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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Rupert: Changed his voice from Folon_FemaleOldVT to Folon_MaleOldVT.
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.
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Broadcasting House: Added the "No Respawn" flag to the door opened during Special Performance.
Camelot: Added the "No Respawn" flag to the main entrance.
Marble Arch: Renamed the Map 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.
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.
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.
Westminster: Moved multiple markers that had been placed in gaps in the navmesh.
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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.
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.
Crossing the T's: Fixed the "It seems you find yourself in my employee once again" line when talking to Wesley Herbertson.
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.
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.
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RespawnFixes:
Added the latched doors at the Regent's Park Checkpoint.
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NavmeshFixes:
Ali Baba's: Navmeshed the exterior elevator.
Angel Laboratory: Navmeshed the elevator and fixed some navmesh errors.
Bromley Pindar: Fixed all navmesh errors and some broken cell borders.
Eastminster: Fixed multiple navmesh errors, removed the navmesh from underneath static objects and a duplicated, overlapping navmesh that covered all of -18, 10.
FOLINTWestminsterHouse01: Balanced the navmesh for optimization (it was way too detailed for such a small building), and added some preferred pathing to help guide Guinevere along, as she got stuck on the top floor for a moment before she finally ran down.
Imperial War Museum: Fixed all interior and exterior navmesh errors.
King Edward Memorial Park: Fixed multiple navmesh errors and broken cell borders, and removed the navmesh underneath some static objects.
LT Tower: Navmeshed the elevator and fixed multiple navmesh errors.
London Aquarium: Fixed some navmesh errors.
St Bartholomew's Hospital: Connected the room that contains the upstairs elevator to the hallway.
The Pilgrim: Added preferred pathing between Jack Nesbit and the microphone to hopefully speed up the announcement of the match against Mad Jack. Unfortunately, other NPCs may still get in the way.
Westminster: Removed the navmesh underneath multiple static objects and fixed all remaining exterior navmesh errors, if the CK is to be believed.
Version 0.061
LondonFixes:
Folon_AARiotPolice_Leg_Heavy_Right: Fixed the incorrect female biped model, which was set to a right arm model.
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Angel Laboratory: Added the "No Respawn" flag to the doors unlocked during Taking Initiative.
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.
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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: Added the "No Respawn" flag to the doors unlocked during the quest.
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.
NuSkin: Fixed the "She was a toruble maker" line.
NuSkin: Fixed multiple misspellings and other mistakes in the Morgue and Director terminals.
NuSkin: Added the missing "End Running Scene" flag to Caspian's stairwell dialogue, so that the new dialogue during "Talk to Caspian" can actually trigger.
Taking Initiative: Fixed the "It it safe?" line when talking to Wesley Herbertson.
Version 0.06
LondonFixes:
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.
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.
Catching Up: Fixed a topic where the player's displayed perception value used the charisma value instead.
Fair is Foul: Fixed a topic where the player's displayed intelligence value used the charisma value instead.
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.
Lexicon: Fixed a topic where the charisma global was written as FOLON_TOPIC_CHAR instead of FOLON_TOPIC_CHA
Version 0.059
LondonFixes:
Removed the edits to the vault suit skeletons, as my game was loading the wrong clothing textures despite MO2 claming that they came from FOLON.
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General Atomics Headquarters: Chained the exterior door to match the interior door.
General Atomics Headquarters: Raised the hatch that leads into the building, as there seems to be another collision issue that prevents the teleport command from showing up. And I also flipped the hatch, as pulling it open makes more sense than pushing it downward.
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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.
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.
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RespawnFixes:
Added the latched door at the Tommy outpost west of the Kempharm Offices.
Forwarded the edit to the General Atomics Headquarters entrance.
Version 0.058
LondonFixes:
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.
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Blocked Mountbatten's "Fine. Show me your wares" line when players trade with him, because the audio for it is missing.
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).
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Science Museum: Added the "No Respawn" flag to the door opened via intercom during The Placebo Effect.
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.
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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*])
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RespawnFixes:
Added the latched door in St Leonards Hospital.
Version 0.057
LondonFixes:
Added the missing "IsTimeSpanAfternoon" condition to the generic "There's nothing like the sound of nature during a lazy afternoon" line.
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Cavaliers: Removed the chance for Legendary Cavaliers to spawn, to hopefully prevent invisible synth cavaliers from appearing.
Gehennas: Replaced the Deathclaw/Womble Death Items with Gehenna Death Items, and removed that same list of items from their inventory.
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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!
Croydon Pindar: Added the "No Respawn" flag to the entrance door.
Dusty Terrace: Replaced the entrance door with a proper load door.
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L'appel du Vide: Renamed the objective about .308 ammo to .303 ammo, as that is what FOLON renames that ammo type to.
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.
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RespawnFixes:
Added the defaultdisablehavokonload script to all magazines (and cigarette cards), just like in vanilla Fallout 4, which should hopefully prevent them from falling through objects.
Version 0.056
LondonFixes:
Scrapping objects that contain steel actually gives players steel now, instead of aluminium.
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Removed the TeammateDontUseAmmoKeyword from all companions. The ones who use guns should still have infinite ammo for those, assuming they're setup correctly.
Replaced the LvlSMBehemoth_LevelGated NPC with a Gehenna record, since I recently came across the Behemoth I replaced, whose corpse was still that of a Behemoth.
***
Cyberfox: Removed Courser Jackets and Institute Lab Coats from the re-used Institute Lockers.
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.
One Canada Square: Moved Cigarette Card Wild Animal #3 a bit closer to the front of the table it's sitting on, where it can be more easily picked up.
Peckham Inn Map Marker: Renamed it to Land's End Inn to match the actual name of the Inn.
Science Museum: One set of doors that should be inaccessible
Thameshaven: Added the "No Respawn" flag to the door behind which players first meet the Ferryman, so that the shortcut to the workbenches remains a shortcut even when the cell respawns.
The Nags: Replaced a useless terminal with a broken one.
Tobacco Dock: Fixed some typos on Bruce's terminal and made some minor adjustments so that it makes more sense (he no longer talks about thoughts as though he is talking about a single thought)
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.
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.
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Speech Beer Mat Perk: 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.
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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.
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.
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RespawnFixes:
Added the latched door in the Eastminster Sewer.
Added the latched door in the Old Royal Naval College.
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NavmeshFixes:
Decompressed the plugin. Not sure it makes a difference.
Greenwich Foot Tunnel: Fixed some navmesh errors and broken cell borders near the southern entrance of the tunnel.
One Canada Square: Fixed multiple navmesh errors and broken cell borders around the building, and also merged some separate navmeshes back into one.
Relay Tower Maintenance: Fixed multiple navmesh errors in the surrounding area.
Trafalgar Square: Fixed navmesh errors and broken cell borders in the surrounding area.
Version 0.055
LondonFixes:
Catacombs: Added the "No Respawn" flag to the door behind which John Strutter can be found.
Water & Power Syphon: Added the "No Respawn" flag to the door opened via intercom during Water Woes.
Skylanes Flight 1984: Moved multiple enemies and their associated markers to areas that have actually been navmeshed.
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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.
Isembard: Removed the Saugus Roof Key from his inventory, as it serves no purpose in London.
Theo: Removed Abbot's House Key from his inventory, as it serves no purpose in London.
Royal Armaments Depo: Removed the Arcjet Project Manager's Password from a cabinet, as it serves no purpose in London.
St Thomas' Hospital: Disabled the Radioactive Containment Password, which serves no purpose in London.
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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. I still need to go back to an earlier save to actually play the Sneering Imperalist, though.
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.
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NavmeshFixes:
Camden: Added a navmesh on top of the Hippodrome.
Cyberfox: Fixed a navmesh error.
Islington: Fixed a lot of navmesh errors and broken cell borders.
Skylanes Flight 1984: Fixed broken cell borders, removed the navmesh underneath static objects and filled in holes in the navmesh.
Version 0.054
LondonFixes:
Added the fix that some crafting recipes use miscellaneous items instead of components.
Added the "Teammates Don't Use Ammo" keyword to all companions, as only Archie had it before.
Replaced a Behemoth spawn near the Dump with a Gehenna, since that's what FOLON replaces one of the Behemoths with.
Arlington School: One door that should be inaccessible.
Camden TV Station: Added the "No Respawn" flag to the doors that get unlocked during Kiera's quest, so that they stay unlocked.
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.
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.
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.
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LondonRespawnFixes:
Added all the checkpoint gates.
Added most chained doors, as well as their associated chains and collision markers, so that once players have unlocked a shortcut, it stays unlocked.
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NavmeshFixes:
King Herods: Navmeshed the elevator.
Bromley College (Exterior): Fixed some navmesh errors and broken cell borders.
London World 3, 0: Got rid of a duplicate navmesh that was occupying a huge chunk of the cell, and fixed multiple broken cell borders.
National History Museum: Removed the dinosaur exhibit from the navmesh to prevent companions from trying (and failing) to walk through it.
Westminster: More navmesh fixes, and one area in FOLWestminsterStJamesPalace04 that contained walls and furniture is now properly navmeshed.
Royal Observatory: Fixed navmesh errors in the interior cell, broken cell borders outside, and moved two teleport markers that were partially buried inside of their associated doors.
Version 0.0531
LondonFixes:
Reinstated only the most important navmesh fix to Hackney so that Lost & Won can be finished, which hopefully doesn't cause any other issues.
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NavmeshFixes:
Moved to a separate download as I got two reports of crashes caused by it even though there should be nothing wrong with the plugin or my navmesh edits. The plugin can always be disabled, though.
Westminster: Fixed even more navmesh errors, broken cell borders and an overlapping navmesh.
Version 0.053
LondonFixes:
Replaced 27 skeletons dressed in vault suits with different skeletons.
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. And before anyone asks: no, I have not finished the quest yet. Way too late for that. I only played long enough to check that the bomb was first disabled, and that it got enabled after I aquired the explosives.
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.
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.
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.
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.
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NavmeshFixes
The Dump: Fixed a navmesh error and a broken cell border.
Westminster: Fixed some navmesh errors and broken cell borders and navmeshed the elevator on top of Tenpenny Manor.
Version 0.051
LondonFixes:
Islington Public Library: One door that should be inaccessible.
London City Airport: One building that should be inaccessible to the northwest of the airport.
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.
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.
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.
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RespawnFixes:
Added all the Vinyl Records that hadn't been flagged yet.
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NavmeshFixes
Islington Public Library: Navmeshed the elevators (yes, even the useless one).
Removed all edits around the Swan & Mitre, since someone reported crashes there, which I can neither replicate nor see a reason for. So I got rid of them, just in case.
Version 0.05-X-Cell
Removed the facegen flag from the Atkins robot race to prevent them having human faces, though I personally didn't see any when I tested them.
XC.04: Removed the facegen flag from the Super Clone race.
XC.03: Removed the facegen flag from the Lamprey Floater race, as it causes severe visual glitches with the facegen option enabled. [Credits to Allan214 for discovering this issue]
Version 0.05
Split the mod into three plugins to keep better track of some of the more extensive edits:
LondonFixes: The original mod with vital fixes to quests, dialogue, broken doors and the like.
LondonRespawnFixes: Prevents a lot of items from respawning that shouldn't respawn, like keys and collectables. Technically optional, as all important respawn changes (to prevent story doors from becoming locked again) are still part of the main plugin.
LondonNavmeshFixes: Fixes navmesh errors, finalizes broken cell borders (which fixes at least one broken quest), allows companions to use elevators (though I surely need to expand on that, as I didn't pay attention to it earlier) and adds a lot of missing door markers. Not flagged as an ESL, as quite a few navmeshes got broken into separate navmeshes upon saving (meaning they always should have been separate navmeshes), so there could be a risk of hitting the record limit otherwise.
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LondonFixes:
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.
British Lion Headquarters: Turned the cooking station a little to avoid players or NPCs potentially getting stuck in the wall.
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.
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.
Thameshaven Market: 3 more doors that should be inaccessible.
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 Sneering Imperialist: Added the "No Respawn" flag to the Westminster Sewer Grate so that it doesn't revert to being barred once the cell respawns. I also have a tentative fix for the issues in said quest, but I still need to actually play it to see if it works, so it's not included yet.
Wayfarer's Vagabond Cap: Added the unscrappable flag, since one of the Vagabond quests wants players to wear it.
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Removed the scrap components from the following quest items:
Bloody Roundel
Catford's Finest
Champion League Football
Chisel
Cyber Pigeon Remains
Edith's Trumpet
Expired Syringe
Family Heirloom
Gold Watch
Irradiated Methylphenylpropamine and Fluoxamine
Language Module
Morse Telegraph
Playing Cards
Roundel
Sheet Music
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You could still sell them, but in that case, you only have yourself to blame.
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Navmesh Fixes:
Ammo Manufactoring Plant: Finalized the navmesh to add the missing door markers.
Angel Lab: Navmeshed the elevator.
Battersea Power Station: Finalized the navmesh to add the missing door marker.
Biggin Hill Airport: Finalized the navmesh to add the missing door marker.
British Lion Headquarters: Navmeshed the elevator and fixed all the navmesh errors reported by the CK.
Bromley College: Navmeshed the whole place so that the NPCs can actually move.
Bromley Police Station: Finalized the navmesh to add the missing door marker.
Cable Street School: Finalized the navmesh to add the missing door marker.
Children's Hospital: Finalized the navmesh to add the missing door marker.
Corner Shop: Finalized the navmesh to add the missing door marker.
Crystal Palace Radio: Finalized the navmesh to add the missing door marker.
Destroyed Tower: Finalized the navmesh to add the missing door marker.
Docklands Light Railway: Navmeshed the elevators.
Do it Yourself: Finalized the navmesh to add the missing door marker.
Easy Tea Company Offices: Finalized the navmesh to add the missing door marker.
Fenchurch Station: Finalized the navmesh to add the missing door markers.
FOLINTCroydonHouse01: Finalized the navmesh to add the missing door marker.
FOLINTCroydonHouse02: Finalized the navmesh to add the missing door marker.
FOLINTCroydonHouse03: Finalized the navmesh to add the missing door marker.
FOLINTCroydonHouse04: Finalized the navmesh to add the missing door marker.
FOLINTCroydonHouse05: Finalized the navmesh to add the missing door marker.
FOLINTCroydonHouse06: Finalized the navmesh to add the missing door marker.
FOLINTCroydonHouse07: Finalized the navmesh to add the missing door marker.
FOLINTCroydonHouse08: Finalized the navmesh to add the missing door marker.
Kempharm Offices: Navmeshed the elevators and removed the navmesh underneath some filing cabinets.
Land's End Inn: Navmeshed the entire cell, which only had 3 navmeshes with 2 triangles each.
London Bridge Underground Station: Finalized the navmesh to add the missing door marker.
Lonsdale Smoking Lounge: Finalized the navmesh to add the missing door marker.
Madeira Inc Offices: Navmeshed the elevator.
Mudchute Department Store: Finalized the navmesh to add the missing door marker.
Nelson Mandela House: Navmeshed the elevator.
NuSkin: Navmeshed the elevator and fixed all the navmesh errors reported by the CK.
One Canada Square: Navmeshed the elevators.
Prilladog Chum Factory: Navmeshed the elevator and fixed all the navmesh errors reported by the CK.
Queen's House: Finalized the navmesh to add the missing door marker.
R.A.F. Chapel: Finalized the navmesh to add the missing door markers.
Red Tiger: Finalized the navmesh to add the missing door marker, and made some adjustments outside the building, as the navmesh wasn't placed beneath the teleport marker, but it was placed beneath a static fence. Now that's no longer the case.
Ruined Skyscraper: Navmeshed the elevator.
Rusted Caravan: Finalized the navmesh to add the missing door marker, and moved the teleport marker, which was partially sitting inside the door.
Scavenger House: Finalized the navmesh to add the missing door marker.
Senate House: Navmeshed the elevators.
Seven Dials Cistern: Finalized the navmesh to add the missing door marker.
St Bart's Hospital: Navmeshed the elevator and fixed all the navmesh errors reported by the CK.
Stranded Ship: Finalized the navmesh to add the missing door marker.
Strato-Fortress: Finalized the navmesh to add the missing door marker, and also repaired a crack in the navmesh.
Tater Factory: Finalized the navmesh to add the missing door marker.
Tenpenny Manor: Navmeshed the elevator.
Textile Manufactorium: Finalized the navmesh to add the missing door marker.
The Gauntlet: Navmeshed the elevator.
The Hound: Finalized the navmesh to add the missing door marker.
The Liberty Spikes: Finalized the navmesh to add the missing door marker.
The Tabard Pub: Finalized the navmesh to add the missing door marker.
Tower Hamlets Pindar: Finalized the navmesh to add the missing door marker.
Toys 'n' You: Finalized the navmesh to add the missing door marker.
Upton-Burke Headquarters: Finalized the navmesh to add the missing door marker.
Wandsworth Pindar: Finalized the navmesh to add the missing door marker.
Westminster Underground: Navmeshed the elevator and fixed all the navmesh errors reported by the CK.
Yes! Toy HQ: Finalized the navmesh to add the missing door marker.
And I also fixed dozens of navmesh errors and broken cell borders across a lot of exterior cells. Can't guarantee that I fixed all exterior door markers, however, as I had to delete a cell block when the CK suddenly decided that it didn't like my plugin anymore.
Version 0.0471
Welcome to the Vagabonds: Forwarded the new quest marker for the hymn book, which I've previously overlooked
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.
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.
Version 0.047
Reduced Archie's Level Multiplier from 5 to 1 to keep it consistent with all other companions.
Added the "Don't Havok Settle" and "No Respawn" flags to all perk magazines, coasters and animal cards that didn't have them yet.
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. Also, I fixed the misspelling of the magazine (Anarchy Timesr).
Anarchy Times #5: Moved it from underneath the ground, where it couldn't even be seen, into the adjacent warehouse.
Cigarette Card Wild Animal No.05: 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.
Cigarette Card Wild Animal No.16: Removed the plastic component so that the card isn't listed as junk.
The Plumbers Hands: Two doors that should be inaccessible.
Abandoned Restaurant: Fixed the misspelled name (Resturant)
Mansion House: Fast travelling to it will now drop players in front of the doors, and not in front of a wall.
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. So maybe someone should make a mod for that?
Scylla: Implemented a workaround that forces the the quest to start once players return to Thameshaven 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.
Version 0.0442
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.
Made the re-used bobblehead (now beer mat) perks consistent with the new ones, by changing the playable flag to true and the hidden flag to false. So if you were wondering why you were missing some perks, this is why.
Added the missing animation to the Chem Connoisseur Beer Mat perk and the missing melee weapon conditions to the Combat Beer Mat perk.
Version 0.044
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.
Tower Hamlets Pindar: Replaced a terminal with a different model, as the original one didn't render anything.
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.
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.
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.
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.
Version 0.042
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.
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.
Monument: Added the No Respawn flag to the locked story doors 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.
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 (which was previously the aforementioned radar text), but slightly shortened, as the original did not fit the screen.
Children's Hospital: Added the missing glass to a window on the first floor to hide the blinding wasteland beyond.
Street Urchin Perk (Archie's companion perk): Fixed the issue that he would refuse to open Master locks despite it being the main benefit of the perk.
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.
Version 0.0417
FOLINTCroydonHouse10: Removed the inaccessible flag from both interior doors 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.
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 afterwards, which is more logical than ending the conversation. And I also added the "Say Once" flag to both of these choices.
Version 0.0416
Updated for the new GOG patch.
Gordon's Alive: Removed two dialogue edits, but kept the rest, as the conversation is still slightly buggy and has pointless duplicate responses. But the missing audio seems to have been fixed.
It Rises in The East: Fixed the newly introduced bug that made the Shipment quest completely impossible (contrary to what the changelog states), by changing the GetStageDone condition to 90 instead of 100 (since 100 requires the shipment to actually have been delivered).
It Rises in The East: Kept my other fixes for the Good Samaritan stage, as the official one causes Sonia's new dialogue not to show up until I've spoken to another candiate.
Version 0.0415
Fixed an issue at the Vauxhall Grove Construction Site, where two of the traffic lights could not fully be scrapped. However, if you've already scrapped the traffic lights, this fix will not work.
Version 0.0414
Quick reupload since Gaunt's working lapel response somehow got its contents erased.
Moved 005 Comic #3 onto the nearby tool chest, as it couldn't be picked up.
Set the door opposite the elevator on the top floor of the Kempharm Offices to inaccessible.
Fixed a door in an open building north of the Kempharm Offices, which did not fully close, at which point the room beyond partially stopped being rendered despite players still being able to see inside.
Blocked one near identical response when returning the lapel to Gaunt at the end of "Welcome to the Vagabonds"
Implemented a workaround for the Vagabond's Direct Action quest by means of a trigger box, as I simply couldn't get the first scene to start. But now it will be forced to start once players step into the lounge. Can look a bit off if Gaunt isn't allowed to sit down first, but I tried it multiple times, and it also worked each time.
Version 0.0412
Replaced some chairs in the The Wolf and Port 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.
Fixed the quest objective in Changing the Barrel, where the questgiver Alain was called Allen.
Added more inaccessible doors at the London City Airport.
Version 0.0411
Fixed the Bathhouse in Croydon, which could be entered from the outside, but whose one and only exit was set to inaccessible, thereby trapping players inside.
Version 0.041
Moved the Eastminster Chronicles Part 1 holotape to a different spot, as it couldn't be picked up.
Fixed the northern exit of the Glades, which can be entered from the outside, but cannot be used from the inside, as the door is set to inaccessible despite there being no reason for it.
Fixed the oversight during Bullettooth Anthony's lead quest, where none of the dialogue options to finish the quest with removed even a single piece of lead from the player's inventory.
Fixed the optional Shipment quest of "It Rises in The East", where a successful persuasion attempt only removed the shipment from the game world, but did not actually hand it to the player.
As for the alternate method to get the shipment: since it isn't marked as owned, despite it being marked that way in the plugin, I decided to actually hide it somewhere. Does not work retroactively, however, unless you use recycleactor on it.
While I was at it, I also renamed the item from "Marley farm shipment" to "Marley Farm Shipment".
Version 0.039
Fixed a small gap in one of the exterior doors of the Medical Clinic on Trafalagar Square.
Added yet another door that should be inaccessible, which belongs to a small hut north of the Biggin Hill Airport marker.
Fixed two of three dialogue options with Bullettooth Anthony that were missing the script that would finish his lead quest.
Fixed the Good Samaritan stage of "It Rises in The East" by changing some dialogue conditions, though at the cost of Sonia's old dialogue options (which wouldn't make sense after doing this quest anyway).
Blocked the "I need to know more about these Dryads" conversation with High Priest Gordo, as the dialogue option directly above it contains the exact same response.
Added the missing scene phase to High Priest Gordo's Bug Plant conversation, so that players can continue from the same part of the conversation instead of having to start over from the beginning.
Renamed the optional "Report back to Gordo" stage to "Ask Gordo how to get past the locked door," which feels more fitting and also makes it clear that this stage will fail once players actually open the door. However, that part of the quest is missing most of its audio, which causes the conversation to keep getting stuck unless F4z Ro D-oh is installed.
I also blocked two dialogue options during the final phase of that Gordo conversation, as both of them contain the same response as two other dialogue choices (and two of these choices also end the conversation, despite both of them being placed at the very top).
Version 0.036
Set a door in Samurai Garden that opens to a blinding void to inaccessible.
Set two of the Processing Plant doors that never lead anywhere to barred, just like all the others in the area, since they open to empty space otherwise.
Made a building to the west of the Holy Trinity Church inaccessible due to its door opening into empty space.
Added the missing GetCurrentTime conditions to the generic "Look at this donut, wandering around at night" line to ensure that it only plays at night.
Fixed the mixed up dialogue options in the Gone Gourd quest, where asking about Eastminster simply ends the conversation. And I also blocked the conversation ending choice directly above it, so that the Eastminster choice isn't placed directly inbetween two such choices, one of which is redundant anyway.
Version 0.033
Added an XMarkerHeading to the R.A.F Chapel map marker so that players can fast travel to it without getting stuck in the building.
Version 0.032
Replaced one of the entrance doors to the Chain Home Radar with double doors to match the interior ones, and to prevent players from seeing the non-existant parts of the building while opening the door.
Fixed the tiny menu options on one of the Chain Home Radar Terminals.
Fast traveling to the Royal Armaments Silo will no longer drop players directly into the silo, as the place is sort of a death trap, though jumping in the right spot and mashing the activate key can still allow players to leave again. But since entering the silo manually would cause 250 rads damage, I also raised the load door so I wouldn't have to create a new water record for the region.
Version 0.03
Fast traveling to Charing Cross Station will actually deposit players in front of the station, and not in front of a fence that they have to walk around if they want to enter the station.
A useless door in the National Portrait Gallery that doesn't actually lead anywhere is now set to inaccessible. The same applies to an equally useless door in the Thameshaven Market.
Reduced the range penalty for adding a suppressor to the Submachine Gun to avoid a mod combination that lowers the range to zero.
Added an optional file that in my opinion fixes a design flaw in the British Museum.
Version 0.022
Moved the Echoes of a Broken Kingdom holotape from atop a crate onto the nearby counter, as I could not pick it up without the tcl command. If it's still atop the crate, selecting it in the console and typing "recycleactor" will move it.
Version 0.021
The door opposite the GOG one (at the start of the game) is now open by default, so that the lit corridor beyond can guide players on where to go. Only works in a new game.
Version 0.02
Implemented a temporary workaround for the bugged exit in the Old Royal Naval College by offsetting it from the wall. Not the best solution, but the only way I could get the door working without the tcl command.
Turned the cooking station in the Old Royal Naval College by 180° to prevent players from momentarily getting stuck on the wall. May not work for players who've already been in the area.
Version 0.011
Removed the facegen files for the Thamesfolk NPCs, which is a conflict with the facegen feature in X-Cell.
Added some instructions for X-Cell and Long Loading Times Fix to prevent a potential crash.
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.