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detra

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detra

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About this mod

A collection of fixes for all kinds of issues, like doors opening to nowhere, items that cannot be picked up or bugged quests and conversations. Also includes a lot of navmesh fixes now.

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Permissions and credits
Translations
  • Spanish
  • Mandarin
  • French
Changelogs
The title says it all, but here are all the details.
Only the list of navmesh edits has been moved to a separate article.

Crafting
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  • Fixed the issue that some crafting recipes use miscellaneous items instead of components.
  • Scrapping objects that contain steel actually gives players steel now, instead of aluminium.
  • Reduced the range penalty for adding a suppressor to the Submachine Gun to avoid a mod combination that lowers the range to zero.


Design Issues
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  • Changed the door opposite the GOG one at the start of the game (the one that leads toward the Atta-boy, not the one locked until you pick up the torch!) to be open by default, as it's very easy to overlook in the darkness. But now it opens to a lit corridor that shows players where to go.
  • [Optional] Disabled the first three rats in the British Museum, as they kinda ruin the opening segment.


Locations
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  • Abandoned Restaurant: Fixed the misspelled name (Resturant)
  • Angel Lab: Added the "No Respawn" flag to the final door of the area, in case someone wants to go back in that way later.
  • Angel Laboratory: Added the "No Respawn" flag to the doors unlocked during Taking Initiative.
  • Arlington School: One door that should be inaccessible.
  • Bathhouse in Croydon: Removed the inaccessible flag from the interior door to match the working exterior door.
  • British Lion Headquarters: Turned the cooking station a little to avoid players or NPCs potentially getting stuck in the wall.
  • Broadcasting House: Added the "No Respawn" flag to the door opened during Special Performance.
  • Bromley Pindar: Added the "No Respawn" flag to the entrance door, which is locked by a terminal, so that it doesn't revert to being locked once the cell has respawned.
  • Building west of the Holy Trinity Church: One door that should be inaccessible.
  • Bush House: Replaced the exit doors with proper load doors. Slightly less fancy ones, but there does not seem to be a load door version of the ones the mod originally used. Which don't match the singular entrance door anyway, so whatever!
  • Camelot: Added the "No Respawn" flag to the main entrance.
  • Croydon Pindar: Added the "No Respawn" flag to the entrance door.
  • Cyberfox:: Removed Courser Jackets and Institute Lab Coats from the re-used Institute Lockers.
  • Camden TV Station: Added the "No Respawn" flag to the doors that get unlocked during Kiera's quest, so that they stay unlocked.
  • Catacombs: Added the "No Respawn" flag to the door behind which John Strutter can be found.
  • Chain Home Radar: Made one Exterior Door match the interior door, which also prevents players from seeing through the building. And I also fixed the tiny menu options on one of the terminals.
  • Children's Hospital: Added the missing glass to a window on the first floor to hide the blinding wasteland beyond.
  • Docklands Light Railway: Removed the empty BIMT IntraMail option from the terminal and moved that to the welcome text, while the original welcome text is now the header, but slightly shortened, as the original did not fit the screen.
  • Door in an open building north of the Kempharm Offices: Fixed its position to prevent a rendering issue.
  • Dusty Terrace: Replaced the entrance door with a proper load door.
  • Emelio's Caffe House (Camden Player Home): Slightly repositioned and rescaled the Ammo and Weapon crafting stations so that they can actually be used without clipping too much into the walls.
  • FOLINTCroydonHouse10: Removed the inaccessible flag from both exits to match the working exterior ones.
  • FOLINTCroydonHouse05: Replaced the exit door with a proper load door, as the original one opened to a blank wall before letting players leave.
  • General Atomics Headquarters:: Chained the exterior door to match the interior door, raised the nearby hatch so it can actually be used, and flipped said hatch so that it opens outwards.
  • Hut north of the Biggin Hill Airport marker: One door that should be inaccessible.
  • Imperial War Museum: Barred a set of gates that previously led to unfinished parts of the map. And although they could have served as a second entrance to the museum, neither of them were set up that way, so I decided against it.
  • Islington Public Library: One door that should be inaccessible.
  • Kempharm Offices: One door that should be inaccessible.
  • King Herods: Moved both the XHeadingMarker and the Map Marker closer to the actual entrance of the building, as players originally spawned all the way on the other side of it, where there are no functional doors.
  • Lambeth Aquarium: Renamed it to London Aquarium, as that is the name used by the map marker, the tour holotape, and the quest Nature Adores A Crab.
  • London City Airport: One set of doors that should be inaccessible. And a building that should be inaccessible to the northwest of it.
  • Medical Clinic on Trafalagar Square: Fixed a small gap in one of the exterior doors.
  • Monument: Added the No Respawn flag to the locked story to prevent the chain from respawning and the second door from becoming inaccessible, which could cause issues if players leave the building before finishing the quest and only return once the cell has respawned.
  • National Portrait Gallery: One door that should be inaccessible.
  • Northern Exit of the Glades (on the second floor): Removed the inaccessible flag from the interior door to match the working exterior door.
  • NuSkin: Added the "No Respawn" flag to the doors unlocked during the quest there.
  • NuSkin: Fixed the keycard reader, which refused to open its linked door. Doesn't seem to be as easy for the exterior door, as the script doesn't unlock it, so I chained it instead.
  • Old Royal Naval College: Implemented a temporary workaround for one of the exits, which doesn't work properly. May be an issue with mesh collision, which I can't fix, as the door only starts working properly after moving it far enough away from the wall. Not a great solution, but the only way for me to get the door working without having to use the tcl command. [Still needs a proper fix by the devs]
  • Old Royal Naval College: Turned the Cooking Station by 180° to prevent players from potentially getting stuck in the wall for a moment.
  • One Canada Square: Added the missing quest conditions to Black's Terminal, which contains reports about the players actions that are clearly meant for different quest outcomes, but instead displayed all of them at once.
  • Processing Plant: Two doors that should be barred to match the surrounding doors.
  • Regent's Park Checkpoint: Removed the inaccessible flag from one of the latched doors as it cannot be opened while the flag is set. Don't think I can fix the issue that the latch bars are floating in the air once the doors have been opened, at least not without moving them so far to the right that the closed visuals don't match anymore.
  • Relay Tower Maintenance: Added the "No Respawn" flag to the doors locked by puzzles.
  • Research and IT Department: Added the missing "Has Water" flag to the cell.
  • Royal Armaments Depo: Removed the Arcjet Project Manager's Password from a cabinet, as it serves no purpose in London.
  • Samurai Garden: One door that should be inaccessible.
  • Science Museum: Shortened the incredibly long plaque about the thorax, which extended far beyond the top and bottom of the screen. And I also got rid of some unnecessary spaces in the plaque about the human skull.
  • Science Museum: Added the "No Respawn" flag to the door opened via intercom during The Placebo Effect, and made a useless door inaccessible.
  • Skylanes Flight 1984: Moved multiple enemies and their associated markers to areas that have actually been navmeshed.
  • St Barts Hospital: Made the interior name consistent with that of the map marker (St Bartholomew's Hospital).
  • St Bartholomew's Hospital: Fast-travelling to it will now drop players closer to the door, and not on the street in front of a wall that is too high to be jumped over.
  • St George: Fixed some minor errors in both of Eve Warney's terminals.
  • St Thomas' Hospital: Disabled the Radioactive Containment Password, which serves no purpose in London.
  • Tennis Museum: Replaced two static construction barriers with ones that can be scrapped. There are still a lot of other items that can't be scrapped, like pieces of trash, some of which can at least be disabled. But I don't care enough about settlement building to get rid of them.
  • Thameshaven Market: Multiple doors that should be inaccessible. And I added the "No Respawn" flag to the door behind which players first meet the Ferryman.
  • The Dome: Replaced two four person booths with two person booths (which still look the same) to prevent NPCs from stepping through the wall and falling into the void.
  • The Dump: Moved the idle marker to the right side of the caravan door to the other side of the caravan, as the door otherwise goes straight through the NPC using the marker.
  • The Nags: Replaced a useless terminal with a broken one.
  • The Plumbers Hands: Two doors that should be inaccessible.
  • The Wolf and Port: Replaced some chairs with static ones to hopefully prevent NPCs from stepping through walls and falling into the void. And some other usable chairs have been moved closer to the counter, for the same reason.
  • Tobacco Dock: Fixed some typos on Bruce's terminal and made some minor adjustments so that it makes more sense.
  • Tower Hamlets Pindar: Replaced a terminal with a different model, as the original one didn't render anything.
  • Tower of London: Disabled a diary placed outside, which contains a message to new FOLON devs, which obviously shouldn't be in the game anymore.
  • Tower of London: Disabled the audio guide holotape placed on top of the railing, which couldn't be picked up. But there are still multiple copies of the same holotape in the vicinity.
  • Trafalgar Square: Removed the respawn flag from the footlocker involved in Alanah's miscellaneous quest, because when I returned many hours later to finally open it, it was completely empty, which doesn't fit the quest dialogue.
  • Water & Power Syphon: Added the "No Respawn" flag to the door opened via intercom during Water Woes.
  • Westminster: Moved multiple markers that had been placed in gaps in the navmesh.
  • Yes! Toy Factory: Replaced one of the exterior doors with a proper load door, so that players can't see the empty interior of the building.
  • Yes! Toy HQ Upper Floor:: Replaced a useless terminal and the door it was supposedly meant to open with broken versions. Why? Because I didn't want to add a terminal whose only content was an unlock button, and because the room beyond the door can easily be reached through a gaping hole in its ceiling.


Map Markers
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  • Camelot [Optional]: Added a second map marker to the outside and reduced the radius of the original marker to prevent players from skipping past the barred doors straight into Camelot. Why not simply move the XMarkerHeading of the original map marker? Because it's also used for what seems to be a main quest package, so moving the marker outside of Camelot is bound to break something. And if someone really wants to enter Camelot before they're meant to, all they need to do is climb.
  • Charing Cross Station: Moved the XMarkerHeading in front of the station, instead of in front of a fence that players have to walk around.
  • Houseguard Gin Distillery: Fast travelling to it will now drop players in front of the door, instead of the other side of the building, which has no functional entrance.
  • Marble Arch: Renamed the marker in front of the station to Marble Arch Underground Station, which keeps it consistent with the other station markers and avoids there being two map markers with the same name next to one another.
  • Mansion House: Fast travelling to it will now drop players in front of the doors, and not in front of a wall.
  • Peckham Inn: Renamed the marker to Land's End Inn to match the actual name of the Inn.
  • St Alfege's Church: Moved the XMarkerHeading outside the buildings to prevent players from getting stuck.
  • R.A.F Chapel: Added the missing XMarkerHeading to prevent players from getting stuck inside the building.
  • Royal Armaments Silo: Added the missing XMarkerHeading to stop players from getting dropped directly into the flooded silo, and also raised the load door to avoid massive radiation damage.


Unobtainable Items
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  • 005 Comic #3: Moved onto the nearby tool chest.
  • Echoes of a Broken Kingdom holotape: Moved it from atop a crate onto a nearby counter.
  • Eastminster Chronicles Part 1 holotape: Moved it from atop a crate onto a nearby pillar.
  • Charo Miami #7: Added a way to the top floor of the Chute Inn so that players can actually reach the magazine.
  • Anarchy Times #2: Added a way to actually reach the magazine, as it's hidden on top of a building in Lewisham despite there being no way to reach the roof.
  • Anarchy Times #5: Moved it from underneath the ground, where it couldn't even be seen, into the adjacent warehouse.
  • Cigarette Card Wild Animal #3: Moved it a bit closer to the front of the table it's sitting on, where it can be more easily picked up.
  • Cigarette Card Wild Animal #5: Moved it closer to the middle of the desk, so that in case it falls through (like someone mentioned) it should only land on the floor and not require tcl to reach.


Objects that should not respawn
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  • Cigarette Cards
  • Cutethulhu Dolls
  • Keys
  • Perk Magazines
  • Vinyl Records
  • Checkpoint Gates
  • Chained Doors


NPC Edits
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  • Reduced Archie's Level Multiplier from 5 to 1 to keep it consistent with all other companions.
  • Removed the TeammateDontUseAmmoKeyword from Archie, as none of the other companions have it, and he doesn't really fight anyway.
  • Replaced a Behemoth spawn near the Dump with a Gehenna. Then replaced the base record of said Behemoth, as I still found the Behemoth corpse after replacing the spawn.
  • Replaced four Deathclaw spawns with the appropriate Womble versions.
  • Fixed the legendary template of the Folon_LvlFamished NPC, which was set to a Radscorpion list instead of a Famished list.
  • Cavaliers: Removed the chance for Legendary Cavaliers to spawn, to hopefully prevent invisible synth cavaliers from appearing.
  • Cookie Lady Apaula: Removed the Covenant Shop Key from her inventory, as it serves no purpose in London.
  • Folon_NPC_TowerHamletsResidentMale02B: Removed the Covenant House key from his inventory, as it serves no purpose in London.
  • Gehennas: Replaced the Deathclaw/Womble Death Items with Gehenna Death Items, and removed that same list of items from their inventory.
  • Isembard: Removed the Saugus Roof Key from his inventory, as it serves no purpose in London.
  • Rupert: Changed his voice from Folon_FemaleOldVT to Folon_MaleOldVT.
  • Theo: Removed Abbot's House Key from his inventory, as it serves no purpose in London.


Perks
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  • Beer Mats: Made the re-used bobblehead perks consistent with the new ones by changing the playable flag to true and the hidden flag to false.
  • Chem Connoisseur: Added the missing animation that all the other beer mat perks use.
  • Combat Beer Mat: Added the missing melee weapon conditions.
  • Protect and Survive #9: Added the extra meat to animals that didn't have it yet, fixed FOLON's incorrect lists where all the meat was set to 100% never spawn, and reverted edits to vanilla lists that FOLON actually uses, which were equally set to never spawn.
  • Street Urchin (Archie's companion perk): Fixed the issue that Archie would refuse to open Master locks despite it being one of the benefits of the perk.
  • Speech Beer Mat: Fixed the issue that it mostly didn't do anything by adding the levelled list for the bonus tickets to every single vendor container, except for those that already contained a list with the extra tickets in them. And I fixed the description of the perk so that it actually says tickets.


Quests
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  • Set Nilson and Maeve to persistent, since the CK complains about them not being persistent.
  • Acceptable Losses: Added the "Say Once" flag to Henry's greeting, as the conversation can otherwise repeat.
  • All the World's a Stage: Fixed the "I am WIlhelm..." line.
  • All the World's a Stage: Changed Wilhelm's dialogue condition, so that players who still have The Scottish Play running can initiate a conversation again after starting All the World's a Stage. But once that's done, he will return to spouting idle lines, so it shouldn't interfere with anything else.
  • A Minute with Mad Jack: Modified the objective to make it clear that players are supposed to wait for an announcement before the fight begins.
  • Answers at Last: According to Laurence's dialogue, players are supposed to get bliss from a guy named Randall, who doesn't exist, not even as an unused NPC, and wonderland from Charlotte, who only rents out beds, doesn't own any wonderland, and lives in a building that doesn't contain wonderland either (except perhaps through a lucky spawn in a container). Therefore, I added some wonderland to the counter Charlotte works at, and bliss to the corpse of Randall at the cages by the Westminster gate, because I didn't want to add a mute NPC. And due to the lack of quest markers, I added more details to Laurence's note.
  • Answers at Last: Added the missing vendor container to Marley Thorpe, so that he actually has items to trade, including the corn required for this quest (though you could just plunder his field instead).
  • Answers at Last: Fixed the issue that paying for the discounted Crackle and Pop Special doesn't advance the quest properly.
  • Answers at Last: Blocked the useless trade dialogue with Laurence, as he doesn't sell the required ingredients, and also hands players said ingredients right before the trade window pops up. Instead, said dialogue choice now redirects back to the payment options, so that players are still able to get a discount if their luck allows for it.
  • Arms Race: Removed the End Running Scene flags from the Ladykiller/Cherzez La Femme conversations with Valentina and sent players back to the dialogue tree, which is more logical than ending the conversation. And I also added the "Say Once" flag to both of these choices.
  • A View to Kill: Removed the Enable Parent from the bomb and its activator, since they're clearly not supposed to be visible before players have even started the quest, which the original parent had nothing to do with. Disabling the static bomb may not work retroactively, however.
  • A View to Kill: Made some changes to the post-quest messenger's packages, so that he actually leaves once he reports the results of the good ending (instead of stalking players till they kill him). I did, however, encounter an issue where he kept falling into a bleedout state for inexplicable reasons, so I changed the flags on the scene, which allows him to keep talking even while sitting on the ground. He will still skip whatever line he's saying at the time, but that's still preferable to the whole scene breaking completely.
  • A View to Kill: The sewer grates that are only unlocked during the Sneering Imperalist are now also unlocked after talking to the messenger. Players can otherwise never get inside, as far as I can tell, which makes Edith's trumpet quest impossible to complete.
  • Catching Up: Fixed a topic where the player's displayed perception value used the charisma value instead.
  • Changing the Barrel: Fixed a quest objective where the quest giver Alain is called Allen.
  • Colonial's Finest: Fixed the issue where the quest could only be finished through violent means, since it only checked for the quest stage of the violent solution instead of if players owned the charter. The violent solution, on the other hand, didn't point back to the quest giver.
  • Crossing the T's: Fixed the "It seems you find yourself in my employee once again" line when talking to Wesley Herbertson.
  • Direct Action: Added a trigger box to the lounge, which will force the first scene to start once players step inside. If it doesn't, step outside the room for a moment!
  • Fair is Foul: Fixed a topic where the player's displayed intelligence value used the charisma value instead.
  • Fashion Terrorism: Added multiple missing "End Current Scene" flags to Greta's dialogue, as players could both piss her off, but also get the dialogue about her agreeing to a deal.
  • Folon_Demo_SmytheFate: Deleted the broken properties, though considering its name, this may not even be used by the mod anymore.
  • Going for Gold: Disabled the Protectron at the top of the National History Museum during part of the quest to prevent a scene from breaking.
  • Gone Gourd: Fixed the mixed up dialogue choices ("What can you tell me about Eastminster?" just ends the conversation, as the actual question is one choice further down) and blocked one of two identical choices that end the conversation.
  • Gone Gourd: Rescued Pat Slam from the the Institute and brought him back to the White Farmhouse, so that players can actually interrogate him. But since he may not be able to return once he's gone, I also added a trigger to the farmhouse that will bring him back if he's not in the building. The devs actually placed him somewhere else, but since I couldn't find any AI packages associated with him, this seemed like the safest option.
  • Gone Gourd: Made sure that the quest stages required to accuse Emily are actually set at the moment of each confession, as players can otherwise reach the end of the conversation without them being set.
  • Gone Gourd: Changed the quest stage set during Gloria's confession, because if players say they don't care about it, they also can't accuse her despite the rest of the conversation offering no additional information.
  • Gone Gourd: Prevented players from ending Bill's interrogation prematurely, since there is no stage between "players know a little bit about his motives" and "players know everything" during the accusation.
  • Gone Gourd: Blocked the "That's not all. There's something else" line when accusing Bill, since it sounds like it should unlock additional dialogue or something. Instead it just ends the conversation, which could give players a chance to accuse someone else, but doesn't make much sense this far into the conversation.
  • Gone Gourd: Fixed a topic where the player's displayed perception value used the charisma value instead.
  • Gone Gourd: Recompiled the script that ends the quest, as the one that ships with the mod doesn't reward the proper amount of tickets, whereas the source script does.
  • Gordon's Alive: Blocked multiple near identical responses, added missing scene phases, and renamed the optional "Report back to Gordo" stage to "Ask Gordo how to get past the locked door", which feels more fitting and makes it clear that this stage will fail once players open the door.
  • Heavenslayer: Modified one of the quest objectives to make it absolutely clear that the Bank of England can only be reached through Monument Underground Station.
  • Isle of Dogs: Added a condition to Gaunt's speech at the end of the quest that prevents him from making the same speech again if players manage to talk to him before Winston initiates a conversation.
  • It Rises in the East: Fixed the broken Shipment quest, where none of the persuasion options resulted in players receiving the shipment, and also hid the shipment for the alternate quest solution (because it previously just stood in plain sight, and is for some reason not marked as owned, despite the plugin claiming otherwise). And I also fixed the issue introduced in the first patch, where the Shipment could never actually be delivered.
  • It Rises in the East: Changed the dialogue conditions during the Good Samaritan stage, so that it can be completed without console commands. There's an official fix available for it now, but mine still works a little better.
  • Lands of the Seraph: Added the "No Respawn" flag to the gate you open by pressing the button, so that if you decide not to ride the boat yet (perhaps because you're not strong enough to survive the ride), it will stay open. And while it would seem weird to lower the crane but not push the button, I added the same flag to the crane.
  • L'appel du Vide: Renamed the objective about .308 ammo to .303 ammo, as that is what FOLON renames that ammo type to.
  • L'appel du Vide: Changed the required quest stage for the "I'm back" conversation with Sgt. Williams, so that players who choose the ammo subquest can actually deliver said ammo.
  • L'appel du Vide: Added multiple missing "Start Scene on End" flags to prevent the conversation with Eugene from stalling (when asking questions about the ammo trader).
  • L'appel du Vide: Removed the "Say Once" flag from Samara's introductory dialogue. Otherwise part of the conversation can be skipped, which can lead to a situation where she asks players if they have the money, even if they never requested any ammo.
  • L'appel du Vide: Blocked the "Let me see what you've got" line when talking to Samara, as it sounds like it should open a trade window, but instead continues to the next stage of the conversation, where this dialogue choice doesn't make much sense.
  • L'appel du Vide: Fixed the issue that the "Bigger they are.." line when talking to Samara didn't trigger the next quest stage, unlike the other dialogue choice available at the same time.
  • Lay of the Land: Changed the AI package of the guard at the gate, so that he (hopefully) doesn't randomly wander off behind the gate, which makes it impossible to report to him after dealing with the Cavaliers.
  • Lexicon: Fixed a topic where the charisma global was written as FOLON_TOPIC_CHAR instead of FOLON_TOPIC_CHA
  • Lost & Won: Fixed the broken cell border on the bridge, which caused all quest NPCs to enter the nearby hospital instead of following the actual objective, and therefore prevented the quest from being completed. The next stage may still be somewhat delayed if the leader's path is blocked, however.
  • Memories of Syd: Changed the conditions for Stage 85 so that Gaunt actually talks to the player. And the quest marker also points to his location now.
  • Nature Adores A Crab: Blocked all interactions with the telephone once players have made their report, as there is no follow-up reaction to whatever they do afterwards.
  • Nature Adores A Crab: Added a new quest stage that gets triggered when players bring up Reggie (who is now mentioned by name), which is required so that players can still mention him afterwards. Doesn't make much sense otherwise.
  • NuSkin, New You: Fixed the "She was a toruble maker" line when talking to Caspian.
  • NuSkin, New You: Fixed multiple misspellings and other mistakes in the Morgue and Director terminals.
  • NuSkin, New You: Added the missing "End Running Scene" flag to Caspian's stairwell dialogue, so that the new dialogue during "Talk to Caspian" can actually trigger.
  • Prison Break: Made sure that players who manage to enter through the "back door" of the HMS Dredge can still trigger the next quest stage.
  • Revenge, Thy Name Is Fury: Added the unscrappable keyword to the Wayfarer's Vagabond Cap, as players are supposed to wear it for multiple conversations in this quest.
  • Revenge, Thy Name Is Fury: Added the ObjectTypeWeapon keyword to the Flower Power Staff, Thamesium Goo and the Trigger Mine, so that they're actually removed during the Aeneid sequence. Not sure why the script seems to ignore equipped Molotv Cocktails, though. Doesn't work the same way with grenades.
  • Scylla: Implemented a workaround that forces the the quest to start once players return to the Thameshaven Market after completing Lands of the Seraph. May not be necessary after the first update, but I still needed it, so I've added it just in case. And if the quest did start properly, then the workaround won't trigger anyway.
  • Spin Doctor: Fixed the optional "Consult the broadcast technician" stage not being completed if players skip that step.
  • Spin Doctor/Cable Street Woes/A Roar in the Waves: In case anyone encounters the LT Tower Door still being locked, I placed a trigger at the entrance that will force it to unlock at the appropriate stage for each quest. But I also added the "No Respawn" flag to said door, which seems to fix the issue that the quest script doesn't unlock it. Which is weird, since even a direct console teleport brings me to a locked door without that flag set.
  • Stranger in a Strange Land: Removed the respawn flag from the enemies involved in Archie's quest, as they obviously shouldn't appear more than once.
  • Syndication: Implemented a safeguard that will force stage 35 to start once players approach the boarded up doorway on the second floor, as I couldn't get it to start even after multiple attempts despite there being no one left to kill.
  • Taking Initiative: Fixed the "It it safe?" line when talking to Wesley Herbertson.
  • The Sneering Imperialist: Added the "No Respawn" flags to the sewer grates unlocked during this quest, so that they don't revert to being locked later.
  • The Sneering Imperalist: Simplified the condition check for Emil's uniform quest by moving all the uniforms with multiple variants into a formlist. So instead of 6 conditions that need to be placed in a certain order, there are only 3 now, which can be placed in any order.
  • The Writing on the Wall: Changed the dialogue condition for handing Mountbatten the gin that he wants, as the previously required quest stage is never actually set. At least not in my case, where I already owned the gin that he wanted.
  • The Writing on the Wall: Removed the "Say Once" flag from Drood's introduction dialogue, otherwise he will no longer talk to players if they step away from the conversation.
  • The Writing on the Wall: Removed the "Say Once" flag from Graham's introduction dialogue, as players can otherwise skip part of the conversation.
  • The Writing on the Wall: Fixed the broken scene where Arthur reads his file, after which players are stuck in place, unable to do anything.
  • The Writing on the Wall: I also removed two instances of [player does x], the second of which pointlessly repeats what the player says (Here's your locket. [*give locket*])
  • Water Woes: Prevented the dialogue with Polly from continuing to the next stage when players mention who sent them, as the next question makes no sense without having heard the response that mentions Mr. Grey.
  • Water Woes: Fixed the final dialogue with Palmira, where all 3 questions led to the question about Ariel Rotten, who is only mentioned in one of them.
  • Welcome to the Vagabonds: Fixed Bullettooth Anthony's lead quest and blocked a near identical response when returning the lapel to Gaunt.[/b]
  • Where Women Glow and Men Plunder: Changed Noah's dialogue conditions, so that players who have already finished the quest without having talked to Noah can actually learn what he wants (instead of being asked if they have finished a quest they never even learned of). The only downside is that the quest log will make it seem like the quest is unfinished, even though it's not.
  • You Only Live Twice: Implemented a workaround for the broken lift in Westminster Underground (which I couldn't manage to get working), by adding new lift doors that simply teleport players to the other side.
  • You Only Live Twice: Fixed the optional surveillance device quest by setting the correct Location Ref Type on the one device that didn't work properly. Unfortunately, this only works for players who haven't started the quest.
  • You Only Live Twice: Fixed the "DId you have to..." and "The people may forgot his work..." lines when talking to Smythe.


Miscellaneous
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  • Removed the plastic component from Cigarette Card Wild Animal No.16 so that the card isn't listed as junk.
  • Removed the scrap components from multiple quest items and also marked them as unscrappable, just in case.
  • Removed the HC_IgnoreAsFood keyword from 3 of 4 pizza types, so that they're still being counted as food for Survival Mode.
  • Removed Radscorpion Stingers, Radscorpion Meat and Molerat Teeth from multiple levelled lists that are still used by the mod.
  • Blocked Mountbatten's "Fine. Show me your wares" line when players trade with him, because the audio for it is missing.
  • Added the missing "IsTimeSpanAfternoon" condition to the generic "There's nothing like the sound of nature during a lazy afternoon" line.
  • Added the missing IsTimeSpanNight condition to the generic "Look at this donut, wandering around at night" line to ensure that it only plays at night.
  • Renamed everything having to do with 10mm pistols to 9mm, since FOLON changes it to use 9mm ammo and the pistol can supposedly still show up ingame.
  • Edited multiple terminals to remove the "Raider Radar's Terminal. Get the fuck out" header, which seems to have been copied from the Chain Home Radar terminal, which is the only one where this text makes sense.
  • Blocked the line that plays a never ending alarm in the "LBF Headquarters Report" holotape (some sort of alarm can still be heard, but that one actually stops), and assigned the correct speaker to the last one. The latter is still missing its voice file, however, which I cannot fix.
  • Modified a generic line about the London Eye so that it uses the proper quest stage of A View to Kill (instead of a GetQuestCompleted check, which doesn't take the outcome of the quest into account).
  • Folon_AARiotPolice_Leg_Heavy_Right: Fixed the incorrect female biped model, which was set to a right arm model.


Mod Compatibility
As theramalse pointed out, if you're using X-Cell, open the x-cell.ini and set facegen=false, otherwise it'll mess up certain NPCs. I've added a workaround plugin that might fix all of these issues, but I'm not using that feature anymore, as I've experience multiple crashes whose logs mentioned something about facegen files.

And if you're also using [b]Long Loading Times Fix, make sure that bTimeoutFix1 is also set to false. Had some repeatable crashes with that mod combo, but only one crash apart from that, in several hours of playing.

Alternatively, you can set that option to true, but then you'll have to turn off X-Cell's memory management, which to me appears a bit faster, at least when starting a new game. Takes me about 8 seconds with memory off and bTimeoutFix1 on to see the intro video, and about 20 seconds the other way around, which also requires several buffout features to be disabled. But I'm also using quite a few mods.

Or you can use [b]Load Accelerator, which does not seem to have any issues with X-Cell, but doesn't load quite as fast, even with a higher FPS setting for loading screens.