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Found 19 results

  1. 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.
  2. 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.
  3. 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.
  4. Unofficial Oblivion Patch By Quarn, Kivan, Arthmoor, and PrinceShroob This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0.416, fixing over 2,300 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try to fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Downloads AFK Mods Nexus Mods Dark Creations TES Alliance The Assimilation Lab Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older version than v1.2.0.416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! Oblivion Citadel Door Fix.esp The Oblivion Citadel Doors' opening/closing sounds were played quite a distance away from the actual doors and fixing this problem meant that all instances of this door had to be repositioned in the game; it was made a separate ESP because a misaligned door in another mod is worse then a little door sound. UOP Vampire Aging & Face Fix.esp This plugin disables the ugly vampire aging effect which causes the bug where when the player is cured of vampirism, their face resets to the default male (even for a female player) face for their race. If you're already using another vampire fix such as EggDropSoap's or Scanti's OBSE fixes, or an alternate vampirism mod, then don't enable this one. It's a very small and simple change to a single game setting. To save a mod slot if you have many mods active this separate plugin can be merged with the UOP or with any other mod that is dependent only on Oblivion.esm. v3.5.6 (2018-06-02) UOP Fixes Fixes to the Bravil entrance gatehouse mesh and the water gate mesh have been completely redone to address some missed issues and undesired changes that were not originally bugfixes at all. (Meshes\Architecture\Castle\Bravil\bravilentancegate01.nif, Meshes\Architecture\Castle\Bravil\bravilwatergate01.nif) Texture seams and UV mapping errors corrected on the Skingrad Castle Gatehouse mesh. (Meshes\Architecture\Castle\Skingrad\skcastlegatehouse.nif) Animation Fixes Idle animation file for potion drinking has been corrected so that the NPCs don't shove potions through their noses anymore. (meshes\characters\_male\idleanims\drinkbottleidle.kf) Mesh & Texture Fixes Texture orientation and UV mapping fixes for farmhouse meshes. (Meshes\Architecture\FarmHouse\farmhouse01.nif, Meshes\Architecture\FarmHouse\farmhouse01snow.nif, Meshes\Architecture\FarmHouse\farmhouse02.nif, Meshes\Architecture\FarmHouse\farmhouse02snow.nif) Collision and UV mapping fixes done on 24 of the 26 Imperial City interior ground floor meshes. (Meshes\Architecture\ImperialCity\Interior\ICGroundFloor26.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor01.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor02.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor03.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor04.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor05.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor06.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor07.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor08.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor09.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor10.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor11.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor12.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor13.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor14.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor15.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor16.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor18.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor19.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor20.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor21.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor22.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor23.NIF, Meshes\Architecture\ImperialCity\Interior\ICGroundFloor25.NIF) Placement, Layout and Ownership Fixes 000aee65: Gap in the fort wall at Fort Naso. Text & Subtitle Fixes The Collector (MS21) Stage 58: "I have brought Umbacano a eighth Ayleid statue." -> "I have brought Umbacano an eighth Ayleid statue." Topic MG11ChoiceHeretohelp: "If there's anything specific you need, that may be more reasonable then just asking me about Necromancers." -> "If there's anything specific you need, that may be more reasonable than just asking me about Necromancers." The previous version history can be found here as it is too large to put in one post.
  5. Arthmoor

    Unofficial Oblivion Patch

    Version 3.5.6a

    12365 downloads

    This mod is a joint effort to fix the vast amount of bugs currently existing in Oblivion v1.2.0416, fixing over 2,500 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt, click the item, note the Cell (not PC Cell) and form ID value (the eight hexadecimal digits at the top, ie 00123ABC) and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Warning: Only use the Unofficial Oblivion Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! The complete changelog is available here.
  6. Unofficial Skyrim Legendary Edition Patch Version: 3.0.14 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Steam Workshop Download it from Skyrim Nexus Download it from TES Alliance Download it from The Assimilation Lab Requires Skyrim version 1.9.32.0.8 or greater. Requires Official Dawnguard DLC. Requires Official Hearthfire DLC. Requires Official Dragonborn DLC. USLEEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim and its 3 official DLCs. If you're experiencing a bug with Skyrim or one of the DLCs, please report the bug to us in as much detail as possible on the USLEEP 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 Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches USLEEP Fixes When persuading or intimidating the Valtheim Towers bandit, they were going hostile immediately after doing so. They should have been on a 60 second timer, but that got ignored due to forgetting to take out the stage advancement in the dialogue. (Bug #24740) The Falmer shield should not have been given the ArmorHeavy keyword since no other shields use these and it interferes with the use of the Mage Armor perk. This partially reverts fixes for Bug #22958. A previous fix done for the Angarvunde dungeon ended up making it impossible to loot the key if you killed Medresi Dren prior to when she'd normally give it to you. (Bug #24797) [NR] Frostbite Staff was set to use the wrong type for the slow effect when it was fixed in a previous patch version. (Bug #25196) The enchantments governing the Pale Blade had once been fixed to provide an extra stamina effect to satisfy the double stamina damage. However this was incorrect because the standard frost damage effect already has a second AV weight of 2 which doubles that damage. Thus the blade was incorrectly delivering 3x stamina damage. This reverts Bug #10179. (Bug #25291) Cleaned with xEdit 4.0.1 to remove additional ITMs that were not visible previously. The complete changelog is available here.
  7. Version 3.0.14

    16201 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) 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 Legendary Edition Patch with the latest release version of Skyrim 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.
  8. Unofficial High Resolution Patch Version: 1.2.1 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Steam Workshop Download it from Skyrim Nexus Download it from TES Alliance Download it from Dark Creations Download it from The Assimilation Lab Requires Skyrim version 1.9.32.0.8 or greater and the official High Resolution DLC. This mod is no longer being supported and will receive no further updates. USLEEP Discussion Forum on AFK Mods This mod is an effort to fix the bugs currently existing in the High Resolution DLC. If you're experiencing a bug with the High Resolution DLC, please report the bug to us in as much detail as possible on the UHRP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Use the "Hi-Res DLC" option to tag your report for the Hi-Res DLC. 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 Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches Credits: Quarn - For compiling together the initial release, including all of the adjustments after Bethesda's gigantic update in February of 2013. Nico coiN - The much improved version of the Tamriel objects normal map which includes Castle Volkihar for Dawnguard. Madcat221 - The missing hi-res environment map for Stalhrim shields, and for the hi-res fixes for the Dawnguard crossbow bolts. Texture Fixes Fixed a texture seam in the Thalmor robes for the loading screen. (textures\clothes\thalmor\thalmorrobes.dds) (Bug #21333) The complete changelog is available here.
  9. Unofficial Shivering Isles Patch By Quarn, Kivan, Arthmoor, and PrinceShroob This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 300 bugs so far! If you're experiencing a bug with Oblivion with or without Shivering Isles and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try to fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls/objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Downloads AFK Mods Nexus Mods Dark Creations TES Alliance The Assimilation Lab Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion it was created for! Using it on an older or newer version than v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! v1.5.9 (2016-08-13) USIP Changes/Fixes The USIP edited Haskill’s suit, Thadon’s robe, and Syl’s dress to show the wearer’s arms in first-person; however, the meshes were partitioned incorrectly, causing the wearer’s entire body to render while in first-person view. Now only the arms will render, as intended (Meshes\Clothes\SEHaskill\Suit.nif, Meshes\Clothes\SEDuke\Robe.nif, and Meshes\Clothes\SEDuchess\Dress.nif). NPC, Creature & AI Fixes Reverted a dirty change to the Bandit Wizard class. Quest & Dialogue Fixes It was possible to escape the Palace through Xirethard during “The End of Order.” Mesh & Texture Fixes Corrected Haskill’s hands floating in his sleeves (Meshes\Clothes\SEHaskill\Suit.nif). Corrected the female Apostle robe having no legs underneath the robe; also corrected emissive settings so that the runes glow as they do on the male robe (Meshes\Clothes\Apostle\ApostleRobeF.nif). Text & Subtitle Fixes “While I believe that you should be attending to your duties…” -> “While I believe you should be attending to your duties…” Grommok’s Journal: “Sure enough, not only did it do more frost damage than normal...” -> “Sure enough, not only did it do frost damage like normal...” The previous version history can be found here as it is too large to put in one post.
  10. Unofficial Oblivion DLC Patches By Quarn, Kivan, Arthmoor, and PrinceShroob The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. (The self-installing version will set the appropriate dates; use OBMM or equivalent if you use the manual version to adjust the load order.) The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones with OBMM or equivalent.) If you use the Horse Armor Pack patch with Slof's Armored Horses, the Slof's horses' reins may disappear. Use dev_akm's compatibility patch instead. It is recommended to not activate the Thieves Den' SSSB (Sigil Stone Sound Bug) fix plug-in "DLCThievesDen - Unofficial Patch - SSSB.esp" on an existing game, but rather only on a new game, as otherwise the middle deck of the Black Flag could lose its doors (as their position is stored in the save file) and/or any objects already dropped in this cell could be lost. If you find any bugs with the fixes or any bugs with the official mods themselves please report them to either of us. Downloads AFK Mods Nexus Mods Dark Creations TES Alliance The Assimilation Lab Knights of the Nine bugs fixed (v1.1.9): Corrected the dead versions of Errandil and Ohtesse looking nothing like them. Corrected the Prophet mispronouncing “Adabal-a” as “Abadal-a” (Sound\Voice\Knights.esp\Imperial\M\NDConversations_NDProphetSpeechUmaril_00002A5D_1.mp3 and NDConversations_NDProphetSpeechUmaril_00002A5D_1.lip). Corrected several responses to the “Prophet” topic that set a quest stage suggesting that the player go listen to his preaching only appearing after the player had already met the Prophet and agreed to quest for the Crusader’s Relics. The Prophet’s “loremasters” speech will no longer link back to his main speech – if this happened, and his speech tried to link to the “loremasters” rant again, it would cause him to say goodbye to himself. “Look well upon the Chapel of Dibella…” -> “Look well upon this Chapel of Dibella…” “Repent! I say again, REPENT!” -> “Repent! I say, REPENT!” “Umaril -- yes, your children know that name…” -> “Umaril -- yes, your children know that name…” (extra space) Horse Armor bugs fixed (v1.0.9): Corrected the plugin’s quest triggering prematurely (other plugins had conditions which prevented them from starting until the player left the Sanctum). The Orrery bugs fixed (v1.0.7): Corrected the plugin’s quest triggering prematurely (other plugins had conditions which prevented them from starting until the player left the Sanctum). Thieves Den bugs fixed (v1.0.15): Corrected the plugin’s quest triggering prematurely (other plugins had conditions which prevented them from starting until the player left the Sanctum). Corrected changes from version 1.0.14 not being mirrored into the SSSB plugin. The previous version history can be found here as it is too large to put in one post.
  11. Arthmoor

    Unofficial High Resolution Patch

    Version 1.2.1

    8329 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - High Resolution DLC, the goal of the Unofficial High Resolution Patch (aka UHRP) is to eventually fix every bug with the High Resolution DLC not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. The complete changelog is available here.
  12. Arthmoor

    Unofficial Fallout 4 Patch

    Version 2.0.6b

    3176 downloads

    A comprehensive bugfixing mod for Fallout 4. The goal of the Unofficial Fallout 4 Patch (aka UFO4P) is to eventually fix every bug with Fallout 4 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 Fallout 4 Patch with the latest release version of Fallout 4 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.
  13. Arthmoor

    Unofficial Shivering Isles Patch

    Version 1.5.9

    4160 downloads

    This mod is a joint effort to fix the vast amount of bugs currently existing in the Shivering Isles expansion pack for Oblivion v1.2.0416, fixing over 200 bugs so far! If you're experiencing a bug with Oblivion and it's not fixed by our mod please by all means report the bug to us in as much detail as possible so we can try fix it! Also if you find any: levitating trees or rocks, see-through or fall-through walls\objects or other stuff out of place, please let either of us know. To get the exact location, use the console commands sdt 0 and then tdt please note the Cell (not PC Cell) and Pos values and indicate what's out of place. You can use tdt again to toggle the debug display off. Thank you and we hope you have a better Oblivion experience! Warning: Only use the Unofficial Shivering Isles Patch with the version of Oblivion is was created for! Using it on an older or newer version then v1.2.0416 of Oblivion may cause bugs or things not to be fixed that were advertised as such! The complete changelog is available here.
  14. Arthmoor

    Unofficial Oblivion DLC Patches

    Version 24

    4046 downloads

    The aim of this mod is to fix the bugs existing in the official mods released by Bethesda. NOTE: These fixed plugins use the ESP master (aka mod de-isolation) method which means you still need the original plugins for these plugins to work! The plug-ins are not a redistribution of modified original Bethesda plug-ins, but contain only changes and have the original plug-ins set as masters. Because of this, these are not standard plug-in ESP files. Merging, editing or otherwise modifying them using the Elder Scrolls Construction Set or other utilities may cause them to stop functioning or cause severe bugs in your game! These plugins MUST load after the DLC's that they patch; reversing this load order, or activating the UODP ESP's without the official DLC's that they patch present, can cause Oblivion to crash on launch or load of a save. The UODP is currently not compatible with the JOG's Official Plugins Unnerfed mod because it modifies the original Bethesda plug-in ESP files. If you use the UODP overtop of Unnerfed, Oblivion may crash on launch. The UODP is compatible with S.M. Plug-In Refurbish (move the S.M. ESP's after the UODP ones) If you find any bugs with the fixes or any bugs with the official mods themselves please report them in the Official forum thread. Complete changelog
  15. Ok, so for those of you who were wondering, yes, we're planning to go ahead with doing an Unofficial Fallout 4 Patch. It may be a bit early for this, all depends on how aggressively Bethesda begins patching the game, but we figure it's best to get off the ground sooner rather than later so that we know more or less what to expect once the official tools are released. We will not begin any kind of proper work on the first release of the UFO4P until after the official CK/GECK is available. In addition, we probably won't be taking on any mesh or texture fixes until community tools have progressed far enough to handle these properly. Many of them are already making good progress, but they need to be in solid working order before anyone with 3D and/or texturing skills can really do effective fix work. There is little point in trying to fix much of anything until then. For now, just play, and enjoy the game like we are. There's no rush. Post any bug reports you have in our collection thread. This was basically to let folks know that we're on board for this. If you run into a quest bug, script bug, etc, please also report those here: http://forums.bethsoft.com/topic/1544248-bug-report-index-pc/- Bethesda can't attempt to fix what we don't report, and it's best for everyone if they do. The less we need to deal with when the time comes, the better.
  16. Unofficial Skyrim Legendary Edition Patch [uSLEEP] As many of you may remember, last year around this time we conducted a poll on whether or not it was the right time to consider unifying the unofficial patches into a single package. At the time, about 25% of those who responded to the poll were still in a position where they did not have all 3 DLCs for the game. So we decided against merging everything at that time. Fast forward to today, it's become quite clear that that 25% is far less than it was, and more and more people have been asking when we're going to be doing this. This post is your answer. Shortly after the release of USKP 2.1.3, we will begin the process of unification to merge the vanilla USKP plus all of the DLC patches into one all encompassing mod, which will be known as "Unofficial Skyrim Legendary Edition Patch", or USLEEP for short. A mouthful, but a catchy acronym. We have decided that the best course of action will be to rename the esp to match the mod's updated name. It will remain an ESP file flagged as an ESM as that makes the process of working on it less of a hassle for us and as has been proven, the game, CK, and existing mod management tools are completely fine with it. We have also verified that switching the ESP name will not cause any scripts modified by the project, or added new to the project, to throw Papyrus errors. The only side effect will be that the retroactive update scripts will all run again. That shouldn't cause any problems though and we'll make sure any scripts manipulating formlists are safeguarded against generating duplicate references in them. The hi-res DLC patch will remain a separate entity as many people do not use it for one reason or another and it's not considered part of the "Legendary Edition" of the game either. We estimate the time needed to do the work of merging everything together and then putting it through testing will take a few months. So we are not anticipating another release for the project between now and November while this work is done. Time commitments to other things are the main reason for this, so we figure giving ourselves enough time for that is prudent. Plus this also gives enough warning ahead of time that we're going forward with this. As many existing issues as we could resolve for the 2.1.3 release cycle have now been cleared from the tracker and any issues remaining that are not feasible to fix have been closed appropriately. Any new issues submitted after this point will need to wait until the unification process is complete before we will even begin to consider touching them. Please, DO report them, just don't expect action for awhile. If it should become necessary (God forbid) for a hotfix to be released before the unification is done, then that will be the ONLY issue that will be addressed and will be handled only in whatever patch it may affect. After the unification process is done, the existing separated patches will no longer receive updates. The files will remain up in their existing entries but will be frozen and the comment threads closed where possible. All future support will be handled on a single file entry for the unified project on each site it is hosted on. Mods which rely on using the USKP/UDGP/UHFP/UDBP are strongly urged to make plans to switch over to the new master file when it's ready. Other mods which import fixes from the unofficial patches are also strongly urged to make sure they are up to date before November. It would also be best if any translated versions of the patches out there get synced up with 2.1.3 so that as many people as possible will have access to them while the unification is underway. We will have a testing release at some point before the unified patch is ready to go live. The usual cautions against using beta copies on saves you intend to keep will apply. That step is going to last no less than a full month so that there's time enough to shake out any bugs that result from the process. ======================== Some of you may also be wondering what this means for my own projects that make use of the unofficial patches as masters. These will all be converted as needed to run using the unified patch file. Post-unification, I will not release mods that rely on the individual patch files. So things like Bring Out Your Dead, Cutting Room Floor, Ars Metallica, and other stuff, will all get taken care of on whatever schedule fits best as the process moves along. In the case of Cutting Room Floor, this will also open the door to adding cut DLC content that's been getting logged to the tracker. So it'll be worth it Once I make these transitions, any old copies relying on the old patch files will be frozen.
  17. Unofficial Hearthfire Patch Version: 2.1.3 By the Unofficial Patch Project Team These files are no longer available for download - please use the Unofficial Skyrim Legendary Edition Patch instead. Requires Skyrim version 1.9.32.0.8 or greater and the official Hearthfire DLC. USKP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Hearthfire. If you're experiencing a bug with Hearthfire, please report the bug to us in as much detail as possible on the USKP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Use the "Hearthfire DLC" option to tag your report for Hearthfire. 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! A special note for reporting placement errors for Hearthfire. Due to the nature of the mod, the CK is bogged down with hundreds of references overlapping each other visually. It is impossible to do placement corrections without a form ID for the reference you're reporting. Please include this information in any placement error reports. From this point forward, any bugs submitted to the tracker without this information will be closed without investigation. Any posts to the forums without this information will be ignored. There simply isn't any other feasible way to fix these. Thank you for understanding. (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches List of known conflicts and fixes for Hearthfire. Good info for when you're having problems and need to locate a potentially conflicting mod. Audio Fixes The player's adopted children would attend the player's wedding, but they had no dialogue recorded; created new dialogue lines for them (Sound/Voice/Unofficial Hearthfire Patch.esp/FemaleChild/Relationsh_RelationshipMar_0004CC90_1.fuz, Sound/Voice/Unofficial Hearthfire Patch.esp/FemaleChild/Relationsh_RelationshipMar_0004CC91_1.fuz, Sound/Voice/Unofficial Hearthfire Patch.esp/MaleChild/Relationsh_RelationshipMar_0004CC90_1.fuz, Sound/Voice/Unofficial Hearthfire Patch.esp/MaleChild/Relationsh_RelationshipMar_0004CC91_1.fuz). Script Fixes BYOHRelationshipAdoptionChildScript: Using EquipItem() and RemoveItem() along with SetOutfit() is redundant and can lead to inventory duplication. SetOutfit() already takes care of removing the relevant items. The script was also erroneously setting the sleep outfits instead of the normal ones. Placement/Layout/Ownership and other World Object Fixes 0300BEFF, 03015245, 03017544: Clipping sacks. (Bug #19417) The complete changelog is available here.
  18. Unofficial Dragonborn Patch Version: 2.1.3 By the Unofficial Patch Project Team These files are no longer available for download - please use the Unofficial Skyrim Legendary Edition Patch instead. Requires Skyrim version 1.9.32.0.8 or greater and the official Dragonborn DLC. USKP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Dragonborn. If you're experiencing a bug with Dragonborn, please report the bug to us in as much detail as possible on the USKP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Use the "Dragonborn DLC" option to tag your report for Dragonborn. 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 Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches UDBP Fixes A navmesh connection on the Windhelm docks had become broken at some point and needed to be repaired. Actor Fixes Corrected several male bandits that improperly had "opposite gender anims" set. Audio Fixes Several vanilla combat taunts were broken by the DLC when it deleted a topic. The topics were recreated in the DLC with new IDs but the audio files are missing and needed to be copied over from vanilla in order to work. (sound\Voice\Dragonborn.esm\MaleSoldier\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\FemaleOrc\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleNord\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\FemaleCommander\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\FemaleEvenToned\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleCondescending\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleCommander\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleSlyCynical\dgintimidatequest__00028EAB_1.fuz, sound\Voice\Dragonborn.esm\MaleCommoner\dgintimidatequest__00028EAB_1.fuz) (Bug #19211) Item Fixes DLC2ChitinHeavyBootsAA had incorrect footstep sounds set. (Bug #19356) DLC2SkaalChildShoesAA had no footstep sounds set. (Bug #19356) DLC2SkaalHatArgAA, DLC2SkaalHatKhaAA, DLC2TemplePriestHoodKhaAA, and DLC2TemplePriestHoodArgAA all incorrectly had races other than what could wear them set. (Bug #19356) Draw and sheathe sounds have been removed from DLC2BoundWeaponDagger and DLC2BoundWeaponDaggerMystic to fit with the previous weapon test done on the Bound Sword. (Bug #19259) Numerous armor add-ons that were hiding amulets and shouldn't, along with numerous add-ons that display them and shouldn't, have been corrected. Magic, Skill & Perk Fixes DLC2FortifyOnehandedFFSelf, DLC2FortifySpeechcraftFFSelf, DLC2ResistMagicFFSelf, and dlc2MerchBowOfTheStagBlessEffect were all erroneously set in the Restoration school. (Bug #18867) Quest Fixes Corrected Falx Carius' alert lines not having random flags. Script Fixes DragonActorScript: Scenes for when the player kills a dragon and starts to absorb the soul are skipping dialogue due to the order of two statements in the OnDeath event. (Bug #19214) Placement/Layout/Ownership and other World Object Fixes 030186B0, 030186B1: Dwemer lift housing rotated out of position with visible gaps. (Bug #19016) 030186B4: Lift platform does not match the type used on the inside of the structure. (Bug #19016) 030353cc, 030353c7, 030353aa, 030353a9, 0302c1b1, 0302c1b0, 0302c1a8, 0302c1a7: Exploding Riekling barrels which were not set up correctly. (Bug #14968) 0303ACEA, 0303ACEB: Sacks clipping with each other. (Bug #19425) The complete changelog is available here.
  19. Now that this kalpa for the USKP is complete (for you non-lorehound types, kalpa = cycle) it's probably time we make public our plans for the next one. Due to an increasing number of odd engine related bugs it's been decided among the team that we will need to convert the USKP (and therefore all the DLC patches too) into what's called a "False ESM". That is, and ESP file which is flagged as an ESM by way of changing the flag in TES5Edit. So why would we want this? There are a few classes of bugs this has already been shown to help with in internal testing: Seemingly random crashes in and around major cities, and other areas where a lot of data is edited. Especially navmeshes. The "landscape foliage" bug in which a child worldspace begins displaying landscape foliage from its parent worldspace because an object in the parent worldspace was edited. This is readily apparent in Darkwater Pass. The "LOD trees show up at close range" bug. This is where you will sometimes see trees that are clearly intended to be displayed as LOD sitting within the currently loaded cells, sometimes even merged into the real trees. As described here. There may be others, but these 3 classes of bugs are confirmed to be correctable by converting to a false ESM. So you might be asking then. Why not a proper ESM file? Two reasons mainly: 1. Steam cannot support ESM files, we'd have to cease distribution there all together and not just for the USKP. 2. Other mods are relying on the filenames being ESP files and not all of those mods are currently being maintained anymore. It's already been verified that Wrye Bash is OK with changing the flag. It will not complain when the files get bumped up into the ESM section. With proper CRC checks, BOSS won't complain either. Though I'm hoping some other method can be used to detect it ongoing because having a growing mountain of CRC checks won't be helpful. Perhaps version number parsing from the description field. I cannot vouch for how NMM will react since I don't use it, and I'm not sure anyone else on the team has tried it either. Who knows what Mod Organizer will think. We will bump all the version numbers on all the patches up to 2.0 when this happens. We don't have a time frame yet, because there's also a giant mountain of vanilla bugs piled up in the tracker to address too. But when it happens, all of the patches will be updated at the same time. Our proposed changes in the load order for the game will look like this: Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp Hearthfires.esm Unofficial Hearthfire Patch.esp Dragonborn.esm Unofficial Dragonborn.esp [The rest of your stuff] The main reason for this should be obvious. It will generate much less interference with things following on in the ESM group, and at the same time allow us to undo some of the changes in each DLC patch that are only there because the USKP canceled them out due to its own edits. Best of all, thus far in testing, it poses no risk for converting them in the middle of an active playthrough, even with a lot of other mods loaded. So anyway, that's where we're headed now. We've already kind of leaked hints at it, so now it can be considered confirmed rather than rumor The ESM Conversion Checklist Wrye Bash Support - Supported as of release 304.2. NMM Support - Works as expected, NMM flags the files with a warning but allows them to move into the ESM group. Mod Organizer Support - v1.0.0rc1 and up has been confirmed to work. TES5Edit Support - Supported as of release 3.0.31. BOSS Support - Working in 2.1.1. (was some confusion here, but it *IS* working) Checklist items need to be completed before we move forward on this. BETA Scheduling We're planning to go into beta on all 4 patches Saturday (October 5). I expect we'll have a minimum of 2 weeks testing, perhaps longer, to see how all this affects things and to validate that none of the new fixes coming in with this are broken. With that in mind, I figured this is as good a time as any to say so. Once this round of beta testing is complete, the USKP will no longer be distributed on Steam. Leaving the 1.3.2c version up there is already causing us problems and we can't in good conscience leave it up there after 2.0 has gone live. So anyone still using Steam to get the USKP needs to transition to one of the other available download sites. We're also going to have to check to see if Steam will accept a falsely flagged ESP file and deliver it back to the user intact as such. I mention this now because if it doesn't, then ALL of the unofficial patches will have to be taken down from Steam and everyone using those too will need to make provisions to change to another download site. So keep that in mind for those of you using Steam.

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