Mod:Washington's Malevolence/Changelog

Before You Read
This page is where you can read on the changes that have been made to Washington's Malevolence since its initial release on October 5, 2018.

This is mostly a list of the logs that were previously on Nexus Mods before the mod's removal from that site; these logs are also available in the mod's Read Me file.

1.0

 * Initial planned release

1.0a

 * Undocumented bug fixes

1.1

 * Various undocumented bug fixes

1.2

 * VAULT 89 REFRESH UPDATE: This update brings a refresh to Vault 89, giving it life by adding in new dialogue and side quests that were left unfinished prior to release.
 * Lights in the living quarters' hallways and atrium now adapt to the time of day
 * Added/revised dialogue to all residents (VOs to come later! Anyone wants to take a crack at it, be my guest! Basically an open casting call at this point)
 * Updated resident packages
 * Fixed navmeshing issues
 * Fixed all follower's inventories, player can no longer remove items or personal belongings from any of the 6 followers
 * Refreshed Lizzie's appearance
 * You can no longer get your caps back after having Lizzie repair your items
 * Refreshed Tank's appearance
 * Added miscellaneous objects around Clearbank area
 * Updated some Clearbank interiors
 * Added Shea Offices near Bobby Childs Memorial Field
 * You can no longer get wedged behind the clinic
 * Fixed Nate Takei not having proper dialogue, also gave him a similar quest to Walter's scrap metal in Megaton
 * Added water pipes around Merideport
 * You can no longer get into Jimmy's shack prior to MQ06
 * Natalie Moritz now sells stimpaks
 * Refreshed Natalie Moritz's appearance
 * Refreshed Holden Bailey's appearance
 * MQ02: Mayor Bailey objective marker now clears as expected
 * MQ03/MQ04: Reworked post-Merideport sequence, divorced player from main group until after talking to Jimmy. Sam and co. now have conversation separate from player
 * MQ03: Redid Jimmy's entire first conversation; original release contained original take w/ no LIP files
 * MS03: Rolfe Building quest objective now completes properly
 * MQ08: Allied NPCs are equipped with more realistic armor and have been given a HP buff where necessary to counteract.
 * MQ09: Tank's Auto-Axe does 100 base damage (old value was 45)
 * MQ09: Jimmy and his followers now stay in their expected position properly.
 * MQ09: Jimmy and followers are now doing something other than blankly staring off into the distance.
 * MQ09: Objectives now complete properly.
 * MQ11: Can no longer get close enough to talk to the NPCs at the top of the stairs early.
 * MQ12: Dead NPC now lays in one consistent position

2.0beta

 * MQ00: Underlying code has been rewritten and cleaned up. Intro timing has been slightly tweaked.
 * MQ01: Underlying code has been rewritten and cleaned up. Dialogue timing has been tweaked.
 * MQ02: Underlying code has been rewritten and cleaned up. NPCs now act properly.
 * MQ03: Underlying code has been rewritten and cleaned up.
 * MQ04: Underlying code has been rewritten and cleaned up.
 * MQ05: Quest has been retooled to give Sterrek Island more of a facelift
 * MQ06/MS03: Quest markers have been updated
 * MQ07: Vault 63 Reactor cell updated
 * MQ09: Soldier spawn rates have been further tweaked, however, the battle still requires a higher end build to not make the FPS drop too far
 * MQ12: Jimmy should always speak to the player now
 * General: Terrain/object LODs have been regenerated
 * Vault 89 is now fully populated with its own set of side quests, some NPCs are now voiced
 * Various tunnels have been edited to make navigation less confusing
 * Added interiors to most buildings in Clearbank
 * More NPCs now have voice lines courtesy of those listed in the mod description
 * Moved player's Capital Wasteland return point to improve compatibility with some mods
 * Refreshed Chains's appearance
 * Added Chains's original dialogue back to the quests despite no VA
 * Refreshed Eyes's appearance
 * Refreshed Tank's appearance
 * Player can no longer remove base armor from any of the companions
 * Sterrek Island has been refurbished and repopulated
 * Added item "Find-My-Follower" to replace the buggy teleport code
 * Added triggers to MS11 "He Went to Georgia" to help the player find the quest start location easier

2.0.1beta

 * Missing KF file added to Updates section

2.1.1

 * Fixed MQ13 not clearing properly

2.1.2

 * Actually fixed MQ12 not clearing properly, previous update erroneously cleared MQ13 unnecessarily because I'm an idiot and forgot The End was MQ12

2.1.3

 * Revised regions in Maddox Island worldspace
 * Fixed bug that erroneously cleared first MQ00 objective by waking near Big Town

2.2

 * Added Project ZDIS demo, in turn adding in a way to return to Maddox Island

2.4

 * MQ04: Fixed MQ03 not clearing properly if player skips Flackland sequence
 * MS03: Fixed player being able to enter the Moritz house prior to Jimmy ambushing player with dialogue package
 * MS03: Changed one of Jimmy's animations to ensure he doesn't slam his hand down on invisible table
 * MQ09: Tweaked Enclave spawn rates to ensure consistency between FO3/TTW versions
 * MQ09: Tweaked package that makes Jimmy speak to player to attempt to ensure it fires correctly 100% of the time
 * MQ11: Shilling and Pence actually appear in the admin level as they should
 * General: Added new notes to Vault-Tec terminal in Clearbank branch office
 * General: Fixed some gaps in cliffs
 * General: Added military camp to lighthouse
 * Performance: Massively reduced amount of undergrowth and shrubs in Clearbank residential area
 * Performance: Reduced amount of NPCs at Sterrek Island

2.5

 * Added new voice files for several characters
 * Bug fixes and enhancements

2.8

 * Vault 89: Simplified Living Quarters layout
 * Vault 65: Added small clutter to entrance tunnel
 * Vault 65: Fixed floating debris
 * Rocky Cape Bank, Lv. 2: Moved triggers to attempt to mitigate pop-ins
 * Rocky Cape Bank, Lv. 3: Resized triggers to attempt to mitigate pop-ins
 * Rocky Cape Bank, Lv. 4: Resized and moved trigger to mitigate pop-ins
 * Rocky Cape Bank, Lv. 5: Fixed navmesh and moved triggers
 * Rocky Cape Bank, Lv. 6: Changed script 'ZDISMQ12FinalVaultDoorSwitchScript' to auto-place Eyes in event of him not appearing in cell
 * Cell 4, -3: Re-generated surrounding cells' navmesh
 * Merideport: General Store change to Lorenzo's Wares
 * Merideport: Bethany Moore's inventory now refreshes properly
 * Merideport: Aiden Lorenzo's inventory now refreshes properly
 * Trapper's Stash: Fixed dialogue choice showing topic name rather than player dialogue
 * Clearbank: Objective properly clears on terminal
 * Vault 89: Simplified Living Quarters layout
 * Rocky Cape Bank, Lv. 5: Fixed navmesh and moved triggers
 * Project ZDIS Demo: No longer possible to accidentally trigger Extraterrestrial Wonders

2.9

 * Vertibird is just given to the player now upon completing the main story line. You no longer have to go through the Winchester AFB. Dump WMProjectZDIS.esm from your load order. If you have already completed the original quest, a map marker will be added to your Pip-Boy to locate the vertibird.
 * Quest "Janitor's Keys" (ZDISMS05, base ID xx041AC9) has been completely walled off. If the quest has been started/completed, the quest will automatically clear itself as if it never started.
 * Chef's Delight: Quest now progresses properly. 2.9 patch will automatically reset Brian's variables as the quest never progressed past the first set of dialogues. Player will have to talk to him again to restart the quest.
 * The Dream Team: The quest has been walled off as it was a setup for a sequel that never happened.
 * Cogs That Bind: Leaking pipes now clear "destroyed" flag properly, allowing the player to continue the quest.
 * Southern Survivalist: Option to blow the cave up underneath the Yao Guai now works properly.

2.10

 * Lowlands: Several new map markers have been added
 * The End: Scribe Newman finally fires his dialogue correctly
 * Clearbank: Street lights have been disabled to help performance
 * Vault 89: Fixed Sandy Cook's fetch quest
 * Vault 98: Added story elements
 * Weapons: Demon's Dance has been re-balanced. Good luck! Watch your health.
 * NPCs: All follower NPCs only repeat their 'hit' dialogue once a day to cut down on "TIS BUT A FLESH WOUND" every 5 seconds.
 * Flackland coal mine has been touched up
 * A new town has been added near the Lowlands. Can you find it?

3.0

 * You can no longer start Washington's Malevolence at any time in your playthrough. You must have completed the main story of Fallout 3 first. You can find the note to start it pinned next to the entrance to the Citadel in the Bailey. Due to this change and changes made to The Brig, this version of Washington's Malevolence is NOT backwards compatible with the previous versions. You MUST remove any old version completely and re-save your game without this mod in the load order before installing this one. That said, I do not recommend doing that because that can and usually does create garbage data in save files.
 * NEW VOICE ACTOR! Samuel Dacomb has received a whole new voice courtesy of Thomas Burt. While I loved the work of Acura TL GTLM, this was a much-requested change. As there have been dialogue changes made to Sam, the old voice is not completely compatible with the new dialogue. The credits have been updated accordingly.
 * NEW INTRO! The introduction to Washington's Malevolence has been re-written (again, but better this time) to make An Apropos Proposal flow better and clear up certain overlooked plot elements.
 * NEW LOCATION! The East Shore Speedway is a small dirt oval track located just north of Trapper's Farmstead.
 * Every imposter raider on Maddox Island has been replaced with the real Pirates where possible, and now they have unique gear. Some stragglers may remain. Report them if you see them.
 * That stupid quest item "Find-My-Follower" now properly clears from the inventory.
 * Credits in intro video have been updated.
 * A real nutter has been discovered inside the row houses near Rogers Toy Factory. There may even be something of use in the house.
 * Redone LOD terrain and fixed loads of navmesh bugs.
 * Removed erroneous edits to the Capital Wasteland worldspace that have persisted since the original release.
 * Removed old, problematic edits to the Capital Wasteland worldspace that were left over from pre-alpha builds.
 * Maddox Island vault sliding doors no longer have '101' ghosting over the numbers.
 * Added in references to family connection between Newman brothers in An Apropos Proposal and A Breath of Fresh Air.
 * Most of the voice data of Jimmy, Eyes, and Sterling has been re-recorded with better equipment.
 * The voice data of Trapper Henry has been re-recorded with better equipment.
 * Almost 400 safety deposit boxes in the Rocky Cape Bank have been completely emptied. Loot in the remaining cabinets has been severely reduced.
 * Several imagespace modifiers have been updated.
 * Weapons: The ZX-98 Cannon now actually has more of a chance to do something when fired. (Still not perfect but better than it was)
 * The Alien Disintegrator in Jimmy's Shack has been changed into the VX-98 Experimental Rifle.
 * Synchronized Swimming: A certain NPC now always uses their weapon on cue. (worded to avoid spoilers)
 * Changed the progression of The Great Bank, Part I to expand on certain plot elements and smooth out the flow of the quest.
 * Changed the progression of The Brig to expand on certain plot elements and give the player more to do.
 * The Brig: Possibly fixed crashing when talking to Shilling. Voice directory for Shilling was erroneously packaged with both WAV and OGG files.
 * Old Runners: Removed time jump in script that was causing game crashes on some modded configurations.
 * Old Runners: Map marker for Vault 89 now presents after accessing a certain terminal in the Rolfe Building.
 * The terminal in the Vault Tec Offices now presents the map markers for the corresponding vaults (if the player has not discovered them already) by accessing the Project Goals pages on the relevant sub-menus.
 * Lighting effects and acoustics have been adjusted in the Rolfe Building. Several mis-aligned kit objects have been re-aligned to eliminate weird gaps.
 * Street litter decals in the first floor of the Rolfe Building have been re-done and placed with more care to avoid Z-fighting between decal objects.
 * The extra Pirates that spawn around Maddox Island post-The Brig now disable as they should upon reaching Homebound. Previously, the extra Pirates were just friendly.
 * Added ambient noises and acoustics to the Merideport Water Processing Plant. (Because how the hell did I miss that one after 15+ updates, right?)
 * Changed some of Diggory Virgo's subtitles to better reflect the voice data.
 * Southern Survivalist: Trapper Henry now fires off his initial dialogue properly 100% of the time.
 * Southern Survivalist: Trapper Henry properly removes the relevant quest item from your inventory now.
 * Synchronized Swimming: Set a certain NPC's health to a ridiculously high number to avoid knocking out.
 * Synchronized Swimming: Moved part of quest script to stage script because it shouldn't have been in the quest script in the first place.
 * Memento Mori: You can no longer loot certain things off certain bodies.
 * The End: Certain cutscenes have been re-worked to prevent the player from breaking the sequence.
 * The End: A certain player no longer pretends to be sitting during a certain scene with a robot in the vault.
 * The End: Fixed objectives not clearing if the player gets the bad ending.
 * Followers: You can now make Eyes hold his position during Booze, Grub, and Tunnels.

3.0.1

 * Fix for "The Brig" not clearing a quest item should the player choose to leave Maddox Island.

3.0.2

 * Re-integrated the ZX-98 Cannon into the mod using the revised standalone version.

3.0.3

 * Fix for the sewer grate during Jumping the Gun not destroying itself properly.

3.0.4

 * All leaks now stop properly when fixing the leaking pipes in Merideport during The Cogs That Bind. This should also retroactively disable the leaking pipe if the quest has already been completed.
 * Removed key from Brent von Hartman's inventory. This somehow persisted through every update until now. Never caught it once. Whoops.
 * Vault 89's security force is no longer getting their vault suits from Vault 101, they now use their own supply. With the cool glowy numbers and all.
 * Spiffed up the lighting in Vault 89's stairwells; took a cue from Vault 21's hallway lighting style.
 * Darrell Williams now properly gives you caps for completing Lost Branch. The fix was applied in a way that if you have already completed the quest, you will receive the caps.
 * You can no longer access the shack near Rivet City until you have retrieved the note at the Citadel Bailey.
 * The office in Pirates' landing is no longer accessible until the player talks to Jimmy in The Great Bank, Part I.
 * Flackland's dead raiders are now Pirates as they should be.
 * Sterrek Island Jail's imposter raiders are now proper Pirates. Please continue to report any others you see.
 * The lighthouse no longer has a working activator.

3.0.5

 * Fixed the long-standing bug in An Apropos Proposal where Eyes did not run to the player properly after scattering the Enclave soldiers.

3.0.6

 * Fixed warning message at second hideout appearing before it should.
 * Removed erroneous map marker southwest of Megaton.
 * Fixed being able to activate gear door button in Rocky Cape Bank admin level before it should be possible.

3.0.7

 * Fixed the TR-89 Power Armor stasis terminal not checking the proper stasis field. You should be able to get the armor the intended way now.

3.0.8

 * Minor re-work of the boat ride sequence to (hopefully) ensure Sam appears every time. The original activator script had Sam being enabled on the same execution cycle as him being moved to the boat which could cause issues in some configurations. Sam is now enabled prior to the intro video to avoid this.

3.2

 * You no longer have to complete the main story of Fallout 3 in order to start Washington's Malevolence. The note is immediately available in the Citadel after The Waters of Life if it is not found before then.
 * Disabled initial FOSE check. Honestly, if you're playing FO3 in 2022 I'm going to assume you're using FOSE (1.3b2).
 * Repackaged BSAs.
 * Sam Dacomb's base outfit has received a texture update courtesy of Warhound545.
 * Removed auto-save at beginning of wake-up sequence in Merideport.
 * Fixed package not running the wake-up animation for the player.
 * Cleaned up navmeshes around the military garage area north of Schytt's Market.
 * Cleaned up navmeshes in Rowe's Gap.
 * Renee Traverso now has voice data courtesy of xVASynth. It's hard to make something 100% convincing using a synthesizer but I gave it my best.
 * Commander Rusty in the Rocky Cape Bank vault now has new voice data courtest of xVASynth.

3.2.1

 * Fixed the missing normal map on Sam's new texture armor that I forgot to include in the texture set like an idiot.

3.2.2

 * Changed Jimmy's default follow distance from 145 to 185.
 * Changed Lizzie's default follow distance from 145 to 185.
 * hanged name of Bobby Childs Memorial Field.

3.3

 * Incremented revision number to match TTW version.
 * Recompiled BSAs to include Sam's new outfit.
 * Greatly reduced the stats of the TR-89 Power Armor/Helmet.
 * Greatly reduced the value of the TR-89 Power Armor/Helmet.
 * Increased the weight of the TR-89 Power Armor/Helmet.
 * Removed +2 CHR buff from the TR-89 Power Helmet.
 * Increased AGL debuff to -4 from -3.
 * Vault 89: Made small edit to Rachel's ingredients list.
 * Watson Towers: Added extra navmesh data.
 * Watson Towers: Removed access to empty rooms.

3.3.1

 * Fixed recursive loop in Tank's dialogue.
 * Removed the ability to engage in combat in the Sterrek Island jail prior to the jail escape sequence.
 * Changed name of Merideport guard barracks to reflect its purpose rather than just being called "Fishing Shack".

3.3.3

 * Fixed change made in previous patch where the player's controls did not re-enable properly during The Brig.
 * Incremented patch number to match TTW version.

4.0

 * Restored "Lebowski's World". You can access the quest by talking to the homeless man in front of Lorenzo's Wares in Merideport. The mod will notify you if you haven't started the quest prior to completing the main quest.
 * Added a new location near Trapper Henry's Homestead: "Paul's Auto Repair" is a Pre-War garage that served the East Shore Speedway on race nights, as well as serving as the one-stop shop of all of Clearbank's automotive needs prior to Schytt's Market coming to town.
 * Added in missing clutter and Maddox Island lore to previously empty Clearbank houses.
 * Added map marker for previously unmarked house near Vault 98.
 * Added map marker for the subterranean cave the player is optionally directed to at the end of The Brig.
 * Added map marker for Watson Towers.
 * Added map marker for Williams Diner.
 * Added map marker for the Clearbank Police Station.
 * Added map marker for Shea Offices.
 * Added map marker for the Clearbank Lighthouse.
 * Added map marker for the Vault-Tec office in Clearbank.
 * Added map marker for the military truck garage to the north of Schytt's Market.
 * Added more encounters to Maddox Island worldspace.
 * Completely removed all rock objects in the sea surrounding the island and overhauled those areas to include (a reduced amount of) rock objects that fit the terrain better.
 * All of the bloatfly encounters around the Maddox Island worldspace have been changed. You should no longer get ambushed by 18 radscorpions in places like the Lowlands. This was caused by lazily re-using vanilla encounter markers which were structured in a way that still added in albino radscorpions for players over level 30.
 * Patched various holes in the landscape with nice, beautiful rocks.
 * Lowlands: Added signage to help with navigating the lone path visible on the world map.
 * Lowlands: Added more landmarks to help with navigating the lone path visible on the world map.
 * Lowlands: Added small player home in Greenwood. You can obtain it and unlock its map marker by purchasing the upgrade on the terminal.
 * Adjusted Trapper Henry's faction parameters. He (and his allies) should no longer be attacked by any companions the player might have.
 * The ZX-98 Cannon now has unique textures.
 * All characters in this mod that had missing voice data now have voice acting via xVASynth. It's not a perfect solution, but it was necessary to make sure all characters have voices.
 * All regularly accessible mod-specific cells have had COC markers added.
 * Spruced up Jimmy's shack interior a bit.
 * Vault 89: Fixed improperly-set goodbye flag on Officer Sumner.
 * Vault 89: Fixed dialogue kicking player out of conversation when asking Chef Brian Ramsey about his role in the diner.
 * Vault 89: Fixed navmesh bug near the door in the living quarters leading to the main entrance, also cleaned up navmeshes where necessary.
 * Nuka Mixer: Fixed discrepancy in Nuka-Cola vending machine price between Overseer O'Connolly's dialogue and the actual price on the vending machines. All vending machines now dispense Nuka-Cola at 5 caps a bottle.
 * Clearbank Power Station now has a proper navmesh. No, I have no idea how that one managed to get through almost four years of updates. I swear I thought I put one in in a previous update!
 * Jumping The Gun: The sequence leading from the timelocks to the bank entrance has been re-worked, improving performance on top of adding additional sequences in that make the area feel more like a battle field.
 * Completely overhauled navmeshes in Maddox Island worldspace. The navmeshes in this version should be on par with the Tale of Two Wastelands version now, if not better.
 * Added in ambient sound effects to the entire exterior worldspace that I swear I put in before but were missing.
 * Re-buffed the TR-89 Power Armor. The armor/helmet now once again combines for 89 DR and 50 rad resistance. The -4 AGL debuff remains in place.

2.1.1

 * Removed "identical to master" records that were forgotten before the 2.1 release, thanks tgspy!
 * Removed weird overwrites that were missed before the 2.1 release, thanks tgspy!
 * Fixed overwrite of Big Town dummy cell that persists from Fallout 3 version
 * Deleted unnecessary OGGs in base package

2.8

 * Vault 89: Simplified Living Quarters layout
 * Vault 65: Added small clutter to entrance tunnel
 * Vault 65: Fixed floating debris
 * Rocky Cape Bank, Lv. 2: Moved triggers to attempt to mitigate pop-ins
 * Rocky Cape Bank, Lv. 3: Resized triggers to attempt to mitigate pop-ins
 * Rocky Cape Bank, Lv. 4: Resized and moved trigger to mitigate pop-ins
 * Rocky Cape Bank, Lv. 5: Fixed navmesh and moved triggers
 * Rocky Cape Bank, Lv. 6: Changed script 'ZDISMQ12FinalVaultDoorSwitchScript' to auto-place Eyes in event of him not appearing in cell
 * Cell 4, -3: Re-generated surrounding cells' navmesh
 * Merideport: General Store change to Lorenzo's Wares
 * Trapper's Stash: Fixed dialogue choice showing topic name rather than player dialogue
 * Clearbank: Objective properly clears on terminal
 * Vault 89: Simplified Living Quarters layout (navmeshes need re-done after merge)
 * Rocky Cape Bank, Lv. 5: Fixed navmesh and moved triggers (re-do navmesh after merge)
 * Vault 89: Roombounds are now in place to help framerates
 * Rocky Cape Bank: More roombounds are now in place
 * Maddox Island: LOD data is now the same as Fallout 3
 * Project ZDIS Demo: No longer possible to accidentally trigger Extraterrestrial Wonders

2.9

 * Vertibird is just given to the player now upon completing the main story line. You no longer have to go through the Winchester AFB. Dump WMProjectZDIS.esm from your load order. If you have already completed the original quest, a map marker will be added to your Pip-Boy to locate the vertibird.
 * Quest "Janitor's Keys" (ZDISMS05, base ID xx041AC9) has been completely walled off. If the quest has been started/completed, the quest will automatically clear itself as if it never started
 * Chef's Delight: Quest now progresses properly. 2.9 patch will automatically reset Brian's variables as the quest never progressed past the first set of dialogues. Player will have to talk to him again to restart the quest.
 * The Dream Team: The quest has been walled off as it was a setup for a sequel that never happened.
 * Cogs That Bind: Leaking pipes now clear "destroyed" flag properly, allowing the player to continue the quest.
 * Southern Survivalist: Option to blow the cave up underneath the Yao Guai now works properly.

2.9.2

 * Re-added previously missing mesh for post-MQ vertibird

2.10

 * Lowlands: Several new map markers have been added
 * The End: Scribe Newman finally fires his dialogue correctly
 * Clearbank: Street lights have been disabled to help performance
 * Vault 89: Fixed Sandy Cook's fetch quest
 * Vault 98: Added story elements
 * Weapons: Demon's Dance has been re-balanced. Good luck! Watch your health.
 * NPCs: All follower NPCs only repeat their 'hit' dialogue once a day to cut down on "TIS BUT A FLESH WOUND" every 5 seconds.
 * Gameplay: There are now reloading benches, campfires, and more workbenches placed in different parts of the island.
 * Flackland coal mine has been touched up
 * A new town has been added near the Lowlands. Can you find it?

3.0.3

 * THE BAD, SO BAD UPDATE: This version of Washington's Malevolence for TTW has been completely rebuilt, taking advantage of newer features that the New Vegas engine has to offer. This rebuild means that this version is not compatible with previous versions. You will have to revert to a previous save prior to starting An Apropos Proposal and restart your playthrough. And honestly, that's probably for the best. The old one kinda sucked anyway.
 * The companion wheel finally works properly for all the companions. Well, it works as well as it's allowed to for temporary companions.
 * You can no longer start Washington's Malevolence at any time in your playthrough. You must have completed the main story of Fallout 3 first. You can find the note to start it pinned next to the entrance to the Citadel in the Bailey. Due to this change and changes made to The Brig, this version of Washington's Malevolence is NOT backwards compatible with the previous versions. You MUST remove any old version completely and re-save your game without this mod in the load order before installing this one. That said, I do not recommend doing that because that can and usually does create garbage data in save files.
 * NEW VOICE ACTOR! Samuel Dacomb has received a whole new voice courtesy of Thomas Burt. While I loved the work of Acura TL GTLM, this was a much-requested change. As there have been dialogue changes made to Sam, the old voice is not completely compatible with the new dialogue. The credits have been updated accordingly.
 * NEW INTRO! The introduction to Washington's Malevolence has been re-written (again, but better this time) to make An Apropos Proposal flow better and clear up certain overlooked plot elements.
 * NEW LOCATION! The East Shore Speedway is a small dirt oval track located just north of Trapper's Farmstead.
 * All audio markers have been completely re-done to provide the best experience possible.
 * Every imposter raider on Maddox Island has been replaced with the real Pirates where possible, and now they have unique gear. Some stragglers may remain. Report them if you see them.
 * That stupid quest item "Find-My-Follower" now properly clears from the inventory.
 * Credits in intro video have been updated.
 * A real nutter has been discovered inside the row houses near Rogers Toy Factory. There may even be something of use in the house.
 * Redone LOD terrain and fixed loads of navmesh bugs.
 * Removed erroneous edits to the Capital Wasteland worldspace that have persisted since the original release.
 * Removed old, problematic edits to the Capital Wasteland worldspace that were left over from pre-alpha builds.
 * Maddox Island vault sliding doors no longer have '101' ghosting over the numbers.
 * Added in references to family connection between Newman brothers in An Apropos Proposal and A Breath of Fresh Air.
 * Most of the voice data of Jimmy, Eyes, and Sterling has been re-recorded with better equipment.
 * The voice data of Trapper Henry has been re-recorded with better equipment.
 * Almost 400 safety deposit boxes in the Rocky Cape Bank have been completely emptied. Loot in the remaining cabinets has been severely reduced.
 * Several imagespace modifiers have been updated.
 * Weapons: The ZX-98 Cannon has been rebuilt.
 * The Alien Disintegrator in Jimmy's Shack has been changed into the VX-98 Experimental Rifle.
 * Synchronized Swimming: A certain NPC now always uses their weapon on cue. (worded to avoid spoilers)
 * Changed the progression of The Great Bank, Part I to expand on certain plot elements and smooth out the flow of the quest.
 * Changed the progression of The Brig to expand on certain plot elements and give the player more to do.
 * The Brig: Possibly fixed crashing when talking to Shilling. Voice directory for Shilling was erroneously packaged with both WAV and OGG files.
 * Old Runners: Removed time jump in script that was causing game crashes on some modded configurations.
 * Old Runners: Map marker for Vault 89 now presents after accessing a certain terminal in the Rolfe Building.
 * The terminal in the Vault Tec Offices now presents the map markers for the Maddox Island vaults (if the player has not discovered them already) by accessing the Project Goals pages on the relevant sub-menus.
 * Lighting effects and acoustics have been adjusted in the Rolfe Building. Several mis-aligned kit objects have been re-aligned to eliminate weird gaps.
 * Street litter decals in the first floor of the Rolfe Building have been re-done and placed with more care to avoid Z-fighting between decal objects.
 * The extra Pirates that spawn around Maddox Island post-The Brig now disable as they should upon reaching Homebound. Previously, the extra Pirates were just friendly.
 * Added ambient noises and acoustics to the Merideport Water Processing Plant. (Because how the hell did I miss that one after 15+ updates, right?)
 * Changed some of Diggory Virgo's subtitles to better reflect the voice data.
 * Southern Survivalist: Trapper Henry now fires off his initial dialogue properly 100% of the time.
 * Southern Survivalist: Trapper Henry properly removes the relevant quest item from your inventory now.
 * Synchronized Swimming: Set a certain NPC's health to a ridiculously high number to avoid knocking out.
 * Synchronized Swimming: Moved part of quest script to stage script because it shouldn't have been in the quest script in the first place.
 * Memento Mori: You can no longer loot certain things off certain bodies.
 * The End: Certain cutscenes have been re-worked to prevent the player from breaking the sequence.
 * The End: A certain player no longer pretends to be sitting during a certain scene with a robot in the vault.
 * The End: Fixed objectives not clearing if the player gets the bad ending.
 * Followers: You can now make Eyes hold his position during Booze, Grub, and Tunnels.
 * Fix for the sewer grate during Jumping the Gun not destroying itself properly.
 * Re-integrated the ZX-98 Cannon into the mod using the revised standalone version.
 * Fix for "The Brig" not clearing a quest item should the player choose to leave Maddox Island.

3.0.4

 * All leaks now stop properly when fixing the leaking pipes in Merideport during The Cogs That Bind. This should also retroactively disable the leaking pipe if the quest has already been completed.
 * Removed key from Brent von Hartman's inventory. This somehow persisted through every update, including pre-release builds, until now. Never caught it once. Whoops.
 * Vault 89's security force is no longer getting their vault suits from Vault 101, they now use their own supply. With the cool glowy numbers and all.
 * Spiffed up the lighting in Vault 89's stairwells; took a cue from Vault 21's hallway lighting style.
 * Darrell Williams now properly gives you caps for completing Lost Branch. The fix was applied in a way that if you have already completed the quest, you will receive the caps.
 * You can no longer access the shack near Rivet City until you have retrieved the note at the Citadel Bailey.
 * The office in Pirates' landing is no longer accessible until the player talks to Jimmy in The Great Bank, Part I.
 * Flackland's dead raiders are now Pirates as they should be.
 * Sterrek Island Jail's imposter raiders are now proper Pirates. Please continue to report any others you see.
 * The lighthouse no longer has a working activator.
 * The mesh in the Clearbank townhouse now appears properly.

3.0.5

 * Fixed the long-standing bug in An Apropos Proposal where Eyes did not run to the player properly after scattering the Enclave soldiers.

3.0.6

 * Fixed warning message at second hideout appearing before it should.
 * Removed erroneous map marker southwest of Megaton.
 * Fixed being able to activate gear door button in Rocky Cape Bank admin level before it should be possible.

3.0.7

 * Merideport: The Seaside Tavern door no longer displays the trespassing color.
 * Merideport: Mayor Bailey's terminal no longer extends beyond the edges of the screen and crashes the universe.
 * Merideport: The ghosts playing with floating bottle caps in the abandoned bunker have stopped and now the caps are resting peacefully on the floor next to the grate.
 * Flackland: The "Fishing Shack" next to the run-down restaurant is now called "Target Range".
 * Weapons: Rowe's Last Stand has been buffed to make it less useless against stronger enemies.

3.0.8

 * Fixed He Went to Georgia not starting properly.

3.0.9

 * Buffed Chains' minigun and Jimmy's assault rifle and made them ignore damage threshold. This will make the Battle of the Bank become on par with the Fallout 3 version in terms of difficulty.

3.1

 * General: Added in the intro video that I somehow forgot to include in the main download like an idiot.
 * Merideport: Mayor Bailey's terminal has been completely disabled. The terminal entries were never written.
 * Merideport: The Seaside Tavern's door has finally had the red text fixed.
 * Booze, Grub, and Tunnels: The objective marker for "Make your way through the tunnels." now functions properly.
 * The Brig: The Auto Axe given to the player now ignores DT, making the basement area substantially easier.
 * Old Runners: Scribe Newman is now able to do more than stand at a shelf.
 * Old Runners: Player can no longer attempt to talk to the 3 old people mid-conversation.
 * Temporary Setbacks: The objective markers now properly point to the correct doors.
 * Vault 98: The skill books near the ZX-98 Cannon have been changed.
 * The Great Bank, Part II: The meeting at Jimmy's shack has been reworked.
 * General: All followers have had their armor stats reworked.
 * Weapons: The Modified Chinese Assault Rifle now sights properly.
 * Memento Mori: The appropriate NPCs now have the proper dialogue.
 * Lowlands: Instead of the Lowlands being filled with Albino Radscorpions, the Lowlands are now full of Mirelurks as it should be. Enjoy!

3.2

 * Most objective markers have been made more compatible with Just Visual Objectives.
 * Certain NPCs now stay in place for proper cutscenes instead of wandering off.
 * The barrel outside the dock meeting site has been moved to prevent Protector Newman walking over the barrel.
 * Pete McShooty now stays in place until Sam and Eyes are done talking in Booze, Grub, and Tunnels.
 * Reworked the script that returns Sam and co. to following the player during A Breath of Fresh Air. They should now rejoin the player immediately 100% of the time.
 * Reworked the scripting past the player's conversation with Jimmy during A Breath of Fresh Air. Newman and co. should remain in place now, although there may still be some residual issues.
 * Pence's note for the terminal passcode is now accessible. It was impossible to obtain it without activating TCL and clipping through the rubble pile it was sitting on due to the collision box.
 * The sunlight on the third floor of the Rolfe Building now matches the window lighting at all times.
 * The Brig - The objective marker for escaping the jail no longer points to the upstairs doors when in the first floor of the jail.
 * Old Runners - The objective marker on the second floor of the Rolfe Building now points to the proper door.
 * Old Runners - The objective marker that points the player to Vault 89 after accessing the terminal now directs the player properly.
 * Old Runners - Objectives inside Vault 89 have been reworked.
 * Homebound - Natalie's post-bank raid dialogue now works properly.
 * Renee Traverso now has voice data courtesy of xVASynth. It's hard to make something 100% convincing using a synthesizer but I gave it my best.
 * Commander Rusty in the Rocky Cape Bank vault now has new voice data courtesy of xVASynth.
 * Rebalanced Demon's Dance.
 * Rebalanced Francine.
 * Rebalanced Modified Chinese Assault Rifle.
 * Rebalanced Rowe's Last Stand.
 * Rebalanced Tank's Switchblade.
 * Rebalanced The Conspiracy.
 * Rebalanced VX-98 Experimental Rifle.
 * Added strength/skill requirement to ZX-98 Cannon.

3.2.1

 * (No record of the change made in this patch exists.)

3.2.2

 * Minor re-work of the boat ride sequence to (hopefully) ensure Sam appears every time. The original activator script had Sam being enabled on the same execution cycle as him being moved to the boat which could cause issues in some configurations. Sam is now enabled prior to the intro video to avoid this.

3.2.3

 * This version is compatible with Tale of Two Wastelands 3.3.
 * Removed YUPTTW.esm from required master list.
 * Repackaged BSAs.
 * You can now start Washington's Malevolence upon your first trip to the Citadel.
 * Fixed Outcast soldier not firing his line properly when meeting Protector Newman for the first time.
 * Made small change to the script controlling the post-boat crash scene to shut the console up.

3.2.4

 * Sam Dacomb's base outfit has received a texture update courtesy of Warhound545.

3.2.5

 * Changed Lizzie's default follow distance from 145 to 185.
 * Changed Jimmy's default follow distance from 145 to 185.
 * Changed name of Bobby Childs Memorial Field.

3.3

 * Incremented revision number to match FO3 version.
 * Cleaned and fixed ESM errors.
 * Recompiled BSAs to include Sam's new outfit.
 * Greatly reduced the stats of the TR-89 Power Armor/Helmet.
 * Greatly reduced the value of the TR-89 Power Armor/Helmet.
 * Increased the weight of the TR-89 Power Armor/Helmet.
 * Removed +2 CHR buff from the TR-89 Power Helmet.
 * Increased AGL debuff to -4 from -3.
 * Vault 89: Made small edit to Rachel's ingredients list.

3.3.1

 * Fixed recursive loop in Tank's dialogue.
 * Removed the ability to engage in combat in the Sterrek Island jail prior to the jail escape sequence.
 * Changed name of Merideport guard barracks to reflect its purpose rather than just being called "Fishing Shack".

3.3.2

 * Finally removed the Big Guns skill books that were left over from the Fallout 3 version.

3.3.3

 * Fixed change made in previous patch where the player's controls did not re-enable properly during The Brig.

4.0

 * Restored "Lebowski's World". You can access the quest by talking to the homeless man in front of Lorenzo's Wares in Merideport. The mod will notify you if you haven't started the quest prior to completing the main quest.
 * Added a new location near Trapper Henry's Homestead: "Paul's Auto Repair" is a Pre-War garage that served the East Shore Speedway on race nights, as well as serving as the one-stop shop of all of Clearbank's automotive needs prior to Schytt's Market coming to town.
 * Added in missing clutter and Maddox Island lore to previously empty Clearbank houses.
 * Added map marker for previously unmarked house near Vault 98.
 * Added map marker for the subterranean cave the player is optionally directed to at the end of The Brig.
 * Added map marker for Watson Towers.
 * Added map marker for Williams Diner.
 * Added map marker for the Clearbank Police Station.
 * Added map marker for Shea Offices.
 * Added map marker for the Clearbank Lighthouse.
 * Added map marker for the Vault-Tec office in Clearbank.
 * Added map marker for the military truck garage to the north of Schytt's Market.
 * Added more encounters to Maddox Island worldspace.
 * Completely removed all rock objects in the sea surrounding the island and overhauled those areas to include (a reduced amount of) rock objects that fit the terrain better.
 * All of the bloatfly encounters around the Maddox Island worldspace have been changed. You should no longer get ambushed by 18 radscorpions in places like the Lowlands. This was caused by lazily re-using vanilla encounter markers which were structured in a way that still added in albino radscorpions for players over level 30.
 * Patched various holes in the landscape with nice, beautiful rocks.
 * Lowlands: Added signage to help with navigating the lone path visible on the world map.
 * Lowlands: Added more landmarks to help with navigating the lone path visible on the world map.
 * Lowlands: Added small player home in Greenwood. You can obtain it and unlock its map marker by purchasing the upgrade on the terminal.
 * Adjusted Trapper Henry's faction parameters. He (and his allies) should no longer be attacked by any companions the player might have.
 * The ZX-98 Cannon now has unique textures.
 * All characters in this mod that had missing voice data now have voice acting via xVASynth. It's not a perfect solution, but it was necessary to make sure all characters have voices.
 * All regularly accessible mod-specific cells have had COC markers added.
 * Spruced up Jimmy's shack interior a bit.
 * Vault 89: Fixed improperly-set goodbye flag on Officer Sumner.
 * Vault 89: Fixed dialogue kicking player out of conversation when asking Chef Brian Ramsey about his role in the diner.
 * Vault 89: Fixed navmesh bug near the door in the living quarters leading to the main entrance, also cleaned up navmeshes where necessary.
 * Nuka Mixer: Fixed discrepancy in Nuka-Cola vending machine price between Overseer O'Connolly's dialogue and the actual price on the vending machines. All vending machines now dispense Nuka-Cola at 5 caps a bottle.
 * Clearbank Power Station now has a proper navmesh. No, I have no idea how that one managed to get through almost four years of updates. I swear I thought I put one in in a previous update!
 * Jumping The Gun: The sequence leading from the timelocks to the bank entrance has been re-worked, improving performance on top of adding additional sequences in that make the area feel more like a battle field.
 * Re-buffed the TR-89 Power Armor. The armor/helmet now once again combines for 89 DR and 50 rad resistance. The -4 AGL debuff remains in place.