Okay, I didn’t plan on doing another mini-update, but I saw something horrific on a Let’s Play recently that prompted a quick fix. Well, not a quick fix, because it took me forever to change, but a fix nonetheless. Look upon this horror, if you dare.
See that? That’s some kind of modification that displays the prompts as I typed them. Thing is, I had originally (and improperly) assumed that there would be two kinds of players, the vanilla kind, in which case prompts would be converted to ALL CAPS, and the Full Dialogue crowd, who wouldn’t see the prompts at all. This middle ground of dialogue in list form + prompts was not expected, and it’s horrifying to look at unless grammatically correct.
So this should fix that, and a few other things which I’ll list below.
Changelog from v1.7:
Fixed prompts to be properly capitalized, previous versions didn’t account for mods and assumed all prompts were all-caps
Indecent Exposure – Fixed Noon priest’s clue to imply the correct number of apostles and headstones
Auction House – Fixed issue where junk items weren’t being given to the player after winning auction
Auction House – Removed bounty amount when committing crimes
House that Bruce Built – Fixed Charisma check to check player’s charisma instead of Bruce’s
Love and Peace – Fixed unvoiced “Howdy” from Crystal Moonbeam
Love and Peace – Added an objective to ensure viewing post quest scene
Love and Peace – Removed unvoiced line in scene between Cosmos and Starchild
Fairline Hills Wastelander – Fixed issue where wastelander would walk away during conversation (Needed a stay put package)
Human Nature – Fixed issue where R4-04 would walk away during initial quest conversation (Needed a stay put package)
A Pair of Jacks – Fixed objective marker to point to bounty board if Ghost hasn’t been met yet
Paradise Bay – Fixed objective “Return to Singh” showing early if door to lab lockpicked before given key
Paradise Bay – Added additional workers
Full Changelog:
Spoiler:
Changelog from v1.6:
Added alpha quest Paradise Bay
Patriots – added classic handegg uniforms by FlipDark95
Added NPC encounter Lost Libertalia Raider
Added NPC encounter Diamond City Reporter and Busker
Added Crabber and Son to fishing pier northwest of Witchcraft Museum
Love and Peace – Added Virgil’s 3 Day timer script to quest, so player no longer has to enter modded cell to trigger next phase of the quest, 72 hours is all it takes
Saints and Sinners – Fixed line from Cue being skipped when player hands them a note
Saints and Sinners – Fixed failsafe greet for Cue if forcegreet fails after receiving note (version 1.6 introduced bug where base dialogue was prioritized over quest dialogue)
Picket Fences – Fixed quest objective to point to Doc Crocker’s terminal and not Joe
Under the Bridge – Fixed wrong ingredients message to correctly display after multiple failed attempts
Under the Bridge – Fixed issue where finishing Antoinette’s room too quickly would leave leftover radiation because Audrey‘s prep advice scene fails to finish
Under the Bridge – Fixed first aid kit being opened automatically instead of being clicked on
Great Green Jewel – Fixed issue where Brennan would award the player 2500 caps instead of 100
Great Green Jewel – Fixed issue where entering Boston Library from a separate entrance instead of the intended meetup would force you to go back to Copley station to continue
Great Green Jewel – Removed sandox furniture in unused portion of the cells which NPCs were teleporting to, trapping them inside and causing them to go missing
Like a Goodneighbor – Fixed the inventory name for Fred Allen’s chem stash, previously said Solomon
Like a Goodneighbor – Fixed issue where if player picked up ghoul mask before talking to Black Eye Bobby, the quest would not progress
Rock ’em Sock ’em Robots – Altered cheering crowd to cheer immediately, removing potential lag time caused by game waiting to start animations.
Rock ’em Sock ’em Robots – Fixed issue where killing Bobby and the crew would leave the quest stuck in your journal
Changelog from v1.5:
Picket Fences – Fixed issue where the quest would never load unless a non-Dogmeat Companion was in your party when a save was first loaded; changed Companion to optional
Picket Fences – Changed Post Office cabinet to be lockpick-able, if note is read prior to quest it will do nothing until quest is at the appropriate juncture
Added Audrey’s companion interjections to Great Green Jewel, Picket Fences, and A Pair of Jacks
Added three Brotherhood of Steel NPCs at Boston Airport
Added “Likes” to R4-04 to help push affinity along faster
Fixed MHDT and MLEV changes removed by older versions of xEdit
Fixed Robot Clinic entrance so it’s not blocking the Mechanist Lair’s exit
Altered Birdie’s generic idles to fire while traveling as opposed to only when in conversation
Fixed “Get to know you better” line where R4-04 uses Birdie’s voice
Atom’s Glow – Fixed issue where clearing Mass Disposal of mutants before meeting the cult would improperly advance the quest
Human Nature – Fixed objective to speak to R4-04 not completing
Changelog from v1.3:
Added 29 new generic idles for Birdie
Fixed bad condition on Birdie’s post-romance “How’s our relationship” dialogue
Another bowling alley was found west of Libertalia. I must’ve been drunk with the CTRL+V button when I copy/pasted the one in East City Downs. This time I combed through FO4edit and didn’t find another one, but I’ll likely be seeing them in my sleep. If you see any in your travels, let me know.
Changelog from v1.2:
One of the greets for R4-04 used to clear the affinity forcegreet referenced the wrong stage and as a result never cleared, thus blocking the greet for her companion quest
Changelog from v1.1:
When I “fixed” Birdie’s Affinity conversation, I messed up the condition. So instead of not firing, it fired right away. Fixed to only fire if stage 500 of f3DNPC_ComBirdie is done (stage is triggered at 1000 max affinity)
Changelog from v1:
New R4-04 companion quest “Human Nature”
Removed duplicated Bowling Alley near the USS Constitution
Fixed Birdie’s final 1000 affinity conversation to properly trigger (he was forcegreeting endlessly but the dialogue was improperly conditioned)
Fixed an instance where neutral question led to negative response and vice versa in Three Little Wastelanders
Fixed Birdie generic idles to have higher priority than base idles
Fixed Birdie’s “Travel with me?” responses so they don’t loop to his initial conversation
Fixed a handful of Audrey’s action-based commentary that was in the wrong section
Doctor Singh – PotasticPanda
Gomez – Will Handford
Nilesh Singh – J.T. Decker
Harvey – Matthew Dixon
Rick – James McLauchlan
John – James McLauchlan
Jeff – Jeff Wereden
Josh – J.T. Decker
Beth – Alice Bell
Craig – Michael Kennedy
Alex – Michael Kennedy