." [000CA97D]: "There can't be too many former Institute scientists running around loose. I guess he'd be likely to know what he's talking about." > "There can't be too many former Institute scientists runnin' around loose. I guess he'd be likely to know what he's talkin' about." [000CE9F6]: "Wow, what a mess... hmm, looks like... encrypted RF transmissions, okay, so that gets routed through... what the hell?" > "Wow, what a mess. Hmm... looks like, uh... encrypted RF transmissions. Okay, so that gets routed through... what the hell?" [000CE9FF]: "Well... yeah, I think so." > "Well... yeah. I think so." [000CEA05]: "We're going to need something to translate your molecular and biological information for the transmission... old hospitals seem like the best bet." > "We're gonna need something to translate your molecular and biological information for the transmission... old hospitals seem like the best bet." [000CEA09]: "Anyway. The eggheads never think about the nuts 'n bolts of actually making something work, but... looks like it's all here. Yeah." > "Anyway... The eggheads never think about the nuts 'n bolts of actually making something work, but, uh... looks like it's all here. Yeah." [000CEA0A]: "Keep in mind - I can already see this is going to take a crazy amount of juice." > "Keep in mind - I can already see this is gonna take a crazy amount of juice." / "Like... if you had a spare nuclear reactor handy, we could probably use it." > "Like if you had a spare nuclear reactor handy, we could probably use it." [000CEA0D]: "Not sure how we're going to build this Relay Dish." > "I'm not sure how we're gonna build this relay dish." [000CEA14]: "Here's a list of three things that may be harder to find. I think I'll be able to pull together everything else we're going to need." > "Here's a list of three things that may be harder to find. I think I'll be able to pull together everything else we're gonna need." / "I'll meet you over at the building site, and we'll see if we can actually make this thing work." > "I'll meet you over at the building site and see if we can actually make this thing work." [000CEA18]: "Seriously? I didn't know you could be an ex-Institute anything and still be breathing." > "Seriously? I didn't know you could be an ex-Institute anything and still be breathin'." [000CEA19]: "Don't thank me yet. I think I got the gist of it, but it's going to take some time to work out the details of some of the hairier sections." > "Well, don't thank me yet. I think I got the gist of it, but it's gonna take some time to work out the details of some of the hairier sections." [000CEA1A]: "I'll start scanning for an Institute signal to lock on to, then... I fire her up and we see what happens." > "I'll start scannin' for an Institute signal to lock onto, then... I fire her up and we see what happens." [000CEA1C]: "How are we going to build the Control Console?" > "How are we gonna build the control console?" [000CEA24]: "I'm going to need some time to study this thing. The handwriting is pretty hard to make out." > "I'm gonna need some time to study this thing. The handwriting's pretty hard to make out." / "But you can get started on what he calls a "Stabilized Reflector Platform"..." > "But, uh, you can get started on what he calls a stabilized reflector platform..." / "It'll need some pretty high-grade metals, but it's basically not that different than the lining of a jet engine or something like that." > "It'll need some pretty high-grade metals, but it's basically not that different than the lining of a jet engine or somethin' like that." [000CEA26]: "Okay, okay. But you've got to admit, it isn't every day somebody asks me to build them a teleport hijacker." > "Okay, okay. But you gotta admit, it isn't every day somebody asks me to build them a teleport hijacker." [000CEA2B]: "Getting cold feet? I don't blame you." > "Gettin' cold feet? I don't blame you." [000CEA2F]: "I was just asking. No need for the snide remarks." > "I was just askin'. No need for the snide remarks." / "I think I've got the rest of this contraption figured out..." > "I think I got the rest of this contraption figured out..." [000CEA30]: "We're going to need a military-grade circuit board. Check out prewar army bases." > "We're gonna need a military-grade circuit board. Check out pre-war army bases." [000CEA36]: "How's it going? Did you find a good spot to build your Signal Interceptor?" > "How's it goin'? Did you find a good spot to build your signal interceptor?" [000CEA37]: "You need any help with that Signal Interceptor?" > "You need any help with that, uh, signal interceptor?" [000CEA38]: "So I was looking at those plans you gave me. Some pretty crazy stuff... teleportation? You sure this is for real?" > "So, I was lookin' at those plans you gave me. Some pretty crazy stuff... teleportation? You sure this is for real?" [000CEA3C]: "There's a giant metal pizza sitting on the ground now, so... Yeah..." > "There's a giant metal pizza sitting on the ground now, so... yeah..." [000CEA3D]: "Need to find parts for the Beam Emitter." > "I need to find parts for the beam emitter." [000CEA41]: "Well... whoever wrote this does seem to know what they're talking about. Could be a genius or totally insane. Guess we'll find out." > "Well... whoever wrote this does seem to know what they're talkin' about. Could be a genius or totally insane. Guess we'll find out." [000CEA4C]: "Just got to make sure we've got enough power." > "Just gotta make sure we've got enough power." [000CEA4D]: "Make sure it's all on the same grid. All the parts have got to be able to talk to each other, you know?" > "Make sure it's all on the same grid. All the parts have got to be able to talk to each other, you know." [000CEA4E]: "Once we've got everything in place, we'll have to hook it all up to the same power grid." > "Once we got everything in place, we'll have to hook it all up to the same power grid." [000CEA54]: "Dammit. Now I've got to calibrate everything all over again." > "Ah, dammit. Now I've gotta calibrate everything all over again." [000CEA57]: "Okay. I've got plenty to keep me busy here, don't worry." > "Okay. I got plenty to keep me busy here, don't worry." [0012B0C7]: "Okay, hold really still. Don't want any corruption of the molecular beam..." > "Okay, hold really still. I don't want any corruption of the molecular beam..." [0013632D]: "By the way, I figured this was a golden opportunity to find out as much as we can about the Institute and what they're up to." > "Oh yeah. By the way, I figured this was a golden opportunity to find out as much as we can about the Institute and what they're up to." / "This holotape's all set with a program that will scan their network and download anything it finds." > "Yeah... this holotape's all set with a program that will scan their network and download anything it finds." [0013632E]: "Tracking RF and... got it!" > "Tracking RF... and... got it!" [0016F86F]: "Uh oh... Uh... We better hurry. Don't worry about that tubing wiggling around. It's... just there for decoration..." > "Uh oh... Uh... Yeah, we better hurry. Don't worry about that tubing wiggling around. It's, uh... just there for decoration..." RRR04 [Stage 100]: "PAM's found a suitable location for a new safehouse. She wants me to secure the site and fortify it." > "P.A.M.'s found a suitable location for a new safehouse. She wants me to secure the site and fortify it." (Bug #25380) [Stage 200]: "It looks like PAM has found a decent site for a new safehouse. Now I just need to build some defenses so it's secure." > "It looks like P.A.M. has found a decent site for a new safehouse. Now I just need to build some defenses so it's secure." [Stage 300]: "Mercer Safehouse is fortified and clear of hostiles. Time to let PAM know the good news." > "Mercer Safehouse is fortified and clear of hostiles. Time to let P.A.M. know the good news." [Stage 400]: "After losing so much, the Railroad is finally recovering with a brand new Safehouse. Hopefully it'll help a lot of Synths in the days to come." > "After losing so much, the Railroad is finally recovering with a brand new safehouse. Hopefully it'll help a lot of synths in the days to come." [Objective 300]: "Report back to PAM" > "Report back to P.A.M." RRR04 [000B3322]: "Without increasing efficiency of synth traffic flow odds of entire organization being compromised increase daily." > "Without increasing efficiency of synth traffic flow, odds of entire organization being compromised increase daily." (Bug #25381) [000B3324]: "Yeah, yeah, just tell me what you want." > "Yeah, yeah. Just tell me what you want." [00184A16]: "I'm just spit-balling here, let's call it... Casa del Deacon. No? Well, think about it." > "I'm just spitballin' here. Let's call it... Casa del Deacon. No? Well, think about it." MQ206 [Stage 10]: "I have the Courser chip, but I don't know how to decode it. Doctor Amari knows a lot about Synth technology. I should ask her for help." > "I have the Courser chip, but I don't know how to decode it. Doctor Amari knows a lot about synth technology. I should ask her for help." / "I have the Courser Chip, but I don't know how to decode it. The Railroad knows a lot about Synth technology. I should ask them for help." > "I have the Courser chip, but I don't know how to decode it. The Railroad knows a lot about synth technology. I should ask them for help." (Bug #25382) [Stage 30]: "The Railroad might be the only people who can help me decode the Courser Chip. I need to take it to them." > "The Railroad might be the only people who can help me decode the Courser chip. I need to take it to them." [Stage 60]: "The Railroad might be the only people with a way to decode the Courser Chip, but we're enemies. Maybe there's something in their headquarters I can use." > "The Railroad might be the only people with a way to decode the Courser chip, but we're enemies. Maybe there's something in their headquarters I can use." [Stage 100]: "I have all the information I need from the Courser Chip. Now to go back to Virgil and figure out the next step in breaking into the Institute." > "I have all the information I need from the Courser chip. Now to go back to Virgil and figure out the next step in breaking into the Institute." [Stage 200]: "The Signal Interceptor should get me inside the Institute, but I'll need help building it." > "The signal interceptor should get me inside the Institute, but I'll need help building it." [Stage 1200]: "The Signal Interceptor worked. I'm inside the Institute. Now to find Shaun." > "The signal interceptor worked. I'm inside the Institute. Now to find Shaun." [Objective 10]: "Have the Courser Chip Analyzed" > "Have the Courser chip analyzed" [Objective 20]: "Analyze the Courser Chip" > "Analyze the Courser chip" [Objective 40]: "Get Help to Build the Signal Interceptor" > "Get help to build the signal interceptor" [Objective 45]: "Get the Signal Interceptor Plans" > "Get the signal interceptor plans" [Objective 100]: "Build the Reflector Platform" > "Build the reflector platform" [Objective 105]: "(Optional) Talk to PAM about Mercer Station" > "(Optional) Talk to P.A.M. about Mercer Station" [Objective 120]: "Build the Beam Emitter" > "Build the beam emitter" [0bjective 121]: "(Optional) Search military sites for a Circuit Board" > "(Optional) Search military sites for a circuit board" [Objective 130]: "Build the Relay Dish" > "Build the relay dish" [Objective 131]: "(Optional) Search telecom sites for a Sensor Module" > "(Optional) Search telecom sites for a sensor module" [Objective 140]: "Build the Console" > "Build the console" [Objective 141]: "(Optional) Search hospitals for a Biometric Scanner" > "(Optional) Search hospitals for a biometric scanner" [Objective 150]: "Power up the Signal Interceptor" > "Power up the signal interceptor" [Objective 250]: "Use the Signal Interceptor" > "Use the signal interceptor" InstituteAdvSysTerminal03 [Menu Items; Item ID 2]: "SRB recommendations to increase security have over-ridden any normal procedures for allowing Institute scientists to carry firearms." > "SRB recommendations to increase security have overridden any normal procedures for allowing Institute scientists to carry firearms." / [Menu Items; Item ID 3]: "If this were any other situation, I would not have second thoughts about going straight to the Director, but given the circumstances, I shall simply wait it out." > "If this were any other situation, I would not have second thoughts about going straight to the director, but given the circumstances, I shall simply wait it out." (Bug #25388) InstM02RoboticsTerminal1Sub1 [Menu Items; Item ID 2]: "I have some ideas that will be discussed in the next Director's meeting." > "I have some ideas that will be discussed in the next director's meeting." / [Menu Items; Item ID 5]: "But let us live for the future, and recognize the power of the synth." > "But let us live for the future and recognize the power of the synth. (Bug #25389) InstituteSRBTerminal3Sub [Menu Items; Item ID 3]: "It has come to my attention that certain colleagues who are dissatisfied with our policies and procedures have, on more than one occasion, tried to circumvent our established process for registering their complaints with Father, and have tried to gain access to our secure facilities in order to complain in more direct manner." > "It has come to my attention that certain colleagues who are dissatisfied with our policies and procedures have, on more than one occasion, tried to circumvent our established process for registering their complaints with Father, and have tried to gain access to our secure facilities in order to complain in a more direct manner." / "Do not allow yourself to be browbeaten, cajoled, intimidated or otherwise manipulated into allowing anyone who lacks the appropriate clearance to enter the SRB." > "Do not allow yourself to be browbeaten, cajoled, intimidated, or otherwise manipulated into allowing anyone who lacks the appropriate clearance to enter the SRB." / [Menu Items; Item ID 4]: "If you require additional power, or any other resources, to carry out your work, then take what you need." > "If you require additional power, or any other resources to carry out your work, then take what you need." / [Menu Items; Item ID 5]: "Given its relative age and physical condition (not to mention the danger inherent in an Infiltrator unit's discovery), further lifespan estimated at two weeks maximum." > "Given its relative age and physical condition (not to mention the danger inherent in an infiltrator unit's discovery), further lifespan estimated at two weeks maximum." (Bug #25390) InstM02SRBTerminal [Menu Items; Item ID 1]: "Operation: Update case file 66764-B (Reclamation successful, file closed)" > "Operation: Update case file 66764-B (reclamation successful, file closed)" / [Menu Items; Item ID 2]: "Unit now leads Raider gang based at Libertalia." > "Unit now leads raider gang based at Libertalia." / "Unit destroyed by multiple gunshot wounds, suspect Raiders based out of Saugus Ironworks." > "Unit destroyed by multiple gunshot wounds, suspect raiders based out of Saugus Ironworks." / [Menu Items; Item ID 3]: "Operation: Update case file 66764-B (Reclamation successful, file closed)" > "Operation: Update case file 66764-B (reclamation successful, file closed)" (Bug #25391) WorkshopParent [0002F5EA]: "You looking to trade?" > "You lookin' to trade?" (Bug #25393) [0002F5EB]: "You looking to trade? Smiling Larry's got what you want." > "You lookin' to trade? Smiling Larry's got what you want." [00052382]: "You don't know what you're missing." > "You don't know what you're missin'." [0011E292]: "Smiling Larry always has something you need." > "Smiling Larry always has somethin' you need." [0011E2B3]: "People want something, Smiling Larry finds it and brings it to them. The whole Commonwealth knows me." > "People want somethin', Smiling Larry finds it and brings it to 'em. The whole Commonwealth knows me." / "Now, what about doing some trading?" > "Now, what about doin' some trading?" [0011E2B7]: "Smiling Larry is confused. Did you want to trade, or not?" > "Smiling Larry is confused. Do you want to trade or not?" [0019FE1C]: "Oh, okay, sure. I feel you. Maybe later, then." > "Oh, okay, sure. I feel ya. Maybe later then." [0019FE27]: "That's a damn shame. I'll be around, you know, if you come into funds." > "Well, that's a damn shame. I'll be around, you know, if ya come into funds." [0019FE29]: "Wha... what do you think, it's stolen, or something?" > "Wha... what do you think, it's stolen, or somethin'?" [0019FE66]: "You looking to buy a brahmin? Top quality, lowest price, guaranteed." > "You lookin' to buy a brahmin? Top quality, lowest price, guaranteed." [0019FEB9]: "Well... whatever you want. Some people use them for farming, I hear. Increases productivity by quite a bit. That's what I hear at least." > "Well... whatever you want. Some people use them for farming, I hear. Increases productivity quite a bit. That's what I hear at least." [0019FFCA]: "Good doing business with you, man. I'm sure I'll see you around." > "Good doin' business with you, man. I'm sure I'll see ya around." [0019FFCB]: "Good doing business with you, sister. I'm sure I'll see you around." > "Good doin' business with you, sister. I'm sure I'll see ya around." MS16 [001277DC]: "You all just broke into Hancock's store room." > "You all just broke into Hancock's storeroom." (Bug #25394) BoS101 [000F9E7B]: "The transmitter should be in the control room at the top of the core but it looks like the elevators are dead." > "The transmitter should be in the control room at the top of the core, but it looks like the elevators are dead." (Bug #25395) DLC03DialogueFarHarbor [030449AB]: "Well, maybe later, then." > "Well, maybe later then." (Bug #25396) MQ207 [Stage 10]: "I need to find my son, and then find a way out." > "I need to find my son and then find a way out." (Bug #25397) [Stage 150]: "I've accepted his invitation to join the Institute, and need to introduce myself to the department heads." > "I've accepted his invitation to join the Institute and need to introduce myself to the department heads." [Stage 180]: "I've found Shaun, who is now sixty years old and the Director of the Institute. I've turned down his offer to join him, and now have no choice but to leave the Institute." > "I've found Shaun, who is now sixty years old and the director of the Institute. I've turned down his offer to join him and now have no choice but to leave the Institute." [Objective 10]: "Enter the Elevator" > "Enter the elevator" [Objective 150]: "Meet the Division Leaders" > "Meet the division leaders" [Objective 160]: "Use the Network Scanner Holotape" > "Use the Network Scanner holotape" Min207 [Stage 10]: "All I need to do is run it on any Institute terminal, and then return it to Sturges for analysis." > "All I need to do is run it on any Institute terminal and then return it to Sturges for analysis." (Bug #25398) HolotapesQuest [00184647]: "We're working a new route." > "We're workin' a new route." (Bug #25399) [001C4048]: "I will be very clear: my legacy as Director will not be tarnished by your division's mistakes." > "I will be very clear: My legacy as director will not be tarnished by your division's mistakes." [001C404A]: "I have to convene an emergency Directorate meeting because of this screw-up." > "I have to convene an emergency Directorate meeting because of this screw up." [001CF49B]: "Look, Director, I'm going to make the same recommendation I did last time." > "Look, director. I'm gonna make the same recommendation I did last time." BoS302B [0016D18B]: "It's an amazing piece of prewar technology that should prove to be quite beneficial to us." > "It's an amazing piece of pre-war technology that should prove to be quite beneficial to us." (Bug #25400) DialogueConcordArea [000CA9D5]: "I'd like to help, but I've got to get these folks somewhere safe first. Come with me to Sanctuary and we'll see what we see." > "I'd like to help, but I've got to get these folks somewhere safe first. Come with me to Sanctuary, and we'll see what we see." (Bug #25401) DN053 [000B0E3F]: "I ...I don't know. God, what if you're right?" > "I... I don't know. God, what if you're right?" (Bug #25402) MS07a [0003C64C]: "Relax...it's all going to be over soon..." > "Relax... it's all going to be over soon..." (Bug #25403) DialogueGenericDoctors [0005FCE9]: "All right, but go easy on the Chems." > "Alright, but go easy on the chems." (Bug #25404) BoSGenericHellos [0016CB07]: "Synths, FEV...who knows what other sick projects the Institute's working on." > "Synths, FEV... who knows what other sick projects the Institute's working on." (Bug #25405) ConvBoSGenericNPC12 [00173947]: "Hunting down freaks, cleansing the wasteland...it just seems like too big a job." > "Hunting down freaks, cleansing the wasteland... it just seems like too big a job." (Bug #25406) DialogueAbernathyFarm [0019DF71]: "Blake Abernathy. Been ages since I've seen one of those Vault Suits around. You new to these parts?" > "Blake Abernathy. Been ages since I've seen one of those vault suits around. You new to these parts?" (Bug #25407) DialogueInstituteHydroponics1 [000C7D89]: "It's remarkable that any child can survive for so long up there." > "It's remarkable that any child can survive for so long up there, don't you think?" (Bug #25408) [000C7D8D]: "I... try not to think too much about it." > "I... I try not to think too much about it." DialogueVault81 [0016C7F2]: "Gwennie letting people in willie nillie these days?" > "Gwennie letting people in willie-nillie these days?" / "Oh, hold on there. You got yourself a Vault suit." > "Oh, hold on there. You got yourself a vault suit." (Bug #25409) [001B2D7D]: "Fusion Cores? Must be for somethin' high tech. I was hopin' for a crate of Mutfruit myself." > "Fusion cores? Must be for somethin' high-tech. I was hopin' for a crate of mutfruit myself." DN009_MQ205_IntercomBossShared01: "The Courser's on the second floor. Kill on sight. Send reinforcements to the Lobby in case there are more." > "The Courser's on the second floor. Kill on sight. Send reinforcements to the lobby in case there are more." (Bug #25426) DN009_MQ205_SynthShared01: "I guess I don't really have a choice do I..." > "I guess I don't really have a choice, do I?" (Bug #25427) DN009_MQ205_SynthShared02: "Thanks again for your help. I'm going to look for supplies before heading out." > "Thanks again for your help. I'm gonna look for supplies before heading out." (Bug #25428) MinRadiantOwned11 [001533D8]: "We've seen a lot of those Institute crow-things around - you know, the ones they use to spy on us?" > "We've seen a lot of those Institute crow things around - you know, the ones they use to spy on us?" (Bug #25429) CreatureDialogCourser [0014EACD]: "You're authorized to carry weapons, but please keep them stowed." > "You are authorized to carry weapons, but please keep them stowed." (Bug #25430) [0015D288]: "Agh" > "Agh." [0015D297]: "Ugh" > "Ugh." [0015D298]: "Unh" > "Unh." [0015D29C]: "Gah" > "Gah." InstM02 [000A82B1]: "But you... you're Father's hand-picked successor." > "But you... you're Father's handpicked successor." (Bug #25431) FFDiamondCity01 [0006AF45]: "A good Samaritan does the work without nit-picking the details." > "A good Samaritan does the work without nitpickin' the details." (Bug #25432) DLC03MQ01 [030456CE]: "A good samaritan? Fine. I'm out of options anyway. If you want to hear about it." > "A good Samaritan? Fine. I'm out of options anyway, if you want to hear about it." (Bug #25433) DialogueInstituteCourserSynth1 [0015CE69]: "Yes...I mean no he's not, but I was only..." > "Yes... I mean... no, he's not, but I was only..." (Bug #25434) InstR01 [000F7972]: "I'll take care of those Feral Ghouls for you." > "I'll take care of those feral ghouls for you." (Bug #25435) [000F7977]: "There's a den of those abominable Feral Ghouls that's been threatening one of our scavenger teams." > "There's a den of those abominable feral ghouls that's been threatening one of our scavenger teams." [000F7986]: "Do you know where these Feral Ghouls are coming from?" > "Do you know where these feral ghouls are coming from?" RR201 [0013A412]: "Trinity is an encryption system, with a cipher or key cut up into many pieces." > "Trinity is an encryption system with a cipher or key cut up into many pieces." (Bug #25436) [0013A418]: "Through hacking. The departments focus their best talent on the hard science. Why waste time on terminal security, right?" > "Through hacking. The departments focus their best talents on the hard science. Why waste time on terminal security, right?" / "But a forged work order from, let's say, BioScience can get a hand-picked synth on surface detail." > "But a forged work order from, let's say, BioScience can get a handpicked synth on surface detail." [0013A419]: "Your message was only one word: "Friend". What did you mean by that?" > "Your message was only one word: "friend." What did you mean by that?" [0014DD9E]: "Trust is a two way street." > "Trust is a two-way street." [0014DDA3]: "It's OK, Z1. He's a friend. He's with the Railroad." > "It's okay, Z1. He's a friend. He's with the Railroad." [0014DDA4]: "It's OK, Z1. She's a friend. She's with the Railroad." > "It's okay, Z1. She's a friend. She's with the Railroad." [0014DDB8]: "And they gave me a code name, too?" > "And they gave me a code name too?" [0014DDB9]: "Problem is I can't even crack version 1. So I need a good old fashion username and password, and that's nowhere to be found in the Institute." > "Problem is, I can't even crack version 1. So I need a good old fashion username and a password, and that's nowhere to be found in the Institute." [0014DDBA]: "The old maintenance tunnels that lead there are always sealed. By the SRB." > "It's no good. The old maintenance tunnels that lead there are always sealed... by the SRB." [0014DDC1]: "The CIT Ruins were picked clean years ago. But some of the admins had to live off campus." > "The CIT Ruins were picked clean years ago, but some of the admins had to live off campus." [0014DDCA]: "If I can find a way to open those doors, could you get your synths to the teleporter room?" > "Hmm. If I can find a way to open those doors, could you get your synths to the teleporter room?" [001A7B75]: "You know my Father thinks it's a living hell on the surface." > "You know my father thinks it's a living hell on the surface." SPECIALStrength: "It affects how much you can carry, and determines the effectiveness of all melee attacks." > "It affects how much you can carry and determines the effectiveness of all melee attacks." (Bug #25437) DN009_MQ205 [00064C78]: "And you think I'll just hand her over? To you. You've been tracking me. What do you really want?" > "And you think I'll just hand her over? To you? You've been tracking me. What do you really want?" (Bug #25485) [0006D092]: "I knew they'd send a Courser. I just didn't think he'd find me so fast." > "I knew they'd send a Courser. I just... didn't think he'd find me so fast." / "I think I would have lost him, too." > "I think I would have lost him too." [0006D096]: "No, please, you don't have to do this." > "No, please. You don't have to do this." [0006D0B8]: "Relax, lady. It's going to be fine." > "Relax, lady. It's gonna be fine." [000A5150]: "Oh God...please, no." > "Oh god... please, no." [000A5151]: "Okay okay! Just don't shoot. Let me think." > "Okay, okay! Just don't shoot. Let me think." [000A5154]: "I don't know the password. I'm telling the truth!" > "I don't know the password. I'm tellin' the truth!" [000A5155]: "Oh God, oh God..." > "Oh god, oh god..." [000A5156]: "No, please, you don't have to do this." > "No, no... no please. Please... No, you don't have to do this... please." [000A9836]: "Maybe we'll meet again, under better circumstances. I... hope we do." > "Maybe we'll meet again, under better circumstances. I hope we do." [000D0E1B]: "You already have the password, use it to unlock the terminal!" > "You already have the password. Use it to unlock the terminal!" [001684A1]: "Courser Chip" > "Courser chip" [001684A3]: "Okay, okay, let me think..." > "Okay, okay. Just... let me think..." [001684A8]: "We're on a need to know basis, here. And you don't need to know." > "We're on a need to know basis here. And you don't need to know." [001684AD]: "No please, wait. You can have the girl, just let me go." / "No please, wait. You... you can have the girl, just let me go." [001684AE]: "Who's the Synth?" > "Who's the synth?" [0016FB69]: "It's under some debris, keep looking." > "It's under some debris. Keep looking." [0016FB74]: "Thank you. Now if you could give me just a moment?" > "Thank you. Now, if you could give me just a moment?" MinDefendCastle [000C2B77]: "We've seen a lot of those Institute crow-things in the area. Looks like they may be gearing up to attack us here at the Castle." > "We've seen a lot of those Institute crow things in the area. Looks like they may be gearing up to attack us here at the Castle." (Bug #25486) [001791CA]: "I hear you're working on figuring out how to hit back at those rats. I hope you find a way and soon." > "I hear you're workin' on figuring out how to hit back at those rats. I hope you find a way and soon." [001791CB]: "I've got it from here, General. I don't think anyone's going to be testing our mettle again anytime soon." > "I've got it from here, General. I don't think anyone's gonna be testing our mettle again anytime soon." [001791E8]: "We've seen a lot of those Institute crow-things sniffing around. Looks like they're getting ready to try to take us out." > "We've seen a lot of those Institute crow things sniffin' around. Looks like they're gettin' ready to try to take us out." [001ABC14]: "What happened here today was the most decisive victory I've ever heard of, in the whole history of the Commonwealth." > "What happened here today was the most decisive victory I've ever heard of in the whole history of the Commonwealth." / "I don't think the Brotherhood will be coming back for a second try any time soon." > "I don't think the Brotherhood will be comin' back for a second try any time soon." Inst302_RR [000D70D2]: "So, what we'd lose: four synths, Stockton, some of our best agents, and the inevitable civilian casualties. No, not this time." > "So, what would we lose? Four synths, Stockton, some of our best agents, and the inevitable civilian casualties? No, not this time." (Bug #25487) Inst302 [000D4CEB]: "The group that calls themselves "The Railroad" has acquired several synths from the Institute, synths that had gone missing in recent months." > "The group that calls themselves "The Railroad" have acquired several synths from the Institute; synths that had gone missing in recent months." (Bug #25488) Inst301 [00123BA8]: "Ultimately, all of our knowledge and resources are focused on a single goal. That goal is best summarized by our motto: Mankind - redefined." > "Ultimately, all our knowledge and resources are focused on a single goal. The goal is best summarized by our motto: Mankind - redefined." (Bug #25489) [00123BAD]: "Now, you should get moving. Many people are in danger, and a delay could cost lives." > "Now, you should get moving. Many people are in danger and a delay could cost lives." [00123DDF]: "As you're about to see, however, they can become... unpredictable when set loose." > "As you're about to see, however, they can become... unpredictable when set loose." DialogueInstitute [00013AF0]: "They are highly self-sufficient, trained in combat, infiltration and tracking. In a word, our Coursers are relentless." > "They are highly self-sufficient, trained in combat, infiltration, and tracking. In a word, our Coursers are relentless." (Bug #25490) [0001B35B]: "Very well: we've shifted resources off of other projects, like the child synth, to focus on Phase Three." > "Very well. We've shifted resources off of other projects, like the child synth, to focus on Phase Three." / "I'm hoping that the above-ground efforts are successful. I understand those depend heavily on you." > "I'm hoping that the above ground efforts are successful. I understand those depend heavily on you." [00043A03]: "As the name implies, the BioScience division specializes in fields of study such as botany, genetics and medicine." > "As the name implies, the BioScience division specializes in fields of study such as botany, genetics, and medicine." [000C8990]: "Spend enough time here and you'll be sick to death of the word "synth". I certainly am." > "Spend enough time here and you'll be sick to death of the word "synth." I certainly am." [000D1393]: "*Sigh* Honestly, you wouldn't understand them." > "*sigh* Honestly, you wouldn't understand them." / "Now I'm afraid I must end this little chat, although it's been so very diverting." > "Now, I'm afraid I must end this little chat, although it's been so very diverting." [0014E66F]: "I used to work exclusively on the synth projects, but lately I prefer less...animated pursuits." > "I used to work exclusively on the synth projects, but lately I prefer less... animated pursuits." [0014E673]: "Uh...whatever you think I did, I didn't do it. Alice is a liar!" > "Uh... whatever you think I did, I didn't do it. Alice is a liar!" [0014E67E]: "Doctor Watson doesn't think I'm Institute material. I'm going to prove him wrong." > "Doctor Watson doesn't think I'm Institute material. I'm gonna prove him wrong." [0014E67F]: "Rosalind is as smart as she is beautiful. Just wish I could get her to notice me." > "Rosalind is as smart as she is beautiful. I just... wish I could get her to notice me." [0014E680]: "You're going to have to work pretty hard to impress anyone down here." > "You're gonna have to work pretty hard to impress anyone down here." [00182602]: "I have access to a modest selection of arms, armor and other items approved for use in field missions." > "I have access to a modest selection of arms, armor, and other items approved for use in field missions." [001A4A8F]: "He's our top biologist, and also serves as the Institute's resident physician." > "He's our top biologist and also serves as the Institute's resident physician." [001A6AC7]: "Doctor Zimmer holds that position. He's supervising the retrieval of some of the more... 'high profile' units." > "Doctor Zimmer holds that position. He's supervising the retrieval of some of the more... "high profile" units." [001A6ACD]: "I'd like a Progress Report on your division, if you don't mind." > "I'd like a progress report on your division, if you don't mind." [001A6ADF]: "Doctor Watson is the Specialist Projects Lead Scientist. He's... how to put it... very organized and precise." > "Doctor Watson is the Specialist Project's lead scientist. He's, um... how to put it, uh... very organized and precise." / "Doctor Orman is the youngest scientists in the Institute, and she's something of a prodigy when it comes to physics." > "Doctor Orman is one of the youngest scientists in the Institute, and she's something of a prodigy when it comes to physics." BoS203 [0009FFCB]: "There's the old Brotherhood spirit!" > "Ahh... there's the old Brotherhood spirit!" (Bug #25491) [0009FFCF]: "Oh, please. Do you really think a cheap tactic like that is going to work on someone like me?" > "Oh, please. Do you really think a cheap tactic like that is gonna work on someone like me?" [0009FFE6]: "Since Father trusts you, I'm going to give you the benefit of the doubt." > "Hmm. Since Father trusts you, I'm going to give you the benefit of the doubt." [0009FFF4]: "All right, I'll play your game." > "Alright, I'll play your game." [000A0013]: "All right." > "Alright." [000A001F]: "So now you're just going to hurl baseless accusations to get what you want?" > "So now you're just gonna hurl baseless accusations to get what you want?" [000A0031]: "You're asking me to rejoin them, aren't you." > "You're asking me to rejoin them, aren't you?" [0012EFDC]: "A Brotherhood of Steel airship arrives in the Commonwealth, you find a way to intercept our teleport signal and now you show up at my door." > "A Brotherhood of Steel airship arrives in the Commonwealth, you find a way to intercept our teleport signal, and now you show up at my door." MQ206 [000B2659]: "All right, little Courser Chip. Let's have the circuit analyzer take a crack at you." > "Alright, little Courser chip. Let's have the circuit analyzer take a crack at you." (Bug #25492) [000B265B]: "I needed a Courser Chip. I need the code on it." > "I needed a Courser chip. I need the code on it." [000B2669]: "Solve for N. Come on, show me that sweet base number. And we got it! We got the code! Hahaha. Let me load that onto a holotape for ya." > "Solve for N. Come on, show me that sweet base number. Come on, baby. And we got it! We got the code! Hahaha. Let me load that onto the holotape for ya." [00204C36]: "Here's the simple explanation: you need to build a device that will hijack the signal the Institute uses to teleport Coursers, and send you instead." > "Here's the simple explanation: You need to build a device that will hijack the signal the Institute uses to teleport Coursers and send you instead." DialogueRailroad [000AC8AE]: "You got Tom's camera online? The runners are going to find that very useful. PAM, too." > "You got Tom's camera online? The runners are gonna find that very useful. P.A.M. too." (Bug #25493) [0016C24A]: "Here's what I got." > "Okay. Here's what I got." [001846AF]: "There's more going on than you know. Trust me." > "There's more goin' on than you know. Trust me." [001846B0]: "Everyone's all, "You're been hitting the chems way too hard." But I got my eyes wide open, I see." > "Everyone's all, "You've been hittin' the chems way too hard." But I got my eyes open, I see." MQ101 [000D3865]: "Just step in here and put your Vault suit on." > "Just step in here and put your vault suit on." (Bug #25494) Min01 [000AD467]: "So... there's something I need to ask you." > "So... there's somethin' I need to ask you." (Bug #25495) Min207 [00137C7A]: "All the good stuff on here's going to be encrypted, so the first job is to see if I can crack it." > "All the good stuff on here's gonna be encrypted, so the first job is to see if I can crack it." / "After that, well, I'll have to see what I've got. There's no telling what we might have grabbed off their mainframe." > "After that, well, I'll have to see what I've got. There's no tellin' what we might have grabbed off their mainframe." (Bug #25496) [00137C83]: Well all right! I'll start digging into this and see if I can make heads or tails of it. > "Well, alright! I'll start digging into this and see if I can make heads or tails of it." MinRecruit02 [0009A0FB]: "We asked the Minutemen for help but I didn't really think anyone would come." > "We asked the Minutemen for help, but I didn't really think anyone would come." (Bug #25497) MQ101Vault111 [0015E912]: "The Vault suit is designed to be fashionable as well as comfortable." > "The vault suit is designed to be fashionable as well as comfortable." (Bug #25498) MQ207 [0002B520]: "I simply ask that you give the Institute.... me... a chance." > "I simply ask that you give the Institute... me... a chance." (Bug #25499) [000570A6]: "Decades of research, countless experiments and trials... A shared vision of how science can help shape the future." > "Decades of research, countless experiments and trials... a shared vision of how science can help shape the future." [000AE0F6]: "You have traveled very far, and suffered a great deal, to find your son." > "You have traveled very far and suffered a great deal to find your son." [0014B044]: "You'll want to introduce yourself to the Division Heads... Doctor Fillmore in Facilities, Doctor Ayo in the SRB... ah, Doctor Holdren in BioScience..." > "You'll want to introduce yourself to the division heads... Doctor Fillmore in Facilities, Doctor Ayo in SRB... Doctor Holdren in BioScience..." [001982EB]: "In the Vault, you had no concept of the passage of time. You were released from your pod, and went searching for the son you'd lost." > "In the vault, you had no concept of the passage of time. You were released from your pod and went searching for the son... you'd lost." [00198300]: "And here I am. Raised by the Institute, and now its leader." > "And here I am. Raised by the Institute... and now its leader." [00198311]: "Fascinating.... but disappointing. The child's responses were not at all what I anticipated." > "Fascinating... but disappointing. The child's responses were not at all what I anticipated." [00198315]: "But to the Institute... It made all the sense in the world." > "But to the Institute... it made all the sense in the world." [001999E2]: "It wasn't until I became Director that I learned of all the things he'd done... what kind of man he was." > "It wasn't until I became director that I learned of all the things he'd done... what kind of man he was." [0019ABA2]: "I won't lie: it's no coincidence your path crossed his." > "I won't lie. It's no coincidence your path crossed his." [0019B199]: "I am the acting Director, yes." > "I am the acting director, yes." [0019B1AF]: "I've lived my life within these walls, dedicating to science like every other member of the Institute." > "I've lived my life within these walls, dedicated to science like every other member of the Institute." [001A2E05]: "I am their Father. Through Science, we are family. The synths, me... and you." > "I am their Father. Through science, we are family. The synths, me... and you." COMHancock [0012EDE8]: "You know, I wasn't kidding before, about this being the smartest thing I've ever done." > "You know, I... I wasn't kiddin' before... about this being the smartest thing I've ever done." / "This is the life I'd been looking for. Helping the People, with a friend like you." > "This is the life I'd been lookin' for. Helpin' the people, with a friend like you." (Bug #25500) [0012EE69]: "Hell, running from myself is what made me into... into a damn Ghoul." > "Hell, runnin' from myself is what made me into... into a damn ghoul." [0012EE78]: "I was just thinking about it and it makes me sound kinda loony." > "I was just thinkin' about it and it makes me sound kinda loony." / "And folks are already pretty well disposed for thinking I'm nuts, you know, being a politician and all." / "And folks are already pretty well disposed for thinkin' I'm nuts, you know, bein' a politician and all." / "So, you're not going to go around blabbing any of that, right?" > "So, you're not gonna go around blabbing any of that, right?" [0012EE8E]: "It's like I found a part of myself I never realized was missing... which happens sometimes when you're a Ghoul." > "It's like I found a part of myself I never realized was missing... which happens sometimes when you're a ghoul." / "If I hadn't taken up with you, I'd probably be in a gutter somewhere, getting gnawed on by Radroaches." > "If I hadn't taken up with you, I'd probably be in a gutter somewhere, getting gnawed on by radroaches." [0012EED9]: "You're going be discreet with that info, right?" > "You're gonna be discreet with that info, right?" [001A4EAF]: "If it isn't my second least...I guess now least favorite Mayor in the Commonwealth." > "Ah, if it isn't my second least... I guess now least favorite mayor in the Commonwealth." [001A89B7]: "Thanks Hancock. It's been a hell of a ride." > "Thanks, Hancock. It's been a hell of a ride." COMHancockTalk [001A686E]: "I feel like we're seein' eye to eye. And extended eye contact with a Ghoul ain't for the faint of heart." > "I feel like we're seein' eye to eye. And extended eye contact with a ghoul ain't for the faint of heart." (Bug #25501) COMHancockIdles [00126272]: "There's no sport to spillin' blood if the person ain't earned." > "There's no sport to spillin' blood if the person ain't earned it." (Bug #25502) COMDeacon [000F772A]: "That's interesting." > "That's... interesting." (Bug #25503) [000F7733]: "I don't know if it's your good old fashion Pre-War values or you just won the genetic lottery, but anyone that has you in their corner has an advantage." > "I don't know if it's your good old fashion pre-war values or you just won the genetic lottery, but anyone that has you in their corner has an advantage." [000F7735]: "The bitch of the problem is recognizing the 90% of the time someone's on the up and up and the 10% of the time you're being played." > "The bitch of the problem is recognizing the 90% of the time someone's on the up and up and the 10% of the time you're bein' played." [000F773D]: "Fall for what? Haven't you noticed when I say the word Desdemona does a 180. "Hey, there's an intruder". "No, I vouch for him." "Then welcome."" > "Fall for what? Haven't you noticed that when I say the word Desdemona does a 180. "Hey, there's an intruder." "No, I vouch for him." "Then welcome." [000F7751]: "I'm supposed to be showing you the ropes in the Railroad, so let's say this is lesson, well, whatever number we're at." > "I'm supposed to be showing you the ropes in the Railroad, so let's just say this is lesson, well, whatever number we're at." [000F7761]: "You're a Synth?" > "You're a synth?" [000F7767]: "And at the end of the day you'll need to make a choice. Make it the right one." > "And... at the end of the day you'll need to make a choice. Make it the right one." [000F7769]: "There're other organizations out there. And, in time, I'm sure they're going to spoon-feed you their own patented form of bullshit." > "There's other organizations out there. And, in time, I'm sure they're gonna spoon-feed you their own patented form of bullshit." / "What sort of world they'd have you build and how they're going to pay for it." > "What sort of world they'd have you build and how they're gonna pay for it." [000F776C]: "I can't keep up with this bullshit." > "We're... Ah, I... I can't keep up with this bullshit." [000F7774]: "Sure. Me and Johnny D and Watts. Hell, that was 60? 70 years ago? After awhile you lose count." > "Sure. Me and Johnny D and Watts. Hell, that was 60? 70 years ago? After a while you lose count." [000F7777]: "When the Coursers start kicking down doors - they just don't hit Railroad safehouses. Some friends and family have been known to get axed." > "When the Coursers start kicking down doors - they don't just hit Railroad safehouses. Some friends and family have been known to get axed." [000F777B]: "I don't like talking about it. I was one of the first synths they did the whole cranium reboot on. So it was a bit of a botch job." > "I don't like talking about it. I was one of the first synths they did the whole cranium reboot on, so it was a bit of a botch job." [000F7785]: "We're not about saving the world, too big a job for too few. But we're trying to make it a better one. One synth at a time." > "We're not about saving the world. Too big a job for too few. But we're trying to make it a better one. One synth at a time." [000F778A]: "I think I'll wait until the betting pool back at HQ gets higher before I answer that one. When I need some beer money." > "I think I'll wait until the betting pool back at HQ get a little higher before I answer that one. When I need some beer money." [000F778E]: "I'm used to flying solo. But I gotta admit, working with you makes me think I've been missing out. Having someone watching your back... is refreshing." > "I'm used to flying solo. But I got to admit, working with you makes me think I've been missing out. Having someone watching your back... is refreshing." [000F7792]: "Some people at HQ are jealous. You took the Big Nap and everyone you knew is long gone. Wait, hear me out on the silver lining." > "Some people at HQ are jealous. You took the "big nap" and everyone you knew is long gone. Now, hear me out on the silver lining." [000F7796]: "It doesn't matter much to me. I'm a synth. At least that's what they tell me. So I really don't have anything to lose." > "It doesn't matter much to me. I'm a synth. At least that's what they tell me. So, I really don't have anything to lose." [000F77A6]: "People think our missions are all about synths. But there's more going on. We're building a better, brighter Commonwealth." > "People think our missions are all about synths, but there's more going on. We are building a better, brighter Commonwealth." [000F77AA]: "We're the last and only line of defense between the Institute and the Commonwealth. Hell, maybe even the world." > "We are the last and only line of defense between the Institute and the Commonwealth. Hell, maybe even the world." [000F77AE]: "She does what I tell her to because the Railroad's my show. It's been that way since I founded it." > "She does what I tell her to because the Railroad... it's my show. It's been that way since I founded it." [000F77BC]: "Just in case it gets stuck in your head. You know, like if I say 'radroach'. Now don't think of 'radroach'. See you thought of it." > "Just in case it gets stuck in your head. You know, like if I say "radroach." Now, don't think of "radroach." See, you thought of it." [000F77BE]: "Love the job you're doing with the Minutemen. Historically, they've been little better than policemen, though." > "Love the job you're doin' with the Minutemen. Historically, they've been little better than policemen though." / "And the Institute. Well, do I really need to answer that? But what I think, doesn't matter. The real question is: what do you think?" > "And the Institute. Well, do I really need to answer that? But what I think doesn't matter. The real question is: What do you think?" [000F77C8]: "I got to say, you make it look easy. But you have some built in advantages." > "I gotta say, you make it look easy. But you have some built in advantages." [000F77C9]: "Sure. Me and Johnny D and Watts. Hell, that was over 60? 70 years ago? After awhile you lose count." > "Sure. Me and Johnny D and Watts. Hell, that was over 60? 70 years ago? After a while you lose count." [000F77D0]: "I was one of the first to get the whole cranium reboot and let's just say it was a learning experience for everyone." > "I was one of the first to get the whole cranium reboot, and let's just say it was a learning experience... for everyone." [000F77FD]: "You know, I'm having second thoughts on that whole recall code. Wait. You read it, didn't you?" > "You know, I'm havin' second thoughts on the whole recall code. Wait. You read it, didn't you?" [000F77FE]: "I'd still like to talk. If you're interested." > "I'd still like to talk, if you're interested." [000F77FF]: "We've been traveling for a spell. I was hoping to have some words with you." > "We've been travelin' for a spell. I was hopin' to have some words with ya." [000F7807]: "We've been making the rounds, doing the job. It's time you learn the Big Secret." > "We've been making the rounds, doin' the job. It's time you learn the "big secret."" [000F7809]: "Did I have you going? Don't take it personal. I lie to everyone." > "Did I have you goin'? Don't take it personal. Look, I lie to everyone." [000F780D]: "I want... If you believe anything, believe this. I'm in your corner. Always have been." > "I want... If you believe anything, believe this: I'm in your corner. Always have been." [000F780E]: "Yeah, you got me. But you're going to hear the same sort of lies elsewhere." > "Yeah, you got me. But you're gonna hear the same sort of lies elsewhere." [000F7816]: "If the Church gets compromised and the Coursers are on our tail at least you're not putting more people in harm's way. That's all." > "Look, if the Church gets compromised and the Coursers are on our tail at least you're not putting more people in harm's way. That's all." [000F781A]: "Why not? I was one of the first to get the good old cranium reboot and it was a learning experience for everyone." > "Why not? I... I was one of the first to get the good old cranium reboot, and it was a learning experience for everyone." [000F781E]: "Alright, you got me. No fooling you, huh? Don't take it personally, I lie to everyone." > "Alright, you got me. No foolin' you, huh? Don't take it personally, I lie to everyone." [000F781F]: "If you really want proof, you could read that code and find out. Wait a second. Maybe that's not a good idea." > "If you really want proof, you could read that code and find out. Wait a second, uh, maybe that's not a good idea." [000F782C]: "Maybe I really am a synth. Maybe you are, too. How would anyone know?" > "Maybe I really am a synth. Maybe you are too. How would anyone know?" COMPiper [001819CC]: "Did Super Mutants decorate this place?" > "Did super mutants decorate this place?" (Bug #25504) CA_Event_Swim_Piper [00162D69]: "Hey look. Blue soup." > "Hey, look. Blue soup." (Bug #25505) DialogueSanctuaryHills [0001AAC1]: "Hey Sturges..." > "Hey, Sturges..." (Bug #25506) MS11 [0004C981]: "Trust is a two way street." > "Trust is a two-way street." (Bug #25507) GeneralGameplay17Doctors: "They can heal all wounds (including crippled limbs), cure radiation damage and cure addiction to chems and alcohol." > "They can heal all wounds (including crippled limbs), cure radiation damage, and cure addiction to chems and alcohol." (Bug #25508) DialogueInstituteHiggsCourser1 [00163000]: "I want more patrols, and more rounds." > "I want more patrols and more rounds." (Bug #25509) [00163016]: "Right away sir." > "Right away, sir." InstituteSS6 [001CA053]: "We'll start the next trial, then." > "We'll start the next trial then." (Bug #25511) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  15. Right now the top 5 games in order of the number of mods uploaded is: Skyrim LE, Oblivion, Fallout 4, New Vegas, and Skyrim SE. Fallout 3 and Morrowind are 6 and 7 and after that each game drops substantially in the number of available mods. Yes, Skyrim made them rethink how they were doing some things there but that doesn't in any way diminish how strong the Oblivion community was up until around 2012. Oblivion modding didn't really drop significantly until after the Skyrim CK finally came out.
  16. Arthmoor

    The Fall of Granite Hill

    Version 1.0.2 Added a start marker in the inn for AS-LAL support. Fixed an intermittent problem with the innkeeper and server not always offering their service menus. Nebirta Sibotis was incorrectly set to use a male voice.
  17. You have to keep in mind that the Oblivion community existed before abominations like MO, NMM, or Vortex existed. We all used either Wrye Bash (preferred) or OBMM (the predecessor to everything Nexus is doing today). With OBMM it was indeed possible to make a giant mess of things because the same terrible design principles NMM/Vortex use today came directly from OBMM. Wrye Bash is by far the preferred solution for installing mods because it has a very robust tracking system that's not going to just arbitrarily screw up your game. I was not suggesting anyone extract their entire vanilla BSA set. I was pointing out that the testing that was done back in the day found that that was the length you'd have to go to to degrade performance enough to notice it while playing. To be perfectly blunt, I find the practice of unpacking BSAs to be moronic in Skyrim/FO4 and there being a mod manager that specifically catered to this has been nothing but a damaging influence instead of being a helpful tool to advance the cause. @Malonn you vastly underestimate how much Oblivion mod was a thing. In its prime the community for that game was easily as large as Skyrim is now. Activity surrounding the game was largely centered on the old Bethesda forums though so Nexus just didn't seem to be a big thing. There's a reason Oblivion remains the #2 game on Nexus for the raw number of mods. :P As far as the testing data, it's buried somewhere on the archived forum. It was quite extensive and very detailed and proved that BSA use would not be a significant factor in anything for those mods that could even use them. In theory they should improve things, but in practice that improvement was too small to measure in game terms. So while it would indeed be much tidier to use BSAs, the engine defects in the game just don't make it possible. Especially for something like the UOP.
  18. If all you're really worried about is disk IO performance with the game then I wouldn't spend a lot of time on the subject. The only test I've ever seen where BSA vs loose file mattered at all was when someone decided to unpack the entire vanilla archive set and run the game entirely on loose files. The degradation was noticed, but wasn't significant enough to be of concern. If you're on an SSD I doubt even this test would make a dent now. You should also keep in mind that even if this DLL that zilav is talking about turns out to be the cure to the problem and BSAs could become a thing for every Oblivion mod, we won't be doing this with the UOP because that DLL would place a hard requirement to use OBSE on the project. Right now it has a soft requirement for a couple of minor fixes but that's it.
  19. Version 4.1.6

    2507 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Special Edition. The goal of the Unofficial Skyrim Special Edition Patch (aka USSEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Skyrim Special Edition Patch with the latest release version of Skyrim Special Edition patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details.
  20. You will run into issues if you attempt this with non-unique assets. The game will either load them at random, meaning you won't see the changes you intended to see most of the time, or you'll just get a pile of CTDs. Since it can't be predicted when a file collision will just load wrong or become a CTD it just isn't going to work to do this. That applies even to the official archives and is likely one reason the game isn't entirely stable. Your only recourse there would be to unpack both of them and run them loose. That's why the consensus in the Oblivion community settled on loose file installs long ago. The game engine simply won't tolerate the collisions. That's why UOP ships loose. That's why pretty much everyone else does too. BSAs are only useful when dealing with unique assets that don't share filenames in other mods. That's why you don't see them anywhere near as often.
  21. 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.
  22. Arthmoor

    [RELz] Cutting Room Floor

    Version 3.1.1 The Nobles on horseback encounter (WERoad02) was not generating a saddled version of the second horse. The Alpha Wolf south of Riverwood had some incorrect faction and aggression settings that would cause him not to attack on sight like his 2 pack mates.
  23. Arthmoor

    [RELz] Cutting Room Floor

    A content restoration mod for Skyrim and the official DLCs. From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet. NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items CRF Bug Tracker Check out the video for the mod by Brodual: https://www.youtube.com/watch?v=ByPbGhFX2aM Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.62 or greater. Unofficial Skyrim Special Edition Patch 4.1.6 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 Cutting Room Floor 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 Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those with scripts, it is STRONGLY recommended you do not attempt to uninstall this mod once you've begun using it. The scripts altered by the mod, as well as several portions of the content will be permanently altered and will not restore themselves to their previous states. This is not a defect in this mod, it is merely how Skyrim works with any mod that includes scripted changes. There is nothing I or anyone else can do about this. You need to load a save prior to having installed this mod in order to restore the game to its previous condition. If you insist on removing the mod and continuing with the save though, the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files must be removed from your Data folder. Any errors or residual changes left behind by doing so are your sole responsibility and any complaints about this will be ignored. Load Order Load early, as close to the top of your load list as reasonably possible since this mod deals in restored vanilla content. LOOT should be used for optimal placement. Implemented in This Mod NPCs Argi Farseer - Stonehills. Works in the mine, has a home in Stonehills, takes a random stroll around the mining camp at night. Talib - Stonehills. Restored his house, works the mines. Aleuc - Blacksmith in Stonehills. Has a house and slightly modified exterior forge area. Stonehills ought to be plenty populated now. Captain Metilius - Castle Dour. Hangs around the war room during Bleak Falls Barrow or Jagged Crown, wanders the castle district outside otherwise. Will be disabled if the Stormcloaks have Solitude. Grushnag - Placed with the Markarth Khajiit caravan and will travel with them. Serves as a guard due to the dangerous nature of The Reach. Herebane Sorenshield - Added on the span of Kilkreath Ruins between the first and second interior areas. He will patrol the area there and is now carrying his named reward items too. Karinda - Dagny's horse that was originally planned for use in the darker side of The Whispering Door. Just for show now though. Mazgak - Added to the hunters in Bloated Man's Grotto. Spirit of the Ancient Traveler - Added at Wayward Pass as was apparently intended. Steirod - NPC planned for use at Irontree Mill. Trilf - NPC planned for use at Irontree Mill. Sulvar the Steady - Placed in Niranye's house, spends the rest of his time at the warehouse. It made no sense for him to spend his entire existence in her place. Tasius Tragus - Added in the Dragon Bridge tavern. Doesn't do much other than sandboxing inside and outside. Sleeps at the inn. Supposedly is Varnius Junius' boss. Thjollod - Added to the hunters in Bloated Man's Grotto. Viding - Added to the hunters in Bloated Man's Grotto. Mithorpa Nasyal - Dark Elf NPC assigned to Barleydark Farm. Uglarz - Restored for Narzulbur, involved in a quest. College Guard - A generic guard for the College of Winterhold. Will patrol the grounds, and sleep upstairs in the Hall of Attainment. Froa - Daughter of Kjeld and Iddra who is mentioned in at least two scenes but doesn't exist. Guards restored for Half-Moon Mill who will use the cut dialogues for that location. Items Gallus' decoded journal - Will appear once the final major portion of the Thieves Guild quest is done. Spectral Arrow - Spell tome reward for completing Treva's Watch. Falmer Supple Bow - A slightly better version of the normal Falmer bow. Added to 3 of the encounter varieties of Falmer. A tempering recipe has been provided as well. Briarheart Geis - A special version of a Forsworn axe, now in the hands of the Briarheart at Lost Valley Redoubt. Mzinchaleft Guard's Note - A note for the guards who are watching Maluril's room. Habd's Death Letter - A note left behind by the former owner of Frostflow Lighthouse. Sild's Staff - A unique item available on Sild the Warlock in Rannveig's Fast that summons subjugated ghosts. Circle of Vitality - Added a new tome for the spell, plus completed the missing parts. Stormcloak Cuirass (sleeved version) - An alternate version of the standard Stormcloak Cuirass that was never added to the game. Letter to Vals Veran - A short note that provides a bit of backstory to Vals Veran. Robes & Boots - Several articles of clothing that were not added to leveled lists are now available. Letter from Harkon - A short note carried by Malkus talking about Harkon's promise for finding a Moth Priest. Quests Research Thief - An unfinished quest at the College of Winterhold. Nirya has something she'd like you to do. (Repeatable radiant quest) Filling Soul Gems - Sergius Turrianus doesn't just want you to restock them, the lazy bum! (Repeatable radiant quest) The Missing Apprentices - Phinis Gestor wants someone to find out what happened to the previous group of apprentices. Tolfdir the Absent-Minded - His alembic isn't the only thing he routinely misplaces! (Repeatable radiant quest) Animal Pelt Collection - Restored a radiant quest for the Companions to collect animal pelts. Needed some logic tweaks and bugfix hacks to get it into useable shape. Rogue Wizard - Tolfdir has more than just his absent-mindedness he needs help with. (Repeatable radiant quest) Hitting the Books - An extra dialogue exchange was restored between the player and Mirabelle Ervine. "A Wife For Mauhulakh" (name provided by CRF) - Chief Mauhulakh is lonely and longs for companionship. Proving Honor - Aela can now be chosen as your shield-sibling if you do more work for her than Farkas. Suppy Line - Frost River Farm needs help distributing their mead. Shalidor's Insights - Added the missing fortify magicka scroll to the reward table. Runil's Dark Past - Restored what little there is for this. Need to retrieve his journal first before the dialogue becomes available. Mourning - NPCs who lose friends or loved ones may mourn the loss for a set period of time. Scenes DialogueRiftenRatway - Restored a non-functional dialogue scene between the player and two thugs in the Ratway entrance. (Disabled if Live Another Life is installed and Thieves Guild start is chosen) DialogueWhiterun - Scene between Uthgerd the Unbroken and Skulvar Sable-Hilt at the Whiterun Stables. DialogueWhiterun - Scene where Mikael thanks the audience for their applause as the player first enters the Bannered Mare. DialogueGenericVigilantsOfStendarr - Restored dialogue for the Vigilants to confront the player when they are wearing/wielding a Daedric artifact item. (https://en.uesp.net/wiki/Skyrim:Vigilants_of_Stendarr#Conversations) Windhelm - 2 scenes between Scouts-Many-Marshes and Ambarys unlocked by giving Scouts-Many-Marshes an AI pack to sandbox in the club after work. Solitude - 3 scenes involvng Xander have been restored by giving him AI packages to go to each of the stores he should visit. MS06StartPotemaEscapesScene - Removed condition blocking the dialogue from Potema's escape sequence. Locations Thalmor Justiciar HQ in Solitude - Populated with one commander and 4 justiciars who will disable if the Stormcloaks take Solitude. Banners changed from Imperial to Thalmor, and these banners will change again to Stormcloak ones if they take the city. Castle Dour Tower - Restored access to an unused tower room above General Tullius' room. Captain Metilius will sandbox here for part of the day as well as sleep here since he has no bed otherwise. Frost River Farm - The meadery that goes with the Supply Line quest that was restored. Irontree Mill - Restored a missing sawmill originally designated for Haafingar Hold. Haafingar has no adequate space for it, so it's just over the border with Hjaalmarch, located next to the newly restored Frost River Farm. Steirod and Trilf live and work here. Trilf's House - Added with the relocation of Irontree Mill after discovering that there is a key and location data for a house. Since Steirod has nowhere else to go, he'll be living there too. Barleydark Farm - Restored a farm southwest of Fort Greymoor occupied by Mithorpa Nasyal. The location was already leveled out and labeled, just never actually built. Stonehills - Restored the village which was intended to be placed here. (Argi Farseer's house, Aleuc's house [blacksmith], Talib's house) Wintersand Manor - Nazeem & Ahlam's house, restored to the game at Chillfurrow Farm. Maiden-Loom Manor - Lilith Maiden-Loom's house, restored to the game across from Whiterun Stables. Cidhna Mine - Obscured Passage, restored and repurposed as an escape route out of the prison. Frostbark Lumber Mill - The abandoned remains of the sawmill that Ganna tells you about in Kynesgrove but was never added to the game. Heljarchen - The village which was intended to be placed surrounding Nightgate Inn has been restored. (Blacksmith, Alchemist, 2 farmhouses, and the NPCs who live in them) Riften - Restores the southeast city gate to the game, which was boarded over prior to release for some reason. Other Restored the Omen of Warding and Stop Rune powers. These were originally designed as Black Book rewards but there is no book to place them in. Instead, they have been attached to standing stones hidden on Solstheim. Pack Spiders! You can now create a pack spider in White Ridge Barrow that can haul some extra loot for you. Be careful, they're fragile, and you can only have one following you at a time. Glowing Spiders! Another spider you can also make in White Ridge Barrow that produces light while following you around. They will last for 2 in-game hours, or until killed, whichever comes first. Credits Hana - For a ton of beta testing my characters weren't able to do. Bethesda's rat's nest never stood a chance! Hana again - For the road sign resources used to make the new signs. nonoodles - Meshes used for the restored Riften southeast gate.
  24. Version 1.0.3

    14 downloads

    Granite Hill - Three Farms and an Inn, just North of the Falkreath. A Market is Held here Weekly. -- Survey of the Holdings of Jarl Gjalund Granite Hill is mentioned in a few places in lore and existed prior to the 4th Era. However nothing remained of it in Skyrim by 4E 201 except the dragon mound where Vuljotnaak was buried in ancient times. All well and good, but with no explanation for what may have happened to the place it felt like a good enough opportunity to tell my own version of events here. With this mod, the 3 farms and the inn are back, but instead of the weekly market, the town has a blacksmith. Of course, that would not be much of a fate, would it? Granite Hill's fate is sealed from the moment Alduin burned down Helgen. Surely the beast and his newly resurrected allies didn't stop there... Features: * A fully working town prior to Alduin's return. 3 farms, an inn, and a blacksmith. Plus town guard patrols from Falkreath Hold. * Upon Vuljotnaak's resurrection by Alduin, the village will be in flames. This will last as long as the dragon is alive. * Following the dragon's death, the fires will go out but the town now lies in ruins, swallowed by the World Eater.

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