User:DavidJCobb/F3UP changelist items that could be cited

Base game

 * Fixed the targets you have to shoot with the BB Gun in the quest "Growing Up Fast", the quest said "Shoot all three targets with the BB Gun." yet you could shoot 1 target 3 times, fixed only 1 target having a quest marker on it (other 2 didn't have the condition setup correctly) also the quest marker on the target will now vanish once you shoot it (Altered Script: CG02TargetSCRIPT, Altered Quest: CG02).
 * Growing Up Fast
 * Fixed the dirty old version of the Pre-War Kid's Outfit using the good\clean texture when equiped on a female instead of the dirty\old texture (Altered Armor: KIDOutfitPrewarChildOld).
 * Pre-War Kid's Outfit
 * Fixed Dogmeat's script setting the PlayerHasFollower variable to 0 upon his death (Dogmeat doesn't check PlayerHasFollower nor is he controlled by it at all) which allowed you to aquire a second follower if you already had another follower with you and Dogmeat (Altered Script: DogmeatSCRIPT).
 * Dogmeat
 * Fallout 3 exploits
 * Fixed a bug in Sergeant RL-3's dialogue allowing you to hire all the followers (Altered Dialogue: BD047).
 * Sergeant RL-3
 * Fallout 3 exploits
 * Fixed being able to steal from Protector Casdin then sell it back to him (Altered NPC: ProtectorCasdin, New Script: UF3PNoPickpocket).
 * Fallout 3 exploits
 * Fixed Protector Casdin equipping Power Armor\other armor ect after selling them to him (Altered Script: UF3PNoPickpocket).
 * Fallout 3 exploits
 * Fixed 25 dead NPC's that are set to respawn (Altered NPC: LootToxicDump01NPC, DeathclawLoot1VendorMale, AWMTed, LDJuryStDead01, LDFallsChurchDead1, LDCorvegaFactoryDead1, AWMLoot1ArmorMale, FFMutantCampCorpse01, LootGibsonUnique, RavenRockEnclaveDEAD, FFEnclaveEncampment03EnclaveCorpse, FFEC20DeadEnclaveRipperHF, FFEC20DeadEnclaveBigGunHM, UniqueEnclave4OfficerJackTheRipper, Loot1Enclave4OfficerAF, FFEnclaveEncampment03OfficerCorpse, FFEC20DeadEnclaveOfficerAM, ShalebridgeFFNoteGuy, DEADGhoulWastelanderCF, DEADGhoulWastelanderHM, DEADWastelanderCF, DEADWastelanderHM, DEADWastelanderAAM, DEADWastelanderAM, DEADWastelanderCM, DEADWastelanderHF)
 * Gibson
 * Jack (weapon) -- UniqueEnclave4OfficerJackTheRipper is mentioned in the "Location" section, though not described as a bug in the article
 * Ted (Fallout 3) (AWMTed)
 * Does LootToxicDump01NPC refer to the Wasteland recluse?
 * Does ShalebridgeFFNoteGuy refer to the ant researcher?
 * Fixed bad navmesh at the entrance of the Dunwich Building causing follows to appear behind the building when you exit it (Altered Cell: Wasteland>DunwichBuildingExterior -26, -18).
 * Dunwich Building
 * Fixed Eat'o'tronic 3000's being activatable if they where already open by default also fixed it so if the Eat'o'tronic 3000 happened to reset (closed) somehow you can open it again (Altered Script: AutomatScript01).
 * Eat'o'tronic 3000
 * Fixed Paladin Hoss, Brotherhood of Steel Paladin and Initiate Pek following the play around after completeing the quest at Falls Church (Altered AI Package: FF02FallChurchPaladinHossFollowPlayer, FF02BrotherhoodKnightFollowPlayer).
 * Hoss (Fallout 3)
 * Pek
 * 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).
 * Fallout 3 bugs (add new section regarding empty containers not showing as empty)
 * 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).
 * Vault 106
 * 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).
 * Failed FEV subject
 * 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).
 * Frank (Fallout 3) and #Bugs
 * Ymir (Fallout 3)
 * 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).
 * Brotherhood of Steel initiate (the bug is that one of the generic female initiates is silent)
 * Fixed The AntAgonizer's ants not having any names thus you couldn't loot them (Altered Creature: MS02BattleAnt).
 * The Superhuman Gambit
 * 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).
 * Evan King
 * Fixed Talon Combat Helmet appearing as a normal combat helmet when dropped (Altered Armor: ArmorCombatHelmetTalon).
 * Talon Combat Helmet
 * Fixed Naughty Nightwear appearing as a normal Sexy Sleepwear when dropped (Altered Armor: MS04AmorousAttire).
 * Naughty nightwear (Fallout 3)
 * 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).
 * Arefu
 * 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)
 * Those!
 * 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).
 * Protectron (Fallout 3)
 * 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).
 * Fallout 3 bugs
 * 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).
 * Fallout 3 bugs
 * 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).
 * L.O.B. Enterprises
 * Fixed Nuka-Grenade not being classed as an explosive by the Demolition Expert perk (Altered Form List: PerkDemolitionExpertWeapons).
 * Nuka-grenade (Fallout 3)
 * Demolition Expert
 * 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).
 * Election Day
 * 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).
 * A Manhandled Manservant
 * 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).
 * My Megaton house (Specifically, the navmesh being the cause of Wadsworth getting stuck.)
 * Wadsworth
 * 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).
 * Seward Square (add Bugs section)
 * 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).
 * Just for the Taste Of It

Broken Steel

 * Fixed the Pyromaniac perk not affecting the Burnmaster, Zhu-Rong v418 Chinese Pistol and Nuka-Grenade (Altered Form List: PerkPyromaniacWeapons).
 * Pyromaniac
 * Fixed being able use the unique Flamers to repair the normal Flamers (Altered Form List: RepairFlamer).
 * Flamer
 * Fixed being able use the unique Gatling Lasers to repair the normal Gatling Lasers (Altered Form List: RepairGatlingLaser).
 * Gatling Laser
 * Fixed being able use the unique Scoped .44 Magnum's to repair the normal Scoped .44 Magnum's (Altered Form List: RepairScoped44Magnum).
 * Scoped .44 magnum
 * Fixed being able use the unique Super Sledge's to repair the normal Super Sledge's (Altered Form List: RepairSuperSledge).
 * Super sledge
 * Fixed The Burnmaster, Experimental MIRV, Miss Launcher, A3-21's Plasma Rifle, Zhu-Rong v418 Chinese Pistol and Firelance not setting Harold on fire (Altered Form List: MS10SetHaroldOnFireWeaponsList).
 * Oasis (quest)
 * Fixed the Puppies! perk making you unable to hire a follower when Dogmeat died and was respawned (Altered Script: DLC03CreatorQuestScript).
 * Dogmeat
 * Puppies!
 * Fixed Aqua Pura killing beggers even if you didn't put the FEV into the water purifier (Altered Script: WaterBeggarNPCSCRIPT).
 * Aqua pura
 * Water beggars
 * Fixed the "Nerves of Steel" perk increasing the action point regeneration rate by only 0.1 point per second (%2.5 increased rate) which sure as hell isn't the advertised "you regenerate Action Points much more quickly than you normally would.", Nerves of Steel will now increase action point regeneration rate by 50% (calculated dynamically by the fActionPointsRestoreRate setting) (Altered Script: DLC03APRegenScript).
 * Nerves of Steel

Operation: Anchorage

 * Fixed the Quartermaster not behaving like all other NPC's in the simulation when killed eg. vanishes when killed ect (Altered NPC: DLC02FieldHQQuartermaster).
 * Quartermaster
 * Operation: Anchorage bugs
 * 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).
 * Winterized T-51b power armor
 * You Gotta Shoot 'Em in the Head
 * Operation: Anchorage bugs
 * Fixed elevator getting "stuck" (Altered Script: DLC02ElevatorSCRIPT).
 * Operation: Anchorage bugs
 * Outcast Outpost
 * Fixed being able to loot 3 peices of Scrap Metal in the Listing Post within the anchorage simulation (Altered Cell: DLC02CommCenter).
 * Operation: Anchorage bugs
 * Listening post

Mothership Zeta

 * Fixed the "Anchorage Quartermaster Shipment" note not playing anything (Altered Note: DLC05AnchorageHolotape).
 * Anchorage quartermaster shipment
 * Mothership Zeta bugs
 * Fixed "General Chase's Overcoat" being the snow combat armor which had no textures if you didn't have Operation Anchorage installed, it is now as it should be, an Overcoat (Altered Armor: DLC05GeneralChasesOvercoat, DLC05Medals).
 * Fixed the Drone Cannon having no icon when initially looted (Altered Weapon: DLC05WeapRobotCannonNonPlayer).
 * General chase's overcoat
 * Mothership Zeta bugs
 * Fixed the aline chair having the wrong havok hit effect (Altered Mesh: dlc05alienchair.nif).
 * This is the bug that makes chairs "bleed".
 * Mothership Zeta bugs
 * Fixed Alien Captive Recorded Log 7 missing alien speech (simply reused some existing alien speech) (New Sound: DLC05Gener_DLC05SamuraiHol_0000A880_1.ogg, DLC05Gener_DLC05SamuraiHol_0000A880_1.lip, DLC05Gener_DLC05SamuraiHol_0000A880_5.ogg, DLC05Gener_DLC05SamuraiHol_0000A880_5.lip).
 * Alien captive recorded log 7

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).
 * Auto axe
 * The Pitt bugs

Point Lookout

 * Fixed the Ghoul Ecology perk's conditions running in the perk selection area instead of the target which made the perk always be in effect on everything not just ghouls (Altered Perk: DLC04FF06GhoulEcology).
 * Ghoul Ecology
 * Fixed the Mirelurk Ecology perk's conditions, it was checking to see if the player was a Mirelurk instead of the target thus the extra damage was never applied. Also fixed the conditions, it was checking to see if the target was a "Mutated Animal" more then just Mirelurk's are classed as a "Mutated Animal" so added an extra check so the damage is ONLY applied to Mirelurk's (Altered Perk: DLC04MirelurkEcology).
 * Mirelurk Ecology