Fixed G.E.C.K complaining about alot of "missing" textures relating to NPC's mouth\ears ect
Version History
v1.1.3 (15\04\2009)
- UF3P: Fixed 3 meshes that got accidently broken (shader flags where removed on 2 parts) which caused those fixed parts to be seen through other mesh parts (Altered Mesh: utlhallsm1wayexsmpipe01.nif, UtlHallSm1WayExSmReg01.nif, utlhallsm1wayexsmpipe02.nif, utlrmcorljunc01.nif).
- Fixed the female version of the Oasis Villager Robe having a gore cap texture around the neck (Altered Mesh: OasisVillager\outfitf.nif).
- Fixed part of the rivet city tile set that had bad havok blocking the entire section (Altered Mesh: rcrmwallmidendinc04.nif).
v1.1.2 (12\04\2009)
- UF3P: Corrected typo in the scripts for the fixes "Fixed Wasteland Survival Guide quest not checking\calculating the correct health percent." and "Fixed Prototype Medic Power Armor not checking\calculating the correct health percent." which broke them totally, turns out you can only use forward slashes in sums (eg. 20 / 100) but if you use a backslash it doesn't work plus the G.E.C.K doesn't complain about it so I had no idea (Altered Script: MS14PowerArmorScript, MS03script).
v1.1.1 (11\04\2009)
- UF3P: With the "Fixed G.E.C.K complaining about alot of "missing" textures relating to NPC's mouth\ears ect" I stupidly put them in the BSA (since the files don't actually exist it was safe to) anyhow you'd need to add UF3P's BSA to the G.E.C.K ini for the errors to go away or load the UF3P ESM. These files are no longer in UF3P's BSA.
- UF3P: Is no longer an ESM (well that was short lived! I really should of tested it more...), any modified placed object will be unaffected if it doesn't have an ESM override, once there is a way to automatically generate ESM overrides then it will be an ESM again.
v1.1.0 (11\04\2009)
- UF3P: Placed all of UF3P's new meshes into a BSA to allow easier management.
- UF3P: Removed 4 accidental (identical to master) edits.
- UF3P: Set GREETINGS dialogue priority to 65, because GREETINGS was edited its dialogue priority was set to the default 55 and overrode Operation Anchorage's change which had the priority set to 65 since UF3P is a ESP not a ESM (unknown if this change actually caused any problems with Operation Anchorage or not) (Altered Dialogue: GREETINGS).
- UF3P: Fixed player house imagespace fix not setting the proper imagespace for the "Love Machine Theme" (Altered Script: UF3PPHCIFScript).
- UF3P: Fixed fixed diner, forgot to turn NifSkope's auto sanitize back on after fixing some other meshes which resulted in the diner crashing the G.E.C.K (Altered Mesh: diner01.nif).
- UF3P: Removed all changes to outside Vault 101 (Wasteland>Vault101Exterior -4,-4) as changing anything in it caused the game to crash if you fast traveled from it to Springvale School (Wasteland>SpringvaleSchoolExterior01 -1,-2).
- UF3P: Fixed Ninja perk fix (Removed Perk Alter: Ninja, Altered Actor Effect: PerkNinja).
- UF3P: Fixed a typo in one of UF3P's folders which caused a few fixed meshes not to be applied.
- UF3P: Adjusted the gap cap on the utility door that caused flicking in 1 known instance (Altered Mesh: utldoor01.nif).
- UF3P: The Unofficial Fallout 3 Patch is now an ESM.
- The Pitt: Fixed the infiltrator not using the correct texture for the trigger and catch (Altered Mesh: dlc01infiltrator.nif).
- The Pitt: Fixed incorrect havok type on Ashurs Palace (Altered Mesh: dlcpitttoweroflearning.nif, dlcpitttoweroflearninglit.nif).
- The Pitt: Fixed missing normalmaps for a few meshes (Altered Mesh: dlcpitthcourtdirt512.nif, dlcpitthcourtstrhole01.nif, dlcpitthcourttrenchcapl01.nif, dlcpitthcourttrenchcapr01.nif, dlcpitthcourttrenchstr01.nif, dlcpitthcourttrenchstr02.nif).
- The Pitt: Tried fixing the Auto Axe vanishing when used, only the blade disappears now instead of the whole weapon (simple unequip & re-equip and it is back till you restart Fallout 3) and from as far as I can tell it is related to the new 2 hand melee animation (NifSkope can't open it so no way to fix it for the time being) (Altered Mesh: dlcanchautoaxe.nif, Altered Static: 1stPersonDLC01AutoAxe).
- The Pitt: Fixed missing chains on the ground version of the Auto Axe (Altered Mesh: dlcanchautoaxego.nif).
- The Pitt: Made Steel Ingots behave more like a real item on the ground instead of a activator, no more item added message (Altered Script: DLC01SteelPlateActivatorSCRIPT).
- The Pitt: Fixed floating flame in the steelyard (Altered Cell: DLC01SteelMillExterior).
- The Pitt: Removed invalid light node from the cauldron (Altered Mesh: dlcpitt_cauldron01.nif).
- The Pitt: Undid a change The Pitt did to an already used AI package, duplicated the changed package and made The Pitt NPC use it instead (Altered Package: DefaultRuntoLinkedLocationNoFallout, New Package: UF3PDefaultRuntoLinkedLocationNoFallout, Altered NPC: DLC01LvlSlaveCombatMove).
- The Pitt: Fixed the effect on Ashur's Power Armor not being named the same, changed "Pitt Power Armor" to "Ashur's Power Armor" (Altered Object Effect: DLC01EnchPowerArmorAshur).
- The Pitt: Fixed Raider Iconoclast Armor, Raider Paingiver Armor, Raider Throwdown Armor, Raider Commando Armor and Raider Ordinance Armor lacking names on their object effects (Altered Object Effect: DLC01EnchArmorRaider1, DLC01EnchArmorRaider2, DLC01EnchArmorRaider3, DLC01EnchArmorRaider4, DLC01EnchArmorRaider5).
- The Pitt: Fixed 1 floating rubble pile (Altered Cell: Wasteland>DLC01RadioTower -19, 29).
- The Pitt: Fixed 1 floating rubble pile (Altered Cell: Wasteland>DLC01SlaveCamp -20, 30).
- Operation Anchorage: Fixed Winterized T-51b Power Armor having the normal T-51b Power Armor script causing it to complete the quest "You Gotta Shoot 'Em in the Head" (Altered Armor: DLC02ArmorPowerT51b, DLC02ArmorPowerT51bWasteland).
- Operation Anchorage: Fixed receiving the NPC version of the Winterized T-51b Power Armor which had over 9 million hitpoints and the NPC version of Winterized T-51b Power Helmet which had over 900000 hitpoints (Altered Script: DLC02VSSArmorDisplayScript, Added Quest: UOAPWT51bPAFix, Added Script: UOAPWT51bPAFixScript).
- Operation Anchorage: Fixed being able to wear helmets ect while the Chinese Stealth Armor was equipped (Altered Armor: DLC02ArmorStealth, DLC02ArmorStealthWasteland).
- Operation Anchorage: Fixed Winterized T-51b Power Helmet having the power armor icon instead of the power armor helmet icon (Altered Armor: DLC02ArmorPowerT51bHelmetWasteland, DLC02ArmorPowerT51bHelmet).
- Operation Anchorage: Fixed elevator getting "stuck" (Altered Script: DLC02ElevatorSCRIPT).
- Operation Anchorage: Fixed havok on the Jingwei's Shocksword so it now actually fits the sword (Altered Mesh: dlcanchenergysword.nif).
- Operation Anchorage: Fixed bad havok positioning on the Chinese Pistol (Altered Mesh: dlcanchchinesepistol.nif).
- Operation Anchorage: Missing alpha from the snow version of the Mister Gutsy (Altered Texture: dlcanchsnowgutsy.dds).
- Operation Anchorage: Fixed a few meshes missing normal maps (Altered Mesh: dlcanchmine01.nif, dlcanchmine02.nif, dlcanchmine03.nif, dlcanchindustrialmachine02.nif, dlcanchtruckarmy01.nif, dlcanchvsslight.nif).
- Operation Anchorage: Fixed all briefing battlemap parts not animatining due to incorrect names (Altered Mesh: dlcanchblmmines.nif, dlcanchblmcamp.nif, dlcanchblmchimeradepot.nif, dlcanchblmenemyhq.nif, dlcanchblmfieldhq.nif, dlcanchblmlisteningpost.nif).
- Operation Anchorage: Fixed quite a few unused meshes that simply had typos in the texture names causing them to have no textures (Altered Mesh: dlcanchcorkboard01.nif, dlcanchcorkboard02.nif, dlcarch_snow_trenchdirtstr01.nif, dlcarch_snow_trenchdirtstrtall01.nif, dlcarch_snow_trenchisland02.nif, dlcarch_snow_trenchstr02.nif, dlcarch_snow_trenchstr03.nif).
- Operation Anchorage: Fixed some building meshes that where pointing to the non existant dull shiny environmental map (Altered Mesh: dlcanchartbgcorwalldockfrontl01.nif, dlcanchartbgcorwalldockfrontr01.nif, dlcanchartbgcorwalldocksidel01.nif, dlcanchartbgcorwalldocksider01.nif, dlcanchartsmwallwin01.nif, dlcanchtruckarmy01.nif).
- Operation Anchorage: Fixed bad collision type on a few meshes (Altered Mesh: dlcanchgunbatteryshell01.nif, dlcanchgunbatterysilo01.nif, dlcanchminerock02.nif).
- Operation Anchorage: Fixed being able to loot 3 peices of Scrap Metal in the Listing Post within the anchorage simulation (Altered Cell: DLC02CommCenter).
- Fixed the enclave locker, it had the same problem as the vault locker and the ruined vault locker (Altered Mesh: lockerenclave01.nif).
- Fixed invalid animation on the underworld door (caused G.E.C.K error)(Altered Mesh: underworldentrancedoor.nif).
- Fixed bad havok positioning on hanging raider corpse (Altered Mesh: raidercorpsedressing05.nif).
- Improved Charon and Ahzrukhal fix, instead of resetting the dialogue option allowing you to start the event again Charon's and Ahzrukhal's AI will simply be reset allowing the event to procede normally (Altered Script: UF3PCaAFixScript).
- Fixed a few occurrences of abnormally small "midget" NPC's spawning (Altered Cell: Wasteland>Wilderness -12,26 Wasteland>Wilderness -13,26 Wasteland>CarFort -24,19 Wasteland>Wilderness 3,-4 FortBannister01).
- Fixed metal helmet appearing differently when worn on females compaired to what it looked like when dropped\worn on males\inventory icon (Altered Armor: ArmorMetalHelmet).
- Fixed 5 floating metal boxes, 1 metal box clipping into wall (Altered Cell: CorvegaFactory01).
- Fixed 1 milk crate that was clipping into a metal shelf (Altered Cell: zPS08Interior).
- Fixed 1 floating phone (Altered Cell: NukaColaPlant01).
- Fixed door which wasn't properly position causing a gap big gap up top and clipping off the door knob, 1 floating litter (Altered Cell: zDCint11a).
- Fixed the now unused books that Bethesda was going to use as alternate versions for the "Pre-War Book" which where spawning from some level lists, since the book had no name they where appearing invisible and the container was never appearing [EMPTY]. The level list has been updated, all the "bad books" have been removed from it and the proper book has been added to it (BookGeneric01) also added names and icons to all the "bad books" so you can now loot any existing "bad books" generated from before using UF3P (upon looting the "bad book" it will add the proper "Pre-War Book" and remove it self) (Altered Leveled Item: SublistBooks100, Altered Book: BookGeneric02, BookGeneric03, BookGeneric04, BookGeneric05, BookGeneric06, BookGeneric07, BookGeneric08, Added Script: UF3PPreWarBookConverter).
- Fixed hole in a part of the Rivet City interior (Altered Mesh: rchallsmstairs02.nif).
- Fixed UV errors, bad havok, capped some holes and removed invalid animations from the school desks (Altered Mesh: schooldeska01.nif, schooldeska02.nif, schooldeskadirty01.nif, schooldeskadirty02.nif).
- Fixed 1 floating school desk, 1 floating litter (Altered Cell: MerestiMetro01).
- Fixed 2 bits of "worn" floating off the National Archive building (Altered Mesh: nationalarchives.nif).
- Fixed rather noticable sharp edge in a ground texture (Altered Cell: Wasteland>Wilderness -24,6 -24,5)
- Fixed flickering footpath (Altered Cell: 17,4).
- Added a new Vault Door Control Pod inside Vault 106, previously it only had 1 outside which made it possible to activate it then run inside and be trapped (Altered Cell: Vault106a).
- Fixed UV map on litter which was clipping of parts of the texture (Altered Mesh: streetlitter01.nif, streetlitter02.nif, streetlitterdark01.nif, streetlitterdark02.nif, streetlitteredgeshaded01.nif).
- Fixed jaggy trim (Altered Texture: edgetrim01.dds).
- Fixed alien's head vanishing depending on angle (Altered Mesh: alien.nif).
- Replaced all creature versions of the Failed FEV Experiment with the moveable static version as the creature version had the potential to crash the game (because it lacked everything to make it a creature) (Altered Moveable Static: FailedFEVSubject, Altered Cell: Vault87a, Altered Creature: FEVSubject).
- Fixed incorrect havok sound effects for Brahmin, Centaur, Dog, Giant Ant, Mirelurk, Mirelurk King, Mole Rat, Queen Ant, Behemoth and Yao Guai (Altered Mesh: Brahmin\skeleton.nif, Centaur\skeleton.nif, Dog\skeleton.nif, GiantAnt\skeleton.nif, Mirelurk\skeleton.nif, MirelurkKing\skeleton.nif, MoleRat\skeleton.nif, QueenAnt\skeleton.nif, SMBehemoth\skeleton.nif, YaoGuai\skeleton.nif)
- Fixed typo, "Splitting" to "Spitting" to match the audio (Altered Dialogue: MQ01ThreeDogCT03a>"Oh come on..." BC71E).
- Fixed 1 floating shrub (Altered Cell: Wasteland>BigTownMutants).
- Fixed 1 floating rock cluster (Altered Cell: Wasteland>Vault106Exterior).
- Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -9,3).
- Fixed removed (disabled) a toilet that was outside of the playable area and unseeable (Altered Cell: UnderworldConcourse).
- Fixed removed (disabled) a lamp that was outside of the playable area and unseeable (Altered Cell: LincolnTent03).
- Fixed removed (disabled) safty poster that was out of the playable area and unseeable (Altered Cell: FortBannister01).
- Fixed move a cluster of rocks up that where totally hidden under the ground (Altered Cell: Wasteland>Wilderness -1,20).
- Fixed removed (diabled) a big rock that was totally concealed (Altered Cell: Wasteland>Wilderness 13,-18).
- Fixed suken desk, also had to adjust all the items ontop of it (Altered Cell: FortC04).
- Fixed ground clipping into mesh causing flickering (Altered Cell: Wasteland>TenpennyExterior01 -16,-17).
- Fixed overlapping mesh causing flickering (Altered Mesh: tenpennytowerbalcony02.nif).
- Fixed 1 mis-aligned pavement section, had to adjust another 3 pavement sections and traffic light pole because of it (Altered Cell: DCworld12>Wilderness 23,-12).
- Fixed removed (disabled) safty poster that was out of the playable area and unseeable (Altered Cell: zWheatonArmory).
- Fixed removed (disabled) poster that was out of the playable area and unseeable (Altered Cell: zLuckyGrocery).
- Fixed NukaLurk Meat, now has the Mirelurk Meat icon instead of the Mirelurk Cake icon (Altered Ingestiable: MS05NukalurkMeat).
- Fixed the Plamsa Rifle's green barrel being untexture when looking into it (Altered Mesh: plasmarifle.nif).
- Fixed Combat Knife using 1st person textures even in 3rd person (Altered Mesh: combatknife.nif).
- Fixed Silenced 10mm Pistol using 1st person textures even in 3rd person (Altered Mesh: 10mmpistolsilenced.nif, Altered Static: 1stPerson10mmPistolSilenced).
- Fixed Sledge Hammer using 1st person textures even in 3rd person (Altered Mesh: sledgehammer.nif).
- Fixed 10mm ammo, now uses the 10mm ammo normalmap instead of the 44 magnum ammo normalmap (Altered Mesh: 10mmammo.nif).
- Fixed 2 types of female radier's have the incorrect voice (Altered NPC: Raider1MeleeHF, Raider1RifleHF).
- Fixed the havok matrial type on the computer console rack, was using stone when it should of been using metal (Altered Mesh: computerrack01.nif).
- Fixed bad havok positioning on the Chinese Pistol (Altered Mesh: mauserpistol01.nif).
- Fixed bad havok positioning on the Tire Iron (Altered Mesh: tireiron.nif).
- Fixed bad havok positioning on the .32 Pistol (Altered Mesh: 32snubnose.nif).
- Fixed bad havok positioning on the Lincoln Rifle (Altered Mesh: lincolnrifle.nif).
- Fixed bad havok positioning on the Sniper Rifle (Altered Mesh: sniperrifle.nif).
- Fixed Plasma Rifle texturing as it was using the normal resolution normalmap texture in 1st person instead of the high resolution normalmap texture.
- Fixed bad UV on Crunchy Mutfruit (Altered Mesh: mutfruit01.nif).
- Fixed Michael Masters missing voice for the second part dialogue line of "I'm interested in the Pre-War Theme." and "I'm interested in the Love Machine Theme.", the first dialogue line cannot be fixed as the voice for it just hasn't been recorded (New Sound: HD02_HD02HouseTheme05_000C481D_1.ogg, HD02_HD02HouseTheme05a_000C481D_1.ogg, New LIP: HD02_HD02HouseTheme05_000C481D_1.lip, HD02_HD02HouseTheme05a_000C481D_1.lip).
- Fixed the bartender killing event, no longer possiable to talk to either Ymir or Frank which caused it to break (Altered Script: YmirSCRIPT, New Message: UF3PNameBlank, UF3PNameYmir, UF3PNameFrank).
- Fixed 13 instances of the tracking lights in Tenpenny Tower Lobby not being "on" yet emitting light (Altered Cell: Tenpenny01, New Static: UF3PTrackLightingFullyOn01NoBeams, New Mesh: UF3PTrackLightingFullyOn01NoBeams.nif).
- Fixed 14 instances of the tracking lights in Tenpenny Suites not being "on" yet emitting light (Altered Cell: Tenpenny02).
- Fixed 9 instances of the tracking lights in Penthouse Suites not being "on" yet emitting light (Altered Cell: Tenpenny03).
- Fixed wood, edge trim, street litter, suburban rubble normalmap causing the texture to change color between normal\dark depending on the lighting and view angle (Altered Texture: wooddetails_n.dds, edgetrim01_n.dds, streetlitter01_n.dds, suburbanrubble01_n.dds).
- Fixed 1 mis-aligned poster that was only partially visiable, 1 poster totally concealed (Altered Cell: DCworld17>FallsChurchParkingLot 5,-15).
- Fixed poster cluster's posters being too far behind each other which caused some posters to vanish\only appear at a distance and also fixed a few little UV errors (Altered Mesh: postercluster02.nif).
- Fixed the female asian Brotherhood of Steel Initiate's voice, it was set to the correct asian voice but it lacked all the initiate voice so switch it to the default female voice (Altered NPC: CitadelBrotherhoodInitiate06).
- Fixed the crane used for liberty prime not being visiable until you where up to that part of the quest (Altered Cell: CitadelWorld>CitadelBaileyNW 8,-13, New Mesh: StaticCrane_LibertyPrime01.nif).
- Fixed the Brotherhood of Steel and the Outcast Robobrain buttons having alpha properties making them nearly totally invisible (Altered Mesh: brain_bos.nif, brain_outcast.nif).
- Added a set of Outcast Robobrain tracks, all other versions had their own tracks but not the Outcast's. Also updated all Outcast Robobrain's to use the new tracks (New Mesh: righttrack_outcast.nif, lefttrack_outcast.nif, Altered Creature: CrRobobrainOutcast, ).
- Fixed the Brotherhood of Steel Robobrain's tracks using the Outcast textures (Altered Mesh: righttrack_bos.nif, lefttrack_bos.nif).
- Fixed the Masterbrain having no brain (Altered Creature: MS17VaultTecMasterbrain).
- Fixed typo, "Shot glass" is now known as "Shot Glass" (Altered Misc Item: ShotGlass01).
- Fixed typo, "Pre-war Money" is now known as "Pre-War Money" (this is the only item with pre-war in its name not to be capatilised) (Altered Misc Item: PrewarMoney).
- Fixed Citadel - A Ring, Citidel - B Ring and Citadel - Laboratory, now are owned by the Brotherhood of Steel (Altered Cell: CitadelARing, CitadelBRing, CitadelLob).
- Fixed The AntAgonizer's ants not having any names thus you couldn't loot them (Altered Creature: MS02BattleAnt).
- Fixed the Regulator Headquarters not belonging to the Regulator's (Altered Cell: zRegulatorHQInterior).
- Fixed incorrect havok type and hit effect on the Envlave wire bundle floor mount (Altered Mesh: ecvwirebundlefloormount01.nif).
- Fixed replaced the 2 rusted radiated sinks in Raven Rock - Level 2 and Raven Rock - Level 3 with nice clean non-radiated ones, I mean after all Tenpenny has clean water yet Raven Rock doesn't?! (Altered Cell: RavenRock2, RavenRock3).
- Fixed incorrect havok type and hit effect on the citadel wiring (Altered Mesh: citadelwiresend01.nif, citadelwiresend02.nif, citadelwiresstraight01.nif, citadelwiresstraight02.nif).
- Fixed Charon's Combat Shotgun and the one he uses in the killing scene, it was using 5.56mm projectiles, wrong reload animation, wrong attack animation, wrong on hit type and was ejecting assult rilfe shell casings (Altered Weapon: FollowersCharonShotgun, FollowersCharonShotgunScene).
- Fixed Sticky triggering mines laid by the residents of Big Town (Altered Script: StickyScript).
- Fixed all the holes in the Rivet City carrier tower (Altered Mesh: rcaircarriertower.nif).
- Fixed the shadow around 1 building at the Republic of Dave where the ground was uneven causing it to clip into rocks ect so created a new mesh without the shadow for use in that instance (Altered Cell: Wasteland>RepublicofDave 19,27, New Mesh: WoodShack03NoShadow.nif, New Static: UF3PWoodShack03NoShadow).
- Fixed various items near the Brotherhood of Steel guard not belong to the Brotherhood of Steel faction in the Taft Tunnel also fixed a case of 5.56mm Rounds clipping into another (Altered Cell: TaftTunnel01).
- Fixed Sydney's ammo case so it will now only appear when she has arrived at The Ninth Circle also she now has her key to unlock the ammo case (Altered Script: MS15SydneyScript, Altered Quest: MS15 (altered stage 100 script)).
- Fixed alot of floating items on the upstairs desk in the Megaton's player house (Altered Cell: MegatonPlayerHouse).
- Fixed 3 floating plates, 3 floating phone, 13 floating coffee mugs, 2 large destroyed books, 10 drinking glasses (Altered Cell: VaultTecHQ01).
- Fixed 1 toobox clipping into shelf, 3 floating street litter, 1 large destroyed book, 1 overlapping rubble pile causing flickering, 1 floating garbage can, 3 floating cinder blocks (Altered Cell: VaultTecHQ02).
- Fixed rubble pile clipping into desk (Altered Cell: VaultTecHQ03).
- Fixed massive boulder badly placed exposing un-meshed underside, altered terrain 2 times to conceal un-meshed underside of massive boulder\ground, raised up totally concealed bush (Altered Cell: Wasteland>Wilderness 0,7).
- Fixed sharp little point of land poking threw a boulder (Altered Cell: Wasteland>Wilderness 0,8).
- Fixed not being able to open the Overseer's desk and get access to the hidden room in Vault 92, you can now open it via the terminal near by also added an eletrical switch inside the Overseer's Tunnel (just like the Overseer's Tunnel in Vault 101), fixed the badly placed door in the Overseer's Tunnel which caused a big gap, moved the stealthboy on the Overseer's desk to the side instead of front as a havok bug causes it to go a little wonky when the desk is opened and fixed the rubble pile clipping into the Overseer's Tunnel (Altered Cell: Vault92aOverseer).
- Fixed dirty and clean Nuka-Cola Fridge having no opening\closing sounds (Altered Mesh: nukafridge01.nif, nukafridge01clean.nif).
- Fixed typo, "Nuka-Cola fridge" is now known as "Nuka-Cola Fridge" (Altered Container: NukaFridge).
- Fixed destroying the Masterbrain's security uplink causing all the dead robots to resurrect (Altered Script: MS17QuestScript).
- Fixed 3 floating tin cans (Altered Cell: Wasteland>WheatonArmoryExterior 10,7).
- Fixed 4 floating and clipping into wall metal box, 2 floating paper debris, 1 floating destroyed terminal, 5 floating metal box, 1 floating terminal, 1 suitcase clipping into plank, 1 floating clipboard, 1 floating locker which was also clipping into a metal roof beam, 1 floating rug, 2 floating milk crate, 2 floating chair, 1 floating locker, 1 floating couch (Altered Cell: MegatonCratersideSupply).
- Fixed 1 floating chair, 1 floating papers, 2 metal box clipping into cabinet and had to move sword since it was resting on one (Altered Cell: MegatonJerichosHouse).
- Fixed 1 floating destroyed terminal, 1 floating phone clipping into destroyed terminal, 2 floating papers, 1 floating coffee pot, 4 floating books, 1 floating bobble head, 2 floating chairs (Altered Cell: MegatonLucasSimmsHouse).
- Fixed Wasteland Survival Guide quest not checking\calculating the correct health percent (Altered Script: MS03script).
- Fixed Prototype Medic Power Armor not checking\calculating the correct health percent(Altered Script: MS14PowerArmorScript).
- Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness 13,22).
- Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness 17,7).
- Fixed Vault-Tec Administration floor not having the correct music, it now ahs the default dengon music like the previous 2 floors (Altered Cell: VaultTecHQ03).
- Fixed Evan King having no key to open his house which prevented several AI packages from working correctly (Altered NPC: EvanKing, New Key: UF3PArefuEvanKingHouseKey, Altered Cell: ArefuKingResidence).
- Fixed 3 keys with no pickup\putdown sound effects, checked all keys (Altered Key: CutterVendorKey, ProntoVendorKey, SmilingJackVendorKey).
- Fixed 2 spaces infront of the dialogue (Altered Dialogue: MS06TempleUnion>"We are the only hope..." 27f8c)
- Fixed 1 space infront of the dialogue (Altered Dialogue: GREETINGS>"Welcome to Potomac Attire..." 22c96).
- Fixed being able to get unlimited amounts of Sydney's 10mm "Ultra" SMG and 10mm ammo (Altered Dialogue: MS15FinTLSydneyBackground03 b39f6).
- Fixed incorrect havok hit effect on the vault overseer's desk (Altered Mesh: vrmoverseerdesk01.nif, vrmoverseerdeskr01.nif).
- Enabled alpha blending on the switch to reduce jaggyness (Altered Mesh: genelecswitch01.nif, genelecswitch02.nif).
- Fixed all air flow holes on the utility halls not appearing "rusted" as they should, majority of them never appeared rusted but with the right lighting and angel some would flicker between rusted\not rusted, looks like Bethesda was trying to do something the engine didn't support fully (Altered Mesh: utlhallsm1wayalcove01.nif, utlhallsm1wayexsmdblpipe01.nif, utlhallsm1wayexsmdblreg01.nif, utlhallsm1wayexsmpipe01.nif, utlhallsm1wayexsmpipe02.nif, utlhallsm1wayexsmreg01.nif, utlhallsm1waypipe01.nif, utlhallsm1waypipetoregl01.nif, utlhallsm1waypipetoregr01.nif, utlhallsm1wayreg01.nif, utlhallsm1wayregtoalcovel01.nif, utlhallsm1wayregtoalcover01.nif, utlhallsm2waypiper01.nif, utlhallsm2wayreg01.nif, utlhallsm3wayreg01.nif, utlhallsm3wayreg01.nif, utlhallsmendexsmpiper01.nif, utlhallsmendexsmreg01.nif, utlhallsmendpipel01.nif, utlhallsmendpiper01.nif, utlhallsmendreg01.nif, utlhallsmstairsreg01.nif, utlhallsmstairssht01.nif, utlrmwallexbg01.nif, utlrmcoroutwalll01.nif, utlrmalcove01.nif, utlrmalcove02.nif, utlrmcorin01.nif, utlrmcorin02.nif, utlrmcorinexsml01.nif, utlrmcorinexsmr01.nif, utlrmcorljunc01.nif, utlrmcoroutwallr01.nif, utlrmcortjunc01.nif, utlrmtorm01.nif, utlrmtorm02.nif, utlrmwall01.nif, utlrmwall02.nif, utlrmwall03.nif, utlrmwallwin01.nif).
- Fixed utility room section with overlapping mesh causing flickering (Altered Mesh: utlrmcoroutwalll01.nif).
- Fixed seam near doorway of the pentagon building (Altered Mesh: pentagonexterior01.nif).
- Fixed giant ant's animation containing incorrect sounds (Altered Animation: mtright.kf, mtleft.kf).
- Fixed vault vent fan not animating (spinning) due to incorrect settings (Altered Mesh: vhallfan01.nif).
- Fixed uncapped ceiling pipe in 2 of the vault interior section (Altered Mesh: vurmexit01.nif, vurmboothwallwindow01.nif).
- Fixed sealed more hols in the Rivet City carrier (Altered Mesh: rcextaircarrier01.nif).
- Fixed ham radio not fully animating (dial face didn't light up) due to incorrect settings (Altered Mesh: hamradio.nif).
- Fixed Pre-War Relaxedwear, Dirty Pre-War Relaxedwear, Dirty Pre-War Casualwear not appearing the same when dropped as when equipped (Altered Armor: OutfitPrewarCasualwear2, OutfitPrewarCasualwear2Dirty, OutfitPrewarCasualwearDirty).
- Fixed Lesko's Lab Coat texture set not being used properly (Altered Armor: MS04LeskosLabCoat).
- Fixed Talon Combat Helmet appearing as a normal combat helmet when dropped (Altered Armor: ArmorCombatHelmetTalon).
- Fixed Naughty Nightwear appearing as a normal Sexy Sleepwear when dropped (Altered Armor: MS04AmorousAttire).
- Fixed Vault 108 Jumpsuit not appearing the same when dropped (Altered Armor: VaultSuit108).
- Fixed Tesla Helmet's neck using the normal enclave armor texture instead of the tesla armor texture (Altered Armor: ArmorTeslaHelmet).
- Fixed incorrect animation settings on the type 2 concoles that caused a few dials not to flicker (Altered Mesh: console02.nif).
- Fixed invalid light on chandelier (Altered Mesh: lamplightchandelieroff.nif).
- Fixed G.E.C.K complaining about alot of "missing" textures relating to NPC's mouth\ears ect (Added Texture: earshuman.dds, earshuman_n.dds, earshuman_sk.dds, mouthhuman_n.dds, mouthraider_n.dds, teethlowerghoul_n.dds, teethlowerhuman_n.dds, teethlowerraider_n.dds, teethupperghoul_n.dds, teethupperhuman_n.dds, teethupperraider_n.dds, tongueghoul_n.dds, tonguehuman_n.dds, tongueraider_n.dds).
- Fixed the animation on the wasteland sky plane which caused it not to appear at all (Altered Mesh: wastelandskyplaneoverheaddome.nif).
- Fixed the female version of the Athlete of the Wastes Outfit (kid clothing) causing G.E.C.K error (Altered Mesh: WastelandChild05\outfitf.nif).
- Fixed the incorrect havok on the Big Spoon which prevented it from ever being picked up (Altered Mesh: bigspoon01.nif).
- Fixed gap near the left arm and jacket on the Wasteland Wanderer Outfit (Altered Mesh: WastelandSettler02\M\outfit.nif).
- Removed the invalid animation from the hospital exterior (Altered Mesh: hospital.nif).
- Fixed incorrect animation settings causing the Galaxy New Radio tower's bulbs not to turn on when the tower was turned on (I always wondered why they place pulsing red lights near the tower) (Altered Mesh: mq02radiotower.nif).
- Fixed incorrect animation setting causing the green pipes near project purity in the jefferson memorial not to animate as intended (Altered Mesh: pptubes01.nif).
- Fixed incorrect animation settings causing the project purity tank water in the jefferson memorial not to animate as intended (Altered Mesh: ppurityfxtankfog01.nif).
- Removed the invalid animation from the interior underworld door (Altered Mesh: underworldentrancedoorinterior.nif).
- Fixed incorrect animation settings on the large enclave door causing G.E.C.K errors (Altered Mesh: ecvdoorbg01.nif).
- Fixed the missing normalmap on the disarmed shotgun trap (Altered Mesh: shotguntrapshell.nif).
- Fixed incorrect collision type and hit effect on a ruined vault light (Altered Mesh: lightceilingvaultr04on.nif).
- Fixed missing normal on the floor of Nathan's house (Altered Mesh: megatonnathanshouseinterior.nif).
- Fixed the moon scape having a parallax map but not the correct flags for it to be used (Altered Mesh: mq02moonscape.nif).
- Fixed missing normal map on the neuro mainframe and all the wiring (Altered Mesh: neruoim01.nif, neruoim02wires.nif, neruoim02wires01.nif, neruoim02wires02.nif, neruoim02wires03.nif, neruoim02wires04.nif, neruoim02wires05.nif, neruoim02wires06.nif, neruoim02wires07.nif, ).
- Fixed missing normal maps for the armory interior (Altered Mesh: ramshacklefuselaginterior01.nif).
- Fixed incorrect collision type on a megaton interior section (Altered Mesh: shackexitwallregtall02.nif).
- Fixed incorrect collision type and also replaced the existing havok with a more accurate one on the cuppa joe sign (Altered Mesh: signcoffeeacuppajoe02.nif).
- Removed the invalid animation on the ruined vault projector (Altered Mesh: vprojectorr01.nif).
- Fixed incorrect animation settings causing the washington monument sky dome not to animate at all (Altered Mesh: washmonskydome.nif).
- Fixed flicking on the trips in the washing monument interior (Altered Mesh: washingtonmonintbase01.nif).
- Fixed flicking on the VR pods (Altered Mesh: tlpod01.nif, tlpodfemale01.nif, tlpodmale01.nif).
- Fixed Mister Gutsy's\Handy's bloody buzzsaw not being named properly causing it not to work (Altered Mesh: andybuzzsawbloody.nif).
- Fixed Andy not setup to use the correct animations which caused him to not attack with the buzzsaw, very occasionally attack with the flame thrower and caused G.E.C.K errors (Altered Creature: MS16Andy).
- Fixed Willow, she had a energy weapon yet had very low skill in using it... changed her class from Slave to SoldierEnergy (Altered NPC: Willow).
- Fixed UV errors and slight alignment errors on school desk, school desk dirty and the ruined vault school desk (Altered Mesh: schooldesk01.nif, schooldeskdirty01.nif, schooldeskdirtyr01.nif).
- Added measures to retreive NPC's that vanish to the twilight zone in Megaton (New Activator: UF3PMissingNPCFixerActivator, New Script: UF3PMissingNPCFixerScript, Altered Cell: MegatonWorld>Wilderness 0,-1).
- Fixed Large Ruined Book clipping into another book (Altered Cell: NtnlArchives01).
- Set the shopping trolly's havok to clutter from props, this will stop the "accidental" high speed shopping trolly deaths also reduced its alpha testing so the linea arn't so thin\cut and added stenciling to fix missing texture on the underside (Altered Mesh: shoppingcart01.nif).
- Fixed Glowing One's losing their glow (New Script: UF3PGlowingOneGlowFixScript, UF3PGlowingOneGlowFixMS12Script, Altered Creature: CrFeralGhoulGlowingOne, MisterKellerGlowingOne, MS12FeralGhoulAttackGlowingOne, MS12FeralGhoulGlowingOne, redRacerMonster, UnderworldEthyl, UnderworldMeat).
- Fixed all of Arefu becoming hostile to you if 1 of them happened to die not by your hands... say high speed trolly\barrel some random creature ect (Altered Script: MS09ArefuResidentScriptEvanKing, MS09ArefuResidentScript).
- Fixed Mister Handy not having a proper plasma gun mesh (Altered Mesh: gutsyplasmagun.nif).
- While looking over Fallout 3 files I found a full set of unused fire ant queen textures... the Marigold Ant Queen AKA the Fire Ant Queen will now use this texture (Altered Creature: MS04CrQueenAnt, New Mesh: fireantqueen.nif).
- Fixed 1 floating shack light (Altered Cell: AndaleTheSmithsBasement).
- Fixed 4 floating paper debris (Altered Cell: AndaleTheWilsonsShed).
- Fixed 1 floating paper debris, 2 paper debris hidden under the ground, 1 door facing the wrong way (Altered Cell: ArefuSchenzyResidence).
- Fixed 1 floating fridge, 2 paper debris hidden under the ground, 5 floating blood, 1 fridge cipping into wall (Altered Cell: ArefuWestResidence).
- Fixed 4 floating street litter, 1 floating toilet, 1 floating sink (Altered Cell: BigTownCommonHouse2).
- Fixed 1 floating rubble pile (Altered Cell: BigTownGraveyard).
- Fixed 1 floating stain, 8 floating paper debris, 2 floating chair, 1 floating bed, 1 floating sink that was too far from the wall as well, 1 floating toilet, 2 blood stains floating off wall, 1 clock floating off wall (Altered Cell: BigTownRedClinic).
- Fixed 2 floating papers, 4 floating plates, 1 floating milk crate, 3 floating whiskey bottles, 1 floating fan, 1 floating book (Altered Cell: CanterburyGarage).
- Fixed 1 floating museum divider, 1 sunken broken museum divider, 1 sunken car, 1 floating fan, 1 floating book, 1 sunken chair, 1 desk cipping into floor (Altered Cell: CorvegaFactory01).
- Fixed bad UV on the muesum divide, underside had a white line (Altered Mesh: muesumdividedouble01.nif, muesumdividersingle01.nif).
- Fixed 1 floating Steam Gauge Assembly (Altered Cell: CorvegaFactory02).
- Fixed 1 floating destroyed terminal, 1 floating papers (Altered Cell: DunwichBuilding01).
- Fixed 14 floating street litter (Altered Cell: VaultTecHQ03).
- Fixed 10 floating street litter, 4 floating chair, 4 floating paper debris, 2 floating chalk board, 3 sunken sinks also clipping into wall, raised 2 broken mirrors to make room for sinks, 1 floating metal shelf, 2 signs floating off wall, 3 floating rubble pile (Altered Cell: VaultTecHQ02).
- Fixed 2 floating papers, 1 floating street litter, 1 metal shelf clipping into railing, 1 metal table clipping into railing, 1 locker clipping into railing, 3 sunken chair, scaled down 4 footlockers clipping into bed (Altered Cell: zDCint12RangerCompound).
- Fixed 1 floating street litter (Altered Cell: zLuckyGrocery).
- Fixed 1 floating street litter (Altered Cell: zRegulatorHQInterior).
- Fixed 4 floating rubber mat, 1 floating chair, 1 floating suitcase, 1 floating rug, 1 floating desk, 1 flaoting fan, 1 floating phone, 1 floating ashtray, 1 floating phone, 4 floating papers, 2 floatng folders, 2 floating clipboards, 1 floating mug, 1 floating Cigarette (Altered Cell: zScrapyardShackInterior).
- Fixed 4 floating street litter (Altered Cell: zSpringvaleBanditHouse).
- Fixed 1 floating street litter (Altered Cell: zWheatonArmory).
- Fixed 1 floating rock cluster (Altered Cell: Wasteland>FFRaiderCamp08 -9,2).
- Fixed 1 floatng rock cluster (Altere Cell: Wasteland>Wilderness -4,10).
- Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -1,18).
- Fixed 2 floating rock cluster (Altered Cell: Wasteland>TownRuins03).
- Fixed 1 floating tree, tree growing out of rock (Altered Cell: Wasteland>Wilderness -5,27).
- Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -8,26).
- Fixed 1 floating table, 1 floating radio, 1 floating ashtray, 1 floating milk carton, 2 floating blood, 1 floating combat knife, 2 floating guts, 1 floating tin can, 1 floating nuke, 1 floating street litter (Altered Cell: Wasteland>Church03 -4,9).
- Fixed 1 floating ammo case (Altered Cell: Wasteland>Church02 -5,9).
- Fixed 1 poster cluster clipping into wall, 4 floating street litter (Altered Cell: Wasteland>Wilderness -12,-2).
- Fixed 4 floating street litter, 1 badly aligned pavement section causing a gap (Wasteland>Wilderness -11,-2).
- Fixed 6 floating street litter, 4 floating street lights, 1 sunken street light (Altered Cell: Wasteland>Wilderness -11,-3).
- Fixed 1 floating street light, 4 floating street litter, 1 floating bench, 1 floating cement planter (Altered Cell: Wasteland>JuryStreetMetroEcterior -10,-3).
- Fixed 2 floating street light, 1 floating street litter (Altered Cell: Wasteland>Wilderness -12,-3).
- Fixed 1 floating rock, 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness -11,-4).
- Fixed VATS accuracy perk's (Commando, Wired Reflexes, Gunslinger) not working which was broken in v1.1, this is a workaround that requires FOSE to function and ONLY works on the existing VATS perks (New Quest: UF3PVATSPerksFix, New Script: UF3PVATSPerksFixScript, New Global Veriable: UF3PVATSFixOff).
- Fixed 1 floating filing cabinet, 1 toolbox clipping into wall (Altered Cell: NtlGuardDepot04).
- Fixed 2 floating debris pile (Altered Cell: NtnlArchives01).
- Fixed 1 floating rubble pile (Altered Cell: OurLadyHope02).
- Fixed 1 floating paper, 1 floating poster, 1 floating spoon, 1 floating beer, 1 floating plate, 1 floating plate, 1 floating cup, 1 floating sugar bombs, 1 floating pork n beans (Altered Cell: zBethOffice02).
- Fixed 3 floating debris pile (Altered Cell: MuseumAmerican03).
- Fixed 2 floating rubble piles (Altered Cell: Wasteland>Wilderness 11,12).
- Fixed 3 floating rubble pile (Altered Cell: FortBannister03).
- Fixed 1 metal box clipping into shelf (Altered Cell: TepidSewer01).
- Fixed 1 first aid kit clipping into another (Altered Cell: Wasteland>Wilderness -4,-11).
- Fixed not being able to grab a large whisky bottle and pitcher due to them being placed too close to the wall also had to move 3 glasses from moving the pitcher (Altered Cell: RavenRock02).
- Fixed not being able to grab 2 knifes, a ball and a iron that where placed too close to the cave wall (Altered Cell: EverGreenMillsBazaar).
- Fixed milk bottle, milk create + some contents that could not be grabbed due to being placed to close to the wall (Altered Cell: NtlGuardDepot06).
- Fixed locker that opened into desk (Altered Cell: Vault101bMS16).
- Fixed 1 mis-aligned door causing gap into the void (Altered Cell: Vault101dMS16).
- Fixed 1 badly placed radier wall (Altered Cell: 4,-20).
- Fixed scaled down footlocker so it doesn't clip into bed when opened (Altered Cell: Wasteland>Wilderness 6,-18).
- Fixed Mutagen Tank flickering between dark\light depending on your position also fixed alpha making some parts invisible (Altered Mesh: ms04mutagentank01.nif).
- Fixed the Merc Charmer Outfit hands not being dismemberable causing the left\right hands to stay attached to the person if their arms where blowen off, affected only male NPCs (Altered Mesh: WastelandClothing01\glovemr.nif, WastelandClothing01\gloveml.nif).
- Fixed Colonel Autumn's Uniform hands not being dismemberable causing the left\right hands to stay attached to the person if their arms where blowen off, affect both male and female NPCs (Altered Mesh: ColonelAutumn\glovefleft.nif, ColonelAutumn\glovefright.nif, ColonelAutumn\gloveleft.nif, ColonelAutumn\gloveright.nif).
- Fixed G.E.C.K complaining about missing deffuse\normal map (Altered Mesh: mouthhumanchildfemale.nif, teethlowerhumanchildfemale.nif, teethlowerhumanchild.nif, teethupperhumanchildfemale.nif, teethupperhumanchild.nif, tonguehumanchildfemale.nif).
- Fixed 2 footlocker clipping into bed when opened (scaled down to fit) also had to move whisky bottle and Med-X ontop of it (Altered Cell: SatcomArray01bb).
- Fixed fridge in the Garden Shed that had a bloody hand print on it that vanished when you opened the fridge (Altered Cell: AndaleTheWilsonsShed, New Mesh: FridgeClosed01BloodyHandPrint.nif, New Container: UF3PAndaleFridge).
- Fixed 1 floating destroyed car (Altered Cell: Wasteland>Wilderness 9,8).
- Fixed 1 floatng rock cluster (Altered Cell: Wasteland>Wilderness 5,5).
- Fixed ammo box ontop of 2 other causing them to open into it (Altered Cell: EvergreenMillsNorthSideBossHouse).
- Fixed rubble pile clipping into trailer (Altered Cell: Wasteland>FFRaiderCamp17 -23,5).
- Fixed 8 floating rubble piles, moved 2 rubble pile hanging over a slope, moved 2 rubble pile not fulling concealing the "caved" end (Altered Cell: TakomaStation).
- Fixed 6 floating paper debris (Altered Cell: FranklinMetro02).
- Fixed 11 floating paper debris, 2 floating concrete barriers (Altered Cell: FranklinMetro01).
- Fixed 1 floating rubble pile (Altered Cell: DCworld06>Wilderness 17,-6).
- Fixed 1 floating rubble pile (Altered Cell: DCworld06>Wilderness 18,-8).
- Fixed 1 floating and clipping ammo box (Altered Cell: DCworld06>Wilderness 18,-6).
- Fixed 1 litter pile, 1 floating litter pile (had to disable it since there was no room to relocate it and the ground it was on is too uneven for it) (Altered Cell: zDCWorld06).
- Fixed 2 floating rubble pile (DCworld06>Wilderness 19,-4).
- Fixed 1 floating rubble pile (DCworld06>Wilderness 19,-3).
- Fixed 1 floatng rubble pile, disabled a nearly totally concealed rubble pile that was sticking through the roof which looked quite weird (Altered Cell: VaultTecHQ01).
- Fixed 1 floating rubble pile (Altered Cell: VaultTecHQ03).
- Fixed 5 floating litter pile (Altered Cell: VaultTecHQ02).
- Fixed road chunks trimming due to fixing the trimming texture (Altered Mesh: scolparkinglotchunk01.nif, scolparkinglotchunk02.nif, scolparkinglotchunk03.nif, scolparkinglotchunk04.nif, scolparkinglotchunk05.nif).
- Fixed ugly black edges on the lines on the paradise fall road chunks and overpass road sections (Altered Mesh: parkinglotchunk01.nif, parkinglotchunk02.nif, parkinglotchunk03.nif, parkinglotchunk04.nif, roadoverpasscollapsedchunk01.nif, roadoverpassmid01.nif, roadoverpassmid01broken02.nif, roadoverpassmid01broken.nif, roadoverpassmid3way01.nif, roadoverpassmidcap01.nif, roadoverpassmidsolid01.nif, roadoverpassmidsupport01.nif, roadoverpassramp01.nif, roadoverpassramp02.nif, roadoverpassrampnometal.nif, roadoverpasstransition01.nif, roadoverpasstransitionnometal.nif).
- Fixed rebar using wrong texture and alpha on some road overpass sections which caused them not to appear at all (Altered Mesh: roadoverpassrampnometal.nif, roadoverpassmid01broken02.nif, roadoverpassramp01.nif, roadoverpassmid01broken.nif).
- Fixed 2 textures with incorrect alpha channel (Altered Texture: neoclassicalmaintile03.dds, neodarkmaintile03.dds).
- Fixed 13 graffiti that became flickery from a distance (Altered Cell: Wasteland>Wilderness 9,8).
- Fixed slight UV error on wasteland road patch (Altered Mesh: wastelandroadpatch.nif).
- Fixed 1 out of bounds skeleton (exceeded the 32000 unit limit) in the Police HQ - Top Floor, all the skeleton's parts where missing and its main body was embedded into the floor up to the head (will have to reset game to see this fix in effect) (Altered Cell: GermPoliceHQ03).
- Fixed being able to equip glasses and masks while wearing the rivet city security helmet with puts it in line with the vault secrity helmet since they are exactly the same (Altered Armor: ArmorRivetCitySecurityHelmet).
- Fixed a few UV errors causing gaps due to alpha on the destroyed bus and also plugged the gaps around the doors (Altered Mesh: bus01.nif).
- Fixed a few UV errors causing gaps due to alpha and fixed a gap caused by mis-aligned vertices (Altered Mesh: pedwalkrampl01.nif, pedwalkrampr01.nif)
- Fixed the Lenfant plaza pyramid having the incorrect cube map on the windows (Altered Mesh: lenfantplazapyramid01.nif).
- Fixed a few UV errors on the tenpenny chandeliers (Altered Mesh: tenpennychandelier.nif, tenpennychandelierdark.nif).
- Fixed baseball fence having the incorrect havok causing it to block bullets\projectiles, now match the other fences (Altered Mesh: backstopruin.nif, backstop.nif).
- Fixed Three Dog going on about "grayditch has gone quiet" even after the quest "Those!" was completed. It had a bad check, was "GetStage MS04 < 200" thing is stage 200 didn't exist only 100 so it was always returning true thus you always got that news no matter what (Altered Dialogue: 96D7F)
- Fixed 2 ammo boxes inaccessible due to the tunnel's havok also repositioned a few ammo boxes to avoid clipping into other ammo boxes\cinder blocks (Altered Cell: zDCint12b).
- Fixed flickering between terrain and mesh (Altered Cell: DCwolrd17>WestFallsChurchStation 4,-14).
- Fixed 2 floating trees (Altered Cell: Wasteland>Wilderness -1,-2).
- Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -9,5).
- Fixed 1 floating rubble pile (Altered Cell: Wasteland>WheatonArmoryExterior 10,7).
- Fixed 1 floating litter, 1 badly aligned rubble pile revealing the empty underside (Altered Cell: zWheatonArmory ).
- Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness 10,8).
- Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness -9,10).
- Fixed 3 floating rock cluster (Altered Cell: Wasteland>Wilderness -3,11).
- Fixed utility texture missing some alpha (Altered Texture: UtilityFrameSheet01.dds).
- Fixed the Brotherhood of Steel soldiers in the lookout boxes sometimes falling out (Altered Cell: Wasteland>Wilderness 9,-16).
- Fixed Robobrain's hand moving about when they are deactivated (setunconscious 1) (Altered Idle Animation: RobobrainUnconscious).
- Fixed the sentry bot's missle launcher missing the missle launching sound (Altered Weapon: SentryBotMissileLauncher2HL).
- Fixed terrain to cover a large gap in a big mesh (Wasteland>Wilderness -23,-17).
- Fixed Sentry Bot deactivation animation constantly looping from the start instead of just playing once and looping at the end like all other robots (Altered Animation: SentryBot\IdleAnims\specialidle_powerdown.kf, Altered Idle Animation: SentryBotUnconscious).
- Fixed flickering pipe, slight UV error and remove a totally black bit of mesh doing nothing (Altered Mesh: rcextbldcor01.nif).
- Fixed 1 floating chimney (Altered Cell: Wasteland>SpringvaleBanditHouse -2.-3).
- Fixed 3 floating rubble pile (Altered Cell: Wasteland>Springvale -2,-4).
- Fixed 1 floating rubble pile (Altered Cell: Wasteland>MegatonMainGate -1,-5).
- Fixed 1 floating paper debris (Altered Cell: SuperDuperMat).
- Fixed 1 floating barrel (Altered Cell: TepidSewer01).
- Fixed 1 incorrectly aligned wall section (Altered Cell: Wastelands>FairfaxRuinsExterior01 -5,-12).
- Fixed 2 floating litter (Altered Cell: DCworld15>MasonDistrictPartArtdeco01 7,-10).
- Fixed 1 floating papers, 1 flickering papers, 1 floating rubble pile (Altered Cell: FloodedSewer01).
- Fixed 21 floating litter, 6 floating chairs (Altered Cell Wasteland>TempleOfTheUnionExterior 13,15).
- Fixed 1 floatng rock cluster, 2 floating bushes (Altered Cell: Wasteland>Wilderness -6,16).
- Fixed Enclave Power Armor anf Tesla Power Armor having no collar making it look rather bad when you only equipped it without a helmet (New Mesh: PowerArmorCollar.nif, New Armor Addon: UF3PEnclavePowerArmorCollar, UF3PTeslaPowerArmorCollar, Altered Armor: ArmorTeslaHelmet, ArmorEnclaveHelmet, Altered Form List: ArmorPowerEnclaveList, ArmorPowerTeslaList).
- Fixed Three Dog's Paradigm of Humanity dialogue missing gender checks causing him not to say the right lines if you where female (Altered Dialgoue: 58079, 5807A, 5807B, 5807C)
- Fixed Three Dog's Head of State doalogue missing a gender check (Altered Dialogue: 5C94B).
- Fixed missing scripting from Three Dog's dialogue about the quest "Trouble on the Home Front" (Altered Dialogue: 5C8E8).
- Added in missing dialogue which prevented Three Dog talking about the Outcasts and Brotherhood (Altered Dialogue: RadioGNRNewsStoryGenericRELAY 96D77).
- Fixed Three Dog not talking about the quest "The Nuka-Cola Challenge" before you completed it (Altered Dialogue: RadioGNRPlayerExploitsRELAY>AFC0D, RadioGNRPlayerExploitsMS05>5A54B, RadioGNRPlayerExploitsMS05>5A54C, RadioGNRPlayerExploitsMS05>5A54D)
- Fixed Galaxy News Radio not playing generic music occasionally (Altered Dialogue: RadioGNRMusicIntroGeneric>57AFC).
- Fixed dog's having no head tracking, when you talk to Dogmeat\Doc they'll now actually look at you (Altered Body Part Data: DogBodyPartData, DogMeatBodyPartData).
- Fixed the animation beaker not being transparent (Altered Mesh: aobeaker.nif).
- Fixed a few UV errors on the lab equipment (Altered Mesh: chemistryexperiment01.nif).
- Fixed hot plate's beaker not being transparent and also fixed its underside not being textured (Altered Mesh: hotplate01.nif).
- Fixed dead Protectron's suffering spazz attacks when you left and re-entered a cell they where due to bad havok (Altered Mesh: skeleton.nif).
- Fixed gap in the hosptil building (Altered Mesh: hospital03.nif).
- Fixed bad alpha on the sentry bot's outcast brain cap texture which caused it to be nearly invisible (Altered Texture: \SentryBot\brain_outcast.dds).
- Added a Outcast brain cover for the Outcast version of the Eye Bot (note: the Outcast Eye Bot isn't actually used in-game, a resource for other mods to use) (New Mesh: \EyeBot\brain_outcast.nif).
- Fixed missing stenciling on the plasma rifle (near barrel) also tweaked the green glass more (Altered Mesh: plasmarifle.nif).
- Added Outcast version of Mister Gutsy\Mister Handy, textures are all there but no meshes for it (note: not used or added anywhere in-game, a resource for other mods to use) (New Mesh: EyeBot\outcast.nif, EyeBot\outcastbuzzsaw.nif, EyeBot\outcastflametank.nif, EyeBot\outcastflamethrower.nif, EyeBot\outcastplasmagun.nif, EyeBot\outcastplasmapack.nif, EyeBot\outcastfrontclaw.nif, EyeBot\outcastleftclaw.nif, EyeBot\outcastrightclaw.nif).
- Added left and right claw for Mister Gutsy, a resource for mods to use (New Mesh: gutsyrightclaw.nif, gustyleftclaw.nif).
- Fixed bad UV on violin bow causing a gap (Altered Mesh: ms17bow.nif).
- Regenerated all bodymod data and left it uncompressed for The Pitt and Operation Anchorage, the texture join between the head and body is less noticable now.
- Fixed the player not making ANY grunt sounds (from damage, power attacks ect) permanently (problem even persists in gamesave) after coming into contact with a bear\toilet trap (New Script: UF3PGruntFixScript, New Quest: UF3PGruntFix, Altered Script: TrapToiletSCRIPT, trapBearTrapScript).
- Fixed a few radiation spots that had their radiation amount\radius reversed, eg a radius of 10 with a radiation level of 500... if you managed to step into that tiny radius you'd be dead real fast (Altered Cell: DCworld18>Wilderness 9,-15, Wasteland>Wilderness -7,22, Wasteland>CorvegaFactoryExterior 16,4).
- Fixed 2 floating books (Altered Cell: NtnlArchives01).
- Fixed 1 empty bottle embedded in a rock (Altered Cell: MetroCenter02).
- Fixed 4 floating mine (Altered Cell: DCworld03>DupontCirclePlaza 15,-7).
- Fixed toilet door placed too far back, 1 street litter that disappeared depending on viewing angle (Altered Cell: MetroCenter01).
- Fixed poster floating too far away from the rest (Altered Mesh: postercluster01.nif).
- Fixed overlapping mesh causing flickering (Altered Mesh: utlhallsm2wayreg01.nif).
- Fixed mis-aligned wall section causing a big gap (Altered Cell: DupontCircleHive).
- Fixed bad UV causing part of the mesh to disappear due to the alpha (Altered Mesh: BLD06CornerMetroEntrance01.NIF).
- Fixed Nuka-Cola Quantum not having the Nuka-Cola drinking sound (Altered Ingestiable: MS05NukaColaQtm).
- Fixed SchematicsImprovedMsg
- Fixed texturing error on a few beards (Altered Head Part: BeardMustacheCircle, BeardMustacheCurlyFull, BeardMustacheFull, BeardGoateeWide, BeardGoateeWideFull).
- Removed alpha testing from various FX's which caused them to appear pixillated\vanish entirly depending on your antialiasing\transparency multisampling.
- Fixed ballons changing between dark\light depending on angle viewed (Altered Mesh: balloons01.nif, balloonsingle01.nif, balloonsingle02.nif, balloonsingle03.nif).
- Fixed Three Dog's doalogue about the Last, Best Hope of Humanity not running to males due to a bad karma check (Altered Dialgoue: 58080).
- Fixed alot of world spaces using the incorrect Water and LOD Water Type (Altered Worldspace: CitadelWorld, DCStreet02, DCworld01, DCworld03, DCworld05, DCworld06, DCworld08, DCworld10, DCworld12, DCworld17, DCworld18, GNRroofWorld, MamaDolcesWorld, MonumentWorld, NtlGuardDepotWorld, StatesmanRoofWorld, WashMonTop, Oasis, OasisHarold).
- Enabled the tree canopy shadows in the Wasteland, even though the Wasteland has few trees (just the ones around the entrance to the oasis) it should be on anyway (Altered Worldspace: Wasteland).
- Fixed missing stenciling (Altered Mesh: sewerentrancedoor01.nif).
- Fixed missing flags on the Tranquility Lane mailboxes (Altered Mesh: mailboxdithers01.nif, mailboxhenderson01.nif, mailboxneusbaum01.nif, mailboxrockwell01.nif, mailboxsimpson01.nif).
- Fixed footpath clipping into another footpath causing flickering (Altered Cell: Wasteland>Wilderness -1.-16).
- Fixed ruined surgical cart missing mesh parts\untextured areas (Altered Mesh: surgicalcartr01.nif).
- Fixed terminal interface power button light overlay causing a dark square (Altered Mesh: terminalinterface01.nif).
- Fixed L.O.B. Enterprises - Sam Johnson's Terminal appearing ruined\off, all other desktop terminals in the game that are actually usable arn't off\ruined (Altered Terminal: LOBESJohnsonEmployeeTerminal).
- Fixed missing stencilling on the enclave generator (Altered Mesh: ecvbasegenerator01.nif).
- Fixed the NPC Pip-Boy's using the XBox texture instead of the PC texture, also added button glows and tured the screen off (Altered Mesh: pipboyarmfemalenpc.nif, pipboyarmnpc.nif).
- Fixed the Liberty Prime in the Citadel Lab missing its visor (Altered mesh: utelevatorplatform01.nif).
- Fixed overlapping mesh causing flickering (Altered Cell: Wasteland>FortConstantineExterior01 -17,26).
- Fixed incorrect name of map maker, marker was nammed "Flooded Metro" yet it lead to "Arlington/Wasteland Metro" and there was already an instance of "Flooded Metro" too (Altered Cell: Wasteland>ArlingtontoWasteland 7,-8).
- Fixed Pre-War Relaxedwear using incorrect icon (Altered Armor: OutfitPrewarCasualwear2).
- Fixed incorrect weight of Dirty Pre-War Parkstroller Outfit, now weight 2 like all the other outfits instead of 10 (Altered Armor: OutfitPrewarSpring2Dirty).
- Fixed incorrect weight of Dirty Pre-War Relaxedwear, now weight 2 like all the other outfits instead of 5 (Altered Armor: OutfitPrewarCasualwear2Dirty).
- Fixed Eugene and Vengeance not using the minigun VATS camera path (Altered Camera Path: SpecMiniGun).
- Fixed Burnmaster not using the flame thrower VATS camera path (Altered Camera Path: FlamerAttacks).
- Fixed Experimental MIRV not using the Fat Man VATS camera path (Altered Camera Path: FatManCams).
- Fixed the T-51b Power Helmet using the power armor icon instead of the power armor helmet icon (Altered Armor: ArmorPowerT51bHelmet).
- Fixed Scribe Bowditch and Scribe Peabody having really low repair skill, even Peabody boasts how good at repairing he is... changed their class from "Scribe" to "Brotherhood of Steel Scribe" which has repair as a main skill (Altered NPC: ScribeBowditch, ScribePeabody).
- Fixed the army protectron not using the army model version (Altered Creature: CrProtectronArmy, NtlGuardDepotCrProtectron).
- Removed invalid animations from the suitcase (Altered Mesh: suitcase01.nif).
- Fixed Deputy Weld not having the sheriff badge decal and the megaton decal, for some reason these wern't checked in the model list for him even though Deputy Weld is the only protectron they could possibly belong on (Altered Creature: DeputyWeld).
- Fixed the Metro Protectron's not having the Metro decals enabled on them (Altered Creature: GenericMetroProtectron).
- Changed "Enter character name." to "Enter character name:" (Altered Game Setting: sEnterName).
- Fixed the nuke imagespace modifier (appeared of the nuke explosion) making the screen dark instead of brighter (very noticable if you fire off a nuke during the night) (Altered Imagespace Modifier: NukeSmallISFX).
- Fixed Shady Hat having incorrect object effect name, changed "Head gear" to "Shady Hat" (Altered Object Effect: EnchClothingShadySunGuard).
- Fixed T-51B Power Armor having incorrect object effect name, changed "T-51b Armor" to "T-51b Power Armor" (Altered Object Effect: EnchT51bArmor).
- Fixed T-51B Power Helmet having incorrect object effect name, changed "T-51b Armor Helmet" to "T-51b Power Helmet" (Altered Object Effect: EnchT51bArmorHelmet).
- Fixed Lesko's Lab Coat having incorrect object effect name, changed "Lab Coat" to "Lesko's Lab Coat" (Altered Object Effect: MS04EnchClothingLeskosLabCoat)
- Fixed Sheriff's Duster having incorrect object effect name, changed "Duster" to "Sheriff's Duster" (Altered Object Effect: EnchClothingSimmsOutfit).
- Fixed Takoma Park Little Leaguer Cap having no object effect name (Altered Object Effect: EnchTakomaCap).
- Fixed Tesla Helmet having incorrect object effect name, changed "Tesla Armor Helmet" to "Tesla Helmet" (Altered Object Effect: EnchTeslaArmorHelmet).
- Fixed Red's Jumpsuit having incorrect object effect name, changed "Combat Jumpsuit" to "Red's Jumpsuit" (Altered Object Effect: EnchClothingChinComSuit).
- Fixed The Tenderizer not using its already existing object effect, The Tenderizer now has a stacking reduced damage resistance debuff (Altered Weapon: WeapUniqueTenderizer).
- Fixed The Tenderizer using the heavy swing sounds instead of the medium swing sound (Altered Weapon: WeapUniqueTenderizer).
- Fixed Colin Moriarty missing the key Jericho talks about to unlock his "Filing Cabinet" (Altered NPC: ColinMoriarty).
- Fixed the "Filing Cabinet" Jericho talks about not actually being a filing cabinet but a gun cabinet, also renamed it to "Moriarty's Filing Cabinet" and replaced the shotgun\ammo in it with respawning caps to match what Jericho says (Altered Container: MegatonColinsCabinet, Altered Cell: MegatonMoriartysSaloon)
- Fixed Donovan's Wrench still being a quest item after the completion\failure of the Reilly's Rangers quest (Altered Quest: MS18, New Quest: UF3PDWFix, New Script: UF3PDWFixScript).
- Fixed the Bloody Mess perk making it harder to complete the quest "You Gotta Shoot 'Em in the Head" since Bloody Mess can blow off more then the head if you get a head shot causing the script to mess up, the "Bloody Mess" part (not the damage) of the perk will be disabled when the quest starts and enabled again once the quest finishes (Altered Actor Effect: PerkBloodyMess).
- Fixed Luccas Sims not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101 Security Armor (Altered Dialogue: MS11LucasSimmsSayToPlayer>"We'll I'll be damned...").
- Fixed Billy Creel not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101 Security Armor (Altered Dialogue: GREETING>"Hooo Weee!").
- Fixed Old Man Harris not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101 Security Armor (Altered Dialogue: AndaleOldManHarrisGreeting1a>"No! Well... yes.").
- Fixed Jericho not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101 Security Armor (Altered Dialogue: GREETING>"Oh, Look. Another one...").
- Fixed Leo Stahl not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101 Security Armor (Altered Dialogue: GREETING>"Well Goddamn..." 1D768 and 15138).
- Fixed the people of Paradise Falls not recognizing you're from vault 101 if you're wearing Vault 101 Utility Jumpsuit or Vault 101 Security Armor, also fixed the checks running on the NPC themselfs instead of the player (target) which caused these lines to never be spoken (Altered Dialogue: GREETING>"You look like a damn fool in that Vault Suit" 443B7).
- Fixed 2 lines of Paradise Falls dialogue not recognizing you're wearing a vault suit (Altered Dialogue: HELLO>"Nice outfit. You raid a vault or something?" 3A4F1, HELLO>"Fucking Vault brats..." 3A4F2
- Fixed Grouse recognizing you're from vault 101 if you're wearing the Tunnel Snake Outfit, the Tunnel Snake Outfit has nothing at all that accociates it to vault 101 so how can he recognize it? (Altered Dialogue: PFGrouseGreetingInitial1>'Are you kidding me?..." 3949F).
- Fixed ground versions of the Power Armor and Outcast Power Armor missing decals (New Mesh: powerarmoroutcastgo.nif, powerarmorbosgo.nif, Altered Armor: ArmorPower, ArmorPowerBrotherhoodOfSteel, ArmorPowerOutcast).
- Both ArmorPower and ArmorPowerBrotherhoodOfSteel are identical in every way except name, changed the name of ArmorPower to Brotherhood Power Armor to match ArmorPowerBrotherhoodOfSteel as they are both used on members of the Brotherhood of Steel (Altered Armor: ArmorPower).
- Fixed mutants not recognizing Outcast Power Armor, Lindin's Outcast Power Armor, Cross's Power Armor, T-51B Power Armor, Enclave Power Armor or Tesla Power Armor (Altered Dialogue: HIT>"Die, metalman!" 1EFAF).
- Fixed 3 Paradise Falls dialogue not recognizing the other type of power armor, also fixed the checks running on the NPC themselfs instead of the player (target) which caused these lines to never be spoken (ArmorPowerBrotherHoodOfSteel) (Altered Dialogue: GREETING>"Nice! Did you get that monkey suit from the Brotherhood?" 443B9, HELLO>"Goddamn tin can." 3A4EF, HELLO>"Looks like one of those Brotherhood assholes..." 3A4F0).
- Fixed Brotherhood of Steel hit dialogue not recognizing the other type of power armor (Altered Dialogue: Hit>"Aggh! It's called Power Armor for a reason, freak!" 93BAF).
v1.0.0 (09\02\2009)
- Fixed missing stencil on the Tenpenny chandilier's (Altered File: tenpennychandelier.nif, tenpennychandelierdark.nif).
- Fixed incorrect collision type and hit effect type on monorail car (Altered Mesh: monorailcar01.nif).
- Removed invalid animation from hanging corpse (caused G.E.C.K error)(Altered Mesh: raidercorpsedressing05.nif).
- Removed invalid animation from vacuum cleaner part (caused G.E.C.K error)(Altered Mesh: vacuumcleanerpart01.nif).
- Fixed missing normal map for part of the shotgun trap (Altered File: shotguntrap.nif).
- Fixed incorrent collision type and hit effect type on cabinet doors (Altered Mesh: lockercabinetemptydoor01.nif, lockercabinetemptydoor02.nif).
- Fixed incorrect collision type and hit effect type on DeathClaw cage (Altered Mesh: deathclawcage.nif).
- Regenerated all bodymod data and left it uncompressed, the texture join between the head and body is less noticable now (Altered Texture: 1333 textures).
- Fixed Yao Guai flying around doing cartwheel's when killed (Altered Mesh: yaoguai\skeleton.nif).
- The Burnmaster, Experimental MIRV, Miss Launcher, A3-21's Plasma Rifle, Zhu-Rong v418 Chinese Pistol and Firelance can now set Harold on fire (Altered Form List: MS10SetHaroldOnFireWeaponsList).
- Fixed Deathclaw Gauntlet, changed from melee weapon to unarmed weapon and you can now repair it with itself like all other constructed weapons (Altered Weapon: WeapDeathclawGauntlet).
- Fixed Pyromancer perk, added Nuka-Grenade, Burnmaster and Zhu-Rong v418 Chinese Pistol to the list that this perk affects (Altered Form List: PerkPyromaniacWeapons).
- Fixed incorrect opening/closing sounds on "Hollowed-Out Rock" (Alterted Container: HollowRockContainer, Created 2 Sounds: UF3PDRSRockOpen, UF3PDRSRockClose).
- Removed a heap of empty lines from the note "As Requested" (Altered Note: RockNote1).
- Fixed the Lockpick Bobblehead's head not bobbling (Altered Activator: BobbleheadPlacedLOCK).
- Fixed all floating bobbleheads in the Megaton player's house (Altered Cell: MegatonPlayerHouse).
- Fixed all floating bobbleheads in the Tenpenny player's house (Altered Cell: Tenpenny03Player).
- Fixed the Megaton's player house and Tenpenny's player house "forgetting" their lighting theme. The gamesave isn't designed to save changes to a cell's imagespace, this is the best fix I could come up with but unfortunatly if you load a gamesave inside your house you will have the default lighting theme until you exit and re-enter the house (Added Quest: UF3PPHCIFix. Added Script: UF3PPHCIFixScript).
- Fixed Lawbringer and Contract Killer perks creating multiple fingers/ears on essential NPC's which allowed you to "farm" them via pickpocketing them (Altered Perk: Lawbringer, Contract Killer).
- Fixed being able to use unique weapons to repair their lesser standard version (Altered Form List: Repair10mmPistol, Repair10mmSubmachineGun, Repair32CaliberPistol, RepairAssaultRifle, RepairBaseballBat, RepairBBGun, RepairBrassKnuckles, RepairChineseAssaultRifle, RepairChineseOfficerSword, RepairChinesePistol, RepairFatMan, RepairFlamer, RepairGatlingLaser, RepairGlasses, RepairHuntingRifle, RepairKnife, RepairKnifeCombat, RepairLaserPistol, RepairLaserRifle, RepairMinigun, RepairMissileLauncher, RepairNailBoard, RepairPlasmaRifle, RepairPoliceBaton, RepairPoolCue, RepairPowerArmor, RepairPowerArmorHelmet, RepairPowerFist, RepairRipper, RepairRollingPin, RepairSawedOffShotgun, RepairScoped44Magnum, RepairShotgunCombat, RepairSledgeHammer, RepairSniperRifle, RepairSuperSledge, RepairSwitchblade, RepairTireIron, RepairVaultSuit).
- Added Nuka-Grenade to the list of explosives affected by Demolition Expert (Altered Form List: PerkDemolitionExpertWeapons).
- Fixed Alien Power Cell's falling though the ground at Recon Craft Theta (Altered Cell: ReconCraftTheta).
- Fixed T-51b Power Armor and T-51b Power Helmet not being repairable, you could use them to repair other power armor but couldn't repair it with anything?!... (Altered Armor: ArmorPowerT51b, ArmorPowerT51bHelmet).
- Enclave Eyebot now does energy damage (Altered Weapon: EyeBot1HP).
- Alien Blaster now does energy damage (Altered Weapon: WeapAlienBlaster).
- Firelace now does energy damage (Altered Weapon: WeapUniqueFirelance).
- Laser Turrents now do energy damage (Altered Weapon: Turret01Laser2HR, Turret02Laser2HR, Turret03Laser2HR).
- Fixed incorrect collision type and hit effect type on 2 vault ceiling light (Altered Mesh: lightceilingvaultr01on.nif, lightceilingvaultr02on.nif).
- Fixed inaccessable "Tumblers Today" book in Vault 108, it is now ontop the step ladder instead of underneath it (Altered Cell: Vault108a).
- Fixed The Mechanist dialogue check only requiring The AntAgonizer's suit yet it removed both the suit and helmet from the player and it gave them to he Mechanist allowing you to get a second copy of the helmet if you killed/pickpocketed him (Altered Dialogue: GREETINGS>MS02> "Well Done!..." and "You had best...").
- Removed invalid light node from chandelier (Altered Mesh: lamplightchandelier.nif).
- Fixed Pre-War Casualwear\Dirty Pre-War Relaxedwear\Pre-War Relaxedwear\Dirty Pre-War Casualwear appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: 1950stylecasual01\m\go.nif).
- Fixed Pre-War Spring Outfit\Dirty Pre-War Parkstroller Outfit\Pre-War Parkstroller Outfit\Dirty Pre-War Spring Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: 1950stylecasual02\go.nif).
- Fixed Enclave Scientist Outfit\Advanced Radiation Suit\Radiation Suit\All-Purpose Science Suit\Environment Suit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: EnclaveScientist\go.nif).
- Fixed Enclave Officer Uniform appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: EnclaveOfficer\go.nif).
- Fixed Dirty Pre-War Businesswear\Grimy Pre-War Businesswear appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: EnclaveOfficer\go.nif).
- Fixed The AntAgonizer's Costume appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect, also fixed it "floating" when you dropped it from your inventory (Altered Mesh: AntAgonist\go.nif).
- Fixed Brotherhood Scribe Robe appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: BoSScribe\go.nif).
- Fixed Recon Armor appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: BosUnderArmor\m\go.nif).
- Fixed Eulogy Jones' Suit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: EulogyJones\go.nif).
- Fixed Chinese Jumpsuit\Dirty Chinese Jumpsuit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: ChineseCommando\go.nif).
- Fixed Chinese Bandana\Red's Bandana appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: bandanaredgo.nif).
- Fixed Raider Wastehound Helmet\Boogeyman's Hood appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect, also corrected its position so it doesn't float and enabled stenciling so you can't "see" into anymore (Altered Mesh: helmetraider03go.nif).
- Fixed Leather Armor\Wanderer's Leather Armor appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: LeatherArmor\m\go.nif).
- Fixed Regulator Duster\Vance's Longcoat Outfit\Sheriff's Duster appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: LucasSimms\m\go.nif).
- Fixed Oasis Robe\Oasis Villager Robe\Maple's Garb appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: OasisDruid\go.nif).
- Fixed Raider Sadist Armor appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: RaiderArmor02\go.nif).
- Fixed Raider Badlands Armor appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect, also fixed it disappearing when it got close to the edge of your screen (Altered Mesh: RaiderArmor03\go.nif).
- Fixed Raider Blastmaster Armor appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: RaiderArmor04\go.nif).
- Fixed Tenpenny's Suit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: TenPenny\tenpennygo.nif).
- Fixed Tunnel Snake Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: TunnelSnake01\m\go.nif).
- Fixed Vault 101 Utility Jumpsuit\Modified Utility Jumpsuit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect (Altered Mesh: VaultSuitUtility\m\go.nif).
- Fixed Merc Charmer Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandClothing01\go.nif).
- Fixed Merc Troublemaker Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandClothing02\go.nif).
- Fixed Merc Adventurer Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandClothing03\go.nif).
- Fixed Merc Veteran Outfit\Merc Cruiser Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandClothing04\go.nif).
- Fixed Wasteland Surgeon Outfit\Wasteland Doctor Fatigues\Merc Grunt Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandDoctor01\gom.nif).
- Fixed Roving Trader Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandMerchant01\go.nif).
- Fixed Wasteland Wanderer Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandSettler02\m\go.nif).
- Fixed Wasteland Settler Outfit appearing invisible until you "touched" it if placed into the world eiher via mod or Fallout.esm ect also it won't "float" anymore (Altered Mesh: WastelandSettler03\m\go.nif).
- Fixed missing mesh for the underside of clean and ruined pool tables (Altered Mesh: pooltable.nif, pooltableruin.nif)
- Checked Cell: Wasteland>Wilderness -5, 1. Grounded floating windmill (Altered Cell: Wasteland>Wilderness -5, 1).
- Fixed Small Scorched Book stuck in chair (Altered Cell: Vault106a).
- Fixed floating doors/hood/bumper on a destroyed car wreck (Altered Cell: DCWorld18>Wilderness).
- Fixed crack near the near the Megaton clinic door outside which loowed you to see inside the mesh (Altered Mesh: megatonclinic.nif).
- Checked Cell: Wasteland>MilitaryCP01. Fixed Metal Box that was clipping into the back of a truck (Altered Cell: Wasteland>MilitaryCP01).
- Fixed mouse sensitivity in menus not being the same as in-game (fix added to UF3P program).
- Fixed 2 rips in the terrain (Altered Cell: Wasteland>Wilderness 0,27).
- Fixed missing underside and interior of the ruined vault locker (Altered Mesh: lockervaultr01.nif).
- Fixed 3 floating terminals, 1 floating milk bottle hidden inside a terminal (Altered Cell: Vault106b).
- Fixed .308 Caliber Round ammo embedded in a bed (Altered Cell: Vault106c).
- Fixed 3 floating metal crates (Altered Cell: FriendshipMetro02).
- Fixed floating street littler (Altered Cell: zcChevyToVernon).
- Fixed floating sandbag wall (Altered Cell: DCWorld09>Wilderness 11, -10).
- Fixed floating garbage can (Altered Cell: MetroCeneter07).
- Fixed Ammunition Box embedded in monorail track (Altered Cell: MetroCenter01).
- Fixed misaligned esclator causing a big gap (Altered Cell: MetroCenter08).
- Fixed floating tree (Altered Cell: TheMallNtnlArchives).
- Fixed trash can embedded in a metal support pole (Altered Cell: DCWorld18>Wilderness 8, -9).
- Fixed floating barrel which was also upsidedown (Altered Cell: LOBEnterprises04).
- Fixed 3 floating cinder blocks (Altered Cell: zcArlingtonToFalls)
- Fixed chair embedded in a filing cabinet draw (Altered Cell: ArlingtonLibrary03).
- Fixed misaligned brick wall section (Altered Cell: DCWorld12 28, -14).
- Fixed gaps in a courtyard wall section (Altered Mesh: rhcourtyardwalltinter01.nif).
- Fixed missing havok on 2 lower wooden beam sections in the ruined house (Altered Mesh: houseruined01.nif).
- Fixed gap around the underside edge of the ruined vault table (Altered Mesh: tablevaultr01.nif).
- Fixed paper litter's black/jaggy edges (Altered Texture: streetlitter01.dds. Altered Mesh: streetlitter01.nif, streetlitter02.nif, streetlitterdark01.nif, streetlitterdark02.nif, streetlitteredgeshaded01.nif, shackpaperdebris01.nif, shackpaperdebris02.nif, shackpaperdebris03.nif, shackpaperdebris04.nif, shackpaperdebris05.nif).
- Fixed floating rock cluster (Altered Cell: MarigoldStation02).
- Fixed floating ammo box, 3 metal shelfs that where partially embedded in the wall causing flickering and as a result had to move 3 ammo boxes aswell (Altered Cell: MuseumAmerica03).
- Fixed 6 metal shelfs that where partially embedded in the wall causing flickering and as a result had to move 6 metal boxes and a pilot light aswell
- Fixed misaligned wall corner section causing a gap (Altered Cell: MamaDolceFactory).
- Fixed floating rubble pile (Altered Cell: Wasterland>Wilderness 1, -14).
- Fixed misaligned graffiti on wall, was floating off and to high up (doubt a person would of pulled out a ladder to do some graffiti that high up the building) also fixed another 3 cases of graffiti floating off the wall (Altered Cell: xWildernessSpringValeSchool).
- Partially fixed floating littler, ground is uneven so it can't be fixed totally (Altered Cell: Vault101Exterior).
- Fixed 2 floating chairs (Altered Cell: BigTownCommonHouse1).
- Fixed 2 floating chairs (Altered Cell: BigTownTownHall).
- Fixed floating couch (Altered Cell: MegatonCommonHouse).
- Fixed 4 floating metal boxes and a lamp (Altered Cell: MegatonTheBrassLatern).
- Fixed floating chair (Altered Cell: MegatonBillyCreelsHouse).
- Fixed 2 floating metal boxes (Altered Cell: MegatonChildrenofAtom).
- Fixed 2 floating metal boxes, 1 paper pile and 1 metal box that was clipping into the side of the house (Altered Cell: MegatonLucyWestsHouse).
- Fixed corner shack section missing stenciling (Altered Mesh: shackcornerinreg02.nif).
- Fixed 1 floating terminal, 2 floating folders, 1 office papers, 1 floating suitcase, 1 floating ammo case, 1 floating vent, 5 floating street littler, 1 floating dresser and 3 floating books (Altered Cell: RCHangerDeckMid). sunken note
- Fixed 3 floating street litter, 1 floating power box (Altered Cell: RCLowerDeck).
- Fixed floating microfiche machine(Altered Cell: GNR02).
- Fixed 1 floating rubble pile (Altered Cell: GNR01).
- Fixed 1 floating paper debris, 1 floating coffee mug, 1 floating terminal, 1 floating paper pile and 1 floating fan (Altered Cell: HubrisComics01).
- Fixed missing alpha on paper and also fixed the mesh's UV (Altered Texture: paper01.dds, Altered Mesh: paper01.nif).
- Fixed 1 floating litter (Altered Cell: SpringvaleSchool01).
- Fixed 1 floating litter and 1 floating paper debris (Altered Cell: CanterburyUncleRoesHouse).
- Fixed 1 floating litter and 1 little clipping into the ground (Altered Cell: MegatonNathanandManyasHouse).
- Fixed 1 floating paper debris, 2 metal boxes, 1 glass and 1 metal box clipping into a wall (Altered Cell: MegatonMoriartysSaloon).
- Fixed 1 floating anesthesia machine, 1 floating booby trapped terminal, 1 floating terminal, 1 floating litter, 2 floating stools and 1 floating metal box (Altered Cell: OurLadyHope01)
- Fixed 4 floating chairs, 1 floating paper debris, 1 floating ammo case (Altered Cell: ArefuAbandonShack).
- Fixed 1 floating metal box, 1 floating chair (Altered Cell: ArefuKingResidence).
- Fixed 1 floating ammo case (Altered Cell: GERPoliceHQ03).
- Fixed 1 floating couch (Altered Cell: GreyditchAbandoned01).
- Fixed 2 floating tables, 1 floating milk bottle, 1 floating pack of cigarettes, 1 floating terminal, 1 floating clipboard, 1 floating ashtray, 3 floating typewriters (Altered Cell: LOBEnterprise01).
- Fixed 2 paper placed too low causing flickering, 1 floating teddy bear, 2 floating terminal, 1 floating coffee mug, 2 floating folder, 1 floating office papers, 1 floating assorted papers, 1 floating breifcase (Altered Cell: LOBEnterprise03).
- Fixed metal box clipping into flood light (Altered Cell: MamaDolces02).
- Fixed 1 floating bed, 1 floating destroyed terminal, 1 floating assorted papers, 1 floating lamp, 1 floating torn painting, 1 floating Tumblers Today book, 1 floating litter (Altered Cell: MinefieldInterior01).
- Fixed 1 floating destroyed terminal, 1 floating globe, 1 floating D.C. Journal of Internal Medicine, 1 floating pre-war book (Altered Cell: MinefieldInterior03).
- Fixed floating bed, impossibly balanced cage, impossibly balanced cinder block, floating bath tub, floating metal box, impossibly balanced wardrobe (Altered Cell: AlexandriaArms01MinefieldInterior03).
- Fixed 1 floating globe, 1 floating camera, 1 floating pencil, 1 floating desk pad planner, 1 floating drinking glass and 1 floating lunchbox (Altered Cell: AndaleTheSmithsHouse).
- Fixed 1 floating desk pad planner and 1 floating phone (Altered Cell: AndaleTheWilsonsHouse).
- Fixed 1 paper debris hidden totally under the floor (Altered Cell: ArefuWestResidence).
- Fixed 2 holes in the laser rifle (Altered Mesh: laserrifle.nif, Altered Static: 1stPersonLaserRifle).
- Fixed UV bug on the laser pistol (Altered Mesh: laserpistol.nif).
- Fixed floating door causing a gap into the void (Altered Cell: Vault87a).
- Fixed floating metal box (Altered Cell: HubrisComics03).
- Fixed floating cluster of road chunks (Altered Cell: Wasteland>Wilderness -20, 11).
- Fixed gap near the window edge allowing you to see into the void and also plugged a hole under the window ledge (Altered Mesh: wastermwindow01.nif).
- Plugged a hole under the window ledge (Altered Mesh: wastermwindow02.nif).
- Plugged a hole under the window ledge (Altered Mesh: wastekitchenwindow01.nif).
- Plugged a hole under the ruined vault terminal (Altered Mesh: terminaldeskr01.nif).
- Fixed cluster of floating rocks (Altered Cell: Wasteland>MerestiTrainyard -1, 7).
- Fixed overlapping mesh section causing flickering (Altered Mesh: utlrmwallexbg01.nif).
- Fixed rubble wall sticking out of a rock (Altered Cell: DCWorld18>Wilderness 8, -11).
- Junders Plunkett will no longer drop Junders Plunkett's Finger (any existing Junders Plunkett's Finger in your inventory will be removed), the dialogue isn't setup to remove the finger nor is it set to check for it and the finder appears if you have the Lawbringer perk or not, dialogue simply checks if you have killed Junders Plunkett (Altered Leveled Item: DeathItemJundersFinger, Added Quest: UF3PJPFFix, Added Script: UF3PJPFFixScript).
- Fixed gap in the plasma rifle mesh also added a connection slot for the power cell, previously it was plugging into nothing also fixed the effect (Altered Static: 1stPersonPlasmaRifle, Altered Mesh: plasmarifle.nif, Altered Texture: fxwhite2.dds).
- Fixed 1 floating rubble pile and 1 floating road chunk (Altered Cell: Wasteland>Wilderness -29, 22).
- Fixed missing stencil on rubble pile (Altered Mesh: rubblepile04.nif).
- Fixed force field hit sound effect, now uses 3D sound so the sound effect comes from the force field it self instead of you being able to hear the sound effect across the map if you happened to shoot it (Altered Script: ForceFieldImpactReactionScript).
- Fixed Sonora Cruz bad AI causing her to run away, also gave her a default AI package so she wanders around and she will also teleport back to the Regulator's HQ if she happened to of run away aready (Altered NPC: SonoraCruz, Altered Cell: zRegulatorHQInterior).
- Fixed ownership of 2 fans and 2 coffee mugs being set to your dad also fixed 1 floating duck and cover book (Altered Cell: FortC03).
- Fixed 1 first aid kit clipping into a metal box (Altered Cell: MerigoldStation01).
- Fixed Dave's safe counting as steal if Rosie won the election and gave you the code and told you to help yourself to it (Altered Dialogue: GREETING>"Well now... who could have...", Added Quest: UF3PRDSOFix, Added Script: UF3PRDSOFixScript).
- Fixed Herbert "Daring" Dashwood safe counting as stealing even though he gave you the key to it (Altered Dialogue: DarningArgyleDeadTopic>"Dead? Argyle?...", Altered Cell: Tenpenny02, Added Quest: UF3PHDDSFix, Added Script: UF3PHDDSFixScript).
- Fixed the Brahmin at Girder Shader, it was the Megaton Brahmin thus it would always travel back to Megaton (if it could survive the trip) if you came across it, replaced it with the default Brahmin which won't travel (Altered Cell: Wasteland>GirderShadeExterior).
- Fixed Eyebot Helmet making you go blad when equipped also it no longer modulates your voice after all it is an open helmet (Altered Armor: HelmetEyebot, Crow's Eyebot Helmet).
- Fixed milk bottle stuck in sandbag (Altered Cell: MetroCenter05).
- Fixed over lapping mesh causing flickering (Altered Cell: MuseumAmerica01).
- Fixed floating bus (Altered Cell: Wasteland>Wilderness 5, 10).
- Fixed 1 floating rubble pile (Altered Cell: Wasteland>Wilderness -25, 19).
- Fixed missing underside of the ruined anesthesia machine (Altered Mesh: anesthesiamachiner01.nif).
- Fixed flicking "worn" parts (Altered Mesh: UndNRmPitWallStairsR01).
- Fixed flicking pillars (Altered Mesh: undnrmpitwallstairsl01.nif).
- Fixed missing underside and interior of the vault locker (Altered Mesh: lockervault01.nif).
- Fixed bad UV on retaining wall stairs (Altered Mesh: rwstairsstone02.nif, rwstairs02.nif).
- Fixed bad UV (Altered Mesh: wastermstairsdoorway01.nif).
- Fixed all containers in the player's house in Megaton, items will no longer vanish or will npc's steal from them also set the cell ownership to the player so things shouldn't get marked as "stolen" sometimes if you leave them around the place (Altered Cell: MegatonPlayerHouse).
- Fixed badly rotated rock cluter allowing you to see inside of it (Altered Cell: Wasteland>Wilderness -7, 18).
- Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness -8 20).
- Fixed 1 badly roated paper debris (Altered Cell: EvergreenMillsNorthsideBossHouse).
- Fixed 1 floating paper debris (Altered Cell: FortIndependence01).
- Fixed 3 floating beds (Altered Cell: LincolnTent03).
- Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Campground03 -8, -1).
- Fixed 1 floating terminal,1 floating desk lamp, 2 floating desk planners, 1 floating coffe mug, 1 floating assorted papers (Altered Cell: Vault101b).
- Fixed 1 floating terminal,1 floating desk lamp, 2 floating desk planners, 1 floating coffe mug, 2 floating assorted papers (Altered Cell: Vault101bMS16).
- Fixed bed in Megaton's player causing you to become stuck if you jumped on it, also fixed the navmesh which caused Wadsworth to get stack at the end of the bed (Altered Cell: MegatonPlayerHouse).
- Fixed bad UV on grocery display counter (Altered Mesh: grocerydisplaycounter02.nif).
- Fixed parking lot lights at Paradise Falls not looking like they where actually "on" even though they emitted light (Added Mesh: parkinglotlight01ON.nif, parkinglotlight01ON.nif, parkinglotlight01ON.nif, Added Static: UF3PParkingLotLight01ON, UF3PParkingLotLight02ON, UF3PParkingLotLight03ON, Altered Cell: ParadiseFalls>ParadiseFallsCC -8 15, ParadiseFalls>ParadiseFallsFront -8, 16, Wasteland>ParadiseFallsExterior05 -8, 15, Wasteland>ParadiseFallsExterior08 -8, 16).
- Fixed 1 badly placed boulder allowing you to see inside of it (Altered Cell: Wasteland>Wilderness -20, -16).
- Fixed 1 badly placed boulder allowing you to see inside of it (Altered Cell: Wasteland>Wilderness 2, 8).
- Fixed 1 overlapping mesh causing flickering (Altered Cell: DCWorld11>GeorgetownCell02 13, -8).
- Fixed 2 flickering street litter (Altered Cell: zcArlingtonToFalls).
- Fixed 1 overlapping mesh causing flickering (Altered Cell: SuperDuperMart).
- Fixed 1 badly placed pavement allowing you to see under it and also fixed the overlapping flickering it was causing (Altered Cell: MuseumAmericanExterior).
- Fixed 3 badly placed wall sections allowing you to see under the ground (Altered Cell: DCWorld18>Wilderness 8, -10).
- Fixed 1 badly placed house allowing you to see under the ground (Altered Cell: Wasteland>Wilderness 5, -10).
- Fixed 1 floating Chinese Pistol and 1 floating large scorched book (Altered Cell: zcGeorgetownToMall).
- Fixed a break in the navmesh in Pen. Ave/Seward Sq Metro at the entrance to Seward Square which caused followes to turn around and go back (Altered Cell: zcPennAveToSeward).
- Fixed Plunkett's Valid Points, they can now be repaired by other Brass Knuckles (Altered Weapon: WeapUniqueJundersBrassKnuckles).
- Fixed 1 cluster of floating rocks (Altered Cell: Wasteland>Wilderness -11, 4).
- Fixed 3 cluster of floating rocks, 1 floating shrub, 1 large floating rock (Altered Cell: Wasteland>xWilderness03 -10, -4)
- Fixed 1 cluster of small floating rocks (Altered Cell: Wasteland>xOldCalvertonNE -9, -3).
- Fixed 1 cluster of small floating rocks, 1 floating rock (Altered Cell: Wasteland>xOldCalvertonSE -9, -4).
- Fixed 1 cluster of small floating rocks (Altered Cell: Wasteland>Wilderness -6, -3).
- Fixed 3 floating car blocker, 1 floating street light (Altered Cell: Wasteland>Wilderness 2, -15).
- Fixed 2 floating litter (Altered Cell: Wasteland>Wilderness 3, -14).
- Fixed 1 floating street light (Altered Cell: Wasteland>Wilderness 2, -14).
- Fixed 1 floating street light, 1 floating litter (Altered Cell: Wasteland>Wilderness 3, -13).
- Fixed 1 floating litter (Altered Cell: Wasteland>Wilderness 6, -5)
- Fixed 9 floating litter (Altered Cell: Wasteland>HubrisComicsExterior 6, -6).
- Fixed 3 floating litter (Altered Cell: Wasteland>Wilderness 7, -6)
- Fixed 4 floating litter (Altered Cell: Wasteland>Wilderness 6, -5)
- Fixed bad UV on the ruined office desk (Altered Mesh: desk01corner.nif).
- Fixed metal box and ammo box not being owned (red) by the Republic of Dave (Altered Cell: Wasteland>RepublicofDave 19, 27).
- Fixed 1 floating light post (Altered Cell: Wasteland>Wilderness 5, -5).
- Fixed a back of a rock face that wasn't covered properly allowing you to see into it (Altered Cell: Wasteland>Wilderness -20, -7).
- Fixed 2 floating light posts, 3 floating benches, 4 floating street litter, 5 grafitti floating off the wall (Altered Cell: Wasteland>SuperDuperMartExterior 4, 5).
- Fixed 5 floating bench, 2 floating litter (Altered Cell: Wasteland>Wilderness -17 13).
- Fixed 1 floating bench, 1 floating litter (Altered Cell: Wasteland>RooseveltHighschoolExterior -16, 13).
- Fixed 2 floating light pole, 3 floating litter (Altered Cell: DCworld17>WestFallsChurchStation 4, -14).
- Fixed 3 floating litter (Altered Cell: Dcworld17>Wilderness 6, -13).
- Fixed 15 floating litter, 3 floating light pole, 1 floating suitcase, 1 floating papers (Altered Cell: DCworld17>EastFallsChurch 7, -13).
- Fixed 4 floating litter (Altered Cell: DCworld17>Wilderness 7, -12).
- Fixed Button Gwinnett not removing the Ink Container from you, upon Button Gwinnett's death the Ink Container will be removed from your inventory and the Restoration Supplies Container, also it will be removed from your inventory if you have already completed the quest before using UF3P (Altered Dialogue: GREETINGS>"Saints alive!...", Altered Script: ButtonGwinnettScript, Added Quest: UF3PICFix, Added Script: UF3PICFixScript).
- Fixed 3 floating litter (Altered Cell: DCworld17>Wilderness 6, -13).
- Fixed 1 floating litter (Altered Cell: DCworld17>Wilderness 6, -14).
- Fixed 2 floating litter (Altered Cell: DCworld17>Wilderness 5, -14).
- Fixed 2 floating parking lot light pole, 2 floating bench, 2 floating litter, 1 floating mail box (Altered Cell: DCworld17>FallsChurchParkingLot 5, -15).
- Fixed 1 floating double phone kiosk (Altered Cell: DCworld06 20, -4).
- Fixed 1 floating double phone kiosk, 1 floating bench, 1 floating bus shelter, 1 floating trash can, 1 floating litter (Altered Cell: Wasteland>Wilderness -17, -19).
- Fixed 2 floating cement planter, 4 floating litter (Altered Cell: Wasteland>WarringtonStationExterior -18, -19).
- Fixed 2 floating light pole (Altered Cell: Wasteland>Wilderness -18. -20).
- Fixed Gandma Sparkles checking her own karma instead of the player's for her dialogue responces (Altered Dialogue: FFDCRockCreekGrandmaRumors>"Some fellas came by here a while ago that said they was lookin' for some troublemaker...", FFDCRockCreekGrandmaRumors>"Some fellas came by here a while ago that said they was lookin' for some dogooder...").
- Fixed The AntAgonizer's Helmet, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: helmetantagonizergo.nif).
- Fixed Chinese Commando Hat, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: hatchinesecommandogo.nif).
- Fixed Enclave Officer Hat, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: hatenclaveofficergo.nif).
- Fixed Pre-War Baseball Cap\Kid's Baseball Cap\Takoma Park Little Leaguer Cap, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: hat1950sadultcapgo.nif).
- Fixed Pre-War Bonnet, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: hat1950sladygo.nif).
- Fixed Raider Arclight Helmet\Torcher's Mask, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: helmetraider02go.nif).
- Fixed Oasis Druid Hood\Poplar's Hood\Oasis Exile Hood which had about half a dozen havok blocks from various other helmet\hat nifs (Altered Mesh: hoodoaisisdruidgo.nif).
- Fixed The Mechanist's Helmet, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: helmetmechanistgo.nif).
- Fixed Metal Helmet, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: helmetmetalarmormgo.nif).
- Fixed Motorcycle Helmet, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: helmetwastelandclothing01go.nif).
- Fixed Stormchaser Hat, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: hatwastelandclothing02fgo.nif).
- Fixed Roving Trader Hat, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: hatwastelandmerchantgo.nif).
- Fixed Pint-Sized Slasher Mask, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: clownmaskgo.nif).
- Fixed Eyebot Helmet\Crow's Eyebot Helmet, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: eyebothelmetgo.nif).
- Fixed Hockey Mask\Ledoux's Hockey Mask, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: hockeymaskgo.nif).
- Fixed Party Hat, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: partyhatgo.nif).
- Fixed Biker Goggles, it had 2 havok parts both the same except one was simple and the other was complex so removed the complex duplicate (Altered Mesh: goggleswastelandclothing03go.nif).
- Fixed misaligned wall section causing a gap, 5 floating metal shelves, 5 metal boxes now floating becuase of fixing the metal shelves (Altered Cell: CapitolBuilding04).
- Fixed gap in the utility door (Altered Mesh: utldoor01.nif)
- Fixed Goalie Ledoux, Centre Dubois and Winger Gervais not appearing and Milo, Shipping Foreman missing the "May I have the key to the Research Safe?" dialogue option if you found the Nuka-Cola Clear Formula before or after the "The Nuka-Cola Challenge" quest (Altered Dialogue: MS05TLRDSafeKey, Added Quest: UF3PFTFFix, Added Script: UF3PFTFFixScript).
- Fixed Goalie Ledoux not running away after giving him the Nuka-Cola Clear Formula also Goalie Ledoux, Centre Dubois and Winger Gervais will now immediately run away after you give Goalie Ledoux the Nuka-Cola Clear Formula (Altered AI Package: SDOLedouxDialogPackage, Altered Script: SDOHandlerScript).
- Fixed the missing icon for the "Shipping Computer Login Code" dropped by Milo, Shipping Foreman when he is killed (Altered Note: MS05ShippingPassword).
- Fixed the Ninja Perk, it will now grant +15% increased crit chance with melee and unarmed weapons (Altered Perk: Ninja).
- Fixed typo in enchant effect name, "Ranger Battlearmor" now "Ranger Battle Armor" (Altered Object Effect: MS18EnchRangerArmor).
- Fixed typo in enchant effect name, "Minderlithe" now "Poplar's Hood" (Altered Object Effect: MS10EnchClothingOasisHood).
- Fixed typo in enchant effect name, "Dr. Barrow's Lab Coat" now "Wasteland Doctor Outfit" (Altered Object Effect: EnchClothingDoctorsLabCoat).
- Fixed typo in enchant effect name, "Mindersight" now "Maple's Garb" (Altered Object Effect: MS10EnchClothingOasisGarb).
- Fixed some excessively glossy caused by the official v1.1 patch (Altered Texture: da_n.dds, hairbun_n.dds, haircrewcut_n.dds, hairf01_n.dds, hairf_n.dds, hairwastelandf_n.dds, hairwastlandm_n.dds).
- Fixed gap caused by boulder not properly concealing it (Altered Cell: Wasteland>Wilderness 0, -6).
- Fixed UV error on underside part of the lectern (Altered Mesh: lectern01.nif).
- Fixed big seam extending the length of a ruined building (Altered Mesh: blddupontangled02.nif).
- Fixed big gap around the outside of the ruined diner, gap around the interior roof and a gap near the doorway (Altered Mesh: diner01.nif).
- Fixed the lack of eye movement on the player's eyes caused sometimes after leaving Vault 101 (Added Quest UF3PZSFix, Added Script: UF3PZSFixScript).
- Fixed rockface with a gap that wasn't properly concealed (Altered Cell: Wasteland>SniperShack -23, 8).
- Fixed 4 floating litter (Altered Cell: Wasteland>Wilderness2 -19, -20).
- Fixed 14 floating litter, 4 floating cement planter, 4 floating shrub (Altered Cell: Wasteland>TenpennyExterior01 -16, -17).
- Fixed console stack clipping into bed frame, 3 floating litter, 1 floating paper debris, 2 console stacks clipping into wall (Altered Cell: CitadelARing).
- Fixed 1 bed clipping into wall, 1 floating bed and repositioned the now clipping footlocker, 1 floating bed, 3 floating paper debris, 3 floating litter, 1 metal box clipping into desk, 1 floating phone, 1 bed clipping into wall and repositioned the now clipping footlocker, 4 floating papers, 3 floating folder, 1 locker clipping into wall, 3 console clipping into wall, 2 console pannel clipping into wall, 3 floating chairs, 3 floating console pannel, 1 console stack clipping into wall (Altered Cell: CitadelLab).
- Fixed 1 floating phone, 1 floating terminal, 1 locker clipping into railing also repositioned drinking fountain because of it, 5 floating litter, 1 floating paper debris, 1 first aid kit floating off wall, 4 floating footlockers, 5 floating beds, 2 floating chair, 1 floating desk, 1 floating lamp, 1 floating radio, 1 floating stealth boy, 2 floating book, 1 floatin sensor module, 1 floatign conductor, 1 floating metal box, 1 floating floor buffer, 2 floating folders, 1 floating fan (Altered Cell: FortC03).
- Fixed flickering and over "darkness" on pants of the ghoul type with a shirt (Altered Mesh: ghoulvariant.nif).
- Fixed a stray polygon causing flickering (Altered Mesh: megatondecksupportsht.nif).
- Fixed terrain causing flickering on a mesh (Altered Cell: Wasteland>AndaleNE -4, -17).
- Fixed overlapping interior corner causing flickering (Altered Cell: MegatonClinic).
- Fixed overlapping building section causing flickering (Altered Cell: Wasteland>Wilderness -6, -11).
- Fixed objective "Kill all the slavers near the Lincoln Memorial." for the quest "Head of State" not being marked as completed even through it was, had not effect on the quest progression at all, just a little display bug (Altered Script: MS06Script).
- Fixed typo, changed "and and" to "and" (Altered Dialogue: MS08MedicalClue08>"Need specialized equipment..." 00023A02).
- Fixed typo, changed "Pinkteron" to "Pinkerton" (Altered Dialogue: MS08MedicalClue08>"Dammit! Why are you..." 00024D45).
- Fixed typo, changed "civilzation" to "civilization" (Altered Dialogue: GREETINGS>"If we value the pursuit of knowledge..." 00025FCB).
- Fixed typo, changed "daugher" to "daughter" (Altered Dialogue: GREETINGS>"This isn't a good time..." 0001F0FC).
- Fixed typo, changed "what what" to "what" (Altered Dialogue: CitTalkRothchildElderLyons5>"All right, all right..." 00025916).
- Fixed typo, changed "Scorpian" to "Scorpion" (Altered Dialogue: DialogueTenpennyConv01>"I envy your..." 00045330).
- Fixed typo, changed "be be" to "be" (Altered Dialogue: DialogueTenpennyConv01>"Oh, I'm alright..." 0004540F).
- Fixed typo, changed "all all" to "at all" (Altered Dialogue: MS01StickHandsEscortStory>"And was our brave hero..." 000295C9).
- Fixed typo, changed "smoothkin" to "smoothskin" (Altered Dialogue: MS14NotInterested>"Hey, that's your loss..." 0002B856).
- Fixed typo, changed "to to" to "to" (Altered Dialogue: MS18TLGotBattery>"Well, what the fuck..." 0002B93A).
- Fixed typo, changed "coinc" to "conic" (Altered Dialogue: RadioGNRPlayerExploitsMS08>"I'd ask the kid from 101" 0005C90D and 0005C90E).
- Fixed typo, changed "nourshing" to "nourishing" (Altered Dialogue: >"Your food is very..." 000C7AB2).
- Fixed typo, changed "" to "Application" (Altered Dialogue: RDDaveCitizenship>"First off, you will...">"Application denied..." 0002C870).
- Fixed typo, changed "Radway" to "RadAway" (Altered Dialogue: UnderworldWinthropPartsChangeMindReward>"I'll trade you five..." 000370FA).
- Fixed typo, changed "you you" to "you" (Altered Dialogue: WarringtonKilledFerals>"So you killed a bunch..." 000629D7).
- Fixed typo, changed "chile" to "chilli" (Altered Dialogue: BigtownTownWhereDidYouComeFrom>"A few dozen attacks..." 000483C0).
- Fixed typo, changed "-Fixed " to "stabilizer" (Altered Dialogue: HELLO>"Just hold still..." 0006B226).
- Fixed typo, changed "torc" to "torque" (Altered Dialogue: HELLO>"Hello, Henry. I just got..." 0001FC13).
- Fixed typo, changed "llike" to "like" (Altered Dialogue: HELLO>"You smell..." 000384B5).
- Fixed typo, changed "utilitze" to "utilize" (Altered Dialogue: HELLO>"It appears you've been..." 000C49B2 and 000C49B3).
- Fixed typo, changed "Phillps" to "Phillips" (Altered Dialogue: NormalToAlert>"Ah you think you can..." 0001708D).
- Fixed typo, changed "you you" to "for you" (Altered Dialogue: AndaleJackSmithGreetingBasement2c2>"Well, whatever..." 0007E15E).
- Fixed typo, changed "helpling" to "helping" (Altered Dialogue: MQ05DadHelpMe>"Helpling people?..." 0001CE6A).
- Fixed typo, changed "Akzrukhal" to "Ahzrukhal" (Altered Dialogue: GREETING>"Don't you look absolutely..." 00030712).
- Fixed typo, changed "Azhrukhal" to "Ahzrukhal" (Altered Dialogue: GREETING>"It's so weird here..." 0003712A).
- Fixed typo, changed "Akzurkhal" to "Ahzrukhal" (Altered Dialogue: UnderworldTalkAhzurkhalCough1>"Sounds like you need..."
- Fixed typo, changed "who who" to "who" (Altered Dialogue: HELLO>"Did you hear about..." 00028D88).
- Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownTownWhatsWrong>"You've seen those..." 0004716D).
- Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownTownWhosInCharge>"No one's really..." 000629C8).
- Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownSentryGreeting2A>"Don't think you'll scare..." 00049048 and 000632B0).
- Fixed typo, changed "Bigtown" to "Big Town" (Altered Dialogue: BigtownBittercupGreeting2b>"I was dating Pappy..." 00029253).
- Fixed typo, changed "Ahzrukhal" to "Ahzrukhal" (Altered Dialogue: >"No. Go talk...." 000332AF).
- Fixed 1 floating rock cluster (Altered Cell: Wasteland>CarFort -24, 19).
- Fixed 3 floating fridge, 5 floating blood pool, 1 floating chair (Altered Cell: AndaleTheSmithsBasement).
- Fixed holes in the second level of the Rivet City carrier near the door that allowed you to see into it (Altered Mesh: rcextaircarrier01.nif).
- Fixed hole that allowed you to see inside near the doorway to the broken off section of Revit City (Altered Mesh: rcexaircarrierfront.nif).
- Fixed elevator control pannel not animating (looked weird when the elevator was moving but the control pannel wasn't), a slight UV error and incorrectly aligned havok (Altered Mesh: ElevatorControl01.NIF).
- Fixed the door leading into the Washington Monument having a different sound then the one inside (Altered Door: MQ02WashingtonMonumentOuterDoor).
- Fixed overlapping duplicate mesh part on the skeleton which caused flickering also the skeleton's left shoulder bone will no longer detach with the arm (matches the right side now plus the left shoulder bone had no havok so it would clip into objects)(Altered Mesh: skeletonmale50scasual.nif).
- Fixed 1 metal box clipping into another, 1 barrel clipping into railing, 2 metal shelfs clipping into railing and moved 2 more metal shelfs that are now clipping into the oens moved, 1 floating suitcase, 1 terminal clipping into wall and ceiling, 1 ammo box clipping into wall, 1 metal box clipping into wall, 1 terminal clipping into wall (Altered Cell: FortC04).
- Fixed 4 floating papers, 1 desk clipping into another desk, raised 4 sinks embedded too far into the ground. 1 floating terminal, 1 desk clipping into wall, 1 floating phone, 1 floating lunchbox (Altered Cell: FortC01).
- Fixed 5 floating litter, 1 floating gun cabinet, 1 floating parking lot light, 1 wood wall chuck clipping into wall (Altered Cell: Wasteland>Wilderness 6, -18).
- Fixed 3 floating litter (Altered Cell: Wasteland>Wilderness 7, -18).
- Fixed 5 floating litter (Altered Cell: Wasteland>Wilderness 8, -18).
- Fixed 1 clock floating off wall, moved 1 sandbag wall to conceal hollow underside, 2 floating sandbag walls (Altered Cell: Wasteland>FFTalonCompanyCamp01 8, -20).
- Fixed misaligned street section causing a big gap (Altered Cell: Wasteland>ArlingtonLibraryExterior 8, -19).
- Fixed 1 floating litter (Altered Cell: Wasteland>MQ11Gate03cell 13, -14).
- Fixed 3 floating litter (Altered Cell: Wasteland>Wilderness 14, -15).
- Fixed 2 floating litter (Altered Cell: Wasteland>Wilderness 14, -14).
- Fixed 1 misaligned road section causing a big gap (Altered Cell: Wasteland>Wilderness 15, -14).
- Fixed 1 misaligned road section causing a big gap (Altered Cell: Wasteland>Wilderness 15, -16).
- Fixed 1 floating rock cluster (Altered Cell: Wasteland>Wilderness 16, -17).
- Fixed 1 floatng shrub (Altered Cell: Wasteland>Wilderness 16, -18).
- Fixed 2 floating rock cluster (Altered Cell: Wasteland>Wilderness 13, -18).
- Fixed 6 floating bench, 2 floating litter, raised 1 litter totally hidden underground (Altered Cell: Wasteland>Wilderness 15, -16).
- Fixed 1 floating shrub (Altered Cell: Wasteland>Wilderness 16, -17).
- Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness 15, -17).
- Fixed 1 floating cluster of rocks (Altered Cell: Wasteland>Wilderness 15, -20).
- Fixed 2 floating barricades (Altered Cell: Wasteland>Wilderness 16, -21).
- Fixed Bubblegum showing it gives 0 rads but actually gives 1 rad (Altered Ingestiable: Bubblegum).
- Fixed Blamco Mac and Cheese, Bubblegum and Cram, now classed as Food not BigGuns (Altered Ingestiable: BlamcoMacandCheese, Bubblegum, Cram).
- Fixed 3 floating ashtray (Altered Cell: JuryStStation01).
- Fixed 1 floating crate, 1 floating wiskey bottle, 1 floating milk bottle (Altered Cell: MuseumTech02NEW).
- Removed the seemling pointless invisible barrier from Jury St. Tunnels (Altered Cell: JuryStStation02).
- Enabled alpha testing on all the vault 87's blood splatters which will eliminate most of the overlapping\alpha transparency issues (Altered Mesh: vault87blood01.nif, vault87blood02.nif, vault87blood03.nif, vault87blood04.nif, vault87blood05.nif, vault87blood06.nif, vault87blood07.nif, vault87blood08.nif, vault87blood09.nif, vault87blood10.nif, vault87blood11.nif,).
- Fixed overlapping mesh causing flickering in THe BRass Latern (Altered Cell: MegatonTheBrassLantern).
- Fixed gap in trench mesh (Altered Mesh: trenchtunroom01.nif, trenchtuncurve01.nif).
- Fixed all phone kiosk's having untextured parts near the cable connecting to the phone and the cacle connecting to the base also fixed parts of the mesh vanishing due to alpha (Altered Mesh: phonekioskdouble01.nif, phonekioskdoublecor01.nif, phonekioskquad01.nif, phonekiosksingle01.nif).
- Fixed 5 ammo boxes near the Brotherhood fo Steel in the Arlington Library, they now belong to them (Altered Cell: ArlingtonLibrary01).
- Fixed gray edges on the metro pavement (Altered Mesh: metrosidewalksurround01.nif)
- Fixed Shrapnel's AI packages, his sleep pagkages where set for him to sleep near to where Flak was... if Flak happened to be enslaved then Shrapnel would travel the wastelands to get to Flak so he could sleep near him (Altered AI Package: ShrapnelSleepSat23x8, ShrapnelSleep3x8NotSat).
- Fixed both Shrapnel and Flak, they should both sleep in their beds now, seems alot of the NPC's like to play musical beds every night... (Altered AI Package: ShrapnelSleepSat23x8, ShrapnelSleep3x8NotSat, FlakSleep23x8, Altered Cell: RCUpperDeckMid).
- Fixed flickering papers (Altered Cell: RCUpperDeckMid).
- Fixed scope crosshair position, aiming for the head should actually "hit" the head now instead of missing over long distances (Altered Mesh: scope01.nif).
- Charon and Ahzrukhal will no longer become "stuck" if you walk too close to them while they are discussing the "end" of the contract also fixed Ahzrukhal not saying the dialogue line he was ment to (Altered AI Package: UnderworldCharonKillAhzrukhalSceneDialogue, Added Quest: UF3PCaAFix, Added Script: UF3PCaAFixScript).
- Fixed 1 floating plate, 1 floating spork, 1 floating chair (Altered Cell: Underworld9thCircle).
- Fixed incorrect colllision on the anchorage memorial sign (Altered Mesh: signanchoragememorial.nif).
- Fixed 2 badly places tires not lining up with the wooden strut they where ment to be supporting, 1 steps overlapping causing flickering (Altered Cell: FFRadierCamp21).
- Fixed milk crate, it no longer weights a massive amount slowing you down to a crawl when you lift it up and you can no longer lift NPC\creatures up with it (boy did lifting a few hundred pound brahmin with a tiny milk crate look funny!) (Altered Mesh: milkcarton01.nif).
- Fixed brahmin "tipping" moo sound, it will now be 3D positional (Altered Script: CRBrahminScript).
- Fixed Ash and Goo piles not vanishing upon cell reset if the reference was persistant (Added Script: UF3PCleanupAshAndGooPiles, Altered Activator: DefaultAshPile1, DefaultAshPile2).