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[RELz/WIPz] Unofficial Fallout 4 Patch [UFO4P]

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Unofficial Fallout 4 Patch


Version: 2.0.5
By the Unofficial Patch Project Team


Download it from AFK Mods
Download it from Fallout 4 Nexus
Download it from Bethesda.net - PC
Download it from Bethesda.net - XB1
Download it from Bethesda.net - PS4

Requires Fallout 4 version 1.10.114 or greater.
Requires Official Automatron DLC.
Requires Official Wasteland Workshop DLC.
Requires Official Far Harbor DLC.
Requires Official Contraptions Workshop DLC.
Requires Official Vault-Tec DLC.
Requires Official Nuka-World DLC.

Documentation + Credits - PC, XB1
Documentation + Credits - PS4

UFO4P Discussion Forum on AFK Mods

This mod is an effort to fix the vast amount of bugs currently existing in Fallout 4. If you're experiencing a bug with Fallout 4, please report the bug to us in as much detail as possible on the UFO4P bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Fallout 4 bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Fallout 4 experience!

If your bugs is of the more important variety, such as a broken quest, broken settlement mechanics, broken perks, etc, you should also submit the report of your issue to Bethesda as well. Use their feedback form to do so and provide them as much detail as you would us. We would all prefer the bigger things to be fixed by them, right?

(Note that all fixes are retroactive unless otherwise noted)

Frequently Asked Questions - BUGS
Frequently Asked Questions - About the Project
Mods Made Obsolete by the UFO4P

UFO4P Fixes

  • Removed the Guard Gutsy voice fix after it was determined that the robots are invisible for anyone who begins a new game and visits General Atomics Galleria with the fix in place. (Bug #24628)
  • Precomb data was accidentally disabled on a cell at The Castle. (Bug #25055)
  • The edit locks added by previous UFO4P versions to certain functions on WorkshopParentScript have been re-evaluated, and the locks on the following functions have been removed (Bug #24643)
    • HandleActorDeath (regression of UFO4P 2.0 Bug #21899)
    • ModifyResourceData, SetResourceData (regression of UFO4P 2.0 Bug #21896)
    • RecalculateResourceDamage, RecalculateResourceDamageForResource (regression of UFO4P 1.0.5 Bug #21899)
    • WoundActor (regression of UFO4P 2.0 Bug #21898)

Actor Fixes

  • The Protectron in Virgil's Lab had an invalid set of script properties set on it. (Bug #24910)
  • Dead guards inside Parsons State Insane Asylum were being labeled as Gunners due to an incorrect template setting. (Bug #24944)
  • LvlBloodbugAmbush, LvlBloodbugInt and LvlBloodbugIntAmbush were missing a property on BloodbugScript (Bug #25148).

Item Fixes

  • Gunner Flannel Shirt and Jeans (Armor_GunnerRustic_Underarmor) was not included on the formlist for scrapping into cloth like other clothing items. (Bug #24744)
  • Bourbon was using the wrong version of the put down sound for bottles. (Bug #24739)
  • Antibiotics and Curie's Health Pack were not properly flagged as ObjectTypeStimpak. (Bug #24738)
  • MS10_RadioTowerNote: Property not set on the book record, resulting in an error when trying to add a map marker. Nearest logicial location based on the note's content is the Coast Guard Pier across the river from it, so the script will now set this marker when the book is read. (Bug #24619) [NR]
  • Overdue book tokens should be using the drop sound that matches the pickup sound originally assigned in another bugfix. (Bug #23123)
  • Mr Handy Buzz Blades were yielding no scrap when they should return 1 aluminum. (Bug #24908)
  • The control item used for the track system in the Mechanist's Lair was not properly setting up the Arc tank bot due to incorrectly set script properties. (Bug #24678)
  • The leveled list for T-45 Power Armor B (LL_Armor_Power_T45_Set_B) had 2 chest pieces and was missing the left arm. (Bug #24985)
  • Laundered Denim Dress (ClothesPreWarDressBlue) and Laundered Rose Dress (ClothesPreWarDressPink) did not return any cloth when scrapped. They should return 1 piece like other similar outfits. (Bug #24969)

Location Fixes

  • Echo Lake Lumber Mill was not set with the Far Harbor world location as its parent. This could lead to incorrectly assigned radiant quests that should go to the Commonwealth instead. It may also have played a part in settlers leaving for Dalton Farm at random times. (Bug #24586)
  • Dunwich Borers was not correctly flagged as part of its own location. At the same time, Hugo's Hole nearby was mistakenly flagged as being part of the Dunwich Borers location. (Bug #24668)
  • A bad navmesh section over a hole in the bridge at Mass Pike Interchange has been corrected. (Bug #24001)
  • Med-Tek Research could not be properly cleared because the Glowing One on the second level was not marked as the location's boss. (Bug #24928)

Mesh Fixes

  • The left Voltaic Frame shoulder was not displaying correctly on a Robobrain. (meshes\actors\dlc01\robot\parts\robobrain\RoboBrainConstructionLeftArmArmor_10.nif) (Bug #24742)

Quest Fixes

  • It should no longer be possible for PAM to give out Railroad radiant quests if she's been reprogrammed for the Brotherhood of Steel. (Bug #20000)
  • Invald properties on DN053 have been removed or corrected. (Bug #24909)
  • Emogene Takes a Lover (MS09Mission02) was possible to get stuck because the aliases in The Secret of Cabot House (MS09) were not marked to allow reservations, which was blocking her from filling the required alias. All 3 of her aliases (why she has 3, who knows) have been marked to allow reserved so that this quest will no longer get itself stuck. (Bug #24814) [NR]
  • The above fix in 24814 also resolved a scripting error that comes up in MS09 when Emogene is being moved to the amphitheater. (Bug #24774) [NR]
  • In Atom Cats Garage (DN054) Zeke has 4 AI packages that have script records attached but the script files themselves don't exist, and apparently never did. (Bug #24759)
  • Corrected an invalid alias property in DLC01LairJB. (Bug #24669)
  • During Long Road Ahead (COMMacCreadyQuest) when you are told to take MacCready to Med-Tek Research, no quest marker is added to show where the location is despite him telling you where to find it. (Bug #24926)
  • DN119Fight: The second scavenger in the Rotten Landfill site encounter did never attack the mole rats because his alias was not registered on DN119FightController script (Bug #25130).
  • MQ206: Null pointer property corrected (Bug #24617).
  • The player should no longer be able to tell Dima they are a member of the Brotherhood of Steel if they have not actually joined yet. (Bug #25030)
  • COMCaitQuest: Once started, this quest could advance up to stage 50 without Cait being anywhere around, because an event and several triggers did not run a follower check. This fix also required modifications to DefaultQuestChange LocationScript (Bug #24694).
  • DLC01FortHagenSatelliteArray: Added a klaxon that was expected by this quest, but did not exist, to Fort Hagen satellite array and pointed the respective quest property to the new object (Bug #24547).
  • DLC01Lair: Flagged an alias collection as optional, so the quest script can clear it (Bug #25144).
  • DLC01Lair: Fixed calls to several doors in the stage 200 fragment as they didn't work if these doors were not loaded, and modified DLC01Lair_SecurityDoorLightScript to skip calls of an unsafe workaround in the stage 201 fragment that caused threading issues on the door scripts and performance issues because all safety lights did needlessly try to open all of the doors on every cell reload (Bug #24675).
  • DN083_Barney: invalid quest objective corrected on topic info fragment TIF_DN083_Barney_001243EA (Bug #24580).
  • DN120: invalid property removed (Bug #24579).
  • MS11: Missing checks for valid sound IDs added to the stage 1399 fragment (Bug #24621).
  • MS16: Removed several lines from the stage 65 fragment that were referencing a non-existing objective. Also fixed several errors in the stage 18 and stage 200 fragments (Bugs #24836 and #24837).
  • RR102: Modified the quest script to set a bool property on an elevator instead of trying to manipulate it directly, which never worked because the elevator is not loaded while the respective fragments are running (Bug #24634).

Papyrus Fixes

  • GenericBrawlAlliesScript, GenericBrawlPlayerScript, GenericBrawlOpponentAliasScript, MS13IntroBrawlAliasScript: Prevented "magic" effects from causing brawls to turn into real fights. Should eliminate problems from a few of the DLC effects. (Bug #24817)
  • QF_DN054_00048516: Script attempts to remove alias data from a reference after it's already been cleared from the alias. Obviously this cannot be done. (Bug #24761)
  • QF_RRR04_000B26C2: Attempting to set a persist location on a non-created reference (Bug #24971)
  • TrapTripwire: If a NONE is passed to the DisarmTrigger function, several errors are set off because of a lack of sanity checking. Automatron intentionally sends a NONE for several references using this script via DLC01:DLC01Lair_LaserTripwireScript. (Bug #24679)
  • BugSwarmFXScript: Moved a function call out of the OnInit event since that function would fail to run if OnInit fired before cell attach (Bug #24771).
  • DLC01:DLC01_TrackSystemTrapElectricArc: fixed an issue where this script failed to avaluate a target because trigger events running at the same time were modifying the array the target evaluation was running on (Bug #24676).
  • DLC01:DLC01LairQuestScript fixed an issue where the MBattle_Phase2_Dispatch1230() function passed an invalid argument that caused array index out of range errors down the line (Bug #24677).
  • MQ206Script: check added to prevent this script from trying to complete non-existing objectives (Bug #24620).
  • WorkshopObjectScript: removed a superfluous call of the HandleDestruction() function (Bug #24642).
  • WorkshopObjectScript: this script did not properly initialize and update the actor value that controls the flora harvest time. As a result, crops could regrow faster than intended, and destroyed crops could regrow immediately after their repair (Bug #24775).
  • WorkshopParentScript: removed a superfluous check for caravan actors from the AssignObjectToWorkshop() function that was left from test runs on the UFO4P 2.0.4 modifications (Bug #24596).
  • WorkshopParentScript: added safety measures to circumvent an engine issue that causes zero-length arrays to turn into none arrays on reload. As a result, object assignment procedures could temporarily break at a workshop if a save made at that workshop was reloaded (Bug #24603).
  • WorkshopParentScript: auto assignment of actors to unassigned resource objects should not run on Dogmeat (Bug #24638).
  • WorkshopParentScript: fixed a threading issue with the processing of custom workshop events that could result in quests listening to those events (e.g. minutemen quests) advancing prematurely or not progressing at all if two or more of these quests were active at the same time (Bug #24650).
  • WorkshopParentScript, WorkshopObjectScript: further modifications to improve performance (Bug #24637).
  • WorkshopParentScript, WorkshopScript: improved the cleanup procedures for work objects of actors that were unassigned while a workshop was not loaded, including support for sending custom workshop events (Bug #25129).
  • WorkshopParentScript, WorkshopEventsQuestScript: improved the processing of custom workshop events to limit the number of calls of event handling functions on WorkshopParentScript and thus save performance (Bug #25128).
  • DLC01:DLC01Lair_SecurityDoorLightScript: Added animation state tracking to avoid animation graph errors (Bug #24654).
  • DLC01:DLC01_RobotLiftLightScript: Added animation state tracking to avoid animation graph errors (Bug #24670).
  • DLC01:DLC01LairQuestScript: Fixed an off-by-one error in the CleanupDungeon() function (Bug #24671).
  • DLC01:DLC01RadiantQuestScript: Fixed an issue where Enable() and AddItem() were called in the wrong order (Bug #24536).
  • DLC06:DLC06CompanionTrackerScript: Fixed an issue where this script used a wrong message object for text replacement (Bug #24636).
  • Default2StateActivator: Further modifications were needed to handle cases where a door can be activated by a reference in another cell (i.e. if OnActivate fires while the door is not loaded) (Bug #25149).
  • DN051_DelayedAmbushScript: Added checks to bail out after losing the reference of the actor this script is supposed to run on. This appears to happen if that actor is desintegrated (Bug #24428).
  • ElevatorMasterScript: Added a hidden property and some code to allow external scripts for making an elevator non-funtional even if the reference is in an unloaded area (Bug #24634).
  • FallingRocksandDustActivatorScript: Check added to skip trigger events while a previous event is still running, as this led to animations being called out of order and errors being thrown (Bug #24425).
  • FusionGeneratorSCRIPT: Added sanity checks for missing linked lights because some generators in the game are missing them inentionally (Bug #24548).
  • GlowingKlaxonLightScript: Added animation state tracking to avoid animation graph errors, and added a check to prevent the script from trying to animate disabled references (Bug #24534).
  • LegendaryArmorMagicEffectDisarmScript: Missing sanity check added (Bug #24614).
  • RR101CenterActivator: Removed a line that tried to access a non-existing object (Bug #24633).
  • ToggleButtonScript: Check added to handle conflicting calls from external scripts. Also imrpoved 3D checking (Bug #23232).
  • TrapBase: Check added to prevent this script from running on disabled traps (Bug #23933).
  • TrapBreakableWalkway: Added sanity checks for a missing linked reference since there is at least one trap existing in the game that is intentionally missing this reference (Bug #24616).
  • VertibirdTurretScript: fixed an issue where one function could clear a reference while another function was trying to run operations on it (Bug #24433).

Terminal Fixes

  • Invalid properties removed from DN070_HolotapeCarlTerminal. (Bug #24691)
  • RR102ElevatorTerminal: Terminal that was supposed to be allowing holotapes to be used but wasn’t set to do so. (Bug #25138)

Placement/Layout/Ownership and other World Object Fixes

  • 00093228, 00100196, 0003E0AF: chained doors with script properties missing (Bug #24553).
  • 0018C597, 01022D21: static objects with DefaultDisableHavokOnLoad scripts attached that have been removed. (Bug #24546)
  • 00182E08, 00182E09, 00183466, 00183CB1, 00183CB2, 00183CB3, 00183CB7, 00183CB8: properties modified on AttractionObjectScript to avoid errors if the script tries to enable or disable the references it is running on. (Bugs #24772, #24841)
  • 00156897: Map marker for Home Plate is not positioned correctly to trigger the discovery reward if the red door is used. (Bug #23159) [NR]
  • 0018F39D: Duplicated circuit breaker trigger. (Bug #24911)
  • 0018EB27: Encounter management trigger in Hubris Comics that was not set to the expected value. (Bug #24843)
  • 0018BB8C: The Grognak costume in Hubris Comics was clipping through the side of a locker. (Bug #24790) [NR]
  • 00186C11: Moved a trailer door that was placed inside of the trailer instead of on the back of it like it should have been. (Bug #24532)
  • 0003C304, 0003C6FB: Cars that were falling off of an overpass near Hub City due to poor placement. (Bug #24632)
  • 001E7F1D, 0023CF48: Lobster floats placed in the air. (Bug #24656)
  • 0018BD1F: Misplaced shack door. (Bug #24657)
  • 0014A120: Unneeded "don't havok settle" flag removed on dead settler. (Bug #24664)
  • 00043C66: Dresser clipping into a wall. (Bug #24667)
  • 001D389B: Car that isn't havok settled properly. (Bug #24685)
  • 001BE40D: Misplaced cat idle marker. (Bug #24706)
  • 001977B3, 001977BD, 001977BE, 001977BF, 001977C0: Misplaced brahmin marker and bloodbug markers. (Bug #24708)
  • 07016D04, 07016D05, 07016D06, 07016D07: Leaf piles added to cover a portion of a roof where a doorway is clipping through. (Bug #24716)
  • 00075658, 001EE49F: Misplaced traffic cones. (Bug #24726, Bug #24665)
  • 00055CEE, 00055CEF: Misplaced Nuka-Cola machine and lid. (Bug #24727)
  • 000939BF, 0017CECA: Misplaced fragmentation mines. (Bug #24727, Bug #24601)
  • 00061CA8: Misplaced tool case. (Bug #24730)
  • 0706B6DF: Trash pile added to cover up a seam between several floor pieces. (Bug #24787)
  • 002129E4, 002129E5, 002129E6: Misplaced caps. (Bug #24788)
  • 001908DD: Floating baseball bat. (Bug #24792)
  • 000BBAA9: Floating skeleton. (Bug #24799)
  • 00191A4B: Broken refrigerator door placed underneath the ground that couldn't be scrapped as intended. (Bug #24800)
  • 001D1CF8: Misplaced hat. (Bug #24815)
  • 000940B4: Misplaced caps stash. (Bug #24825)
  • 001944F2: Misplaced chem box. (Bug #24826)
  • 00160189: Misplaced lantern. (Bug #24828)
  • 0008CD07, 0008CD0D, 0008CD0E, 0008CD0F, 0008CD10, 0008CD11, 00101D8D, 0018AC50, 0018BB8D, 0018BB8E, 0018BBE6, 0018BBE7, 0018BBE8, 0018BBE9, 0018BBEA, 0018BBEB, 0018BBEC, 0018BBEC: Items that don't need the don't havok settle flag set. (Bug #24845)
  • 001E82E1: Misplaced hubflower plant. (Bug #24870)
  • 0022FA58: Misplaced vehicle seat. (Bug #24918)
  • 00084CF4, 00084D78: Floating spawn markers. (Bug #24933)
  • 000AED35: Misplaced cigarette machine. (Bug #24933)
  • 000BD678, 0023F424, 01004F5D: Misplaced helmets. (Bug #24933, Bug #24703, Bug #24681)
  • 00101A8A: Floating patrol marker. (Bug #24933)
  • 001BE094: Floating skull. (Bug #24940)
  • 00023C27, 0016D001: Floating oil lamps. (Bug #24943, Bug #24701)
  • 0002BFB9: Misplaced first aid box. (Bug #24955)
  • 0001D773, 0010D2E8, 0019748D, 00197491: Misplaced suitcases. (Bug #24992, Bug #24943, Bug #24645)
  • 000AE112, 000D04CF, 000D04D0, 000E0DCF, 00106A80, 00144B36, 0019F10F: Misplaced Nuka-Colas. (Bug #24997, Bug #24933, Bug #24845, Bug #24827)
  • 0001D35D, 00047CDE, 0006499A, 0006552C, 00074361, 000ACA32, 000C7F0A, 0010AB05, 0010D2A6, 0010D2E2, 0010D3B4, 00131C19, 0019F4A2, 0019F4A3, 001C6E49: Misplaced toolboxes. (Bug #25008, Bug #24987, Bug #24986, Bug #24966, Bug #24965, Bug #24958, Bug #24843, Bug #24821, Bug #24666, Bug #24645, Bug #24624)
  • 0009336D, 00094029: Misplaced coolers. (Bug #25010, Bug #24728)
  • 00069030: AI marker that was placed too far above the ground. (Bug #25041)
  • 000C19BC: Misplaced bed. (Bug #25050)
  • 001D907C: Floating journal. (Bug #25050)
  • 000E0D57, 002302C3, 002302D9: Misplaced oxygen tanks. (Bug #25059, Bug #24997) [NR]
  • 00095EB1, 000A95CB, 0017CB6A, 001C3624, 001D97F9: Misplaced news stands. (Bug #25064, Bug #25062, Bug #25047, Bug #24956)
  • 000FEDC4, 0016053D, 00228828: Misplaced cabinets. (Bug #25066, Bug #25059, Bug #24967)
  • 0007EE17, 000829DF: Misplaced coolers. (Bug #25077, Bug #24932)
  • 000829DB: Misplaced hard hat. (Bug #25077)
  • 0022C528: Misplaced burnt textbook. (Bug #25081)
  • 001C145F: Floating mini-nuke. (Bug #25088)
  • 0001D341, 000C3B07, 000A4AA7, 000A4AA8, 000ABEBA, 001ADD37: Floating folders. (Bug #25090, Bug #24933, Bug #24645)
  • 0001D776, 0001D777, 0001D778, 0001D779, 0001D77A, 0001D77B, 0002BD51, 0002BD52, 0002BD54, 0002BD55, 0002BD56, 000364F2, 00081652, 00081653, 00081654, 00081655, 00081656, 00081657, 000927CE, 000927CF, 000927D0, 000927D1, 000927D2, 000927D3, 000939BC, 000939BD, 000939BE, 000995C0, 000995C1, 000995C2, 000995C3, 000995C4, 000995C5, 000A497A, 000A497B, 000A497C, 000A497D, 000A497E, 000A497F, 000A4A46, 000AC9AC, 000AC9AD, 000AC9AE, 000AC9AF, 000AC9B0, 000AC9B1, 000AED5C, 000AED5D, 000AED5E, 000AED60, 000AED61, 000AED62, 000BA10E, 000BA10F, 000BA110, 000BA111, 000BA112, 000BA113, 000E437A, 000E437B, 000E437C, 000E437D, 000E437E, 000E437F, 000FC064, 000FC065, 000FC066, 000FC067, 000FC068, 000FC069, 00101D5B, 00101D5C, 00101D5D, 00101D5E, 00101D5F, 00101D60, 001AD747, 001AD748, 001AD749, 001AD74A, 001AD74B, 001AD74C, 001C47F9, 001C47FA, 001C47FB, 001C47FC, 001C47FD, 001C47FE, 001D13A6, 001D13A7, 001D13A8, 001D13A9, 001D13AA, 001D13AB, 001E6399, 001E639A, 001E639B, 001E639C, 001E639D, 001E639E, 001E7C39, 001E7C3A, 001E7C3B, 001E7C3C, 001E7C3D, 001E7C3E, 001E98B6, 001E98B7, 001E98B8, 001E98B9, 001E98BA, 001FAE4D, 001FAE4E, 001FAE4F, 001FAE50, 001FAE51, 001FAE52, 0020C9FB, 0020C9FC, 0020C9FD, 0020C9FE, 0020C9FF, 0020CA00, 0020CAC0, 0020CAC1, 0020CAC2, 0020CAC3, 0020CAC4, 0020CAC5, 0020D568, 0020D569, 0020D56A, 0020D56B, 0020D56C, 0020D56D, 002287BA, 002287BB, 002287BC, 002287BD, 002287BE, 002287BF, 0100B3FF, 0100B400. 0100B402, 0100B403, 06023B88, 06023B89, 06023B8A, 06023B8B, 06023B8C, 06023B8D: Bottles not properly placed inside of Nuka-Cola machines. (Bug #25090, Bug #25086, Bug #25085, Bug #25084, Bug #25080, Bug #25079, Bug #25059, Bug #25003, Bug #24990, Bug #24968, Bug #24964, Bug #24933, Bug #24922, Bug #24864, Bug #24845, Bug #24798, Bug #24731, Bug #24729, Bug #24727, Bug #24723, Bug #24681, Bug #24645, Bug #24599, Bug #23639)
  • 0003B78F, 00051CF3, 00065523, 0007438F, 00075D35, 0007EE1D, 00082AB1, 00082AB2, 0008668F, 00086690, 00086691, 0008E55B, 000A9E8A, 000AED33, 000AF0CF, 000B0519, 000B229E, 000B22F0, 000C0A6A, 000E0DBF, 0013FAEE, 0016BC73, 0016BC9D, 0016BC9F, 0017BFDD, 001850CD, 00212E38, 0021722E, 0022B3E3, 00231874, 002318D3, 002318D5, 0023C5BF, 0100718E, 0100C1D8, 0100C238, 0100C3FF, 0100C544, 0100D5BC, 0100D5BD, 0100E977: Misplaced bins, boxes, and crates. (Bug #25093, Bug #25090, Bug #25087, Bug #25078, Bug #25059, Bug #25049, Bug #25008, Bug #25007, Bug #25003, Bug #24997, Bug #24956, Bug #24947, Bug #24943, Bug #24933, Bug #24932, Bug #24917, Bug #24866, Bug #24707, Bug #24704, Bug #24681)
  • 00046FF3, 00047CDC, 00047CDD, 00047CDC, 00047D03, 00061CA9, 000AC083, 000BDAAD, 000E4D1B, 001274F6, 0023C7C7: Misplaced ammo and ammo boxes. (Bug #25090, Bug #25088, Bug #25087, Bug #24992, Bug #24746, Bug #24730, Bug #24624)
  • 0008609B, 000975E2: Misplaced mailboxes. (Bug #25090, Bug #25062)
  • 000A563E, 000AC08D, 000AC08E, 000AC090, 001A8E06: Misplaced bobby pins and bobby pin boxes. (Bug #25090, Bug #25045, Bug #24645)
  • 000A4ABB: Misplaced suit. (Bug #25090)
  • 000E4D1D: Misplaced safe. (Bug #25090)
  • 000FF1BB: Floating note. (Bug #25090)
  • 0003ABE5, 0003B78F, 00051CF3, 00065523, 0007438F, 00075D35, 0007EE1D, 00082AB1, 00082AB2, 0008668F, 00086690, 00086691, 0008E55B, 000A9E8A, 000AED33, 000AF0CF, 000B0519, 000B229E, 000B22F0, 000C0A6A, 000E0DBF, 0013FAEE, 0016BC73, 0016BC9D, 0016BC9F, 0017BFDD, 001850CD, 00212E38, 0021722E, 0022B3E3, 00231874, 002318D3, 002318D5, 0100718E, 0100C1D8, 0100C238, 0100C3FF, 0100C544, 0100D5BC, 0100D5BD, 0100E977: Misplaced bins, boxes, and crates. (Bug #25093, Bug #25090, Bug #25087, Bug #25078, Bug #25059, Bug #25049, Bug #25008, Bug #25007, Bug #25003, Bug #24997, Bug #24956, Bug #24947, Bug #24943, Bug #24933, Bug #24932, Bug #24917, Bug #24866, Bug #24718, Bug #24707, Bug #24604, Bug #24681)
  • 00066288: Floating sleeping bag. (Bug #25093)
  • 000AED8D, 000C0B11, 002380BE, 00240AD4: Misplaced chairs. (Bug #25093, Bug #24915, Bug #24821, Bug #24719)
  • 00068B31, 001AD74D, 001E6886, 0020C9FA, 0020CABF, 0600ABAF, 06023B8E: Misplaced Nuka-Cola machines. (Bug #25095, Bug #25086, Bug #25084, Bug #25043, Bug #24990, Bug #24964)
  • 0002BD9C, 000454E9, 000454EA, 00047B6B, 00047DA7, 0009E137, 000A2F0D, 000A495A, 000A49A8, 000F1B5B, 0013A0A8, 001418C7, 00141906, 00169F84, 001726C7, 001726EC, 0017947F, 0017CBF5, 001C26E9, 001C26EA, 001C26EB, 001C26F0, 001C26F1, 001C3626, 001CA032, 001CA2A8, 001CAC4A, 001E644B, 001EAB80, 001EBE96, 001EBF00, 001F8F99, 00204896, 00204899, 00205E63, 00205E74, 0020B531, 0020B533, 0020B5CC, 0020B85E, 0022B3E1, 00230269, 0023192F, 00231930, 001E0879, 0100700D: Misplaced trash cans. (Bug #25098, Bug #25092, Bug #25091, Bug #25090, Bug #25089, Bug #25088, Bug #25087, Bug #25065, Bug #25060, Bug #25059, Bug #25047, Bug #25042, Bug #24968, Bug #24957, Bug #24956, Bug #24941, Bug #24930, Bug #24929, Bug #24922, Bug #24867, Bug #24722, Bug #24681)
  • 0001D299, 0001D29A, 0001D29D, 0001D342, 0001D76C, 001E1F34, 0002011C, 0002015A, 00027F77, 00027F78, 0002BD32, 00035A04, 0003A98F, 0003A9C2, 0003B815, 00046FF8, 00046FF9, 00051CF7, 00051CF8, 00051CF9, 00051CFA, 00051CFB, 00065525, 00065526, 00065530, 00066B90, 00067189, 0006718A, 0006718B, 0007432B, 00074359, 0007435E, 0007439E, 00075D36, 00075D38, 00075D39, 00075D3D, 0007EE1A, 0007EE1C, 0007EE1F, 0007EE20, 0007EE28, 0007EE2C, 00084CA1, 000829DE, 00082B15, 00084CA2, 00084CA3, 00084CA4, 00084CA5, 00084CA6, 00086624, 00086625, 00086626, 00086628, 00086629, 0008662A, 0008667E, 000866AB, 000866AC, 000866AD, 000866B2, 00087A93, 000895EB, 000895EC, 0008CD0B, 0008CD0C, 0008CD12, 0008F8ED, 000924F7, 000940A9, 000940AB, 000940B5, 000940B6, 000940BA, 0009AD19, 000A4AB1, 000A4D39, 000A4D3A, 000A5324, 000A560D, 000A560E, 000A5610, 000A5617, 000A5618, 000A5621, 000A5622, 000A5623, 000A5624, 000A5626, 000A5627, 000A5629, 000A562A, 000A562B, 000A562C, 000A5633, 000A5636, 000A5637, 000A5638, 000ABCF7, 000ABDBE, 000ABDC3, 000ABEB8, 000ABFA6, 000AC00D, 000AC00E, 000ACA33, 000AF0D7, 000AF0D8, 000AF2C6, 000AF2CB, 000B22CA, 000B2358, 000B235B, 000B235C, 000B703C, 000B914B, 000B915C, 000B925F, 000B92A9, 000B92C2, 000B93F7, 000BFA9C, 000BFA9E, 000C3AA0, 000C3AEB, 000C3AEE, 000C3AF8, 000C3B08, 000C46A4, 000E0DBE, 000E0DE2, 000E0DE4, 000E0DE5, 000E0DEA, 000E0DEB, 000FF217, 000FFFAA, 00101D3C, 0010A771, 0010EE73, 0010EED2, 001138F3, 0013C249, 0013F9F9, 0013FA09, 00144A36, 00144A37, 001562BF, 00156333, 00156335, 0015CCF5, 0015CD6D, 0015CD77, 0015CD89, 0015CDE1, 0015CDE2, 0015CDE3, 0015CDEB, 0015CE00, 0015CE01, 0015CE05, 0015CE06, 0015CE07, 0015CE0C, 0015CE17, 0015CE18, 0015CE24, 0015CE31, 0015CE32, 0015CE33, 0015CE44, 00166513, 00166529, 0016652A, 00166538, 00166539, 0016653F, 00166550, 00168654, 00168656, 0016BBA3, 0016BCA1, 00172077, 0018995A, 00189A28, 00189A29, 00189A7A, 00189A7C, 0018A98D, 0018AA48, 0018AA5B, 0018AABB, 0018B6C4, 0018BBEC, 001908CB, 001908D3, 00196447, 00196448, 00196455, 00196458, 00198FFA, 0019F0F3, 0019F499, 001A4842, 001A725E, 001A8E07, 001A8E09, 001B53C0, 001B5A7D, 001BDF83, 001C097F, 001C0BE0, 001C551C, 001E239B, 001E7C28, 001E7C2D, 001EBFCE, 001EBFD2, 001F8F8B, 001F8FD2, 001F8FD3, 001F8FD6, 001FAB66, 001FAB6A, 001FAB6B, 001FAB7B, 001FAB7F, 001FE785, 002060CC, 0020B951, 0020BB49, 00215A32, 0021F4EB, 0021F4EC, 0021F4ED, 0021FC72, 002288B2, 002288B3, 002288B4, 00228AD1, 0022B8FF, 0022C52A, 0022F8D6, 0022FA59, 0022FA85, 0022FA86, 002318D4, 002326D4, 00231737, 00231738, 0023A797, 01007F77, 01007FDE, 0100C436, 0100C25E, 0100D803: Various misplaced junk items. (Bug #25098, Bug #25090, Bug #25088, Bug #25087, Bug #25081, Bug #25077, Bug #25075, Bug #25066, Bug #25063, Bug #25059, Bug #25050, Bug #25045, Bug #25042, Bug #25010, Bug #25008, Bug #25007, Bug #25003, Bug #24997, Bug #24987, Bug #24968, Bug #24967, Bug #24966, Bug #24965, Bug #24963, Bug #24962, Bug #24960, Bug #24947, Bug #24943, Bug #24942, Bug #24940, Bug #24933, Bug #24932, Bug #24920, Bug #24918, Bug #24869, Bug #24867, Bug #24866, Bug #24865, Bug #24845, Bug #24825, Bug #24822, Bug #24815, Bug #24803, Bug #24794, Bug #24792, Bug #24791, Bug #24722, Bug #24713, Bug #24711, Bug #24710, Bug #24707, Bug #24702, Bug #24699, Bug #24697, Bug #24696, Bug #24686, Bug #24684, Bug #24683, Bug #24681, Bug #24645)
  • 00093AF1, 000EF58D, 001F8BC1: Misplaced dummy weapons. (Bug #25098, Bug #24963, Bug #24725)
  • 001F8F89, 001FACA1: Misplaced tires. (Bug #25098, Bug #24961)
  • 000C3DA3, 000C3DA6, 000C3DA8, 000C3D96, 000C3D99, 000C3D7D, 000C3D80, 000C3D82, 000C3D9B, 000C3D84, 000C3D9D, 000C3DA9, 0013CBC9, 0013CBCB, 0013CBCC, 0013CBCE, 000C3DA2, 000C3DA4, 000C3DA5, 000C3DA7, 000C3D95, 000C3D97, 000C3D98, 000C3D9A, 000C3D7C, 000C3D7E, 000C3D7F, 000C3D81: Mirelurk eggs and triggers that were supposed to be enabled by the same marker, but had this marker not properly set up as an enable parent or were missing it entirely. Some also had superfluous links that needlessly made them persistent. Moreover though, harvestable eggs should not have enable parents at all because their scripts stop working if they do, so their enable parents were removed and scripts were added to make their enable states dependent on that of the marker (Bug #24216).
  • 001875AB, 001875AF, 001875B4, 001875B5: Traps in Milton General that were linked to an enable parent but should not have been because they stop working as expected if they are. Unlinked them from the enable marker and added a script to make their enable state dependent on that of the marker (Bug #20417).
  • 0006ADCB, 000FA574, 000FA577, 000FA579, 000FA57B, 000FA57C, 00112620, 001916DB, 0019891F, 0019D9E2: Caps stashes and bobby pin boxes that should not have been enable parented (Bug #20692).
  • 002392FA: Kids' lunch box that should not have been enable parented (Bug #23477).
  • 0023D709, 0023D706, 0023D707, 0023D708, 0023A712, 00245C0D, 00178E4B, 00178E4A, 0023A713, 0019355F, 002326CA, 0020E219, 00245C0C, 001F2B86, 001AD3BA, 0020E61D, 0023FCB4, 0022DD48, 000C78F9, 002301D0, 0100832F, 03027044, 030399A7, 060440F0, 06049097, 06049098, 06049099, 06050287, 0605178E, 06040912: Dummies that never spawned anything because they had no leveled lists specified (Bug #25141).
  • 00202E6B: Moved a debris pile because it withstood scrapping and ended up floating after the desk it was resting on had been scrapped (Bug #25109).
  • 0100B21C: Trigger with keyword property missing (Bug #24674).

Text Fixes

  • DN121 [0002A6E2]: "If I were younger I would." > "If I were younger, I would." (Bug #24555)
  • [0002A6E7]: "That bastard son of mine, Jake, snuck out in the middle of the night to join them." > "That bastard son of mine, Jake, snuck out in the middle of the night to join 'em."
  • [0002A6E8]: "Can you get my Granddad's sword back for me?" > "Can you get my granddad's sword back for me?"
  • [0002A6F6]: "A group of them took over the old ironworks, and they'll shoot ya as soon as look at ya." > "A group of 'em took over the old ironworks, and they'll shoot ya just as soon as look at ya."
  • [0002A845]: "Out in Saugus Ironworks, you can see it over there past the highway." > "Out in Saugus Ironworks. You can see it over there past the highway."
  • [0002A88A]: "Look, I'm being serious here." > "Look, I'm bein' serious here."
  • [0002A8A3]: "I see what you're getting' at." > "I see what you're gettin' at."
  • [0002A8AF]: "If you don't kill the prisoner before I count to three it's over." > "If you don't kill the prisoner before I count to three, well, it's over."
  • [0002A94D]: "You've got that twinkle in your eye, like you're looking for something." > "You've got that twinkle in your eye, like you're lookin' for somethin'."
  • [0002A94E]: "You're back huh? Decided to tell me what you're looking for?" > "You're back, huh? Decided to tell me what you're lookin' for?"
  • [0002A954]: "You're back huh?" > "You're back, huh?"
  • [0002A95A]: "Those Forged guys probably still have those Dampening Rods you're looking for." > "Those Forged guys probably still have those dampening rods you're lookin' for."
  • [0002A95C]: "You aren't going to find my Granddad's sword just standing around." > "You aren't going to find my granddad's sword just standin' around."
  • [0002A992]: "What are you waiting for?" > "What are you waitin' for?"
  • [0002AA19]: "Any luck finding my Granddad's sword?" > "Any luck finding my granddad's sword?"
  • [0002C48B]: "You uh... did you.. what happened with Jake?" > "You, uh... did ya... what happened with Jake?"
  • [0002C49F]: "Shut up Jake. If I hear anything out of either of you, you'll both be peeling potatoes for the next year." > "Shut up, Jake. If I hear anything out of either of you, you'll both be peelin' potatoes for the next year." / "I have watched you two go at it for years and tried to let you sort it out for yourselves." > "I've watched you two go at it for years and tried to let you sort it out for yourselves." / "Jake, your father and I have been out there and we know it can be dangerous. We just want to make sure you are prepared." > "Jake, your father and I have been out there, and we know it can be dangerous. We just want to make sure you're prepared."
  • [0002C563]: "Boy I told you that if you ever showed your face here again I'd-" > "Boy, I told you that if you ever showed your face here again I..."
  • [0002C591]: "Papa, please. I- I know I screwed up pretty big." > "Papa, please. I... I know I screwed up pretty big." / "I thought if I joined up I could keep them from raiding our farm." > "I... I thought if I joined up I could keep them from raiding our farm." / "I didn't- I don't want to hurt anybody." > "I didn't... I don't want to hurt anybody."
  • [0002C614]: "Here goes nothing." > "Here goes nothin'."
  • [0002C616]: "What? Jake's back? Oh thank god." > "What? Jake's back? Oh, thank god."
  • [0002C619]: "You should be able to just pull it out." > "You... you should be able to just pull it out."
  • [0002C61C]: "Abraham Francis Finch that is enough!" > "Abraham Francis Finch. That's enough!"
  • [0002C624]: "I- Yeah. I messed up pretty bad. Sorry." > "I, uh. Yeah. I... I messed up pretty bad. I'm sorry."
  • [0002C628]: "Here's the caps we agreed on, plus a bit for helping my boy." > "Here's the caps we agreed on, plus a bit for helpin' my boy."
  • [0002C62E]: "Abraham, what's going on?" > "Abraham, what's goin' on?"
  • [0002C633]: "Does it really matter to you any more?" > "Does it really matter to you anymore?"
  • [0002C634]: "You're back huh?" > "You're back, huh?"
  • [0002C639]: "She's right. I've been a fool." > "She's right, I've been a fool."
  • [0002C86F]: "Thanks again for getting me out of there." > "Thanks again for gettin' me out of there."
  • [0002C872]: "You're welcome around my farm any time friend." > "You're welcome around my farm any time, friend."
  • [0002D9DF]: "I bet if you bring my Great Granddad's sword, he'll make it worth your while." > "I bet if you bring my great granddad's sword, he... he'll make it worth your while."
  • [0002D9EA]: "I don't have time for this, where are the dampening coils?" > "I don't have time for this. Where are the dampening coils?"
  • [0002D9EB]: "Why were you trying to join The Forged anyway?" > "Why were you trying to join the Forged anyway?"
  • [0002D9EC]: "I'll meet you at the over pass by the farm after you get the sword." > "I'll meet you at the overpass by the farm after you get the sword."
  • [0002D9F2]: "So uh.. what... what happened with Jake?" > "So, uh... what... what happened with Jake?"
  • [0002D9F4]: "You're going to have to live with that." > "You're gonna have to live with that."
  • [0002D9F6]: "There was no other way. It was going to be him or you." > "There was no other way. It was gonna be him or you."
  • [0002D9F7]: "I don't know what I was thinking trying to join them..." > "I don't know what I was thinkin' tryin' to join them..."
  • [0002DA02]: "Look, I should probably try to go home and make amends." > "Look, I... I should probably try to go home and make amends." / "But I think if you're there to help explain, things with my Dad would go easier." > "But I bet if you're there to explain, things with my dad would go easier."
  • [0002DA05]: "I made a mistake, but I'm not just going to let you kill me!" > "I made a mistake, but I'm not just gonna let you kill me!"
  • [000461BF]: "I better not show up without that sword." > "I better not try to show up without that sword."
  • [000498F4]: "I think you should hang onto that sword. It'd put a smile on Granddad's face to know it was being used to help people." > "I think you should hang on to that sword. It'd put a smile on granddad's face to know it was being used to help people."
  • [000662B2]: "Abraham... Oooh I am gonna wring his neck." > "Abraham... Oooh, I'm gonna wring his neck."
  • [000662B5]: "He did mention that Jake stole his sword and joined The Forged." > "He did mention that Jake stole his sword and joined the Forged."
  • [000662B6]: "The two of them were at it again and Jake must have taken off to that Ironworks like he was going on about." > "The two of 'em were at it again, and Jake must have taken off to that ironworks like he was goin' on about."
  • [000662B7]: "I'm so nervous I feel like I'm gonna throw up." > "I'm so nervous. I... I feel like I'm gonna throw up."
  • [000B138D]: "Something else has come up.." > "Somethin' else has come up."
  • [00133BF9]: "There, I did what you asked. God I think I'm going to be sick" > "There, I... I did what you asked. God, I think I'm gonna to be sick."
  • [00133BFF]: "You said we'd be raiding outside of the Commonwealth." > "You said we'd be raiding outside the Commonwealth."
  • [00133C01]: "No going back now." > "No goin' back now."
  • [00133C06]: "Though this wonderful sword you brought does put me in the mood to give you one last chance to prove your worth." > "Though this wonderful sword you brought does put me in the mood to give you one last chance to prove your worth. What do you say?"
  • [00133C0A]: "Walk away Jake, you don't have to do this." > "Walk away, Jake. You don't have to do this."
  • [00133C0C]: "Just- I don't know. I just can't ever manage to live up to his expectations." > "Just... I don't know. I can't ever manage to live up to his expectations."
  • [00133C12]: "Stealing things from your family farm doesn't prove your strength boy." > "Stealing things from your family farm doesn't prove your strength, boy."
  • [00133C16]: "No! I'm sorry but I'm not going to do this." > "No! I'm sorry, but I'm not gonna do this."
  • [00133C17]: "Good. Now - kill the stranger." > "Good. Now. Kill the stranger."
  • [00133C19]: "Did- did he send you here to find me?" > "Did... did he send you here to find me?"
  • [00133C1A]: "Shooting someone in a gunfight one thing but this..." > "Shooting someone in... in a gunfight is one thing but... but this..."
  • [00133C1B]: "I thought if I joined up I could protect my family from raids." > "I... I thought if I... if I joined up I could protect my family from raids."
  • [00133C1E]: "But- but I brought everything you asked for." > "But... but I brought everything you asked for."
  • [00133C25]: "What is it that you really want out of this Jake?" > "What is it that you really want out of this, Jake?"
  • [00133C2C]: "I'm just a hard working man trying to feed my family." > "I'm just a hard workin' man tryin' to feed my family."
  • [00133C2F]: "Prove to me you're worth forging." > "Prove to me that you're worth forging."
  • [00133C33]: "Times up." > "Time's up."
  • [00133C3B]: "I'm sorry, but I've got no choice." > "I'm sorry, but I... I've got no choice."
  • [00133EAB]: "Well that's something. Maybe getting a fresh start'll be what he needs." > "Well, that's somethin'. Maybe gettin' a fresh start'll be what he needs."
  • [00133EAC]: "I- I knew what the outcome was likely to be when he ran off." > "I... I knew what the outcome was likely to be when he ran off."
  • [0015B8CE]: "You want me to take a knife FROM a gunfight? Oh this is a whole new level of stupid." > "You want me to take a knife from a gunfight? Oh, this is a whole new level of stupid."
  • [001A94E0]: "Can you tell me anything else about The Forged?" > "Can you tell me anything else about the Forged?"
  • [001A94E6]: "Came in from outside of the commonwealth a few months back and started recruiting." > "Came in from outside of the Commonwealth a few months back and started recruitin'." / "Mostly they've just been strong arming folks, but with how quick they've been growing it's just a matter of time till the raids get worse." > "Mostly, they've just been strong armin' folks, but with how quick they've been growin' it's just a matter of time till the raids get worse."
  • DN121Abraham_NoSwordReward: "Watch your back with The Forged." > "Watch your back with the Forged." (Bug #24556)
  • DN121Abraham_AcceptJob: "You're doing me a big favor and I'll make it up to you as best as I can." > "You're doin' me a big favor, and I'll make it up to you as best as I can." (Bug #24557)
  • DN121_BradWeAreYourFamily: "We're your family now Jake." > "We're your family now, Jake." (Bug #24558)
  • DN121_DampeningRodsTopicQuestion: "I'm looking for some dampening coils, have you seen any?" > "I'm looking for some dampening coils. Have you seen any?" (Bug #24559)
  • DN121_DampeningRodsResponse: "Well, you've got unfortunate timing friend." > "Well, you've got unfortunate timing, friend." / "Group a trumped up raiders called the Forged." > "Group of trumped up raiders called the Forged." (Bug #24560)
  • DN121_DampeningRodsTopic: "I'm looking for some Dampening Coils that I think may be near here." > "I'm looking for some dampening coils that I think may be near here." (Bug #24561)
  • DN121JakeDampeningRods: "Dampening Coils? They're in the generator by the big furnace." > "Dampening rods... They're in the generator by the big furnace." (Bug #24562)
  • DN121JakeWhyJoinTheForged: "Yeah... well... I just..." > "Uh, yeah... huh... well... I just..." (Bug #24563)
  • DN121_MeetJakeByFreeway: "Hey, can you meet me over by the freeway supports next to the farm?" > "Hey, can you meet me by the freeway supports next to the farm?" (Bug #24564)
  • DN121SiJakeSurrenderPanicked: "Wait wait! I'm sorry, I messed up! I panicked!" > "Wait, wait! I'm sorry. I... I messed up! I panicked!" (Bug #24565)
  • DN121JakeCarryHisDecision: "I- Yeah, you're right." > "I, uh... yeah. Yeah, you're... you're right." (Bug #24566)
  • DN121JakeWishThereWasAnotherWay: "I- I know, but I just wish there had been another way." > "I... I know, but I just wish there had been another way." (Bug #24567)
  • DN121SiForgedA: "Bunch a trumped up raiders." > "Bunch of trumped up raiders." (Bug #24568)
  • DN121SharedInfo_SlagNotWorthForging: "Most of them were never going to be worth forging in the first place." > "Most of them were never gonna be worth forging in the first place." (Bug #24569)
  • CreatureInvisible: "Some creatures, like the Mirelurk King, Chameleon Deathclaw and Sentry Bot, can utilize stealth to turn themselves almost invisible and ambush unwary prey." > "Some creatures, like the Mirelurk King, Chameleon Deathclaw, and Sentry Bot, can utilize stealth to turn themselves almost invisible and ambush unwary prey." (Bug #24570)
  • CreatureBloatfly: "One of the Wasteland's most disgusting creatures, the Bloatfly shoots its maggots as projectiles, and often explodes upon death." > "One of the Wasteland's most disgusting creatures, the Bloatfly, shoots its maggots as projectiles and often explodes upon death." (Bug #24600)
  • CreatureDialogueSuperMutant [0006D7B5]: "Die, metalman!" > "Die, metal man!" (Bug #24623)
  • [0006E1B6]: "Aggh... It was nothin'." > "Aggh... It was nothing."
  • [0006E1B7]: "Bah... I'm hearin' stuff." > "Bah... I'm hearing stuff."
  • [0006E1BA]: "Must have been nothin'." > "Must have been nothing."
  • [0006E1C8]: "Where'd you go? Huh? Gonna find you... Gonna KILL you!" > "Where'd you go? Huh? Gonna find you... Gonna kill you!"
  • [0006E1D7]: "What? I hear somethin'." > "What? I hear something."
  • [0006E1EA]: "No more hidin' for you!" > "No more hiding for you!"
  • [000EB1E9]: "You... killed... my... BROTHER!" > "You... killed... my... brother!"
  • [000EB201]: "Gonna feast.. on... dog meat!" > "Gonna feast... on... dog meat!"
  • [000EB20F]: "Ha ha ha! You hit like a Radroach!" > "Ha ha ha! You hit like a radroach!"
  • [00138B62]: "Hear that human?" > "Hear that, human?"
  • [00138B71]: "Get them human! Smash them. Crush them. Kill them!" > "Get them, human! Smash them. Crush them. Kill them!"
  • [00138B75]: "No use human. Them gone now." > "No use, human. Them gone now."
  • [00138B80]: "Aggh, come back! Fight Strong coward!" > "Aggh, come back! Fight Strong, coward!"
  • [00138B85]: "Duck human. Quick!" > "Duck, human. Quick!"
  • [00138B87]: "Watch out human!" > "Watch out, human!"
  • [00138B9A]: "Come Deathclaw. Strong will teach you how to die!" > "Come, deathclaw. Strong will teach you how to die!"
  • [00138B9B]: "Strong will kill Deathclaw. Strong can kill anything!" > "Strong will kill deathclaw. Strong can kill anything!"
  • [00138BA3]: "Stay back human. Sometimes robot shoots fire!" > "Stay back, human. Sometimes robot shoots fire!"
  • [00138BA4]: "Give up robot. Strong will rip you apart piece by piece!" > "Give up, robot. Strong will rip you apart piece by piece!"
  • [00138BA7]: "Here fishy fishy fishy!" > "Here fishy, fishy, fishy!"
  • [00138BAC]: "Go away mole rats. Strong will crush you." > "Go away, mole rats. Strong will crush you."
  • [00138BB3]: "Radroaches! Squash them human!" > "Radroaches! Squash them, human!"
  • [00138BB5]: "Careful human. Scorpion sting, very strong." > "Careful, human. Scorpion sting, very strong."
  • [00138BBB]: "Smash you to pieces robot!" > "Smash you to pieces, robot!"
  • [00138BBC]: "Smash it human. Smash it into junk!" > "Smash it, human. Smash it into junk!"
  • [00138BC1]: "Ha ha, yes! Strong challenge you brother!" > "Ha ha, yes! Strong challenge you, brother!"
  • [00138BC4]: "Careful human. Brothers good at smashing too." > "Careful, human. Brothers good at smashing too."
  • [00145507]: "Human time is done! This is the age of the Super Mutant!" > "Human time is done! This is the age of the super mutant!"
  • DialogueSuperMutantConversations01 [00173930]: "Not Ghouls." > "Not ghouls." (Bug #24625)
  • [0017393D]: "Heh. You're right, brother. Not Ghouls." > "Heh. You're right, brother. Not ghouls."
  • [00173950]: "But tasty. Better than Brahmin. Or bugs." > "But tasty. Better than brahmin. Or bugs."
  • DialogueSuperMutantConversations03 [0017395D]: "So? I am Super Mutant, too." > "So? I am super mutant too." (Bug #24626)
  • [0017395E]: "Yes, you are Super Mutant. I am Super Mutant. We are all... Super Mutant." > "Yes, you are super mutant. I am super mutant. We are all... super mutant."
  • [00173960]: "I am happy for you. As I am happy for me. We are Super Mutants, all." > "I am happy for you. As I am happy for me. We are super mutants, all."
  • [0017396C]: "Look at me, brother. I am Super Mutant. I am death." > "Look at me, brother. I am super mutant. I am death."
  • [0017396D]: "I am Super Mutant. Strong. Deadly." > "I am super mutant. Strong. Deadly."
  • [0017396E]: "See me. I am Super Mutant, standing before you." > "See me. I am super mutant, standing before you."
  • [0017396F]: "Do you see? I am Super Mutant. I am fear." > "Do you see? I am super mutant. I am fear."
  • [00173976]: "Pftt. That day will never come. Fool Super Mutant." > "Pftt. That day will never come. Fool Super Mutant."
  • [0017397E]: "You won't say that... when I am Overlord." > "You won't say that... when I am overlord."
  • [0017397F]: "One day I will be Master. And will show you all." > "One day, I will be master. And will show you all."
  • [0017398A]: "Did you get shot? In head? You're talk is... crazy." > "Did you get shot? In head? Your talk is... crazy."
  • DialogueInstitute [0014E668]: "Bet its pretty boring down here, compared to up there." > "Bet it's pretty boring down here, compared to up there." (Bug #24644)
  • BoSHolotapeMaxsonWasRight: "Maxson was Right" > "Maxson Was Right" (Bug #24658)
  • DLC01Bot_Torso_Misc_Lockpick: "Adds lock picking subroutine." > "Adds lockpicking subroutine." (Bug #24659)
  • DN145VaultTecResidentTerminal [Menu Items; Item ID 1, 3]: "Fuck Vault Tec." > "Fuck Vault-Tec." / "The Vault was supposed to be safe." > "The vault was supposed to be safe." (Bug #24660)
  • DN145OverseerTerminal [Menu Items; Item ID 1]: "The Overseer of Vault 95 is an elected individual chosen to run the daily meetings and ensure the other residents adhere to the rules of the Vault-Tec Rehabilitation Program." > "The overseer of Vault 95 is an elected individual chosen to run the daily meetings and ensure the other residents adhere to the rules of the Vault-Tec Rehabilitation Program." / "The position of Overseer should not prevent a resident from continuing their own personal journey." > "The position of overseer should not prevent a resident from continuing their own personal journey." / "*Resident Randall reminded the group that adherence to The Program was a condition of living in the Vault." / "Resident Randall reminded the group that adherence to the program was a condition of living in the vault." / "*Resident Patricia wondered if Vault Tec even existed any more." > "*Resident Patricia wondered if Vault-Tec even existed anymore." / "**We may pick up unhealthy habits without the Program." > "**We may pick up unhealthy habits without the program." / "*Issue was put to vote. Vote to continue The Program was unanimous." > "*Issue was put to vote. Vote to continue the program was unanimous." (Bug #24661)
  • DN145VaultTecPlantJournalTerminal [Menu Items; Item ID 1]: "Today marks the fifth calendar year since the residents of Vault 95 and I have moved into the Vault." > "Today marks the fifth calendar year since the residents of Vault 95 and I have moved into the vault." / "The Vault-Tec rehabilitation program seems to have helped every subject in this Vault deal with the symptoms of withdrawal and cope with a new life in the Vault environment." > "The Vault-Tec rehabilitation program seems to have helped every subject in this vault deal with the symptoms of withdrawal and cope with a new life in the vault environment." / "Isolation seems to have proved helpful when addictive stimuli are absent; now to see what such stimuli do the the social order we have created over the previous years." > "Isolation seems to have proved helpful when addictive stimuli are absent. Now to see what such stimuli do to the social order we have created over the previous years." (Bug #24662)
  • DN145VaultTecPlantTerminal [Menu Items; Item ID 1]: "You are to work with the Overseer Elect on any compliance issues, while ensuring ignorance of your special objectives." > "You are to work with the overseer-elect on any compliance issues, while ensuring ignorance of your special objectives." / "Once it has been discovered, you are to to thoroughly document the response of the community." > "Once it has been discovered, you are to thoroughly document the response of the community." (Bug #24663)
  • RR01 [0006E3AD]: "Until I determine you're not a threat, we'll point our weapons wherever we damned well please." > "Until I determine you're not a threat, we'll point our weapons wherever we damn well please." (Bug #24680)
  • [0006FA67]: "And you just happened to guess the password to the secret door? Right." > "Hmm. And you just happened to guess the password to the secret door? Right."
  • [000AB345]: "The only real evidence most people have they even exist are their crowning achievement: the synths." > "The only real evidence most people have that they even exist are their crowning achievement: the synths."
  • [000AB348]: "Uh... Who's the Institute?" > "Umm... Who's the Institute?"
  • [0010DF78]: "I'm Desdemona, and I'm the leader of the Railroad. And you..." > "I'm Desdemona, and I'm the leader of the Railroad. And you are..."
  • [00106A2D]: "You're having a party. What gives with my invitation?" > "You're havin' a party. What gives with my invitation?"
  • [00106A30]: "Wow. News flash, boss, this guy is kind of a big deal out there." > "Wow. News flash, boss. This guy is kind of a big deal out there."
  • [00106A32]: "I didn't need to meet you to hear about you. You've made waves, pal." > "I didn't need to meet you to hear about you. You have made waves."
  • [00108050]: "So you're vouching for him?" > "So, you're vouching for him?"
  • [0010DF77]: "So you're vouching for her?" > "So, you're vouching for her?"
  • [0010805D]: "And as if that wasn't enough..." > "And... as if that wasn't enough..."
  • [00108067]: "The Railroad owes you a crate, hell a truckload, of Nuka-Cola for what you did to Kellogg. He was our public enemy number one." > "The Railroad owes you a crate, hell, a truckload of Nuka-Cola for what you did to Kellogg. He was our public enemy number one."
  • [00108069]: "Dez, seriously, you haven't heard of her? She's the leader of the Minutemen. It seems like the whole Commonwealth is flying her flag." > "Dez, seriously, you haven't heard of her? She's the leader of the Minutemen. It seems like the whole Commonwealth's flyin' her flag."
  • [0010806A]: "You're the leader of the Minutemen. I hear you cleared out the Castle. Everyone's talking about that." > "You're the leader of the Minutemen. I hear you cleared out the Castle. Everyone's talkin' about that."
  • [0010807A]: "Rumor had it Salem was about to go nova. Then some stranger brokered a peace. Sound familiar?" > "Rumor had it Salem was about to go nova. Then some "stranger" brokered a peace. Sound familiar?"
  • [0010807C]: "Wow. News flash, boss, this lady is kind of a big deal out there." > "Wow. News flash, boss. This lady is kind of a big deal out there."
  • [001A02FC]: "So that's not right." > "So, that's not right."
  • [001A0304]: "That changes thing. I don't know what, if anything, you've heard out there about us." > "That changes things. I don't know what, if anything, you've heard out there about us." / "So let's start with the basics." > "So, let's start with the basics."
  • REPostman_DN059_CollegeSquare: "If things start to go down, I'm taking my caps and getting the Hell outta here." > "If things start to go down, I'm taking my caps and getting the hell outta here." (Bug #24687)
  • RESceneRJ02_Note08: "I don't think they know where you're hiding, and I hope to God this finds you first, but you have to pack up and get the hell out of there, ok?" > "I don't think they know where you're hiding, and I hope to God this finds you first, but you have to pack up and get the hell out of there, okay?" (Bug #24688)
  • DN109_TerminalSturges [Name/Header Text/Menu Items; Item ID 1, 2, 3, 4]: "Sturges's Terminal" > "Sturges' Terminal" / "Sturge's Garage" > "Sturges' Garage" / "I was out visiting some friends of mine down at the Atom Cats garage earlier, and they hooked me up with a sweet deal on couple suits of Power Armor." > "I was out visiting some friends of mine down at the Atom Cats garage earlier, and they hooked me up with a sweet deal on couple suits of power armor." / "She got a fresh stash of chems and when I went to make sure she's eating something she said she's been having "the Sight" again." > "She got a fresh stash of chems, and when I went to make sure she's eating something she said she's been having "the Sight" again." / "Marcy's been making a fuss about how few showed up, but the Colonel has been assured us that others will come." > "Marcy's been making a fuss about how few showed up, but the Colonel has been assuring us that others will come." / "Shame that Power Armor is on the fritz again - sure would be a help carrying all that lumber." > "Shame that power armor is on the fritz again - sure would be a help carrying all that lumber." / "Maybe if we can get these suits of Power Armor back in order it'll convince her to cool it." > "Maybe if we can get these suits of power armor back in order it'll convince her to cool it." (Bug #24745)
  • ConvGoodneighborFRtoMG01 [0004AC26]: "Yeah, bunch of Raiders came into town and thought they could muscle me." > "Yeah, bunch of raiders came into town and thought they could muscle me." (Bug #24823)
  • ConvGoodneighborFRtoMG02: [0004AC11]: "You were the one taking pot shots at that Super Mutant?" > "You were the one taking pot shots at that super mutant?" (Bug #24824)
  • PerkLifeGiver: "The Life Giver perk raises your maximum Health, and can even lead to regeneration." > "The Life Giver perk raises your maximum Health and can even lead to regeneration." (Bug #24844)
  • DN160_Scavenger02Note: "'Collectors', the boss says." > ""Collectors," the boss says." / "So who's the fool here-- them or us?" > "So, who's the fool here -- them or us?" (Bug #24846)
  • DialogueGoodneighborGuards [0008870C]: "Ah, you can keep your lasers and thermo...pulsular..whatchamjiggits." > "Ah, you can keep your lasers and thermo... pulsular... whatchamjiggits." (Bug #24848)
  • [00088717]: "What're you lookin' at?" > "What are you lookin' at?"
  • [0010C535]: "Could be they start lettin' in Ghouls again..." > "Could be they start lettin' in ghouls again..."
  • [0010C53F]: "So you got a robot butler. Well la tee friggin' da." > "So, you got a robot butler. Well, la tee friggin' da."
  • [0010C542]: "Well well. Look at Her Ladyship with the robot valet. Ain't you fancy." > "Well, well. Look at Her Ladyship with the robot valet. Ain't you fancy."
  • [0010C549]: "What's the matter? He ain't never seen Ghouls before?" > "What's the matter? He ain't never seen ghouls before?"
  • [0010C54B]: "Hey, whoa whoa whoa. No sneakin'." > "Hey. Whoa, whoa, whoa. No sneakin'."
  • [0010C54C]: "Now come on, none of that. Sneakin' means stealin'. And if shit starts going missing, we're going to have a big problem..." > "Now, come on, none of that. Sneakin' means stealin'. And if shit starts goin' missing, we're gonna have a big problem..."
  • [0010C558]: "You know who kicked the Ghouls out of Diamond City, right?" > "You know who kicked the ghouls out of Diamond City, right?"
  • [0010C559]: "So not only is Diamond City's mayor dead... turns out he was a synth all along." > "So, not only is Diamond City's mayor dead... turns out he was a synth all along."
  • [0010C55B]: "Power Armor? Man, whatchoo plan on fightin'?" > "Power armor? Man, whatchoo plan on fightin'?"
  • [0011600D]: "Heard what you did. Saved that Rex Goodman from the Super Mutants? Guess not everyone appreciates the Bard, am I right." > "Heard what you did. Saved that Rex Goodman from the super mutants? Guess not everyone appreciates the Bard, am I right?"
  • [0011600E]: "Wait wait wait. So let me get this straight." > "Wait, wait, wait. So let me get this straight."
  • [00116013]: "I think Whitechapel Charlie's got some work, if you're looking." > "I think Whitechapel Charlie's got some work, if you're lookin'."
  • [00116014]: "Man oh man, wouldn't mind seein' those curves again." > "Man, oh man, wouldn't mind seein' those curves again."
  • [00127585]: "Hey. Crimefighter." > "Hey, crimefighter."
  • [00146FCA]: "Hate the Institute? "Follow the Freedom Trail", brother." > "Hate the Institute? "Follow the Freedom Trail," brother."
  • [00146FCB]: "Hate the Institute? "Follow the Freedom Trail", sister." > "Hate the Institute? "Follow the Freedom Trail," sister."
  • [00174F9E]: "Big shitstorm at Bunkerhill huh? As long as the Institute took a licking I'm happy." > "Big shitstorm at Bunker Hill, huh? As long as the Institute took a licking, I'm happy."
  • [00174FA0]: "I don't know who had the guts to attack the Brotherhood's blimp but I hope I don't piss them off." > "I don't know who had the guts to attack the Brotherhood's blimp, but I hope I don't piss them off."
  • [0017DAA6]: "So the big kaboom hits old CIT." > "So, the big kaboom hits old CIT."
  • COMCaitQuest [Stage 90]: "Inside Vault 95, Cait and I have located the "Clean Room," an area dedicated to drug rehabilitation." > "Inside Vault 95, Cait and I have located the "clean room," an area dedicated to drug rehabilitation." (Bug #24854)
  • [Objective 10]: "Locate the Clean Room" > "Locate the clean room"
  • [Objective 30]: Wait for Cait to get into the Clean Room Chair" > "Wait for Cait to get into the clean room chair"
  • [Objective 40]: Cure Cait's Addiction" > "Cure Cait's addiction"
  • COMCaitQuest [001666E6]: "Colors, sounds... smells, nothin' is like I remember it." > "Colors... sounds... smells. Nothin' is like I remember." / "I... I can't believe it worked. The cravin's, the pain... hell, even the rush... they've disappeared." > "I... I can't believe it worked. The cravings, the pain... hell, even the rush... they've disappeared." (Bug #24855)
  • [001666F2]: "I don't know. My body's tellin' me to get it over with." > "I don't know. Me body's tellin' me to get it over with."
  • [001666F4]: "You're sayin' that now... but you'll leave the moment I turn on you." > "You're sayin' that now... but you'll leave the moment I turn on ya."
  • [001666F5]: "Goddamn it, you're right! I can't let them do that to me. Not after all I've been through." > "God damn it, you're right! I can't let them do that to me. Not after all I've been through."
  • [001666F6]: "You... you'd really miss me, wouldn't you." > "You... you'd really miss me, wouldn't ya?"
  • [001666E0]: "Are you kiddin' me? Did you forget everythin' I told you?" > "Are you kiddin' me? Did you forget everythin' I told ya?"
  • [001666ED]: "This must be it... the Clean Room." > "This must be it... the clean room."
  • [00167A17]: "Never mind Tommy, I did all the work." > "Never mind Tommy. I did all the work."
  • [00167A1B]: "Well yeah. My charming personality." > "Well, yeah. My charming personality."
  • [00167A1E]: "That sick feelin', the pain? It's gone from stabbin' to dull. I dunno, maybe some of it was in my head." > "That sick feelin', the pain? It's gone from stabbin' to dull. I dunno, maybe some of it was in me head."
  • [00167A21]: "Clever old bastard kicked me out of the Combat Zone so I'd clean myself up... and somehow knew you'd be up for the challenge." > "Clever old bastard kicked me out of the Combat Zone so I'd clean meself up... and somehow knew you'd be up for the challenge."
  • [00167A22]: "I'm glad you're all right, I was worried about you." > "I'm glad you're all right. I was worried about you."
  • [00167D01]: "Looks like they had their support meetin's in the Overseer's office." > "Looks like they had their support meetin's in the overseer's office."
  • [00167D02]: "Look... I'm never going to forget what you did for me today." > "Look... I'm never gonna forget what you did for me today." / "I know I suck at thank you's, but that's the best you're going to get out of me." > "I know I suck at thank you's, but that's the best you're gonna get out of me."
  • [00167D03]: "Let's head inside and find the Clean Room... that's where we can get this crap out of me body." > "Let's head inside and find the clean room... that's where we can get this crap out of me body."
  • [00167D05]: "Psycho, jet... hell... it's all here. Why would there be a stash in this Vault?" > "Psycho, Jet... hell... it's all here. Why would there be a stash in this vault?"
  • [001DE40C]: "*Screaming in pain*" > "*screaming in pain*"
  • DialogueVault81 [00195F7F]: "So we got a new visitor today." > "So, we got a new visitor today." (Bug #24856)
  • DLC01MQ02 [0100A145]: "The Radar Beacon is receiving a strong encrypted signal but I can't determine the source." > "The radar beacon is receiving a strong encrypted signal, but I can't determine the source." (Bug #24857)
  • [0100A147]: "Fortunately, I'm detecting another Robobrain in the Commonwealth that's receiving the same signal." > "Fortunately, I'm detecting another robobrain in the Commonwealth that's receiving the same signal."
  • [0100A148]: "Looks like it's Robobrain season." > "Looks like it's robobrain season."
  • [0100A14D]: "Are you sure this will work?" > "Are you sure this'll work?"
  • [0101026C]: "Are you ready to install the Radar Beacon?" > "Are you ready to install the radar beacon?"
  • [010102D7]: "To maintain peak efficiency, I strongly recommend that we remain together until the Radar Beacon is successfully installed." > "To maintain peak efficiency, I strongly recommend that we remain together until the radar beacon is successfully installed."
  • [010102D9]: "According to my data banks, it's called the "Robobrain."" > "According to my data banks, it's called the "robobrain.""
  • [01010378]: "I'm uploading the location of the Robobrain to your Pip-Boy now..." > "I'm uploading the location of the robobrain to your Pip-Boy now..."
  • [0101037E]: "Which means the one I destroyed isn't the only Robobrain under the Mechanist's control." > "Which means the one I destroyed isn't the only robobrain under the Mechanist's control."
  • [01010380]: "Another Robobrain? Who cares." > "Another robobrain? Who cares."
  • DLC01MQ02 [Stage 2200]: Somehow I need to search this new robot and see if I can find anything that will lead me to the Mechanist. > "Somehow, I need to search this new robot and see if I can find anything that will lead me to the Mechanist." / [Objective 2200]: "Search the Robobrain" > "Search the robobrain" / [Objective 2500]: "Build the Robot Workbench" > "Build the robot workbench" / [Objective 2800]: "Install Radar Beacon on Ada" > "Install radar beacon on Ada" (Bug #24858)
  • DLC01MQ02_PlayerStage600Response2: "Well, that's useless. I did all this for nothing?" > "That's useless. I did all this for nothing?" (Bug #24859)
  • DLC01MQ02_PlayerStage600Response8: "Are you sure this will work?" > "Are you sure this'll work?" (Bug #24860)
  • DLC01MQ02_2400_AdaContinuePoint1: "If my analysis is correct, this is a specialized Radar Beacon." > "If my analysis is correct, this is a specialized radar beacon." / "I suspect it's how the Mechanist was keeping track of the Robobrain you destroyed." > "I suspect it's how the Mechanist was keeping track of the robobrain you destroyed." (Bug #24861)
  • DLC01MQ02SharedInfo01: "According to my data banks, it's called the "Robobrain."" > "According to my data banks, it's called the "robobrain."" (Bug #24862)
  • DLC01MQ02_2600_AdaOnInstallingBeacon: "Once I'm in the robot workbench, just install the Radar Beacon and I'll do the rest." > "Once I'm in the robot workbench, just install the radar beacon and I'll do the rest." (Bug #24863)
  • COMCait [000F2532]: "What am I, a bank? Sigh." > "What am I, a bank? *sigh*" (Bug #24868)
  • [00140BCB]: "Sigh. Where do I begin?" > "*sigh* Where do I begin?"
  • [0016549C]: "Can your psycho addiction be cured?" > "Can your Psycho addiction be cured?"
  • COMCodsworth [000FD0F8]: "Hey Codsworth. Take over keeping an eye on him for me?" > "Hey, Codsworth. Take over keeping an eye on him for me?" (Bug #24871)
  • [000FD0F9]: "Hey Codsworth. Take over keeping an eye on her for me?" > "Hey, Codsworth. Take over keeping an eye on her for me?"
  • [00187784]: "Hey Codsworth. You sure you're up for this?" -> "Hey, Codsworth. You sure you're up for this?"
  • DialoguePlayerAdditional [000199FC]: "You're standing there with your jaw hanging out. Say something." > "You're standin' there with your jaw hangin' out. Say somethin'." (Bug #24873)
  • [0001D155]: "Hey Codsworth..." > "Hey, Codsworth..."
  • [000835A0]: "Did you, uhh, have something to... Was there something else?" > "Did you have, uh, have something to, uh... Was there something else?"
  • [0008480E]: "You have nothing to say?" > "Uh. You have nothin' to say?"
  • [00084A00]: "Hurry up you old prune." > 'Hurry up, you old prune."
  • [00084A02]: "Spit it out you pile of junk." > "Spit it out, you pile of junk."
  • [00084A14]: "You've got nothing to say?" > "Hmph. You got nothin' to say?"
  • [00084A27]: "I haven't got all day. I've got a Vault to run." > "I haven't got all day. I've got a vault to run."
  • [00084AA1]: "The silent thing's freaking me out. What are you, a serial killer?" > "The silent thing's freakin' me out. What are you, a serial killer?"
  • [00085127]: "Can't help staring, huh?" > "Can't help starin', huh?"
  • [000858AB]: "I'm... well, I'm still... standing here. You know, waiting.... for... you." > "I'm... uh, well, I'm still... I'm standing here. You know, uh, waiting... for... you."
  • [000858AC]: "Umm, were you going to, uhh... say something?" > "Uh, were you... were you going to, uh... say something?"
  • [000858AF]: "You gonna say something, or do I have to beat it out of you?" > "You gonna say somethin', or do I have to beat it out of you?"
  • [000858B1]: "I hope you're not too overwhelmed." > "I hope you're not too overwhelmed?"
  • [00092327]: "Don't mean to rush you, but..." > "I don't mean to rush you, but, um..."
  • [00092328]: "You were saying...?" > "You... You were saying...?"
  • [00092331]: "Take your time." > "Eh. Take your time."
  • [00092333]: "Tick tock." > "Tick-tock."
  • [0009233C]: "Mr. Slick himself..." > "Mister Slick himself..."
  • [0015532D]: "Mind speaking up?" > "Mind speakin' up?"
  • [0016C7FF]: "I sure ain't getting any younger." > "I sure ain't gettin' any younger."
  • [001AEFC2]: "Were you gonna say something or what?" > "Were you gonna say somethin' or what?"
  • [001AEFC9]: "Take your time. I'm not going anywhere." > "Take your time. I'm not goin' anywhere."
  • [001AEFCA]: "Oh god. I hate it when they're awkward." > "Oh, god. I hate it when they're awkward."
  • [001AEFCC]: "You got something to say, say it." > "You got somethin' to say, say it."
  • BoSM01 [00143B02]: "(Sigh)" > "*sigh*" (Bug #24874)
  • HolotapeQuest [0013BE9F]: "No I can't. The guys would never let me in. I could kill them all. No that wouldn't be what it would want." > "No, I can't. The guys would never let me in. I could kill them all. No. No, that... that wouldn't be what it would want." (Bug #24883)
  • COMNick [00157744]: "We'll snoop 'em out." > "Yeah, we'll snoop 'em out." (Bug #24885)
  • [00157746]: "Now where'd you get to?" > "Now, where'd you get to?"
  • [0015776C]: "Guess they got wise and bolted." > "I guess they got wise and bolted."
  • [00157776]: "Uph!" > "Ugh!
  • [00157777]: "Damn." > "Ugh, damn."
  • [0015777B]: "Ah, shit!" > "Ugh, shit!"
  • [0015777C]: "Got me good." > "Ugh. Got me good."
  • [00157789]: "We playing "Hide and Seek?"" > "We playing "Hide and Seek?""
  • [0015778B]: "Damn. I got nothing." > "Damn. I got nothin'."
  • [001577F7]: "I'd like to not have to say this again. No." > "I'd like not to have to say this again. No."
  • [0015781A]: "That's one way to get the coolant pumping." > "Yeah, that's one way to get the coolant pumping."
  • [00157821]: "Won't underestimate us again." > "They won't underestimate us again."
  • [0015784E]: "You're playing with the wrong synth." > "You're playin' with the wrong synth."
  • [00157854]: "Damn Bloatflies." > "Damn bloatflies."
  • [0015785D]: "That's one ticked-off dino." > "That's one ticked off dino."
  • [00157860]; "Give a bowling ball an attitude and you get an Eyebot." > "Give a bowling ball an attitude and you get an eyebot."
  • [00157864]: "Sorry, folks. Won't be chewing on us." > "Sorry, folks. Won't be chewin' on us."
  • [0015786A]: "Don't fire until you see the whites of their eyestalks." > "Don't fire till you see the whites of their eyestalks."
  • [0015786D]: "Careful. These Kings like to serenade their supper." > "Careful. These kings like to serenade their supper."
  • [00157878]: "Nothing needs that many limbs." > "Nothin' needs that many limbs."
  • [00157879]: "Didn't think I could still get the willies." > "I didn't think I could still get the willies."
  • [0015787F]: "If you've been saving a pulse grenade, now'd be a good time." > "If you've been savin' a pulse grenade, now'd be a good time."
  • [00157884]: "You got this one, right?" > "Uh. You got this one, right?"
  • [00157887]: "These are the "Super" mutants? Feel bad for the mediocre ones." > "These are the "super" mutants? Heh. Feel bad for the mediocre ones."
  • [0015788B]: "Someone's going to have to dig you one big hole." > "Someone's gonna have to dig you one big hole."
  • [00157897]: "Woah! Yao Guai! Move!" > "Yao guai! Move!"
  • DialogueDiamondCity [0013CA83]: "Swatters right here! Best skull-bashers in the Commonwealth!" > "Swatters right here! Best skull bashers in the Commonwealth!" (Bug #24886)
  • [0013CA86]: "Buy a Swatter! The game-changer!" > "Buy a Swatter! The game changer!"
  • Inst302 [000D4D0F]: "We have learned the current location of these synths, and need to re-acquire them before the Railroad can hide them." > "We have learned the current location of these synths and need to re-acquire them before the Railroad can hide them." (Bug #24887)
  • CreatureDialogueAssaultron [000C167F]: "Threat re-detected! Engaging!" > "Threat redetected! Engaging!" (Bug #24888)
  • [000C1680]: "Enemy combatant re-acquired. Weapons free!" > "Enemy combatant reacquired. Weapons free!"
  • MS13NelsonDies [000825BE]: "Diamond City security?" > "Diamond City Security" / "Why not just ask Diamond City security to help?" > "Why not just ask Diamond City Security to help?" (Bug #24889)
  • MS16MelsIn: "Could be enough caps there to keep me goin for a long time." > "Could be enough caps there to keep me goin' for a long time." (Bug #24890)
  • MS16Greetings [000520EF]: "Hey you. Looking for work?" > "Hey, you. Lookin' for work?" (Bug #24891)
  • [000520F0]: "There you are. Was wondering if you were going to show up." > "There you are. Hmph. Was wonderin' if you were gonna show up."
  • [000520F8]: "Thanks for getting me out, I guess." > "Thanks for gettin' me out, I guess."
  • [000520F9]: "That's what I'm talking about." > "That's what I'm talkin' about."
  • [000520FA]: "Well there's good news and bad news." > "Well, there's good news and bad news."
  • [000747FA]: "What is going on in my tunnel?" > "What is goin' on in my tunnel?"
  • [0011E4B1]: "You got something to say?" > "You got somethin' to say?"
  • [0011FC2A]: "Just find a way for us to move forward. Remember, Southwest is best." > "Just find a way for us to move forward. Remember, southwest is best."
  • [0011FC2B]: "Back again? Looking for work this time?" > "Back again? Lookin' for work this time?"
  • [001277DB]: "Bobbi, what are you doing here?" > "Bobbi, what are you doin' here?"
  • [001292C0]: "Almost there, guys. Just keep thinking of the caps." > "Almost there, guys. Just keep thinkin' of the caps."
  • [001417BD]: "I'm beginning to wonder what we are going to find in that strongroom." > "I'm beginnin' to wonder what we're gonna find in that strongroom." / "What if there are dead bodies in there or something?" > "What if there are dead bodies in there or somethin'?"
  • DialogueSuperMutantConversations04 [0017397B]: "Hah. You deaf and stupid. Useless Mutant. Fight me." > "Hah. You deaf and stupid. Useless mutant. Fight me." (Bug #24892)
  • MS16JulesHackerSendOff: "You should get moving, then." > "You should get movin', then." (Bug #24893)
  • MS16JulesPlayerFlattery: "I know that you've got the guts to wander outside of the walls." > "I know that you've got the guts to wander outside the walls." (Bug #24894)
  • MS16SharedInfoGetTrainKey: "Fahrenheit probably had the key. See if you can find it." > "Huh. Fahrenheit probably had the key. See if you can find it." (Bug #24895)
  • MS16SharedInfoMelMirelurks02: "Again with the claws." > "Ugh. Again with the claws?" (Bug #24896)
  • MS16SharedInfoMelGhouls01: "Ghouls! Um, the bad ones. Feral Ghouls!" > "Ghouls! Um, the... the bad ones. Feral ghouls!" (Bug #24897)
  • MS16SharedInfoMelGhouls02: "We get it, you're zombies." > "Ugh. We get it, you're zombies." (Bug #24898)
  • MS16SharedInfoMelToCombat03: "There you are!" > "Ah. There you are!" (Bug #24899)
  • MS16 [000C952B]: "Sonya is not your average Eyebot." > "Sonya is not your average eyebot." (Bug #24900)
  • [00127603]: "That didn't sound good. I hope Sonya's ok." > "That didn't sound good. I hope Sonya's okay."
  • COMNickTalk [0019D3CF]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #24912)
  • COMPiperTalk [001A2EC5]: "I just wanted to check-in, make sure things were alright between us." > "I just wanted to check in, make sure things were alright between us." (Bug #24913)
  • COMMacCreadyQuest [00027405]: "Look, pal. If you're preaching about the Atom, or looking for a friend, you've got the wrong guy." > "Look, pal. If you're preachin' about the Atom, or lookin' for a friend, you've got the wrong guy." (Bug #24914)
  • [000296A6]: "Are you kidding me?" > "Are you kiddin' me?"
  • [000296A9]: "You still looking for work, MacCready?" > "You still lookin' for work, MacCready?"
  • [000296AC]: "Something wrong with your hearing?" > "Somethin' wrong with your hearing?"
  • [0002A214]: "Guess this is goodbye then." > "I guess this is goodbye, then."
  • [0002A222]: "Well, I'm not making more than that sitting here and getting drunk." > "Well, I'm not makin' more than that sittin' here and gettin' drunk."
  • [0002A2CB]: "Look, lady. If you're preaching about the Atom, or looking for a friend, you've got the wrong guy." > "Look, lady. If you're preachin' about the Atom, or lookin' for a friend, you've got the wrong guy."
  • [00034674]: "I was wondering how long it would take your bloodhounds to track me down, Winlock." > "I was wonderin' how long it would take your bloodhounds to track me down, Winlock." / "It's been almost three months... don't tell me you're getting rusty." > "It's been almost three months... don't tell me you're gettin' rusty."
  • [00034679]: "So why don't you take your girlfriend and walk out of here while you still can." > "So, why don't you take your girlfriend and walk out of here while you still can."
  • [00066DA5]: "Now you're speaking my language." > "Now you're speakin' my language."
  • [00066DA6]: "You're joking right?" > "You're joking, right?"
  • [00066DAA]: "Maybe. Why don't you tell me who those guys were first." > "Maybe. Why don't you tell me who those guys were first?"
  • [00066DAB]: "You have nothing to worry about. Those two are weaker than a housefly, and about half as smart." > "You have nothin' to worry about. Those two are weaker than a housefly and about half as smart."
  • [00066DAC]: "It's not like the meter's running. Take your time... I got plenty." > "It's not like the meter's runnin'. Take your time... I got plenty."
  • [00066DAE]: "I don't want the stink of Winlock and Barnes rubbing off on me and scaring away my business." > "I don't want the stink of Winlock and Barnes rubbin' off on me and scarin' away my business."
  • [00066DB2]: "Got a rep for being crazy... you know, so tightly wound, you'd think they were a cult or something." > "Got a rep for being crazy... you know, so tightly wound, you'd think they were a cult or somethin'." / "Stuck with them for a while cause the money was good, but I never fit in." > "Stuck with 'em for a while 'cause the money was good, but I never fit in."
  • [00066DB9]: "Look, I'm tired of playing twenty questions so I'll cut you a deal right now." > "Look, I'm tired of playing twenty questions, so I'll cut you a deal right now."
  • [00066DBD]: "A couple of morons looking to climb the ladder of success by stepping on everyone else on the way up." > "A couple of morons looking to climb the ladder of success by steppin' on everyone else on the way up."
  • [001965D1]: "For the Gunners, it's always about the bottom line. They just lost this entire waystation and that cost them big." > "For the Gunners, it's always about the bottom line. They just lost this entire waystation and that cost 'em big." / "Anyway, I guess I owe you a favor now. After all, you hired me but I'm the one that dragged you out here." > "Anyway, I guess I owe you a favor now. After all, you hired me, but I'm the one that dragged you out here."
  • [001965D6]: "All right, Winlock and Barnes should be here. Let's take them down." > "All right, Winlock and Barnes should be here. Let's take 'em down."
  • [001965E7]: "Let's find our way down to the Sub-Level." > "Let's find our way down to the sub-level."
  • [0019B309]: "How did you do it?" > "How'd you do it?"
  • [0019B30B]: "Let's just say I've had my share of unfriendly customers and MacCready's been there to help me handle the situation." > "Let's just say I've had my share of unfriendly customers, and MacCready's been there to help me handle the situation."
  • [0019B312]: "MacCready! I haven't seen you in a while. You haven't been avoiding me, have you?" > "MacCready! I haven't seen you in a while. You haven't been avoiding me, have ya?"
  • [0019B313]: "So, what did you need?" "So, what do you need?"
  • [0019B314]: "Now all I need to do is get the cure into Duncan's hands. Can you help me?" > "Now all I need to do is to get the cure into Duncan's hands. Can you help me?"
  • [0019B318]: "Now how could I stay away from someone as cute as you, Daisy?" > "Now, how could I stay away from someone as cute as you, Daisy?"
  • [0019B31C]: "I'll get the sample on the first caravan leaving the Commonwealth. The driver owes me a few favors and he's reliable." > "I'll get the sample on the first caravan leaving the Commonwealth. The driver owes me a few favors, and he's reliable."
  • DLC01CreatureDialogueRobobrain [01010183]: "Come on, you useless metal junkpiles." > "Come on, you useless metal junk piles." (Bug #24916)
  • COMCodsworthIdles [000E2BFE]: "*Whistling*" > "*whistling*" (Bug #24919)
  • [000E2BFF]: "*Humming*" > "*humming*"
  • Weapons18PlasmaWeapons: "Plasma rifles and pistols deal even more energy damage than laser weapons, and can "gooify" defeated foes." > "Plasma rifles and pistols deal even more energy damage than laser weapons and can "gooify" defeated foes." (Bug #24921)
  • MS09 [00075055]: "Thomas? He wasn't my "boyfriend"." > "Thomas? He wasn't my "boyfriend."" (Bug #24945)
  • [00077ED1]: "I'm sorry father. I did everything I could to avoid this." > "I'm sorry, father. I did everything I could to avoid this."
  • [000F06C1]: "So either Jack blabbed or you're smarter than the thugs he usually has working for him." > "So either Jack blabbed, or you're smarter than the thugs he usually has working for him."
  • [000F06CE]: "Well if Jack already told you there can't be any harm." > "Well, if Jack already told you there can't be any harm."
  • [000F06D5]: "Actually there's only one vial of the serum left. Raiders got the rest." > "Actually, there's only one vial of the serum left. Raiders got the rest."
  • [000F4954]: "His crimes, back when he was free... It was only because of my family's influence that he ended up here rather than on Death Row." > "His crimes, back when he was free... It was only because of my family's influence that he ended up here rather than on death row."
  • [00115BC1]: "Hey Edward" > "Hey, Edward."
  • MS09ThomasNotSellingAnything: "I'm not selling anything, neighbor, I'm giving away the secrets of long life, happiness, and prosperity. Giving them away!" > "I'm not selling anything, neighbor. I'm giving away the secrets of long life, happiness, and prosperity. Giving them away!" (Bug #24946)
  • DialogueBunkerHill [000C45CB]: "People. There's no people about it. They're Goddamned synths." > "People. There's no people about it. They're goddamned synths." (Bug #24953)
  • COMMacCreadyQuest [Stage 160]: "MacCready has given me the password to the Executive Terminal inside of Med-Tek Research. I should use it to cancel the facility's containment alert." > "MacCready has given me the password to the executive terminal inside of Med-Tek Research. I should use it to cancel the facility's containment alert." (Bug #24954)
  • [Objective 80]: "Locate the Executive Terminal" > "Locate the executive terminal"
  • [Objective 90]: "Override Containment Lockdown" > "Override containment lockdown"
  • [Objective 100]: "Enter Med-Tek Sub-Level" > "Enter Med-Tek sub-level"
  • BoS_Prydwen_Terminal_Kells [Name]: "Captain Kell's Terminal" > "Captain Kells' Terminal" / [Menu Items, Item ID 3]: "Before the Prydwen left the Capital Wasteland, I spent six months helping her design the Power Armor frame she's using to enhance her mobility." > "Before the Prydwen left the Capital Wasteland, I spent six months helping her design the power armor frame she's using to enhance her mobility." / [Menu Items, Item ID 6]: "According to the patrol, the fort is inhabited by Super Mutants so we're in serious jeopardy of losing the stockpile if something isn't done immediately." > "According to the patrol, the fort is inhabited by super mutants, so we're in serious jeopardy of losing the stockpile if something isn't done immediately." (Bug #24959)
  • DialogueCommandPlayer [001C8706]: "Hey Strong." > "Hey, Strong." (Bug #24972)
  • [001C8708]: "Got second big guy?" > "Got a second, big guy?"
  • [001C870C]: "Hold up sec." > "Hold up a sec."
  • DialogueRailroadGenericNPCs [00061BD8]: "Tinker Tom's cooking up something." > "Tinker Tom's cookin' up somethin'." (Bug #24973)
  • [00061BDA]: "Up there assume you're being watched. Always." > "Up there, assume you're being watched. Always."
  • [00061BDC]: "You from one of those vaults? Got too many teeth to be a scavver." > "You from one of those vaults? You got too many teeth to be a scavver."
  • [00061BE0]: "Sorry, Tinker Tom's got me... doing something." > "Sorry, Tinker Tom's got me... doin' somethin'."
  • [000B707D]: "Once you take care of the dead drop report in to Dez." > "Once you take care of the dead drop, report in to Dez."
  • [000B7083]: "Hey, rook, the name's Drummer Boy." > "Hey, rook. The name's Drummer Boy."
  • [000B7089]: "It's my envious job to keep track of all the dead drops and grab incoming agents and tell them where they're needed." > "It's my "envious" job to keep track of all the dead drops and grab incoming agents and tell them where they're needed."
  • [000B7094]: "Randolph Safehouse has been MIA since Switchboard. But now we got one of their dead drops tagged." > "Randolph Safehouse has been MIA since Switchboard, but now we got one of their dead drops tagged."
  • [000B7096]: "Sure, why not." > "Sure, why not?"
  • [000BB16C]: "You're the one that scored the DIA cache, right? Tom's dying to talk to you about it." > "You're the one that scored the DIA cache, right? Tom's dyin' to talk to you about it."
  • [000BB16D]: "Heads up. Tom's got more goodies in stock, check with him." > "Heads up. Tom's got more goodies in stock. Check with him."
  • [000C87EA]: "I think everyone's daydreamed what if we could get to the Institute. But you actually did it." > "I think everyone's daydreamed "what if we could get to the Institute," but you actually did it."
  • [000C87EB]: "Teleportation? You see some crazy shit in the field. But the Institute really has the tech for that?" > "Teleportation? You see some crazy shit in the field, but the Institute really has the tech for that?"
  • [0016C270]: "You're going down." > "You're goin' down."
  • [0016C27D]: "Everyone OK?" > "Everyone okay?"
  • [0016C299]: "Secret base my ass. Enemies!" > "Secret base, my ass. Enemies!"
  • [0016E909]: "Desdemona has an op for you." > "Uh, Desdemona has an op for you."
  • [0017FCDB]: "I keep telling people the Railroad took out the Prydwen. But nobody believes me." > "I keep telling people the Railroad took out the Prydwen, but nobody believes me."
  • [0017FCDD]: "You. You are something else." > "You. You are somethin' else."
  • [00183F0C]: "I thought with the Institute out of the way things would get easier." > "I thought with the Institute out of the way, things would get easier."
  • [00184670]: "Hey you." > "Hey, you."
  • [00184692]: "If a stranger ever comes up to you and gives you a backbreaking bear hug, that's our runner." > "If a stranger ever comes up to you and gives you a backbreakin' bear hug, that's our runner."
  • [00184695]: "Even back in the day the Minutemen weren't anything like what you turned them into." > "Even back in the day, the Minutemen weren't anything like what you turned them into."
  • [00184697]: "Sure, we worked with the Minutemen once. But in the future, you just know there's going to be problems." > "Sure, we worked with the Minutemen once. But in the future, you just know there's gonna be problems."
  • [0018C580]: "Tinker's been pouring over that data from MILA. He won't shut up about it." > "Tinker's been pourin' over that data from MILA. He won't shut up about it."
  • [0018C581]: "Mercer's the first safehouse created since Switchboard. Good god-damned job." > "Mercer's the first safehouse created since Switchboard. Good goddamned job."
  • [0018C586]: "The Institute's got to be running scared. You kicked their ass at Bunker Hill." > "The Institute's got to be runnin' scared. You kicked their ass at Bunker Hill."
  • [0018C58C]: "Might want to flush your system with Rad Away before your hair falls out." > "Might want to flush your system with RadAway before your hair falls out."
  • Companion02: "If you'd like to adventure alone, or with someone else, you can dismiss your current companion by speaking with them." > "If you'd like to adventure alone or with someone else, you can dismiss your current companion by speaking with them." (Bug #24974)
  • COMDanse [0010E283]: "Hostiles re-acquired!" > "Hostiles reacquired!" (Bug #24975)
  • COMDanseTalk [001A2ECF]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #24976)
  • AO_Companion_Bar [0016EB09]: "Nick, it looks like you lost a real heated argument with a Deathclaw." > "Nick, it looks like you lost a real heated argument with a deathclaw." (Bug #24977)
  • DLC06WorkshopParent [05005421]: "Oh, really? OK... um, sit in the chair and I'll do my best." > "Oh, really? Okay... um, sit in the chair and I'll do my best." (Bug #24978)
  • BoSGenericHellos [0014796C]: "The Prydwen is a magnificent ship and we're lucky to have her in our arsenal." > "The Prydwen is a magnificent ship, and we're lucky to have her in our arsenal." (Bug #24979)
  • [00147975]: "I can't believe Super Mutants were human once. How could science have gone so wrong?" > "I can't believe super mutants were human once. How could science have gone so wrong?"
  • [0014797E]: "I heard that Elder Maxson got that scar on his face from going one-on-one with a Deathclaw." > "I heard that Elder Maxson got that scar on his face from going one-on-one with a deathclaw."
  • WorkshopParent [0017632D]: "I hate Super Mutants. I kill any I run across." > "I hate super mutants. I kill any I run across." (Bug #24980)
  • [00176333]: "Ever seen a Super Mutant camp? God, I wish I hadn't. Food is what they're after - meaning us." > "Ever seen a super mutant camp? God, I wish I hadn't. Food is what they're after - meaning us."
  • DialogueGenericDoctors [0005FCE8]: "I suppose I could spare some Stimpaks." > "I suppose I could spare some stimpaks." (Bug #24981)
  • [0013A04C]: "Need Stimpaks? Or I can just heal you." > "Need stimpaks? Or I can just heal you."
  • COMQCIdles [0022431F]: "Walking away from a fight with a Deathclaw is no small feat. Nicely done." > "Walking away from a fight with a deathclaw is no small feat. Nicely done." (Bug #24982)
  • MS10b [00160149]: "Hey Strong." > "Hey, Strong." (Bug #24983)
  • COMStrong [000C462D]: "Stuff everywhere. What humans call messy." > "Stuff everywhere. What humans call "messy."" (Bug #24984)
  • [000C4641]: "Strong feels strange. Like enemies watching." > "Strong feel strange. Like enemies watching."
  • [00135AC4]: "Give to me human." > "Give to me, human."
  • CreatureStingwing: "The fiercest flying insect in the Commonwealth, the Stingwing strikes relentlessly with its poisoned stinger." > "The fiercest flying insect in the Commonwealth, the Stingwing, strikes relentlessly with its poisoned stinger." (Bug #24991)
  • ComStrongTalkGreeting [000CF5E6]: "Good meat. Not too fresh. Have some human." > "Good meat. Not too fresh. Have some, human." (Bug #24993)
  • Combat08: "Actively blocking against a melee attacker might cause them to recoil, and render their attack useless." > "Actively blocking against a melee attacker might cause them to recoil and render their attack useless." (Bug #24994)
  • Combat10: "Actively blocking against a melee attacker might cause them to recoil, and deal no damage." > "Actively blocking against a melee attacker might cause them to recoil and deal no damage." (Bug #24995)
  • GeneralGameplay22Shops: "Most shops are open during daylight hours, and closed at night." > "Most shops are open during daylight hours and closed at night." (Bug #24996)
  • DialogueRailroad [00100A30]: "Hey Deacon." > "Hey, Deacon." (Bug #24999)
  • [00112ED3]: "Hey Doc." > "Hey, Doc."
  • [00115321]: "Hey Tom..." > "Hey, Tom..."
  • [00115322]: "Hey H2..." > "Hey, H2..."
  • DialogueFinchFarm [00164459]: "From now on, I'm going to help people." > "From now on, I'm gonna help people." (Bug #25000)
  • DN088_JaqcsSubTerminalJournal [Menu Items; Item ID 1]: "I've gotten so good that the Lurks don't even know I'm there." > "I've gotten so good that the 'lurks don't even know I'm there." / [Menu Items; Item ID 2]: "He was telling stories about her and I kind of mentioned that I don't really remember what she looked like any more." > "He was telling stories about her, and I kind of mentioned that I don't really remember what she looked like anymore." / "Still haven't replaced my secondary hard disk after it blew out last week, may be I can find a new one." > "Still haven't replaced my secondary hard disk after it blew out last week, maybe I can find a new one." / [Menu Items; Item ID 3]: "Oh man this is big." > "Oh man, this is big." / "There was a caravan passing through so I figured I'd see what I might get if I could find the rest of it. He said to the right person, that kind of thing might be worth several hundred caps!" > "There was a caravan passing through, so I figured I'd see what I might get if I could find the rest of it. He said to the right person, that kind of thing might be worth several hundred caps!" / [Menu Items; Item ID 4]: "I haven't been able to make any progress with finding the data, and the Lurks have started laying eggs again." > "I haven't been able to make any progress with finding the data, and the 'lurks have started laying eggs again." (Bug #25004)
  • DN088_GeraldsSubTerminalMail [Menu Items; Item ID 1]: "I've told you a thousand times, no good has ever come from messing prewar gobbledygook! If she were MY daughter I would have beaten some sense into her years ago. I'm almost glad Josephine isn't alive to see what a wreck your family has become. Shame on you Gerald Spencer! If my boys come to harm from this I will beat you to death myself!" > "I've told you a thousand times, no good has ever come from messing with pre-war gobbledygook! If she were MY daughter, I would have beaten some sense into her years ago. I'm almost glad Josephine isn't alive to see what a wreck your family has become. Shame on you, Gerald Spencer! If my boys come to harm from this, I will beat you to death myself!" / [Menu Items; Item ID 3]: "Just run for it, leave the commonwealth." > "Just run for it, leave the Commonwealth." (Bug #25005)
  • DN088_DeansSubTerminalMail [Menu Items; Item ID 1]: "Well Legal did and said that it's kind of a gray area that his lawyer added during negotiations." > "Well, legal did and said that it's kind of a gray area that his lawyer added during negotiations." / [Menu Items; Item ID 3]: "Sorry Alan, but the deal is done. As Legal has probably told you by now, the military tends gets a bit upset if you try to wiggle out of a contract for them." > "Sorry, Alan, but the deal is done. As legal has probably told you by now, the military tends to get a bit upset if you try to wiggle out of a contract for them." / [Menu Items; Item ID 4]: "I'm sorry sir, but I wasn't able to get Colonel Rosemont on the phone for you." > "I'm sorry, sir, but I wasn't able to get Colonel Rosemont on the phone for you." / "I tried to call back but they said that he's not taking any more calls right now and that if you want to speak with him you'll need to drive out to the base." > "I tried to call back, but they said that he's not taking any more calls right now and that if you want to speak with him you'll need to drive out to the base." (Bug #25006)
  • DN137LogsSubMenu [Menu Items; Item ID 2]: "I reworked the design to move the thermal exchanger so the coils wrap around the bottling siphon and that seems to have done the trick. Not only are the gaskets not melting, but it also cools the beer as bottles it." > "I reworked the design to move the thermal exchanger so the coils wrap around the bottling siphon, and that seems to have done the trick. Not only are the gaskets not melting, but it also cools the beer as it bottles it." / "Jack West, the manager over at the Hotel Rexford apparently just came into an inheritance and he could front the cash I need to get the Drinking Buddy into full production." > "Jack West, the manager over at the Hotel Rexford, apparently just came into an inheritance and he could front the cash I need to get the Drinking Buddy into full production." / [Menu Items; Item ID 3]: "Godammit, that's the third set of gasket seals it's blown this week." > "God damn it, that's the third set of gasket seals it's blown this week." / "The first batch always works like a charm, but if you have to pop the chassis open every couple day to replace the gaskets no one is gonna want to buy one of these things. " > "The first batch always works like a charm, but if you have to pop the chassis open every couple day to replace the gaskets, no one is gonna want to buy one of these things." / [Menu Items; Item ID 4]: "Luckily I know a guy, who knows a guy who has cracked the encryption on their proprietary brewing holotapes, so we've put that code into the subroutines for now." > "Luckily, I know a guy, who knows a guy who has cracked the encryption on their proprietary brewing holotapes, so we've put that code into the subroutines for now." / [Menu Items; Item ID 5]: "West is really starting to get on my nerve." > "West is really starting to get on my nerves." / "First it's the hang up with the recipes, now he says the Drinking Buddy looks to impersonal." > "First, it's the hang up with the recipes, now he says the Drinking Buddy looks to impersonal." / "I'm just going to deliver it to the theater during the intermission on Friday and he'll just have to get over it." > "I'm just going to deliver it to the theater during the intermission on Friday, and he'll just have to get over it." / [Menu Items; Item ID 6]: "I'll stash the bootup password here in the basement till I get the delivery sorted out." > "I'll stash the boot up password here in the basement till I get the delivery sorted out." (Bug #25009)
  • DN088_ProfsSubTerminalLecture [Menu Items; Item ID 2]: "Grade vacuum tube circuit layouts and in class review for the midterm." > "Grade vacuum tube circuit layouts and in-class review for the midterm. (Bug #25011)
  • RR101OldCornerBookstoreMessage: "Originally the land belonged to Anne Hutchinson, the controversial puritan who was excommunicated and banished from Massachusetts for her "heretical" beliefs and sermons." > "Originally, the land belonged to Anne Hutchinson, the controversial puritan who was excommunicated and banished from Massachusetts for her "heretical" beliefs and sermons." (Bug #25012)
  • FFBunkerHill03 [001263AE]: "And you did that by yourself, right? Here's the pay out." > "And you did that by yourself, right? Here's the payout." (Bug #25017)
  • COMMacCreadyGreetingsX [0011CDDA]: "Nice to be on the open road. Goodneighbor was starting to wear out its welcome." > "Nice to be on the open road. Goodneighbor was startin' to wear out its welcome." (Bug #25018)
  • [0011CDDB]: "Nice to be on the open road. Goodneighbor was starting to wear out its welcome." > "Nice to be on the open road. Goodneighbor was startin' to wear out its welcome."
  • [0011CDDE]: "There you are. Almost thought you forgot about me." > "There you are. I almost thought you forgot about me."
  • [00136600]: "That's it! You're a dirty liar and I'm done with you." > "That's it! You're a dirty liar, and I'm done with you."
  • [0013660B]: "So tell me...what the hell is going on with you?" > "So tell me... what the hell is going on with you?"
  • [0014788F]: "You ready to talk now? I promise it won't take long." > "You, uh... you ready to talk now? I promise it won't take long."
  • COMMacCreadyHellosX [0011CDFF]: "I'm guessing this will piss me off, but go ahead." > "I'm guessin' this'll piss me off, but go ahead." (Bug #25019)
  • [0011CE01]: "Hey, if you need something, I'm all over it." > "Hey, if you need somethin', I'm all over it."
  • [0011CE04]: "If something's on your mind, just let me know." > "If somethin's on your mind, just let me know."
  • [0011CE08]: "What's going on?" > "What's goin' on?"
  • [0011CE0B]: "You look like you have something on your mind." > "You look like you have somethin' on your mind."
  • [0011CE0C]: "Hey, how's it going?" > "Hey, how's it goin'?"
  • [0011CE0F]: "Need something?" > "Need somethin'?"
  • [0011CE10]: "What." > "What?"
  • [001464BF]: "I'm through talking with you." > "I'm through talkin' with you."
  • COMMacCreadySharedInfo01: "Hey, I never got a chance to properly thank you for helping me take out Winlock and Barnes." > "Hey. I never got a chance to properly thank you for helping me take out Winlock and Barnes." (Bug #25020)
  • COMMacCreadyShared05: "Not sure I like what you're doing." > "Not sure I like what you're doin'." (Bug #25021)
  • COMMacCreadyShared07: "Alright, I admit it. I'm impressed." > "All right, I admit it. I'm impressed." (Bug #25022)
  • COMMacCreadyShared09: "That how I would have handled it." > "That's how I would have handled it." (Bug#25023)
  • COMMacCreadyShared10: "I'm warning you. Don't ever do that again." > "I'm warnin' you. Don't ever do that again." (Bug #25024)
  • CA_Event_LootPrewarItem_Cait [000A2AF2]: "Feelin' nostalgic or somethin'? Could always get some caps for that I suppose." > "Feelin' nostalgic or somethin'? Could always get some caps for that I suppose." (Bug #25039)
  • [00100270]: "You like old stuff, don't you. Don't see the point... that time's long gone." > "You like old stuff, don't ya? Don't see the point... that time's long gone."
  • DN116RoboticsDisposalNotes [Menu Items; Item ID 1]: "We just got these Eyebots in the other day that were actually missing their eyes." / "We just got these eyebots in the other day that were actually missing their eyes." / [Menu Items, Item ID 2]: "Weird, more of those Protectrons with no arms or legs." > "Weird, more of those protectrons with no arms or legs." / [Menu Items; Item ID 3]: "They just dropped some Sentry bots off" > "They just dropped some sentry bots off" / [Menu Items; Item ID 4]: "More of those Protectrons missing everything." > "More of those protectrons missing everything." / [Menu Items; Item ID 5]: "Some weird guys dressed in all black just dropped off a Sentry bot of some kind." > "Some weird guys dressed in all black just dropped off a sentry bot of some kind." / [Menu Items; Item ID 6]: "I was joking about taking one of those Sentry's home." > "I was joking about taking one of those sentries home." / " If those guys dumped it all here they had a good reason, and you probably don't want to get mixed up in it." > " If those guys dumped it all here, they had a good reason, and you probably don't want to get mixed up in it." (Bug #25040)
  • Weapons08GaussRifle: "The Gauss Rifle uses magnetic induction to propel a projectile at incredible, and devastating speed." > "The Gauss Rifle uses magnetic induction to propel a projectile at incredible and devastating speed." (Bug #25044)
  • RR101OldNorthChurchMessage: "On the night of April 18th 1775, Lieutenant Colonel Smith marched with 700 British soldiers to Concord on a mission to disarm the rebels." > "On the night of April 18th, 1775, Lieutenant Colonel Smith marched with 700 British soldiers to Concord on a mission to disarm the rebels." (Bug #25046)
  • RR101PaulRevereHouseMessage: "In 1770 this home was bought by famed patriot Paul Revere." > "In 1770, this home was bought by famed patriot Paul Revere." (Bug #25048)
  • Weapons1610mm: "Small, dependable, reasonably powerful and widely available, the 10mm Pistol has been a staple of Wasteland combat since the bombs first fell." > "Small, dependable, reasonably powerful, and widely available, the 10mm Pistol has been a staple of Wasteland combat since the bombs first fell." (Bug #25061)
  • Combat05: "Crouching will both improve your accuracy, and activate sneak mode." > "Crouching will both improve your accuracy and activate sneak mode." (Bug #25067)
  • CA_CustomEvent_Generous_Strong [0011F7DD]: "Is this kindness? Like milk of human kindness. Show Strong more." > "Is this kindness? Like milk of human kindness? Show Strong more." (Bug #25071)
  • CA_CustomEvent_Selfish_Strong [0011F783]: "See how super mutants better than humans. Super mutants not selfish." > "See how super mutants better than humans? Super mutants not selfish." (Bug #25072)
  • CA_Event_DischargeWeapon_Strong [00135AFA]: "Haha. Yes, human! Strong has your back." > "Ha ha! Yes, human! Strong has your back." (Bug #25073)
  • CabotHouseLorenzoJournal: "He thinks I'm making a laughing-stock of the whole family with these expeditions - has no time for what he calls "ancient superstitions."" > "He thinks I'm making a laughing stock of the whole family with these expeditions - has no time for what he calls "ancient superstitions."" / "We almost despaired of getting through - 3 days of laborious pick-work - I wouldn't risk explosives here of all places! - then, breakthrough into darkness." > "We almost despaired of getting through - 3 days of laborious pick-work - I wouldn't risk explosives here of all places! - then, break through into darkness." (Bug #25076)
  • DialogueDoctors [0003200C]: "A new patient. *sigh* A new file to open. Do you have a legitimate medical concern, or this about our Facial Reconstructive services?" > "A new patient. *sigh* A new file to open. Do you have a legitimate medical concern or is this about our facial reconstructive services?" (Bug #25094)
  • DialogueDiamondCity [00023BA5]: "I don't care for your tone. Why don't you run along before I make a complaint with Security?" > "I don't care for your tone. Why don't you run along before I make a complaint with security?"
  • [00023BAB]: "Oh, don't act like you don't know. There's two types of people in this town. The ones living in the stands, and everyone beneath us." > "Oh, don't act like you don't know. There's two types of people in this town. The ones living in the stands and everyone beneath us." / "I know everyone in the stands, and that doesn't include you." > "I know everyone in the stands and that doesn't include you." (Bug #25096)
  • DLC04DialogueHubologists [0600CC84]: "The tools are manmade, but the process is a gift from the Star Father through his prophet, The Hub." > "The tools are man-made, but the process is a gift from the Star Father through his prophet, The Hub." (Bug #25110)
  • COMMacCreadyIdles [00119BCA]: "That bar in Goodneighbor is looking real good right now." > "That bar in Goodneighbor is lookin' real good right now." (Bug #25111)
  • [00119BCB]: "You ought to quit helping everyone so much and start letting us help ourselves." > "You ought to quit helpin' everyone so much and start letting us help ourselves."
  • [00119BD0]: "Congratulations, you've actually managed to suck all of the fun out of our partnership." > "Congratulations, you've actually managed to suck all the fun out of our partnership."
  • [00119BD1]: "Here's a little friendly advice for the open road... stop making us look so stupid." > "Here's a little friendly advice for the open road... stop makin' us look so stupid."
  • [00119BD3]: "Yeah, yeah... more bright ideas from the braintrust." > "Yeah, yeah... more bright ideas from the brain trust."
  • [00119BD9]: "Walk a hundred miles if I knew there was a pile of caps waiting for me at the end." > "Walk a hundred miles if I knew there was a pile of caps waitin' for me at the end."
  • [00119BDD]: "Anytime you want me to carry some of that valuable gear you're lugging... you just me know." > "Anytime you want me to carry some of that valuable gear you're lugging... you just, uh, you just let me know."
  • [00119BDE]: "Axes to grind? Hell, I have a ton of them." > "Axes to grind? Hell, I have a ton of 'em."
  • [00119BE1]: "I hate to admit it, but I'm starting to enjoy this little deal we have going." > "I hate to admit it, but I'm startin' to enjoy this little deal we have going."
  • [00119BE2]: "Never thought I'd see the day where someone's watching my back for a change." > "Never thought I'd see the day where someone's watchin' my back for a change."
  • [00119BE3]: "All things considered, you're doing a hell of a job." > "All things considered, you're doin' a hell of a job."
  • [00119BE4]: "It's about time things starting going my way." > "It's about time things started goin' my way."
  • [00119BE6]: "Pocketfuls of caps and all the ammo I can carry? Doesn't get much better than this." > "Pocketfuls of caps and all the ammo I can carry. Doesn't get much better than this."
  • [00119BE7]: "Don't mind this hike. Helps being in such good company." > "Don't mind this hike. Helps bein' in such good company."
  • [00119BEA]: "I've been having so much fun out here, I almost forgot about my troubles." > "I've been havin' so much fun out here, I almost forgot about my troubles."
  • [00119BF0]: "Side by side, we can take on the whole world. And nothing's going to stop us." > "Side by side, we can take on the whole world. And nothin's going to stop us."
  • [00119BF1]: "Always knew there was something special about you. Glad I found it." > "Always knew there was somethin' special about you. Glad I found it."
  • [00119BF2]: "Everything's going to be alright, as long as we stick together." > "Everything's going to be all right, as long as we stick together."
  • [00119BF3]: "Hope this little thing we have going lasts forever. Don't want to go back to the way things were." > "I hope this little thing we have going lasts forever. Don't want to go back to the way things were."
  • [00119BF5]: "Don't know what you're looking for out here, but I'm going help you find it... or die trying." > "Don't know what you're lookin' for out here, but I'm gonna help you find it... or die tryin'."
  • [00119BF8]: "Don't like boats. Prefer to keep my feet planted firmly on dry land." > "I don't like boats. Prefer to keep my feet planted firmly on dry land."
  • [00119BFE]: "There has to be something valuable around here." > "There has to be somethin' valuable around here."
  • [00119C04]: "Can't imagine what it was like being locked in here with hundreds of other people." > "I can't imagine what it was like being locked in here with hundreds of other people."
  • [00119C06]: "Vault-Tec got to choose who lived and who died. That's kind of like playing god if you ask me." > "Vault-Tec got to choose who lived and who died. See, that's kind of like playing god if you ask me."
  • [00119C0B]: "Not really much around here, is there." > "Not really much around here, is there?"
  • [00119C11]: "Don't like it down here. Not one bit." > "I don't like it down here. Not one bit."
  • [00119C12]: "If something steps out of these shadows, I'm going to blow it in half." > "If something steps out of these shadows, I'm gonna blow it in half."
  • [00119C15]: "Doing a little window shopping?" > "Doin' a little window shopping?"
  • [00119C17]: "Let's look around. Maybe we can find a safe or something." > "Let's look around. Maybe we can find a safe or somethin'."
  • [00119C18]: "Used to know a kid named Knick Knack who ran a store like this... kept all sorts of junk laying around." > "Used to know a kid named Knick Knack who ran a store like this... kept all sorts of junk layin' around."
  • [00119C21]: "Between you and me, I hate being on the water. Makes me seasick." > "Between you and me, I hate being on the water. It makes me seasick."
  • [00119C22]: "Never understood the whole "captain goes down with the ship" thing. Me, I'm smarter than that." > "I never understood the whole "captain goes down with the ship" thing. Me, I'm smarter than that."
  • [00119C24]: "This might of been quite a hell of ship once... now it's just a man-made mirelurk nest." > "This might of been quite a hell of a ship once... now it's just a man-made mirelurk nest."
  • [00119C27]: "I don't think we're going to find much here. It's a school for god's sake." > "I don't think we're gonna find much here. It's a school for god's sake."
  • [00119C28]: "Unless we're looking for books, this is a waste of time." > "Unless we're lookin' for books, this is a waste of time."
  • [00119C2B]: "Well this is a nice place to get ambushed. Great choice." > "Well, this is a nice place to get ambushed. Great choice."
  • [00119C37]: "Would have been nice to put down roots somewhere like this. Beats living in a cave." > "Would have been nice to put down roots somewhere like this. Beats livin' in a cave."
  • [00119C42]: "Growing up underground makes you appreciate places like this." > "Growin' up underground makes you appreciate places like this."
  • [00119C43]: "Slim pickings around here. Maybe we should head out." > "Slim pickin's around here. Maybe we should head out."
  • [00119C45]: "Why couldn't Lamplight have been a park... sigh..." > "Why couldn't Lamplight have been a park... *sigh*"
  • [00119C4B]: "Look on the bright side. If we steal office supplies, who's going to know?" > "Look on the bright side. If we steal office supplies, who's gonna know?"
  • [00119C53]: "Every time I visit a place like this, I feel like I'm coming home." > "Every time I visit a place like this, I feel like I'm comin' home."
  • [00119C54]: "Idiots died serving their country. I would have been looking for shelter." > "Idiots died serving their country. I would have been lookin' for shelter."
  • [00119C61]: "I'm betting nothing good for the world ever came from this place." > "I bet nothing good for the world ever came from this place."
  • [00119C7A]: "Only thing I missed when I was living underground was the daylight." > "The only thing I missed when I was living underground was the daylight."
  • [00119C7B]: "Nothing yells comfort like sleeping on a rocky floor." > "Nothin' yells comfort like sleeping on a rocky floor."
  • [00119C7F]: "Wonder how many bottles a day this brewery churned out." > "Wonder how many bottles a day this brewery churned out?"
  • [00119C80]: "Been drinking since I was six. Never looked back." > "Been drinkin' since I was six. Never looked back."
  • [00119C81]: "This is a great place to look for loose caps." > "Oh, this is a great place to look for loose caps."
  • [00119C83]: "Never been in a plane before. Highest I've ever gotten is taking a hit of Psycho." > "Never been in a plane before. Highest I've ever gotten is takin' a hit of Psycho."
  • [00119C91]: "I've seen a Super Mutant rip the limbs off of someone while they're still alive. Never going to get that image out of my head." > "I've seen a super mutant rip the limbs off someone while they're still alive. Never going to get that image out of my head."
  • [00119C92]: "Super Mutants didn't just fall out of the ugly tree, they were dropped on it from low orbit." > "Super mutants didn't just fall out of the ugly tree, they were dropped on it from low orbit."
  • [00119C93]: "Heard that Super Mutants like to take prisoners. Don't even want to know what happens to them." > "Heard that super mutants like to take prisoners. I don't even want to know what happens to them."
  • [00119C94]: "These mutants don't scare me. Been fighting them since I was a kid." > "These mutants don't scare me. Been fighting 'em since I was a kid."
  • [00119C95]: "There's nothing dumber than an angry Super Mutant." > "There's nothin' dumber than an angry super mutant."
  • [00119C98]: "Heard there are Pre-War robots that are still running. Now that's impressive." > "Heard there are pre-war robots that are still running. Now that's impressive."
  • [00119C9E]: "Don't bother reasoning with a Raider. A bullet between the eyes is all they understand." > "Don't bother reasoning with a raider. A bullet between the eyes is all they understand."
  • [00119CAB]: "You're going to need some high velocity ammo if you want to punch through mirelurk armor." > "You're gonna need some high velocity ammo if you want to punch through mirelurk armor."
  • [00119CAC]: "Hope you brought a mallet and bib with you." > "Hope you brought a mallet and a bib with ya."
  • [00119CB6]: "If too much radiation leads to looking like that, I think I'd rather die." > "If too much radiation leads to lookin' like that, I think I'd rather die."
  • [00119CB8]: "Oh god, not these walking piles of flesh again." > "Oh god, not these walkin' piles of flesh again."
  • [00119CBA]: "Nothing turns your shorts brown faster than a deathclaw charging at you." > "Nothin' turns your shorts brown faster than a deathclaw charging at ya."
  • [00119CBD]: "We're doing a bit of big game hunting now, huh?" > "We're doin' a bit of big game hunting now, huh?"
  • [00119CBE]: "Seen bullets glance right of a deathclaw's hide before. Better load up with the heavy stuff." > "Seen bullets glance right off a deathclaw's hide before. Better load up with the heavy stuff."
  • [00119CC8]: "Don't tell me your afraid of a few bugs." > "Don't tell me you're afraid of a few bugs."
  • [00119CCB]: "What I wouldn't give for my own suit of Power Armor..." > "What I wouldn't give for my own suit of power armor..."
  • [00119D6B]: "Never could have held a job in a place like this. Doing the same thing day after day? No thanks." > "Never could have held a job in a place like this. Doin' the same thing day after day? No thanks."
  • [00146472]: "Nope. Whatever you're selling, I'm not interested." > "Nope. Whatever you're sellin', I'm not interested."
  • [00146473]: "Maybe I should head back to the Capital Wasteland. There's nothing here for me now." > "Maybe I should head back to the Capital Wasteland. There's nothin' here for me now."
  • [0014647E]: "You standing here for a reason?" > "You standin' here for a reason?"
  • [0014647F]: "What's it going to take to get through to you? Go. Away." > "What's it gonna take to get through to you? Go. Away."
  • [00148F83]: "Wherever you need to go, I'll be following right behind." > "Wherever you need to go, I'll be followin' right behind."
  • [00148F85]: "Going to be a while before you can wipe the smile off my face." > "Going to be a while before you can wipe that smile off my face."
  • [00148F88]: "I'll never get tired of this... I'm having too much fun." > "I'll never get tired of this... I'm havin' too much fun."
  • [00148F89]: "Hey, have you heard this one? It's about the Super Mutant who wondered why a rock kept getting bigger. Then it hit him. Hehe. No? Hm." > "Hey. Have you heard this one? It's about the super mutant who wondered why a rock kept getting bigger. Then it hit him. Hehe. No? *sigh*"
  • [00184F8A]: "Come on, let's go kick some doors down. Time's wasting." > "Come on, let's go kick some doors down. Time's wastin'."
  • [001896D2]: "Hey, I've got some ammo for you." > "Hey, I've got some ammo for ya."
  • [00189ADF]: "Running low on bullets?" > "Runnin' low on bullets?"
  • [0019CC62]: "It's getting late. Maybe we should look for shelter?" > "It's gettin' late. Maybe we should look for shelter?"
  • [0019CC63]: "Sun should be up soon. It'll be nice to have the daylight back." > "The sun should be up soon. It'll be nice to have the daylight back."
  • [0019CC65]: "Pretty clear out here tonight. Hope the weather holds up." > "It's pretty clear out here tonight. Hope the weather holds up."
  • [0019CC66]: "I don't like traveling at night. We could be walking right into an ambush and we'd never see it coming." > "I don't like traveling at night. We could be walking right into an ambush and we'd never see it comin'."
  • [0019CC67]: "Nice day today. Perfect for traveling." > "Nice day today. Perfect for travelin'."
  • [0019CC68]: "Nothing I love more than hiking in the rain." > "Nothin' I love more than hiking in the rain."
  • [0019CC69]: "I've got to be honest with you, I feel more comfortable with a rocky ceiling above my head." > "I've got to be honest with ya, I feel more comfortable with a rocky ceiling above my head."
  • [0019CC6A]: "It's quiet out here... too quiet. *Laughs* Oh man, I always wanted to say that." > "It's quiet out here... too quiet. *laughs* Oh man, I always wanted to say that."
  • [001AC1B7]: "I'm betting this lovely little vacation spot would give even a Super Mutant a sunburn." > "I'm bettin' this lovely little vacation spot would give even a super mutant a sunburn."
  • [001AC1B9]: "Okay, if my hair starts falling out... I'm sending you the bill." > "Okay, if my hair starts fallin' out... I... I'm sending you the bill."
  • DialogueSanctuaryHills [0015BDED]: "You can fix just about anything, guns, computers, people. Just gotta have the right tools." > "You can fix just about anything: guns, computers, people. Just gotta have the right tools." (Bug #25112)
  • DLC01DialogueQuest [01004F04]: "It's the truth. I only ever wanted to make the Commonwealth a safer place." > "It is the truth. I only ever wanted to make the Commonwealth a safer place." / "I grew up on a settlement. I've seen how good people struggle against Raiders and Super Mutants." > "I grew up on a settlement. I've seen how good people struggle against raiders and super mutants." (Bug #25113)
  • [01007072]: "You may have gained access to my Sanctum, but you'll need better skills than that to defeat me." > "You may have gained access to my sanctum, but you'll need better skills than that to defeat me."
  • [0100AF02]: "Oh ok. Maybe later then, right? Here's what I have." > "Oh, okay. Maybe later then, right? Here's what I have."
  • DialogueConcordArea [0006D339]: "You could always try picking the lock downstairs. If you're good at that sorta' thing." > "You could always try pickin' the lock downstairs. If you're good at that sorta thing." (Bug #25114)
  • [0006D33B]: "Great. Hacking or lockpicking. Two skills I suck at..." > "Great. Hackin' or lockpickin'. Two skills I suck at..."
  • DLC01MQ04 [01008A1E]: "Sometimes I wish that Jackson had programmed me with my personality mode set permanently to disabled so I wouldn't feel so upset." > "Sometimes I wish that Jackson had programmed me with my personality mode set permanently to disabled." (Bug #25115)
  • COMHancockTalk [001A6487]: "Work for me. I'll head on home." > "Works for me. I'll head on home." (Bug #25116)
  • COMMacCreadyHellos [0002CDEF]: "Yeah, yeah... more bright ideas from the braintrust." > "Yeah, yeah... more bright ideas from the brain trust." (Bug #25117)
  • COMMacCreadyTalkGreetings [00189AF8]: "Here, this should help keep you alive." > "Here. This should help keep you alive." (Bug #25118)
  • [00189AFA]: "Take this... you're going to need it." > "Take this... you're gonna need it."
  • [001A2F5E]: "What are you bothering me about now?" > "What are you botherin' me about now?"
  • [001A2F65]: "You need something in particular or are you just bored?" > "You need somethin' in particular or are you just bored?"
  • [001A2F69]: "Need something?" > "Need somethin'?"
  • [001A2F70]: "You wanted to ask me something?" > "You wanted to ask me somethin'?"
  • [001A2F75]: "Is something bothering you?" > "Is something botherin' ya?"
  • [001A2F7B]: "Hey, is something the matter?" > "Hey, is somethin' the matter?"
  • [001A2F7C]: "If you need something, just say the word." > "If you need somethin', just say the word."
  • [001A2F7D]: "If you want to talk, I'm here for you." > "If you want to talk, I'm here for ya."
  • COMMacCreadyWaitingForInput [001858D7]: "You off somewhere else or what?" > "You, uh, you off somewhere else or what?" (Bug #25119)
  • [001858DB]: "I loooove one-sided conversations." > "I loooove these one-sided conversations."
  • [001858DD]: "Hey, we're talking here, right?" > "Hey, we're talkin' here, right?"
  • COMMacCreadyTalk [001A2ECF]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #25120)
  • [001A2F89]: "I don't really know how we're doing. I guess I need more time to decide." > "I don't really know how we're doin'. I guess I need more time to decide."
  • [001A2F8A]: "So far there's nothing to complain about. Nothing to get excited about either." > "So far there's nothin' to complain about. Nothin' to get excited about either."
  • COMMacCready [0011B662]: "You're messing with the best!" > "You're messin' with the best!" (Bug #25121)
  • [0011B674]: "Oh come on!" > "Oh, come on!"
  • [0011B683]: "Have something for ya!" > "Have somethin' for ya!"
  • [0011B684]: "I'm feeling eyes on my back." > "I'm feelin' eyes on my back."
  • [0011B692]: "Can't find them! Damn it!" > "Can't find 'em! Damn it!"
  • [0011B693]: "I got nothing over here!" > "I got nothin' over here!"
  • [0011B69B]: "Need something?" > "Need somethin'?"
  • [0011B6A8]: "Can't take much more!" > "Ugh. Can't take much more!"
  • [0011B6B0]: "Damn... and I was just starting to have fun." > "Damn... and I was just startin' to have fun."
  • [0011B6AD]: "Oh no you don't!" > "Oh no, you don't!"
  • [0011B6D6]: "Okay. Goood to go." > "Okay. Good to go."
  • [0011B6DA]: "Huh. Gone now I guess." > "Huh. Gone now, I guess."
  • [0011B6DC]: "Maybe it was nothing after all." > "Maybe it was nothin' after all."
  • [0011B6E4]: "Bringing the pain!" > "Bringin' the pain!"
  • [0011B6FB]: "Oh come on, we're fighting one of these?" > "Oh, come on, we're fightin' one of these?"
  • [0011B702]: "Come on you floating junkpile!" > "Come on, you floating junk pile!"
  • [0011B70E]: "Melt the son-of-a-gun!" > "Melt the son of a gun!"
  • [0011B722]: "Here comes big, dumb and ugly!" > "Here comes big, dumb, and ugly!"
  • [00189ABA]: "*Sneeze* Damn dust is going right up my nose." > "*sneeze* Damn dust is goin' right up my nose."
  • [00189ABB]: "Cleaning robot take the day off or something?" > "Cleaning robot take the day off or somethin'?"
  • [00189AFE]: "*Sigh* I can't stand getting wet." > "*sigh* I can't stand getting wet."
  • [001AC1AD]: "Are you kidding? I can't get to that." > "Are you kiddin'? I can't get to that."
  • [001AC1BC]: "Yeah sure, I'll trade with you." > "Yeah, sure, I'll trade with ya."
  • [001AC1BD]: "Let's see what you've got." > "Let's see what you got."
  • [0020A9E5]: "Good, I was tired of standing around." > "Good. I was tired of standin' around."
  • [0020A9E6]: "Yep, I'm right behind you." > "Yep, I'm right behind ya."
  • [0020A9E7]: "Okay. Just give me a shout if you need me." > "Okay. Just give me a shout when you need me."
  • COMCaitIdle [00115FAA]: "Boys and their toys. Sigh." > "Boys and their toys. *sigh*" (Bug #25122)
  • [0019CC7C]: "*Humming*" > "*humming*"
  • COMCaitTalk [001A0A8F]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #25123)
  • COMCurieTalk [001AB962]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #25124)
  • COMDeaconTalk [001AB957]: "Just wanted to check-in, see how you feel things are going between us." > "Just wanted to check in, see how you feel things are going between us." (Bug #25125)

The complete changelog for PC and XBox One is available here.
The complete changelog for PS4 is available here.

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Unofficial Fallout 4 Patch


BETA Version Available


Version: 2.0.6
By the Unofficial Patch Project Team

Download it from AFK Mods

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.

UFO4P Discussion Forum on AFK Mods

UFO4P Fixes

  • The file for the power armor frame fix was in the wrong folder and thus not taking effect.
  • The pick-up 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).
  • 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: improced 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 othewrise (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 under water 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 is available here.

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Oh, and if anyone is feeling generous, I'd kind of like to use a new color scheme for the UFO4P changelog. Something more appropriate to the series but that is ALSO still readable in a browser.

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By which you mean: No acid green, right? :D

Awesome to see the first UFO4P beta release. It's quite the betaception with running a beta on a beta and made with a beta. I guess for the mesh edits another beta was used, too. I wonder why there is no mod manager support yet :D (don't tell me there's a MO beta, is there?)

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By which I mean it needs to be readable :P So probably no yellow on blue either, even though that would technically fit with the rest of the logo stuff.

 

One other thing I forgot to mention: No, this file is NOT currently a "fake esm" due to technical restrictions I can't go into yet.

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So would you be able to deal with the transport vertibirds collision or lack thereof? it's been a bit annoying to ride in a vertibird only for the thing to fly through buildings.....

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FO4 1.5.151 Beta relz today https://community.bethesda.net/thread/9158

Welcome to our board for providing feedback on Fallout 4's 1.5 Steam Beta update.

 

Along with support for our upcoming add-on, Far Harbor, and additional gameplay optimizations, the 1.5 Update – now available as a Beta on Steam -- features the revamped Survival Mode which incorporates a number of changes based on beta feedback. Thanks again to all those who participated! In the coming weeks, 1.5 – complete with Survival Mode – will be released on Xbox One and PlayStation 4. 

Also in development, Creation Kit and Bethesda.net Mods are still in closed beta. We hope to add Support for Mods to the 1.5 Steam Beta soon with console support for Mods coming in updates that follow. Stay tuned to Bethesda.net and the forums for when those updates will go live.

Please note that we strongly advise players running third party mod managers to back up saves and disable/uninstall them before opting into the Beta, until they have been updated to support the new changes from the 1.5 Update.

Fallout 4 1.5 Update Release Notes (Version 1.5.151

 

New Features

  • New Survival difficulty
    • Survival adds additional challenges including no fast travel, saving only when you sleep, increased lethality, diseases, fatigue, danger and more. See the in-game Help menu for more details.
    • Characters set to Survival difficulty appear under their own Character Selection filter

Please Note: Survival difficulty characters are not backward compatible with the 1.4 version of Fallout 4. If you opt out of the Beta, do not use Survival character saved games.

  • Third person camera movement improvements when player is close up against walls and other objects

Fixes

  • General stability and performance improvements
  • Fixed rare crash related to reloading a save that relies on Automatron
  • Fixed issue with the robot workbench camera not moving properly immediately after canceling out of the menu
  • Fixed issue with perks being repeatedly added when reloading a saved game while in robot workbench
  • Fixed issue with Ada not properly traveling to an assigned settlement
  • Robots can now be assigned as settlement vendors
  • Fixed issue with "Appropriation" where blueprints would not appear properly if the container had already been looted prior to getting the quest
  • In "The Nuclear Option," entering the Institute using the targeting helmet on Power Armor no longer inadvertently causes the player to go into combat, and become stuck in the Institute
  • Fixed distance check with Robotics Expert perk
  • While in Workshop mode, if the Jump button is remapped, the Y or Triangle button can still be used to jump
  • Ability to delete downloadable content via the Add-Ons menu (PS4)
  • Fixed issue with "Defend the Castle" where speaking to Ronnie Shaw would not properly complete the quest
  • During "The Nuclear Option," fast traveling away from the Institute immediately after inserting the relay targeting sequence holotape will no longer block progression
  • Fixed issue where Workshop placed light bulbs would occasionally not light properly

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Since this is the place for discussion now, remark regarding

'I'd just like to point out to everyone that when challenging a bug, it is NOT enough to just say "I think that's deliberate" and offer up nothing more. Speculating about adlibs is also not enough on its own. What Chipstick did is the proper way to address a situation like this. Evidence needs to be brought forth, and IMO this is as close to an official "u dun goofed" as one can get for something like this.'

I specifically crossposted Chipstick's findings, because i know you need better arguments than oppinions. However, i do think that this evidence should also extend it's convincing power to other such cases, where the voice over of the two protagonists differ from the subtitle. I'd prefer that for these case, in future, the default should be to assume it IS an ad-lib, unless further, additional reasons are presented. Does thos sound like a reasonable suggestion?

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Since this is the place for discussion now, remark regarding

'I'd just like to point out to everyone that when challenging a bug, it is NOT enough to just say "I think that's deliberate" and offer up nothing more. Speculating about adlibs is also not enough on its own. What Chipstick did is the proper way to address a situation like this. Evidence needs to be brought forth, and IMO this is as close to an official "u dun goofed" as one can get for something like this.'

I specifically crossposted Chipstick's findings, because i know you need better arguments than oppinions. However, i do think that this evidence should also extend it's convincing power to other such cases, where the voice over of the two protagonists differ from the subtitle. I'd prefer that for these case, in future, the default should be to assume it IS an ad-lib, unless further, additional reasons are presented. Does thos sound like a reasonable suggestion?

We'll have to see - as you know each bug is considered on a case by case basis. We do attempt as much as possible to defer to what's been recorded in audio rather than what someone wrote in a subtitle. That's based on the assumption that the audio took more deliberate effort to produce, but it isn't something set in stone either if there's clear evidence it wasn't supposed to be recorded that way. Since we have no official declaration that all audio is sacrosanct and that adlibs are why stuff looks wrong, we can't just assume that in all cases.

 

One example of that was the bit where the guy who did Neloth's response with Savos' name blew the pronunciation of it. While it may be possible to argue that he did it because he's a grade A douchebag, that isn't likely to be the case without supporting evidence. Which is why we dropped the use of his name from that particular line. People objected, but it was almost universally objection because "we just don't like it" - which isn't a valid challenge.

 

In future I suppose we can leave such reports open longer before resolving them, so that time is provided to see if any evidence can be brought forth for why it shouldn't be done?

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I mean in this case here, the problem wasn't that there was anything wrong with the audio. There are other examples in the recent patch, that look just as much like the voice actor 'ad-libed' a bit on top of the writing, and natually the subtitle was adjusted from what looks to be the original writtem, a bit more stiff, text. Which is perfect.

I think the real issue with the protagonist is, that there is just one set of subtitles, not two, right? There is no way to have different subtitles for each gender, unless you make separate files (which might just be a mod idea)? Finding a way to do that would be ace and probably solve any issue that migh end up in a discussion. Can subtitles be conditioned?

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There is no separate subtitle for voicetype anymore? Wow that's a bit short sighted of beth...

 

Perhaps it can be changed with an event handler. It can be done in the older games.

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That's pretty much the problem. Dialogue has one subtitle, but can have multiple recorded lines associated with it. So this thing with Nora and the donuts will always be wrong in one way or the other without some kind of fix.

 

Yes, I did in fact consider an attempt to extend the line for Nate, but there wasn't anything suitable to do that with.

 

The situation you're describing only works when thee audio all says the same thing, but the subtitle is wrong. That's easy. We simply assume the subtitle is incorrect, because 999 times out of 1000 that's exactly what happened.

 

EDIT: There's never been a separate subtitle based on voice type btw. As far back as Oblivion, there is one subtitle but multiple audio files can be mated to it.

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Ahh right I was thinking the response dialogue and not the player dialogue. derp.

 

:EDIT:

 

BTW, am I submitting things to the tracker and linking them in the way that is consistent with your methods?

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Response dialogue is the same way though - you get one subtitle and voice files up to the number of playable races usually. It's literally a One to Many relationship, all the way back to Oblivion. I've never seen any indication of a means to split those in such a way that wouldn't require completely separate entries, which necessitates making copies of the audio files to go with it.

 

Yes, your tracker entries are fine. Two points though:

 

1. We don't do landscape edits. So chances are the one you pointed out a landscape issue will be handled by seeing if something can be lowered to cover it or a rock or something added to cover the gap.

 

2. There is no script being used to modify the placement of persistent references. If things work like they did in Skyrim, most of those should be able to be repositioned without a problem. It's only an issue if they're used in script properties, and we've found that even script moving stuff like that doesn't always work. So if it can't be moved, then we'll mark it as [NR] since it won't show up without a new game.

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Ahh that's where the confusion is for me, in Fallout 3/NV you have responses which can be by any number of variables for a topic and "generic" ones have different voice files based on the voicetype rather than the race.

 

Is there list of do's and dont's ? I am not at all familiar with how you handle things and I need to educate myself on that to avoid any more invalid submissions.

 

Reasoning for not doing landscape edits? LOD? Navmeshes?

 

I'll change that to use a rock or dirt pile or something.

 

That's interesting, in the older engines you can't change persistent refs once the cell has been loaded by the player because the save game always takes precedence. Haven't had any problems moving them with scripts in the older games however, must be something that is an issue with the newer ones.

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Yeah, I did barely anything for FO3 or NV so I don't remember what the dialogue system worked like. It would be nice if each audio file had its own subtitle, but with the way the system currently works, that would cause the number of INFO records to explode.

 

Landscape edits have traditionally caused a lot of compatibility issues that are only resolvable with extra patches, so we don't do those. LOD and navmeshes are things that are more easily overridden and don't manifest themselves as huge rips in the cell borders if something goes a bit wrong, so we DO do those when the situation warrants it.

 

As far as a list of dos and don'ts, whatever is covered in the two pinned FAQ posts is pretty much it.

 

Yep, persistent refs changed quite a bit in Skyrim.

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Allright I have some reading to do.

 

I'll upload a proper patch for that landscape issue soon.

 

:EDIT:

 

I also grant permission to use and distribute anything I submit freely and under no requirements or conditions.

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Even though I'm pretty much avoiding the betas like they had aggressive Ebola and were spraying foam from their mouths, I wanted to say...

 

THANK YOU THANK YOU THANK YOU.

 

I had to use the console to get past quest bugs like 5 times today. I really, *really* appreciate the unofficial patches (they made Skyrim usable for me, it was completely FUBAR before).

 

Also, there are tons of color readability pages online, but your probably knew that.

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On the above topic of color-coding the list, it's a big "thing" in web design;

 

https://www.viget.com/articles/color-contrast

 

And on reversed (light on dark, like the forum): https://www.joedolson.com/2006/08/on-the-readability-of-inverted-color-schemes/

 

This one has some good discussion: http://blog.codinghorror.com/code-colorizing-and-readability/

 

Ultimately it may be a case of doing some tests and the team picking just what seems most appropriate and readable. The reasoning behind the colors is a little different than the bug report list. It should also be easy to maintain and not require a lot of fiddling with the posts. Black on white is generally considered most readable but a lot of people find white on black to be easier on the eyes, and red seems to be the least readable.

 

The "color block / grey text / blue link text" model for the bug reports kind of makes the eye want to skip over the text. I for one would like to see a severity code coloring the text, but honestly searchable quest names (for script fixes) for example are probably more useful.

 

Quest Script Fixes:

 

Silver Shroud - Stage 400 - radio message never broadcast if (condition) - fixed

 

Objects:

 

Mesh - Combat Shotgun has bunny-shaped hole when viewed from side - now correctly fish-shaped

 

Or whatever. Orange is more visible than red. I'd go with the "threat condition code" of white-green-yellow-red but the final color in that one is black - might not work so well.

 

Speaking of bug reports, I guess I should start reporting bugs again now that the Unoffical patch is rolling.

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We usually try to include things like the quest names and their CK editor IDs in stuff like that. The changelog is already ordered in categories which align with the category list in Tracdown. The color thing would probably be nice but IMO, that's probably more work per entry than it's going to be worth for us.

 

About the only color stuff I was possibly looking to do was to have a color scheme that thematically fit with the game rather than the white on black that was picked because it fit better for Skyrim. Only problem is, I'm not entirely sure just what color scheme would work and remain readable :P

 

Keep in mind that if Bethesda fixes their garbage forums, the list also needs to be readable on an off-white background with black text, because hey, Beth likes crappy forum themes. Color that works on a black background will be absolutely hideous against a white one.

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Yeah Arthmoor I just spent my first bit at the new forums.

 

You know all those cat memes with the surprised cat faces?

 

First of all, their front page looks like Pinterest vomited on it. The forums are *really* inefficiently arranged - they take up metric tons of screen real-estate. The new bug thread looks really chaotic and doesn't contain the info from the old thread yet - I don't know if the new forum can handle it. There is an "advanced" editor but the whole arrangement is a little hard on the eyes. It does have tables but I haven't tested them yet.

 

Oh, well, the old forums were being dominated by ingroup/outgroup arguments anyway. Unfortunately that's where a lot of the reporting was.

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the biggest roadblock to using their forum with preformatted posts is that it doesn't parse bbcode. It only handles straight HTML. Which is ludicrous. I don't know who these Jive Software people are but they're stuck in the 90s or something if they think this is normal.

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Official patch description updated by GStaff today https://community.bethesda.net/thread/9158

 

Fallout 4 1.5 Steam Beta Update (1.5.154)

 

Fallout4.exe

Fallout4.esm

Fallout4 - Interface.ba2

 

And a couple of the strings files updated

 

Edit: And strange goings on with Plugins.txt .. Though on my setup its still in Local appdata, apparently the new update is supposed to be moving the plugins.txt file to the game folder ( probably only for people with mods installed ? )

http://forums.bethsoft.com/topic/1601446-rel-loot-thread-23/page-2#entry25138708

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