This page was last updated on 04 November 2015, 6:15AM
Changelogs
Version 1.06
Fixed a HUGE amount of typos and a lot of the grammer.
Version 1.05
Added switches to the Cryo Lab entry hatches so you can no longer get stuck below if you hit the upper switch then run through the closing hatch.
Fixed the first conversation that O'Neil and Palmer have over the intercom. It's no longer a jumbled mess and they actually say it one line at a time.
Fixed the leveled lists so Compound 101 no longer shows up all around the wasteland, and can only be aquired from the mutants inside Fort Verdict.
Cleaned the Esm file to reduce random issues a few people have encountered.
Version 1.04
Fixed a silly mistake that resulted in the entrance to the Hauss Residence floating 40 units above its intended position.
Version 1.03
Fixed a 'typo' in a script that allowed you to go through the second set of security doors in the Commercial Labs way before you were supposed to be able too. This should reduce confusion as it properly constricts the players movement now.
Changed the doors to the two houses so they are their own unique objects, and no longer the 'edited' vanilla doors. Now, they will always show up, and any other mod (mainly DC Interiors) that edits the base door, can do so uninterupted. They are also ro
Removed some 'Identical to master' records, cleaning the file some.
Version 1.02
Rotated the doors outside The Hauss's and O'Neil's residences, so you can pick to enter my cells, or the ones added by DC Interiors. Thus removing the incompatability between the two.
Removed 'duplicate' commands from the scripts that controls Test 17, every so slightly improving PC performance when doing them.
Tweaked the scripts in Test 17 so now there is no item added/equipped/removed message spam on your screen if you quickly repeatedly start/fail/end the tests.
Fixed a script mistake that prevented you from ever unequiping the wasteland garb equipped when you enter the traps, without the use the console. It can now be unequipped regularly.
Version 1.01
Fixed the script for the 3rd flashback, now you can actually keep playing. -_- (The geck messed it up for no reason...)