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Courtesy of Arccharger448: further changes to Alton have been integrated, making some small balance tweaks and overhauling the NPC leveled lists and making minor changes to equipment/generic NPC names, enhancing the Alton experience in a way that fits the overall mood of the mod.
Version 3.2.5
Alton's weapons and armor have been rebalanced for 3.3.3 thanks to djhert!
ESPless patches have been added into the main download (thanks djhert!) that patch Alton for Desert Natural Weathers, Titans of the New West, and the "X and Friends" weapon remasters. I guess Alton finally got that TotNW patch after all, then!
Version 3.2.4.1
General: Made sure the Belleview captives had the proper dismemberment when Stephen Clark shoots them during the intro quest.
Version 3.2.4
General: Fixed the containers in the player home in the Underground Railroad resetting. The footlockers were the only ones affected. Clear your stuff out of them before updating.
Version 3.2.3
Perks: Fixed Pathfinder perk not properly applying damage bonus to all Deathclaws.
Perks: Fixed incorrect data in Pathfinder perk messages.
General: Fixed navmesh in Forsaken Brotherhood of Steel bunker.
Version 3.2.2
General: Fixed navmeshes around Forsaken Brotherhood of Steel bunker.
General: Fixed broken message icon immediately upon arriving in Alton.
Version 3.2.1
General: Added more weapon repair kits scattered throughout the downtown Alton world.
General: Added in crafting loot boxes scattered throughout the downtown Alton world.
General: Adjusted dialogue inconsistencies (where located) to match the voice data. Also adjusted emotion values on certain dialogue.
Piasa Creek: Made small changes to the encampment and added in additional loot.
Piasa Creek: Adjusted navmeshes and added in cover edges where appropriate.
Version 3.2
Restored the original behavior of the initial quest of Alton because the radio station was causing more problems than it solved. You will just get the pop-up message and the mod will auto-start She Runs on Motivation. This is the behavior of the FO3 version. If you already started the quest, it should not restart.
Made a slight change to the presentation of the gear door activator in Vault 59 to make it more obvious. Look for the electric box just off to the right of the door that is now brightly lit.
Disabled the book in the second floor of the Houck Residence.
The Super Mutant in Hopp Hollow Farmstead should stay dead now.
Dr. Russell's quest should finally be completable (because I embarrassingly forgot to finish it).
Fixed broken navmesh in the Old Godfrey Pump Station.
The Godfrey Cinema has a front door now. There is still no interior. Maybe in the future.
Slightly changed the position of some of the decorative doors for housekeeping purposes.
Added missing audio marker to Godfrey Fire Protection Station 2.
Added missing audio marker to Sunnyside Bar and Grill.
Added missing audio marker to the Bell Street Apartments.
Added navmesh to the Bell Street Apartments.
Added extra clutter and loot to the Bell Street Apartments.
Added missing audio marker to Robert Johnson's garage.
Added missing audio marker to the southern-most medical tent at the Abandoned Medical Outpost.
Added missing audio marker to the Underground Railroad (Plague finale cell).
Changed the media set for the audio marker in Vault 59 (Underground Railroad cell).
Re-implemented The Kneecapper. It can be found in the Bell Street Apartments on the second floor.
She Runs on Motivation: Fixed an objective not clearing properly directly after speaking to Commander Atkins.
The Lost Lovers: The relevant body to be found during this quest can no longer be found in the location it is expected to be in until this quest is started. This quest can only be started by talking to Linda Roberts during the Plague quest line.
Made several undocumented changes to certain scripts.
Version 3.1
Fixed ESM errors.
Fixed Z-fighting in retaining wall at the Raider Fort near the Clark Bridge.
Changed "Riverview" map marker to say "Riverview Ruins".
Fixed Doc Russell quest not enabling the holotapes if the player's stats were too high. There is now a quest that runs its script once to reset the relevant variables if the notes/safe were broken in your game.
Made several undocumented changes to Alton-specific activator scripts.
Version 3.0.2
This version is compatible with Tale of Two Wastelands 3.3.
Removed YUPTTW.esm from required masters.
Removed erroneous line from door switch in the Dulles Utility Tunnel.
Version 3.0.1
Re-did ramp on west side of New Godfrey above general store. NPCs were getting hung on the navmesh portals there.
Fixed Bulls Eye and associated weapons terminal not using proper dialogue.
Version 3.0
General: This version is NOT compatible with 2.5.2. Changes have been made to multiple scripts that could potentially break things. If you update 2.5.2 and have already played Alton all the way up to the plane crash, you forfeit any support.
General: Recompiled the BSA.
General: All armors have been reworked to have DT instead of DR. Heavy armors give slight DR as well.
General: Weapons have been slightly rebalanced.
General: More Weapon Repair Kits have been placed throughout Alton.
General: More survival items have been placed throughout Alton.
General: The Clark Bridge map marker is no longer immediately accessible.
General: Adjusted AI packages for all Alton NPCs to avoid AI issues.
General: Adjusted navmeshes at the Bell Street Trailers, relevant interiors, and surrounding area.
General: Generated and adjusted navmeshes around the Abandoned Medical Tent and Elijah P. Lovejoy Memorial areas.
General: Adjusted navmeshes around the Super Mutant Camp area near the Lovejoy Memorial.
General: Adjusted navmeshes around the cemetery area in the western forests.
General: Generated and adjusted navmeshes around the Godfrey Fire Station 2 area.
General: Made it easier to use the front door of the Godfrey Fire Station 2.
General: Generated and adjusted navmeshes around the Last Chance Gas area.
General: Adjusted navmeshes through the entire elevated rail stretch south of downtown Alton.
General: Adjusted navmeshes at the water tower in Old Godfrey.
General: Generated and adjusted navmeshes around the entire overpass area running through central Alton.
General: Adjusted objective markers at the Super Mutant camp near Old Godfrey for presentation purposes.
General: Patched gaps in terrain where found.
General: Restructured the unmarked quest that details the story of Dr. Stephen M. Russell.
General: Moved Enclave Scout Camp map marker.
General: Removed "Alton Wanderer" NPCs and replaced them with generic Wastelanders. They were causing the game to crash and I could not track down the cause.
Bounty Boards: Restored previously removed bounty board in Vault 59. This board becomes available immediately after A Dashboard Farewell if the player sided with the Plague.
Bounty Boards: Restored previously removed bounty board in the Railroad. This board becomes available immediately after A Dashboard Farewell if the player sided with the Underground Railroad.
Bounty Boards: Restored previously removed bounty board in New Godfrey. This board is available immediately upon reaching New Godfrey for the first time.
Bounty Boards: Relevant binks now play when entering areas with bounty boards.
Bounty Boards: Added a super small quest script that checks the end state of Alton and enables the correct bounty board depending on which faction the player sides with.
Bounty Boards: Completely ripped out and remade Eviction Notice. I don't think the quest ever worked properly at all even in the Fallout 3 version.
Belleview: Weather type around Belleview shifts to the weather type used inside the Belleview child worldspace for consistency.
Belleview: Belleview music now plays when outside the burnt town worldspace.
Belleview: More junk walls have been added around the Belleview walls in the AltonDowntownWorld world space to ensure the player cannot see into the town area.
Belleview: Map marker moved to outside Belleview entrance.
Belleview: World map inside Belleview has been "fixed" as well as it can be without completely redoing the entire Belleview worldspace.
Belleview: Items in cell near player jail cell in Belleview Plague house are now reachable; they were previously underneath the chair too much to be grabbable.
Belleview: Audio markers in Belleview and its interiors have been slightly reworked.
Belleview: Fixed the "boom" sound that plays when the Plague guard hits the player with the baseball bat during We Aren't In Kansas Anymore.
Belleview: Michael Douglas immediately teleports to the Underground Railroad upon leaving the burned Plague jail house during We Aren't In Kansas Anymore.
Hopp Hollow Farmstead: Adjusted navmeshes.
Houck Residence: Adjusted navmeshes and door portals in all relevant cells, as well as the exterior vicinity.
New Godfrey: Added various objects to the New Godfrey worldspace to give it more character.
New Godfrey: Fixed Robert Johnson not giving directions to the clinic properly.
New Godfrey: Changed all items/furniture/containers in New Godfrey General Store to be owned by David Hawthorne.
New Godfrey: Changed all items/furniture/containers in Robert Johnson's house to be owned by Robert.
New Godfrey: Changed all items/furniture/containers in Settler's Shack in New Godfrey to be owned by Godfrey Settler (base ID AltonNGSettler10).
New Godfrey: Changed all items/furniture/containers in the New Godfrey Workshop to be owned by Will Arnold.
New Godfrey: Changed all items/furniture/containers in the New Godfrey Medical Clinic to be owned by Stan Arnold.
New Godfrey: Changed all items/furniture/containers in the New Godfrey Bar to be owned by Jack Yearlen.
New Godfrey: Added navmesh to the New Godfrey Medical Clinic. No idea how that one got through testing.
New Godfrey: Adjusted navmeshes in New Godfrey exterior worldspace.
New Godfrey: Added reloading bench to the front of the New Godfrey Workshop.
New Godfrey: Audio markers in New Godfrey and its interiors have been slightly reworked.
Piasa Creek: Added small amount of clutter to the Looted Shack.
Plague Outcast Hideout: Fixed not being able to talk to the outcast again if the armor isn't able to be bought the first time.
The Divide: Changed weather type to the same weather used in Searchlight.
The Divide: Tweaked navmeshes in the canyon and the surrounding area.
Underground Gaming LLC: Adjusted navmeshes in the interior, as well as the exterior vicinity.
Underground Railroad: When sabotaging the food and water supply with the Disgusting Vial during Double Agent, there is a 3/20 chance of an equally disgusting sound playing, regardless of whether or not the player has Wild Wasteland.
Underground Railroad: Changed the trigger for the Plague finale to prevent the player entering the tent before Stephen Clark.
Underground Railroad: "Return to the Underground Railroad" objective marker during Fight Fire With Fire no longer points to Vault 59.
Underground Railroad: The weapon terminal now has a robotic voice thanks to xVASynth.
Underground Railroad: Audio marker added to the "AltonVault59bMQURFinale" cell.
Underground Railroad: Music now switches heading into Vault 59 during The Final Stand.
Underground Railroad: Jared Bensman now carries a Light Machine Gun during The Final Stand.
Underground Railroad: Bulls Eye now has a voice thanks to xVASynth.
Underground Railroad: Weapons terminal now has a voice thanks to xVASynth.
Vault 59: Door no longer has a ghost 101 number on its normal map.
Vault 59: Updated Plague guards to not use generic Fallout 3 wastelander dialogue. They just stare menacingly at you now.
Vault 59: Reworked dialogue trees for all vendors. The vendors no longer use generic Fallout 3 dialogue.
Vault 59: Music types now shift appropriately depending on which faction you side with.
Vault 59: Linda Roberts has been re-enabled, as well as "The Lost Lovers". Also fixed the lack of voice. Excuse the... questionable voice acting, it is the original voice data from the FO3 version of Alton.
Vault 59: Tweaked AI packages for vendors.
Vault 59: Added additional Plague guard to the lower level of the atrium.
Vault 59: Changed Sally Parker's Repair skill to 75.
Vault 59: Added a Light Machine Gun to Reed Smith's inventory.
Vault 59: Added a 12.7mm Submachine Gun to Ted Maher's inventory.
Vault 59: Added additional working light in the cafeteria area so Linda doesn't have to run the cafeteria in complete darkness.
Vault 59: Updated signage to make the vault easier to navigate.
Vault 59: Added reloading bench to Reed Smith's store. It is around the back side of the store wall in the atrium.
Vault 59: Vault door will no longer auto-close if player sides with the Plague. Previously, the door auto-closed heading down the tunnel no matter what.
Vault 59: Reed Smith has a new synthesized voice thanks to xVASynth. The generated voices may be a little rough, but it's better than nothing at all.
Vault 59: Sally Parker has a new synthesized voice thanks to xVASynth. The generated voices may be a little rough, but it's better than nothing at all.
Vault 59: Ted Maher has a new synthesized voice thanks to xVASynth. The generated voices may be a little rough, but it's better than nothing at all.
Vault 59: Dr. Tom Johnson has a new synthesized voice thanks to xVASynth. The generated voices may be a little rough, but it's better than nothing at all.
Vault 59: The assistants in the laboratory have new voice data thanks to xVASynth. The generated voices may be a little rough, but it's better than nothing at all.
Vault 59: The vendors in the atrium now always flee when the player is escaping the vault.
Western Forests: Weather types have been changed. There is now a slight chance of rain in the area.
Godfrey South Metro Station: Changed cell name to match map marker.
Godfrey South Metro Station: Removed erroneous encounter zone.
Godfrey South Metro Station: Fixed disappearing street litter in bathroom area.
Godfrey South Metro Station: Removed erroneous room markers and portals. Performance may drop in this area.
Godfrey South Metro Station: Moved underwater debris piles in underwater room with open ceiling to prevent player potentially getting stuck underwater.
Godfrey South Metro Station: Changed how the game handles setting objectives for The Lost Lovers; previously, it was done through quest scripts but now it triggers upon adding the package to the player's inventory.
Version 2.5.2
Removed Alton Radio from MEGA release build to avoid issues with distribution.
Version 2.5.1
Recompiled the BSA. There will be loose files. This was the quickest solution I could find to get the radio station fixed. This should also take care of the micro-stuttering. Completely remove "Alton, IL.bsa" from your Data folder.
Removed the DLCCutscenePatch.esp file from the release build. Use the patch available with Washington's Malevolence as it is not mod-specific. Only use when playing Alton or Malevolence.
Restored the original voice acting for the Railroad/Plague final showdown scenes from the Fallout 3 version. Sorry for the auditory whiplash.
Rebalanced the unique weapons that needed re-balancing.
Disabled Linda Roberts completely until I can get The Lost Lovers fixed up. (Like I should have to begin with.)
That said... renamed "Lindanizer" to "Heartbreaker".
Renamed "The Raider" to "Long-Range Lockpick".
Renamed "BackBeater" to "Back Beater". Also made the weapon ignore DT/DR.
Version 2.5
The mod now includes a separate mod-independent plugin that should help with the mod's cutscenes not firing properly. This is the same quick-and-dirty patch that Washington's Malevolence comes with, to stop greetings firing off erroneously. This plugin is only to be used while playing Alton and is not to be used anywhere else. Try this plugin before complaining that the cutscenes don't work. This issue has been properly fixed in TTW 3.3, so it shouldn't be needed when that comes out.
Merged Alton, IL.esm and AltonSilentEdit.esp. To ensure this mod becomes easier to update, I have merged the two plugins so I'm not maintaining 2 different versions of the same mod. Remove AltonSilentEdit.esp if you still have it.
Fixed Alton Radio.
Removed the GECK's dirty edits from master file.
The rotation of the planet has been slowed from a 12 hour cycle to the proper 24 hour cycle while visiting Alton, Illinois. (Switched all the Alton-specific worldspaces over to vanilla climates that help to keep the mood of the mod while still looking unique.)
Fixed Michael Douglas giving the player the wrong weapon at the start. Internally, the Capital Hunting Rifle and the Mojave Hunting Rifle are two different weapons that use two different types of ammo, and Michael was giving the player the Mojave Hunting Rifle. He now gives the player the Capital .32 rifle as he should.
Added a note to the initial warning that Alton, IL for TTW has never and will never support companions. Do not report bugs caused by companions. You will be banned from downloading my mods from now until the end of time. Seriously. Dismiss your companions. Don't ignore the message.
Unique weapons now use the proper ammo lists and have been re-balanced.
Unique armor meshes have been sanitized.
Unique armors now display the intended armor classes (heavy, light, medium).
Removed references to Robert Johnson's dog in Old Godfrey; the original mod never had a dialogue option to inform Robert of the fate of his dog, making the objective uncompletable. Was just a cheap tear-jerker at that point.
The dialogue options for Friend to the Needy have been re-worked to make the quest hopefully function better.
The volume for all the original voice acting in Alton has been adjusted for consistency. Jared Bensman has been re-recorded. There was no salvaging that. Regrettably, the re-voicing did not include the dialogue for both endings, and as a result, Hartrick and Clark are silent in both endings.
The map for the downtown Alton worldspace has been remade.
Floating supports in Old Godfrey adjusted.
Stephen Clark now correctly speaks his last line before entering his office in Double Agent.
The Vault 59 server module now plays a sound to better indicate that something has happened.
The objective activators to either destroy the GECK or sabotage the water purification in Double Agent have been moved to the server module to discourage the player attempting to do that before accessing the server.
The "no unequip" flag now clears on the Light Plague Armor in Double Agent properly.
The shipment instructions have been removed from the Plague Grunt to prevent the player breaking the objective markers.
Fixed Hartrick not attacking Clark in The Final Stand (script added unique weapon but not proper ammo to Hartrick).
Hartrick/Clark and Robert Johnson now run to the garage rather than walking in A Dashboard Farewell to speed up that section of the story.
Added audio marker to the Downtown worldspace. Enjoy the sweet sounds of the Fallout 3 music.
Added audio marker to New Godfrey.
Added audio marker to the airstrip.
Added audio marker to Belleview.
Fixed broken reflections in the water below Tom Howard's work space in the Underground Railroad.
Added map marker to the pre-War garage that houses the truck used to travel to the Capital Wasteland to make it easier to backtrack during A Dashboard Farewell.
Removed power armor and added recon armor to the BoS initiate that was posted in the bunker.
More holes in landscape have been patched. Feel free to report any more you find.
More grammar and spelling fixes have been applied to certain messages.
Changed "Tank's Switchblade" to "Tank's Rusty Switchblade" to make sorting easier should you also have Washington's Malevolence installed.
Underground Railroad residents and guards have had their packages re-worked to prevent them taking items out of the player's room. They did that thanks to erroneous AI packages that allowed them to access rooms they shouldn't have been able to and grab whatever they wanted.
Radioactive crater near Underground Gaming, LLC has been reduced in intensity, and radioactive particle effects have been added.
Objectives for Finding Godfrey have been adjusted.
The player now needs to open up the radio and get the radio transmission to begin She Runs On Motivation. Once the transmission ends, wait 10 seconds for She Runs On Motivation to begin.
Improved performance in "finale" version of The Underground Railroad.
Version 2.2
Fixed captive script
Cleaned up weapon forms
Fixed bounty board script
Fixed script that controls music in Vault 59
Fixed erroneous sound call in 'AltonPlagueGuardKillScript'
Added audio markers to every interior cell possible
Fixed New Godfrey map that I broke
Version 2.1
Successfully converted ESM to TTW 3.2.2
Explosions in plane cockpit no longer harm the player
Corrected several navmesh errors, added missing navmeshes
Fixed turret not anchoring at correct height in conductor tunnel near Underground Railroad, as well as turret in adjacent UR hallway (New Vegas-specific bug, not present in Fallout 3 version)
Optimized UR tunnel (pre-ending) by use of room markers
Vault 59 gear door alarm light now activates properly (lights were static objects rather than activators)
Numerous dialogue errors corrected in all quests to help blend the quests into the game better
All quest objective presentation orders redone to better blend into the presentation of the base game
Made intro bink skippable
Shortened empty time in plane from 18 to 10 seconds
Removed plane manufacturer references
Added New Vegas-specific challenges
Opening message changed slightly
Vault 59: Removed booby trapped terminal in entrance
Vault 59: Not wearing gas mask inside GECK lab now damages player properly
Vault 59: Hallway to lower level of living quarters out of GECK lab extended
Vault 59: Disabled The Lost Lovers auto-failing upon leaving vault since Linda Roberts is no longer accessible during escape
Underground Railroad: Changed activators for the sabotage options
Dulles Utility Tunnel changed to Utility Tunnel, switch activation changed slightly, message changed as well
AltonMQ01: Fixed fading conductors
Finding Godfrey: Super Mutant objective markers changed, message displaying dead count eliminated
Finding Godfrey, Escape (UR): Made escape method more obvious to prevent players possibly getting stuck... like me
Added references to Washington's Malevolence in raider trailer, Hopp farm house
Installation Notes: This package is completely self-contained and is easily installable through your favorite mod manager (or a manual mod installation into your Data folder if you're feeling dangerous on this particular day!)