A list of bugs from vanilla Fo1 and FIXT that were fixed in Fallout et Tu. I didnt sort through what is from vanilla Fo1 and what is FIXT. Sometimes FIXT stuff is obvious (duplicated cooks in Shady, etc), sometimes it is not so obvious... I feel that if I wanted to do a distinction here, then I'd have to go through all the old scripts again to make sure that I'm not blaming something on FIXT that was already fucked in vanilla Fo1... Really don't have motivation to do that, sooo... here's the total bugfix list up to et Tu release version 1.5. - Unlimited XP exploit in Master's Vault computer terminal script. - Flip in Vats map won't bring the player to Lou if he attacks with the Brotherhood. Same for the gate and door mutants. - Removed duplicated critters (cook, etc) in Shady Sands. - Neal in the Skum Pitt killing the Skulz ganger will now play the correct death animation. - Potential money stealing exploit (primarily in the Boneyard). - MacRae will not call female dude "lad" anymore. - Loxley now has the same team ID as everyone else in the thieves circle. - The BOS high elder is male now, as the dialog suggests (very likely protos swapped back in the days). - Rats would stop moving around after returning to a map. - Merchant personal inventories are now "protected" - their items won't mix into the trade inventory anymore. - Good Boneyard ending works for real now. - Vance in the Hub Oldtown will only trade with the player if he allows it via dialog. No more "press barter-button"-exploit. - Constant on/off flickering of generic citizens in V13. - After giving the Water Chip to the Overseer, the whole party gets teleported into the library, not just the player. - It was possible to hire Ian "for free" (circumventing dialog checks) under certain conditions. - Hub "Captors" will now reset to their home tile when the player enters Old Town. - Super Mutant Invaders (Necropolis, etc.) would spawn new weaponry on every map_enter. - Disabled Glow Robobrains should not "stand up" anymore in combat. - BOS Power Armor on the table can now *actually* be repaired with the multi-tool. - Michael can be asked about the Power Armor motivator at all times now, not just the first time the message appears. - Generic Junktown guards will instantly rotate to their home rotation after returning to their home tile. - Tycho's primary skill isn't melee anymore. - Correct disguise-check to the scientists and technicians in the Master's Lair. - Correct spawn hex when being teleported to the LA Library via invasion super mutant. - Can't arm the bomb in the Master's Lair over and over again. - Added a short delay to the endgame sequence so that the vault door will open after the endgame slides and not before. - Ian duplicated "decline to join"-dialog. - It was possible to interrupt the Adytum fight between Blades and Regulators who then wouldn't attack each other anymore. - Izo, Gizmo's bodyguard, will return to his home tile on map_enter now. - Junktown casino guards would float warnings on every game tick. - Killian's safe would keep spawning items on map_enter. - Mantis in Lance-encounter will be aggressive and not completely ignore him anymore if the player wasn't spotted yet. - Town/World entry points for Junktown moved to more represent the actual map positions. - Removed Fixt-function, lockers getting destroyed by explosions. It was barely used. - Removed Fixt-setting for painfields, because it is questionable game design. - Removed initial map_enter message for V13 caves. - Removed V13 door computer can't be destroyed anymore (just leads to additional problems). - More Junktown NPCs won't respawn their caps on every map enter. - In the Master's Lair, the elevator door leading to the bomb can now be opened with an electronic lockpick. - Regular Nightkins in the Master's Lair will not be deleted anymore together with the variable staff in the quarters when changing shifts. - Mariposa Super Mutants now use the same disguise check as Cathedral Super Mutants (but they don't check for CoC badges unlike the Cathedral guards). - Vincent and the mad scientists in the Cathedral will now correctly go about their daily work/sleep schedule. - EXP exploit with doors in the Cathedral and Mariposa (locking/unlocking them). - If the player is armed, Shady Sands guards need to have sight on him before engaging in combat. - Razor will give the task to get weapons from the Gunrunners only once. - Tiny in Adytum won't mix his personal money into the trade inventory anymore. - Wrong dialog node in Lance dialog. He will now offer traveling to Shady Sands with the player. - Traveling merchants will now remember their target destination after loading a savegame inside the encounter. - Exploit to use the Blue elevator in the Glow even without enabling the primary power first. - Sheriff Greene in the Hub will rotate back to his original direction after teleporting from Decker's hideout. - Rhombus day/night schedule wasn't working correctly. - It was possible to steal from Rhombus' locker without him reacting to it. - Reverted proto changes to 10mm AP, 10mm JHP, .44 Magnum JHP, 14mm AP, and .223 FMJ. (Fixt remnant) - The Gunrunners moat guard will now only return to his home position if the player enters the map (prevents the guard from blocking the bridge after reloading). - Wandering Blades are a lot less antsy now. - Gunrunners are a tad less antsy after the player took the weapons reward for himself. - Removed item proto files that either haven't been changed or still include deprecated Fo1 Fixt changes. - Removed Vault 13 water flask and pump part items from Necropolis encounters. (Was a Fixt addition) - Healing at doctors now also heals crippled limbs. - "Aradesh is furious" dialog string was something about human armor. Probably another Fixt-remnant. - After defeating the Khans Raiders and returning to their location, the player would get negative Karma. - After getting the "Free Drinks"-reward from Neal in the Skum Pitt, his dialog options would still show caps, even though the drinks are free. - Breaking all limbs in a random mountain encounter event would show the wrong message string. - Caleb had a couple dialog lines mixed up. - Fortune Finder perk was broken in so many places. It's now reverted to vanilla Fo1 behavior + removed the Fixt setting. - Tandi will remain correctly in Team Shady Sands™ when the player first enters the town, and also switches back correctly once returned home from the Khans. - Traveling merchants will now remember if their party is full or not. - Vault 13 door terminal description was showing the wrong text. - After returning the water chip, "Calm the Rebels" and "Find the Water Thief" quests will only show as completed if the player actually started them. - Destroying the Cathedral / Military Base will now always correctly strike out the quest entries in the PipBoy. - Cost calculations of the CoC doctor in Junktown wasn't rounding the result. - Lorraine in Adytum was showing odd dialog when the player talked to her again. - Marcelle in Junktown won't spawn a new shotgun on ever map enter. - Mutants in Mariposa would not be removed correctly from the entrance map when applying the "radio trick" and leaving the map early. - Lorenzo in the Hub had a typo in his move order, which would send him outside the FLC house. - Razor would not move to the Adytum entrance after the Blades attacked without the help of the player. - Blades would not join the attack on Adytum if the player attacks the Regulators on his own after telling Razor "let me speak with Zimmerman first" (example: due to player not having the Holodisk to show Zimmerman). - After the Blades attacked Adytum without the player, Zimmerman would remain as a "dead ghost" in frozen animation and not disappear correctly. - Killian in Junktown would restock his money on every map_enter if he doesn't have any in his inventory. - "Knocking out" the raider in Marcelle's Crash House won't trigger the "you killed him"-dialog anymore. - Reduced Mauser ammo on Gizmo back to 20 bullets (reverted Fixt change). - Removed Stimpaks from Gizmo (reverted Fixt change). - Brotherhood Paladins in encounter maps would not recognize the player as an Initiate. - Darrel at the Brotherhood now correctly shows his secondary "look at"-description text. - Hightower's strongbox was missing a blocking hex. - Lou had a wrong dialog line in the torture sequence. - Main door in the Raiders map had a blocker missing (could still walk through a closed door). - Talking to Calder at the Cathedral entrance while having the Childkiller-reputation would show the wrong dialog node. - The dynamite-exploit won't work on crucial NPCs anymore (Beth, Jacob, Zack, Razor, ...) - The relationship dialog between Trish and Saul has been fixed up and somewhat polished (old restored cut content).